Cybernetics and you. Max Characteristics 7 or 8?

By robmox, in Star Wars: Edge of the Empire RPG

I was making a Marauder to chop peoples arms off, and I wanted to give him a Cyberarm for +1 Brawn, can I also give him a Cyberleg for a total of 7 Brawn? Then Dedication for 8 Brawn, then PX-11 "Battlement" Powered Armor for 9, then Stim Application for 10? I'd have to buy a third set of dice for all that, but based on the wording in the book how do you interpret all these?

For Cybernetics it says, "Cybernetic enhancements and replacements generally increase skills or characteristics, providing raw bonuses to characters' abilities. The combination of purchased increases and the increases provided by cybernetics can increase a character's skill or characteristic one step above the normal maximum (seven for characteristics, six for skills).

What about a cybernetic weapon? Would you let a Marauder have a vibroaxe pop out of his cyberarm that already gives him +1 Brawn?

I was making a Marauder to chop peoples arms off, and I wanted to give him a Cyberarm for +1 Brawn, can I also give him a Cyberleg for a total of 7 Brawn? Then Dedication for 8 Brawn, then PX-11 "Battlement" Powered Armor for 9, then Stim Application for 10? I'd have to buy a third set of dice for all that, but based on the wording in the book how do you interpret all these?

I interpret a hard natural cap at 6 without cyber, or 7 with. That "natural max is 6" implicitly includes permanently raising the Characteristic through Dedication, or temporarily raising it with particular types of armor, the Enhance Force power, or Stim Application. Further, I would not allow the latter two to stack. To me they're both externally-applied enhancement bonuses and thus should not stack; the armor is more of an equipment bonus. I recognize that these are more D&D system terms than the system terms of Edge, but that's my interpretation to avoid even more One True Build combos and abuse.

By that same token, I interpret that cap of 7 as a hard cap of 7 . Not "6 natural, 7 with a cyber arm...so 8 with a cyber arm+leg, 9 with cyber and armor." 7 is the best you get, full stop. From a reading of the rules, I think the rules are quite clear on that front.

To me the benefits of every +Brawn thing should not take "natural" Brawn above 6 (that being normal Brawn + enhancements + equipment), or "augmented" (with cyber) Brawn above 7. Cyber is the only way to get above 6 at all, period.

The clear benefit of this is not having to spend Dedication on Brawn as much to max it out, and thus if you choose to go down several Spec trees, feeling more free to allocate that Dedication elsewhere. If you have access to Stim application and are cybered and have beefy armor, you could presumably just leave your natural Brawn at 4 (5 while armored, 6 with Stim Application or Enhance) and increase it by +1 to 7 with a piece of cyber. Saving full iterations of Dedication is nothing to sneeze at.

The other big benefit to both your left arm and right arm being cybered, versus just your left, is that imo if you're punching someone with your (cybered) left arm, you'd get a +1 to damage from that punch that wouldn't logically apply if you're punching with your meat right arm. Even if that means you don't get further iterative +Brawn, having that bonus broadly applicable to more limbs can still be useful.

What about a cybernetic weapon? Would you let a Marauder have a vibroaxe pop out of his cyberarm that already gives him +1 Brawn?

Me personally? No ****ing way. Feels way too Shadowrun and not at all Star Wars. That creates conflicts with the themes of the setting and the technology in the setting and would be my justification for disallowing it.

Frankly I don't like how much Shadowrun the cyber system has injected into this game. Transhumanism and the borders of medical ethics are big themes for Shadowrun and 40k but hardly themes for the Star Wars space opera, even the more gritty episodes. I'd rather cyber just be replacements for ruined appendages offering no "better than flesh" benefit, rather than something normal people would seek out and do for an edge.

only way to get a 7 in Brawn is with the strength enhancing mod you can put in your armor.

Incorrect Crimson, the cybernetic arms/legs can also raise Brawn to 7 - the book specifically states this on page 173 second paragraph.

I was making a Marauder to chop peoples arms off, and I wanted to give him a Cyberarm for +1 Brawn, can I also give him a Cyberleg for a total of 7 Brawn? Then Dedication for 8 Brawn, then PX-11 "Battlement" Powered Armor for 9, then Stim Application for 10? I'd have to buy a third set of dice for all that, but based on the wording in the book how do you interpret all these?

For Cybernetics it says, "Cybernetic enhancements and replacements generally increase skills or characteristics, providing raw bonuses to characters' abilities. The combination of purchased increases and the increases provided by cybernetics can increase a character's skill or characteristic one step above the normal maximum (seven for characteristics, six for skills).

What about a cybernetic weapon? Would you let a Marauder have a vibroaxe pop out of his cyberarm that already gives him +1 Brawn?

You have to buy arms and legs as a pair as well to get the bonus for the characteristic.

Incorrect Crimson, the cybernetic arms/legs can also raise Brawn to 7 - the book specifically states this on page 173 second paragraph.

so the theoretical max brawn is 9? If you can somehow start with a 6 brawn get your arms and legs cut off and get the strength mod?

edit: forgot about the stim application from the doctor tree. So 10 Brawn?

Edited by Crimson Death

Nope, +1 max for cybernetics. So Legs or Arms, not both.

I was making a Marauder to chop peoples arms off, and I wanted to give him a Cyberarm for +1 Brawn, can I also give him a Cyberleg for a total of 7 Brawn? Then Dedication for 8 Brawn, then PX-11 "Battlement" Powered Armor for 9, then Stim Application for 10? I'd have to buy a third set of dice for all that, but based on the wording in the book how do you interpret all these?

For Cybernetics it says, "Cybernetic enhancements and replacements generally increase skills or characteristics, providing raw bonuses to characters' abilities. The combination of purchased increases and the increases provided by cybernetics can increase a character's skill or characteristic one step above the normal maximum (seven for characteristics, six for skills).

What about a cybernetic weapon? Would you let a Marauder have a vibroaxe pop out of his cyberarm that already gives him +1 Brawn?

You have to buy arms and legs as a pair as well to get the bonus for the characteristic.

In the CRB it states, "Note that cybernetic legs must be purchased as a pair." It also says that "the wearer must have both legs replaced to receive the bonus to his characteristics."

From this, I understand that you don't have the option to purchase a single leg separately, and that the 10,000 credits covers the cost of both legs together.

In the section above that, regarding cybernetic arms, it states, " If a character replaces both arms with cybernetic enhancements, he must use the same model, as they are designed to work in tandem. However , the modifiers in both arms do not stack."

In this section, it sounds more optional to replace both arms, instead of just one. Otherwise the last sentence would seem very redundant. It would be impossible for the arms to stack if it required both arms to receive the benefit. Yet, they chose to use the word " however ," which usually indicates that the following idea might seem contrary to the one that came before it.

This means that it would cost 10,000 credits to replace both legs, but 20,000 credits to replace both arms. But, more importantly, it would cost 10,000 credits in either case to get the +1 characteristic.

Incorrect Crimson, the cybernetic arms/legs can also raise Brawn to 7 - the book specifically states this on page 173 second paragraph.

so the theoretical max brawn is 9? If you can somehow start with a 6 brawn get your arms and legs cut off and get the strength mod?

edit: forgot about the stim application from the doctor tree. So 10 Brawn?

No. I'm gonna direct you 4 posts up to where I pretty clearly spelled out the RAW and, in my opinion, the RAI where the rules are not perfectly clear. It's pretty clear you didn't read that long post before asking the exact same question as the OP, to whom I responded.

And I think this ongoing notion of stacking everything to get to 9-10 Brawn is an erroneous and enormously abusive reading of the RAW.

Edited by Kshatriya

Me personally? No ****ing way. Feels way too Shadowrun and not at all Star Wars. That creates conflicts with the themes of the setting and the technology in the setting and would be my justification for disallowing it.

Glad you acknowledge this as personal, because I feel the opposite. I like the addition of cybernetics and transhumanism into Star Wars. Star Wars is actually a very much POST transhumanism setting, with many EU characters being full cyborgs with no particular issue.

Cyborgs are, yes, seen as evil and represent the more sinister aspects of the setting, but they fit in. Notably Darth Vader and General Greivous. In fact, Grievous does have compartments and stuff that 'pop out' weapons- eg lightsabers. His body is also capable of taking on crazy funky shapes.

A marauder with an "Axe hand" or some kind of arms with concealable weapons seems pretty perfect as an enforcer/villain in the setting.

Edited by TarlSS

I wouldn't let a player have an axe hand that behaved the same as a vibro axe. Part of why it does what it does, is because it's a two hand weapon. In addition a cyber weapon that is retractable is a light blaster pistol, encumbrance 1. Bigger than that and I would require a player to use a cyber upgrade for each encumrance in excess of 1 for the weapon selected. The player would need to have enough Brawn to support the appendage plus the encumbrance of the weapon in total upgrades possible.

Ok, this is right about what I was thinking. I do think that when I GM, reaching a 8 with stim application isn't out of the question, because that's, as far as I know, the only temporary buff in the game. Thanks for all the input.

About having a cyberarm that also has a weapon in it, I don't think it's too crazy for any weapon to pop out of a cyberarm, but my question was specifically about treating the weapon attachment as an upgrade to an already existing arm. We only see cyberarms in the films twice, Anakin's terminator hand and Luke's synth skin arm. Luke's didn't really look like it had room for a concealed weapon inside it. I just like the idea of a weapon popping out, Robocop style.

Edited by robmox

Which is fine, but a cyber weapon is considered an additional upgrade and counts against the total a player can have installed. The bigger the weapon the more it should count against that total or its just exploitive.

I think RAW and RAI are pretty clear that the normal 'natural' maximum for a characteristic is 6, with cybernetics allowing it to be bumped up to 7.

Trying to finagle talents and additional cybernetic enhancements as an excuse to bump that to 9 or 10 is totally min-maxing cheese, and not supported by anything in the rules.

Robmox, all arguments of optimizing aside, you can easily play your arm-chopping fighter in this system without exploiting your numbers.

Invest in a vibro-axe for that sweet sweet vicious quality. Stack on ranks of lethal blows and you'll be rolling stacks of critical injuries without having to maximize your brawn to the very limits. Critical injuries are what chops limbs off and kills nemesis. If you want to exploit a part of the game, take a look at that. You won't even need a brawn over 4.

Edited by kaosoe

I may be massively hungover, but how does a metal leg make you more choppy with a sword?

(This is a genuine inquiry* - I'm confused (and sleepy (and need to pee)), not angry or anyfin.)

* Added because tone of voice is difficult to imply sometimes.

I may be massively hungover, but how does a metal leg make you more choppy with a sword?

(This is a genuine inquiry* - I'm confused (and sleepy (and need to pee)), not angry or anyfin.)

* Added because tone of voice is difficult to imply sometimes.

If you take a look at a baseball swing, or even a piercing attack from a fencer, the legs and hips play a big role in generating momentum. If cybernetic legs could perform as fluidly as they appear to in Star Wars, they would be capable of creating greater force.

Ta!

Robmox, all arguments of optimizing aside, you can easily play your arm-chopping fighter in this system without exploiting your numbers.

Invest in a vibro-axe for that sweet sweet vicious quality. Stack on ranks of lethal blows and you'll be rolling stacks of critical injuries without having to maximize your brawn to the very limits. Critical injuries are what chops limbs off and kills nemesis. If you want to exploit a part of the game, take a look at that. You won't even need a brawn over 4.

Or play the game like it's a RPG and not like you're maxing out a toon in the DPS tree of a MMO....

Robmox, all arguments of optimizing aside, you can easily play your arm-chopping fighter in this system without exploiting your numbers.

Invest in a vibro-axe for that sweet sweet vicious quality. Stack on ranks of lethal blows and you'll be rolling stacks of critical injuries without having to maximize your brawn to the very limits. Critical injuries are what chops limbs off and kills nemesis. If you want to exploit a part of the game, take a look at that. You won't even need a brawn over 4.

Or play the game like it's a RPG and not like you're maxing out a toon in the DPS tree of a MMO....

Very true. The OP is trying to get a specific flavor out of his character so my intent was to show him a way of doing that without the expense of everything else.

*Cough* munchkin

I'm sure the original poster had a completely valid reason for wanting to out-wrestle a Rancor.

BTW, watched all them Plinkett videos. Really insightful, really disturbing, really funny. Ta!

I understand what you are doing K. I'm not trying to be harsh necessarily to anyone, we all get min/maxed at times and never stop to ask if a character makes a lick of sense or is going to even be feasible to play. This upper end, edge of the envelope stuff is best reserved to explain beings like Grievous and left for that. You never want to say no completely to anything, but at the same point a boundary or two aren't a bad thing.

BTW, watched all them Plinkett videos. Really insightful, really disturbing, really funny. Ta!

I think they should be required watching for film students. Some of the side gags were a bit... arresting but the commentary was spot on as far as film goes.

Ok, this is right about what I was thinking. I do think that when I GM, reaching a 8 with stim application isn't out of the question, because that's, as far as I know, the only temporary buff in the game.

It's the only buff like that in Edge for now . Enhance from AoR does a similar thing but is user-only (but a FS Doctor is hardly a strange idea). F&D may provide another similar option on top of these. Hence why I considered how these external buff enhancements might interact and thought that they would not stack.

Me personally? No ****ing way. Feels way too Shadowrun and not at all Star Wars. That creates conflicts with the themes of the setting and the technology in the setting and would be my justification for disallowing it.

Glad you acknowledge this as personal, because I feel the opposite. I like the addition of cybernetics and transhumanism into Star Wars. Star Wars is actually a very much POST transhumanism setting, with many EU characters being full cyborgs with no particular issue.

Cyborgs are, yes, seen as evil and represent the more sinister aspects of the setting, but they fit in. Notably Darth Vader and General Greivous. In fact, Grievous does have compartments and stuff that 'pop out' weapons- eg lightsabers. His body is also capable of taking on crazy funky shapes.

No problem, of course it's personal preference. :) I don't really see this setting as post-transhumam though. Most people with cybernetics don't get them intentionally, they get them to replace a body part that is so far damaged it can't be healed with bacta. Even Grievous's cyberization was the result of surviving a devastating shuttle crash, not simply because he felt like having his brain removed and implanted in a new metal body. Compare this to characters in Shadowrun/40k who replace body parts with cyber simply to get an edge in their job or for religious devotion.

I never saw Vader as THAT much of a cyborg, more like a person in a life-sustaining suit. After all in RotJ we didn't know his hands were mechanical already til Luke cut one off. "He's more machine now than man," sure, but his body proportions were human, he moved like a human, etc. And of course his reasons for the suit were not just for fun, in the end.

Grievous, eh, as much as I like Grievous from the Clone Wars show, I feel like he was just a special effects gimmick in the actual PT movies. I don't take him as good precedent, especially since he didn't willingly shed his flesh.

I can't think of anyone else from the EU who was a full cyborg, but certainly could be forgetting a couple of characters.

Edited by Kshatriya