Modified Healing Artifacts for Mutant Future
On page 125 in Mutant Future there are a few drugs and artifacts relating to healing. I have come up with house rules for three of them, rules that can make play quite different. Stimshot A, Stimshot B and Superegen are those that heal hit points. The stimshots do so instantly, something I don't care for. They aren't magic. So I came up with a house rule that they do their healing over 2d6 rounds, long enough for their technology to repair wounds. The new advantage of them doing this is that they can revive the dead. The rule for this is simple- if the healing amount rolled is enough to bring the character back up to over 0 hit points, they are revived and will awaken in d4 turns. If the stimshot is applied on the same round as death, then the character will awaken in d4 hours. The latter is due to the shot restoring brain function as well as healing normal wounds. If death is due to poison, radiation, other energy or acid, stimshots can not revive the dead. That is what Stimshots C, D and other versions are for.
The rules for Superegen are a bit more complex as it boosts the normal healing of a biological character and lasts for days. If the character is killed and their body is more or less intact, the drug will revive them if their healing brings them back up to 1 or more hit points. Unlike the stimshots, this can take a week or so. It also allows for the regeneration of lost parts smaller than a limb- digits, noses, ears, etc.
The obvious use for this is to bring back villains of the setting. After a revival or two, the PCs will have to make sure to cut their enemies' heads off, otherwise they come back. The players may not even realize this if cloning and duplication technology exists in the setting. The other is to make a former PC into a villain. Someone who was angered by being left behind or buried and knows the weakeness of the party...