Playing a Cyber Tech

By PK421, in Star Wars: Edge of the Empire RPG

Hey all,

I am playing a Cyber Tech droid for the first time and really trying to get to know the tree and class. During combat I have been focusing on mechanics and computers checks just because I have great stats for those. What I am looking for is some cool ideas or starting points on how you would add uniqueness to your characters actions during a session to emphasize the cyber tech trait? The class is greatly important to my chrachters background and overall story but I am having some difficulty incorporating it creatively in the micro scale of individual encounters and scenarios. Thanks guys!

I think that flows from your background concept. What's your character's story/history? The specs and Talents within represent a mechanical framework that acts as a guide, but it's your character concept that determines how that framework is interpreted.

Edited by 2P51

So my character was a protocol droid retrofitted for medical use specifically focusing in the installation of cybernetics. To make a long story short the reprogramming didn't go well and now he has become serial killer esque and is trying to bridge the gap between the mechanical and organic. He often takes parts of the various organics he finds to study and try to implement into his body. Always searching for new species to study. His name is p1n0-k0 and he ultimately wants to become a real boy. So far this manifests in me doing medical checks and mechanics checks during combat but I am unsure where to take him to be more thematic in combat rather just hey I'm gonna mash buttons on this computer and heal guys. After each encounter I usually strip the bodies for parts bit I haven't done anything yet that I felt cyberneticky.

Step 1 of being useful in combat.... do you have at least 3 agi or 3 bra and 1 rank in an associated combat skill? If not your gonna miss most of the time and feel pretty useless i combat. Sounds like Int is probably your main stat? Craft yourself a unique medical scalpel or medical Stun gun that adds some accuracy or whatever your lacking and actually engage in combat for your "specimen" collection. The biggest advantage of the cypertech is the overcharge +1 bonus attribute/skills from your inplants. Get some + agi / brawn going that way if your initial character dumped them

Edited by fasteraubert

You can also focus your cybernetics toward gaining bonuses for skills, talents, and plusses to attributes. Then work toward the Overcharge talents and you will see a real jump in your abilities. With the caveat being that you may have things shut down at the end of the encounter.

A cyberneticist is also, as a fundamental part of that skill set, a skilled surgeon and neurologist. Consider investing some experience in unlocking the colonist's Doctor skill tree to play up that aspect of the job. Then invest in the tree's leftmost track up to stim application, and maybe improved stim application. This gives you a an on-theme, non-offensive combat action to provide a significant boost in the form of an encounter-long characteristic increase to an ally. Pump the agility of your party's pilot or gunner, pump the brawn of your party's melee specialist. Combat's tend to be short, by the time you're done handing out buffs often the combat's over anyway, and that's assuming you don't have mechanics or computers stuff you need to be doing at the same time. As a droid, you probably won't be able to use it on your own character, but the cyber tech tree has the overcharge talents for that.