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Occams Razor • View topic - Animate Cyborgs?

Animate Cyborgs?

Animate Cyborgs?

Postby Doom » Wed Mar 26, 2014 2:18 pm

A couple people have told me that Cyborgs have the Animate trait. Cyberware Specialists get some beneficial 'to Animate' effects and cyborgs are resistant to 'by Medicine', so it sounds right, but I could not find it spelled out in the rule book. Could someone clarify for me?

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Re: Animate Cyborgs?

Postby Coco » Wed Mar 26, 2014 5:14 pm

1. While they are a varying degree of meat and metal, Cyborgs do not have the Animate trait. They are still People. (You will see the Animate trait given via skill to Fetches and Ridden, however.)

2. Cyborgs are somewhat resistant to Medicine, but not completely. What you're referring to is the Cyborg's required skill The Wonders of Modern Technology (p 46). Because a doctor is likely not used to working around a Cyborg's metal bits to find the meatbag bits, the Cyborg calls "Resist" to ONLY THE FIRST time a call is made "by Medicine" to the Cyborg. The subsequent "by Medicine" calls to the Cyborg all work perfectly fine--for the next five minutes. When five minutes is up, the skill resets, meaning the Cyborg again must call "Resist" to ONLY THE FIRST TIME a call is made to him/her "by Medicine."

There is a note in the skill that mentions this doesn't apply to Bane effects. For example, if someone called, "Heal by Medicine to Cyborg," the Cyborg would never have to call "Resist."

3. Cyberware Specialists (and Mechanics, Engineers) all have the Repair skill. This skill allows them to fix weapons, guns, devices, armor as well as "heal" cobbled-together creatures with the Animate trait (Fetches, Ridden). As above, Cyborgs don't fall under either category.

Hope that clears things up for you!
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