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Disney Villains Victorious: Space K/L/Rs
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=== Cyborgs === Cybernetics are all too common across the galaxy, and a party travelling the stars can expect to meet (or include!) at least one throughout their journeys. While their mechanical implants and prosthetics are useful, these fusions of metal and flesh are widely feared and distrusted and have struggled to overcome their decidedly poor reputations, no thanks to infamous cyborg warlords like Long John Silver and the Supreme Leader. Cyborgs can access the abilities of both organics and machines, though they have to worry about their weaknesses as well. Hypothetically, any character that isnβt a Robot can become a Cyborg. Each new enhancement is purchased like a normal Trait, but acquired in game through various means. * Cyborgs start with one Machine Trait instead of two. They are still living creatures, fancy gadgets or not. Cyborgs can take damage from Social Attacks, and their cybernetics are vulnerable to attacks made with Mechanics or Computers. If they take damage from Mechanics or Computers, disable their Machine Trait until the damage is repaired. The cybernetics are considered to be nonfunctional until fixed, which can be a problem when you need to run from danger on one good leg and one dead weight. * Cybernetics are, for the most part, powered internally. Changing batteries shouldn't be a problem for these characters. * Cybernetics are also vulnerable to extreme temperatures, water, electricity, and magnetic forces. Attribute Bonus: +1 to the Attribute relevant to the chosen cybernetic, -1 to an Attribute not relevant to/negatively affected by the chosen cybernetic.
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