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Originally Posted by David Johnston2
No, you'd need magical repair not healing for inorganic implants.
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Well apart from the fact that these are purely technological artefacts
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Originally Posted by Kelly Pedersen
That's pretty much exactly how Ultra-Tech and other sources of cybernetics have done it, so yeah, that makes sense. Ultra-Tech also puts Maintenance as a temporary disadvantage at some level on most cyberware, but you may want to avoid that, since a time-displaced person probably won't have the resources to maintain their own 'ware, resulting in a very-quickly-useless character.
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Ultra-Tech doesn't handle things uniformly, not all abilities get the limitation.
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Originally Posted by Kelly Pedersen
I would say it is a limitation, yes. DF templates include traits like Rapid and Very Rapid Healing, which suggests to me that "natural" healing is expected to happen. And my own experience with DF bears that out, at least somewhat. The cleric gets tapped out on FP, or has just used all their healing spells on someone several times in a day, and just can't heal all the HP damage, and then natural healing kicks in. Or the cleric gets taken out!
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These advantages don't help that much, allowing you to heal 2HP at best. In fact the effect of Rapid Healing to avoid crippling injuries is probably more useful and I think it would effect cyberware
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Originally Posted by Kelly Pedersen
However, I think it is reasonable to say that cybernetics can be healed with magic, but it takes different magic. Make up a Making and Breaking College spell that works like the various healing spells, but only works on machines, for example. This approach, though, means you will have to track damage to the character's regular body and cybernetic parts differently, which can get annoying. Bear that in mind.
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Not really a good option as anyone with cyberware is probably from another timeline, one without magic.
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Originally Posted by Kelly Pedersen
You'd need to track it separately. It all comes off the character's HP total, but you need to note if it was damage to their meat, or their metal. For example, say someone has 15 hp, and a bionic arm. If someone attacks their torso and does 6 HP, you just mark off 6 HP. However, if someone hits the arm, you'll need to mark off 6 HP from their total and note that it was 6 HP done to a cybernetic part. You probably don't need to track each part individually, fortunately.
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If damage done to cyberware must be tracked separately like that then it shouldn't come of the character's total HP
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Originally Posted by Kelly Pedersen
Depends on what exactly you picture it doing. Could you give more details?
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Inertial guidance is a compass or other direction determining device connected to an accelerator, using that information it can determine hor far you've moved and in what direction, sort the reverse of orienteering. It allows you to know where you are without consalting any outside reference points.
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Originally Posted by Kelly Pedersen
The standard way to do this is to take the relevant Disadvantage for the missing body part, but apply a Mitigator to it to represent the cybernetics. Ultra-Tech suggests -70%, but that's for cybernetics that require maintenance, so if they're just Electrical and Unhealing, use -60% instead.
You should put the benefits of any cybernetic replacements into a meta-trait with the disadvantage. This includes both any benefit they directly provide (e.g., Nictating Membrane for a cybernetic eye), and any advantages they supply generally (for instance, that Accessory (video display) perk.
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Ultra-Tech does it this was and it's noted for problem doing it, notably in this case as maintenance is NOT going to be available (Think Banestrom victim) the Mitigator
Ultra-Tech applies doesn't work, and Electrical and Unhealing aren't available for Disadvantage Limitations