Cybernetics... skill?

By OgreBane99, in Star Wars: Edge of the Empire RPG

So I am running my group through Beyond the Rim, although heavily modified. We have just met up with the NPCs they are searching for in the planet and the doctor in my group is very interested in cybernetics... obviously for the stat bumbs and mechanical effects they grant.

My original intention was to create a Cybernetics skill, which the module suggests. But my problem with it is what do you use cybernetics for besides installing cybernetics in a person? I'd like to have some other uses besides that. Any ideas?

Making cybernetics...? Producing new stuff? Repairing them faster, better or something?

Cybernetics is written as an optional skill precisely because it's not as broad as the skills given in the book. Anyone with Mechanics and Medicine can work with cybernetics, but having the Cybernetics skill lets you do it with one skill (and, in my games, with a reduction of 1 Difficulty since it's such a narrow specialization).

I wouldn't be opposed for letting cybernetics be used for knowledge of cybernetics as well.

Droids are cybernetics. Mechanically at least. You could argue it wouldn't cover slicing.

Edited by Union

Also harvesting them perhaps. Huge market in after market eyes I hear.

I would also say knowledge in creating realistic replacement limbs.

Also harvesting them perhaps. Huge market in after market eyes I hear.

I would also say knowledge in creating realistic replacement limbs.

To quote CP2020 - "Dead is Dead, Parts is Parts, Dead Guys is Parts"

Yeah, I'd say the Cybernetics skill would be good for installing, repairing, and upgrading cybernetics. In a pinch, it could be used for droid repair (maybe apply a setback die to the check?). I can also see the skill being used to provide in-depth knowledge of cybernetics, including the latest models, health concerns and possible glitches that might crop up.

Of course, if the rest of your PCs are adverse to becoming more machine than man, said skill might not be of a whole lot of use, particularly since I think BtR leaves it as a non-career skill.

Also harvesting them perhaps. Huge market in after market eyes I hear.

I'd call that Medicine. But I'm not interested in creating skill bloat, so.

Since it is arguably a narrow skill. I wouldn't have a problem allowing a player who wants to invest in it to treat it as if it were a career skill.

Also harvesting them perhaps. Huge market in after market eyes I hear.

I'd call that Medicine. But I'm not interested in creating skill bloat, so.

I respectfully disagree. Medicine is only used if you want the target to survive. :D

Since it is arguably a narrow skill. I wouldn't have a problem allowing a player who wants to invest in it to treat it as if it were a career skill.

This is where Well Rounded is useful. Well, this and Lightsaber...

I guess I don't see the point of this for repairing cyber when we already have Mechanics or implanting when we have Medicine (or Mechanics for implanting on a droid), especially since this system does not have crunchy skill "specializations."

"Medicine is only used if you want the target to survive."

I disagree with this. Crudely hack off a cyber arm and you may greatly damage the nerve and muscle connectors. It needs to be removed with surgical precision, just like it was implanted, to avoid the damage of rough extraction.

Edited by Kshatriya

That's why the cybernetics skill is optional, no one is forcing you to use it.

That's why the cybernetics skill is optional, no one is forcing you to use it.

The book the skill appears in even says this, that it's an optional skill.

As this thread has noted, there's plenty of other ways to handle cybernetics under the existing skill system. So if folks aren't keen on adding such a specialized skill, then they don't have to. That's one of the things I really like about this system, is that the skills are much more open in what they can do compared to some other RPGs.

I tend to favor Medicine and Mechanics for covering cyber ware. I don't see Star Wars, even EotE as a particularly Cyberpunk setting. Except for Lobot, who is creepy, cyborgs try to conceal rather than flaunt their cyber bits.

But, if you want cyber ware to play a larger role in your game, I think the skill would cover implanting, repairing, maintaining, designing, building, knowledge of manufacturers and models, etc. I would also give Medicine and Mechanics a setback die when used on cybernetics, just to make the skill worth having.

That's why the cybernetics skill is optional, no one is forcing you to use it.

The book the skill appears in even says this, that it's an optional skill.

As this thread has noted, there's plenty of other ways to handle cybernetics under the existing skill system. So if folks aren't keen on adding such a specialized skill, then they don't have to. That's one of the things I really like about this system, is that the skills are much more open in what they can do compared to some other RPGs.

It should be noted that chopping off body parts and replacing them with cybernetics is illegal in many parts of the galaxy, and generally frowned upon elsewhere. Just like genetic tampering, it's sometimes seen as a "dirty" technology in Star Wars, although one with a lot of medical applications. Characters with cybernetic parts usually lost those body parts accidentally, and even then unless they're a villain like General Grievous or Darth Maul they tend not to see a loss of a body part as on opportunity to replace it with a "better" one. Not saying that it shouldn't be done -- cyborgs have always been a huge part fo the mythos -- only that there's a reason why you don't see it happen more often.

What is your source that cybernetic implants are illegal?

What is your source that cybernetic implants are illegal?

I'm kinda with HappyDaze on this one, JonahHex. I can't find any lore to suggest cybernetics are illegal, well... anywhere.

Not that cybernetics are illegal, but rather chopping off your limbs and replacing them with super-strength limbs and whatnot. It's common enough, but I'm pretty certain that on planets like Naboo and Coruscant doctors aren't legally allowed to amputate limbs and replace them. I suppose I'm extrapolating a lot of this, but consider what sorts of characters receive upgrades and also consider the laws on genetic tampering; simply put, trans-humanism seems to be frowned upon, hence why not everyone has a cybernetic brain implant or robot legs.

It makes sense; if genetic and cybernetic tampering were the norm, after 25,000 years the denizens of the galaxy would be unrecognizable to the point of not even being humanoid.