Astral Projections – Or’aack, Outlaw Cybernetic Surgeon (EotE)

© Disney/LucasFilm Ltd.

Design & Play Notes: I have been thinking about writing a cybernetic surgeon since the Cyber Tech debuted in Special Modifications, but only now actually sat down and tried my hand at it. This PC is the kind who is happy to cyber-up patients for profit but is also very happy to keep his own parts 100% organic. (However, his enemies may do their damnedest–or hire someone–to prevent that, if he’s unlucky…) As I noted in my discussion of the Doctor spec last year, aside from the right-most column, the Cyber Tech tree doesn’t have a lot to offer un-cybered PCs. There is the Tier I Cyberneticist, which I neglected to point out in that article, but used in Or’aack’s build.

Therefore, as Or’aack advances, you will probably have to pick up another spec, perhaps another from the Technician career, the cheapest option, unless there’s a non-Force universal spec that suits you. The Eye for Detail talent would be good for any of the Technician specs, but especially Droid Specialist, which has other instances to stack with it. Doctor and Medic are also good possibilities, to expand his ability to heal. Or you could just embrace the idea of of having a character with cybernetics.

Although intended for an EotE game, this PC is usable with AoR, replacing the Obligation with a Duty and probably an altered backstory as well. Be mindful that Or’aack is a +50 XP character, and I didn’t concern myself much with an exact amount of credits this time. I simply bought the basics I thought would be most useful and gave him an additional 200 credits. Equip him as you see fit, with input from your GM on initial credits.

Backstory: Or’aack was a promising medical student on Dac, but he spent too much time at anti-Imperial activities (like a lot of students) to do his grades any good. He was warned more than once by professors and the Dean. His arrest at a protest (even though the charges were dropped for lack of evidence, due to corrupted computer files) was the last blade of kelp for the Dean, who expelled him. The Dean and his family also strongly suggested he quietly relocate offworld, before he got re-arrested or scooped up as a slave.

Or’aack, like many disgraced doctors and medtechs, ended up in the Outer Rim, where beings were too desperate for any sort of medical care to make a fuss about credentials. To make a few more credits (and to help more people, so he told himself) Or’aack studied up on cybernetic prosthetics and enhancements and began to make and install a few crude or pre-owned implants. Eventually  he came to the attention of a crimelord who placed the illicit “surgeon” on retainer, but allowed him to continue his “charity” practice. So all was good for Or’aack, until his patron’s beloved consort got in a terrible speeder “accident” arranged by a rival. The patient’s body rejected the top-of-the-line replacements. While he survived, it would be months, if at all, before another attempt could be made. Worse, Or’aack’s patron blamed him, not her lover’s physiology, for the tragedy…

OR’AACK
Mon Cal Technician/Cyber Tech [+50XP]

Obligation: Failed Installation/Repair (of Cybernetics), Special Modifications

Characteristics
Brawn 2
Agility 3
Intellect 4
Cunning 2
Willpower 2
Presence 2

Special Abilities: Mon Calamari begin the game with 1 rank in Knowledge: Education. They still may not train Knowledge: Education above rank 2 during character creation.

Amphibious: Mon Calamari can breathe underwater without penalty and never suffer movement penalties for traveling through water.

Skills: Computers 1, Coordination 1, Discipline 1, Knowledge: Education 1, Knowledge: Outer Rim 1, Mechanics 2, Medicine 2

Talents
Cyberneticist 2 (Remove 2 Setback from checks to build, repair, & install cybernetic implants. Cybernetics cost 50% less)
Toughened (Gain +2 Wound Threshold, included)
Eye for Detail 1 (After making a Mechanics or Computers check, may suffer 1 strain to convert 1 Success to 1 Advantage)
Surgeon 1 (When making a Medicine check to help a character heal Wounds, the target heals +1 Wounds)

Soak: 3      Defense (m/r): 0/0      Strain Threshold: 12      Wound Threshold: 14
Force Rating: 0

Equipment: Military Holdout Blaster (Damage 6, Critical 3, Short Range, Stun setting; add 1 Setback to Perception checks to find this weapon on a body; can run out of ammo by spending 3 Advantage), Heavy Clothing (+1 soak, included), Comlink (handheld), Datapad, Medpack, 2 Stimpacks, 200 credits

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Linda Whitson

Contributing Writer & Copy Editor at D20 Radio
Linda Whitson is a long-time RPGer, amateur musician & artist, & an officer in the Rebel Legion Star Wars costuming club. Linda met her husband in an AD&D game and they have 2 teenagers, an anime fangirl daughter and a son who plays on his university's quidditch team. She is the Lead Mod of D20 Radio's forums and Copy Editor for the blog. Linda can be reached at GMLinda@d20radio.com

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