Difference between revisions of "Mindscrew"
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Revision as of 19:11, 28 March 2022
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Mindscrew
Inflicts continuous pain on the user. Mindscrews are used by some authorities as a long-term punishment. Some even install them voluntarily as a demonstration of ideological or religious devotion.
Base Stats
- Type
- Medical Items – Body Parts
- Mass
- 4 kg
- HP
- 50
- Flammability
- 100%
Creation
- Required Research
- Brain wiring
- Skill Required
- Crafting 5
- Work To Make
- 15,000 ticks (4.17 mins)
- thingSetMakerTags
- RewardStandardLowFreq
- techHediffsTags
- PainCauser
- tradeTags
- ImplantEmpireCommon
The Mindscrew is an implant that permanent gives a pawn that's been implanted with it +20% Pain.
Acquisition
A mindscrew is made with 15 steel, 4 components and 15,000 ticks (4.17 mins) of work at the fabrication bench, after the Brain Wiring research is completed. The required techprint can be obtained either by trade or completing quests for the Empire. They require a crafting skill of 5.
Summary
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Summary stuff goes here
Installation
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Installing the part requires 2,500 ticks (41.67 secs) of work, 2x medicine of ?? quality or better, and a Medical skill of 5.
If the operation fails, the part has a chance[What Chance?] to be destroyed.
Once installed, it cannot be removed.[Fact Check]
Analysis
May be useful on masochists to give a permanent mood boost to them. Note that this also makes them less effective in battle since they collapse earlier from pain and that pain itself will inflict a -4% consciousness penalty as well.
On non-masochist pawns, just the pain from the mindscrew will inflict enough pain to give a -10 mood penalty.
On Wimps, it will causes immediate and permanent shock as the pain will instantly reach their pain shock threshold.
Can also be useful on psycasters since they recover from neural heat faster when in pain.
There is also potential synergy with the psychic harmonizer when used on prisoners as psychic harmonizers only affect pawns of the implantee's faction.