Cybernetics and Characteristics

By Ricky Olie, in Genesys

I have a question regarding cybernetics and going past the limit set on page 44 of the Core Rulebook. On page 44 is states that "No characteristic can be increased higher than 5, either in character creation or in gameplay." Now it also says that any character may get access to equipment or special powers that temporarily raise one or more of their characteristics higher than 5.

Cybernetics now increase the characteristic by one, however, does this could as temporarily increasing a PC's characteristic by one? I never viewed cybernetics as temporary, as they'd rarely be deactivated and I'd view that as unfair to the PC, or as a result of some sort of despair. Thus like a critical injury can reduce characteristics temporarily. There's also the matter of the Overcharge talent, which states can make the cybernetic become +2 temporarily to a max of 7. That would imply it brings it to 6 with cybernetics, which I feel is a violation of the rule that the base for characteristics is 5.

However, this could be resolved by saying at 5 natural+cybernetics has no effect, but with the talent can get past the limit with +2.

I'd like some other perspectives on this or maybe some other rule I'm missing in regards to characteristic limits, can cybernetics increase characteristics to 6? How does this fit with it's statement that no characteristics can be increased higher than 5? It seems contradictory, and I'm willing to take the page 44 ruling as final, but it does seem to imply that is allows equipment like cybernetics to increase characteristics. Even if I don't view this as temporary. This also seems to run contrary to the philosophy of many of the design stuff in the book, that of reducing dice pools rather than increasing them.

So could this just be me misinterpreting the wording of "base characteristics"? And should I consider cybernetics as temporary?

Edited by Ricky Olie

Well, I think 6+ is something exceptional and shouldn't be something that players should chase in the game. 5 is something very very powerful already.

But I can see any kind of spell, potion or equipment that provide a bonus as a temporary bonus, despite the durable aspect of any cybernetics. In fact, few threats or a despair could turn off for a scene any kind of cybernetics. It's almost like any equipment, which can be lost all the time.

I'd feel more confortable with that limit of five instead of watching to see a player with a 6 stat trying to be balanced in game, but I can't judge who want to try and believe that 6 or even 7 wouldn't be problematic.

Anyway, I think the page 44 assume the permanent stat only, and just to characters. We know some adversaries can have 6, but it's very rare and it's ok to me to work just to some nemesis. In Star Wars this work to Hutts and Rancors as an example. They are stronger than any character could be and it's cool.

A six should be very rare, any PC who gets a Six in Star Wars becomes rather tedious to GM. It basically get to a point where you don’t even bother asking them to roll unless it’s important to know just how much they succeed by. The Genesys move to a limit of 5 is a good thing, finding ways for pc’s to break that is not.

My advice would be to wait until a player is asking to do this then have a discussion about diversity, see if a 4 in something else would be more interesting.

In Star Wars, the limit on characteristics was 6 naturally, or 7 with cybernetics.

Based on the math and wording in Genesys, I read it that cybernetics can breach the limit of 5 for characteristics.