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TGMC:Synthetic
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==Synthetic vs Organic== As the Synthetic you have advantages and disadvantages over regular organics. You only have a first name, something like ''John''. These advantages/disadvantages are assuming you're playing as the Late/Normal Synthetic, which is recommended for new synths. ===Your Advantages=== *You only take brute and burn damage, and you get a slight (0.70) damage reduction to damage. You still take damage from normal sources, like bullets, lasers, explosions, fire and acid. *You are immune to pain. Xenos also cannot see your health bar. They can only tell if you're dead, alive, or SSD through a HUD icon and examine. *'''Decapitations don't kill you permanently, and you don't become permanently dead over time.''' If your head is not lost and same for your body, you can be defibrillated from anything. You can still be destroyed by [[TGMC:Pilot Officer#Tadpole|Tadpole]] landing. *Due to the above, '''you're very easy to heal.''' You can repair brute damage with a blowtorch, burn damage with wires, and both with nanopaste (found in surgical trays and Requisitions). You're much slower if you do this on your own, so don't hesitate to ask others to repair you. * Xenos cannot drain or cocoon you for psy points unlike combat robots and organics. *You are immune to larval huggers; however non-larval variants still try to attack you. This makes you a very robust way of dealing with larval huggers and their traps. *You get 25 more health (125), or Early Synthetics have 100 more health (200). *You are immune to flashes, welding tools, or other sources of getting blinded. You have a natural Medical HUD too. ===Your Disadvantages=== *You can have any limb chopped off, including your head, but as covered in Advantages, they won't kill you permanently unless your head is somehow destroyed. Wear a hat that somehow provides decapitation protection to avoid this! These are found in the surplus clothing vendors. * You are still affected by damage slowdown, and still go into critical condition at the hard crit threshold [-50], although you won't go blind from being in hard crit. '''Worst of all, you don't suffocate, so you can be in critical condition forever''' until you are put out of your misery or rescued. *You can't fire guns, prime grenades, or wear armor like the '''Xenonauten or Jaeger armors''', and you cannot run, although your walk speed is still pretty decent (unless you're an early synthetic). You can wear the TGMC flak vest and the bulletproof vest in your vendor. *Your storage situation is difficult to manage as you usually have to prepare for medical emergencies and engineering situations. {{Template:TGMC-Skills |color=#90dec4 |sizeoverride=250 |job=Synthetic Differences & |tabletitle=Synthetic |premsg = The skills you get when you spawn in as a ''Synthetic'' in your preferences. Synthetics get +25 health (125), a 0.7 brute and burn modifier and no slowdown applied. They also keep the human appearance of your selected character. |cqc=5 |police=2 |melee=1 |medical=4 |surgery=4 |engineering=4 |construction=4 |firearms=-1 |powerloader=4 |lead |sg }} {{Template:TGMC-Skills |color=#90dec4 |sizeoverride=250 |job=Early Synthetic Differences & |tabletitle=Early Synthetic |premsg=The skills you get when you spawn in as an ''Early Synthetic'' in your preferences. Early Synthetics get +100 health (200) and a 0.6 brute and burn modifier with a 1.15 slowdown applied. They hold the appearance of a pale bald android. |cqc=5 |police=2 |melee=1 |medical=3 |surgery=3 |engineering=5 |construction=5 |firearms=-1 |powerloader=4 |lead |sg }}
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