After a post about Style and Attitude linked to Hello Cutie firearms, I'm back to a full substance article. This time it's all about Medtech a role that offer much more possibilities than you might think. Mainly for 2 reasons :
The Role scales poorly, it's not about more power, it's all about more versatility.
Medtech and medic are two different concepts.
--> Multiclassing is definitly a thing when playing a Medtech, don't overlook the concept.
As I love Medtech, it was impossible for me to be concise, sorry for that.
<< Disclamer : This is a very committed post, a very personal take because I love this role so much. That's why you might disagree with some conclusions and that's fine. Feel free to enhance the post with your own conclusions to share with everybody. I tried to be factual in the analysis part of this post. >>
"Whenever the Medtech increases their Medicine Rank, they also choose one of the following three Medicine Specialties (Surgery, Medical Tech [Pharmaceuticals], or Medical Tech [Cryosystem Operation]) to allocate 1 point to."
You have 3 Medicine Specialties BUT only 2 Skills related to them :
Surgery skill : to install/desintall cyberware, to treat Meat Critical injuries and to Biosculpt.
Medical Tech skill : to produce Pharmaceuticals, to operate Cryosystems and to perform Therapy.
Skill Surgery :
"For every point you allocate to Surgery(Medicine Specialties), you gain 2 points in the Surgery Skill (up to a maximum of 10)"
That means you can only allocate 5 points in Medicine Specialties Surgery.
Skill Medical Tech :
"For every point you allocate to Medical Tech (Pharmaceuticals), you gain 1 point in the Medical Tech Skill (up to a maximum of 10)" ... "You can only put a maximum of 5 points into this specialty."
"For every point you allocate to Medical Tech (Cryosystem Operation), you gain 1 point in the Medical Tech Skill (up to a maximum of 10)" ... "You can only put a maximum of 5 points into this specialty."
Medical Tech skill = Medical Tech (Pharmaceuticals) + Medical Tech (Cryosystem Operation) (up to a maximum of 10)
Meaning at rank 5 in Medecine, you can reach your max level in One Medecine specialties. Yeah.... it scales very poorly. More rank in Medecine doesn't mean more Power, it means more versatility. "Versatility is also power ! Yes... but no, not here (more later). A rank 10 Medtech is just 2 rank 5. Or 1 rank 5, 1 rank 3 and 1 rank 2. It's certainly the less powerful role in the game in term of scaling.
That's not cool ? At first glance you are right. Actually, it's a blessing in disguise, because you can easly multiclass your Medtech.
As a Medtech you can operate Cryostystems (Cryopump and Cryotank).
With 1 point in Cryosystem Operation you gain one Cryopump.
With 2 points in Cryosystem Operation you become a Registered Cryotank Technician and gain unlimited 24/7 access to 1 Cryotank at a time at any cryotank facility operated by medical corporations or government agencies.
With 3 points in Cryosystem Operation you gain 1 Cryotank, installed in a room of your choosing.
With 4 points in Cryosystem Operation you gain 2 more Cryotanks that can fit in the same room as your first one and your Cryopump has 2 charges and its maximum carrying capacity increases to 2 people in stasis.
With 5 points in Cryosystem Operation you gain 3 more Cryotanks that can fit in the same room as the first three and your Cryopump has 3 charges and its maximum carrying capacity increases to three people in stasis.
Analysis
You gain "money", as a Cryopump or a Cryotank cost 5000eb.
Cryopump is a really nice item. Because it's a SURE way, with an Action, to stop a person to roll Death saves. Yes, you could directly stabilize with a First aid / Paramedic check DV15. But the cryopump doesn't require a check to "freeze" the patient. Then you can stabilize him (maybe later if you are in combat) while he is inside the Cryopump. Advantage ? You don't roll dice, you can't roll a 1.
Conclusion
Free access to Cryosystem... many of them... yeah... why not. You can open you're own Cryotank facility without spending money. But it's all GM fiat as nowhere in the rules you will find how much you can charge for this service. A night at the hospital (bed & food) is 100eb. 24 hours inside a 5000eb Cryotank, certainly more. And if you invest in it a lot, not ofr money making purpose, your GM need to have a high paced campaign with few downtime between combat. Because this is where multiple Cryotank will shine as you will provide high healing rate to many people in your team.
Still, I'm not convince by more than 1 point into this Medecine Specialities at character creation (later it's even not relevant anymore). And you can also convince the team to share the purchase of a cryopump (1000eb/personn for a team of 5. That's doable pretty fast)
At the end of the day, it's an investment that depends on the style of the campaign you're playing and the amount of money you have at your disposal. If you play "Street level" and "High paced", 2 ranks in the skill will save you 10,000eb, which isn't bad.
You will be a surgeon, that's mostly a downtime activity. But as an operation is only 4 hours, it might be possible to squezze it between two phases of an ongoing Job.
Surgery allows you to :
Treat ALL Meat Critical injuries with a 4 hours operation. BUT you can't Quick fix Critical Injuries with it.
Install/desinstall cyberware with a 4 hours operation
Biosculp
Advantages
You save money (hospital fees)
You make money (scavenging cyberware, but it's more complicated than you think)
You are complementary with a Tech and his Fabrication Cybertech ability.
Your crew is more discreet :
The paranoid solo of the group will prefer a known surgeon for cyberware installation purpose
Biosculping a crew member into someone else requires discretion (think infiltration, Acting, Audiovox cyberware, etc..)
Analysis of cost efficiency
For Surgery the highest DV is 17 vs TECH 8 + 1 Trauma team Apps (requires an Executive subscription to use it for free - worth it) + 1 Microwaldo + 2 Medbay HQ +2 Sedative Pharma = 14. Meaning with the right support, you can get up to 14 + 1 point in Medicine Specialties Surgery (+2 Surgery skill) = 16. You beat the highest VD with a 2+.
Conclusion
Nice for RP purpose or thematic purpose. With support and 1 rank in it you are good to go. Don't skip it.
Why would I invest more in it ? Maybe because you want to mitigate the implosion of a 1. As you can reach 24 total... you can roll up to (1,7) that 24+1-7 = 18. That's A LOT of IP just for that, too much for me.
"Each time you allocate a point into Pharmaceuticals you also gain access to one of the following pharmaceuticals, which your Character can synthesize by rolling a DV13 Medical Tech Check, wasting the materials used on a failure. A Medtech can make a number of doses from 200eb of materials equal to their Medical Tech Skill in 1 hour."
Antibiotic : natural healing process heals an extra 2 Hit Points every day for a week. not stackable with multiple dose.
Rapidetox : When injected with a dose of Rapidetox, immediately purged of the effects of a drug, poison, or intoxicant. If you do that before the end of a Street drug primary effect. You don't have to roll a Resist D&T for the secondary effect.
Speedheal : if not in the Mortally Wounded Wound State, immediately heals BODY + WILL HP. Once/day.
Stim : ignore all penalties from being in the Seriously Wounded Wound State for an hour. Once/day.
Surge : can function unimpaired without sleep for a full 24 hours. Once/week.
Sedative : +2 Bonus to Surgery Check when injected to a patient. Unwilling target can be injected and must succeed a DV15 Resist Torture/Drugs check or fall unconscious and be incapable of Actions for either 1 minute. (same as sleep by higher DV to resist).
Veritas :a target must make a DV17 Resist Torture/Drugs check or be placed into a hazy, suggestive state for 10 Minutes. While in this state, the target has a hard time focusing and takes a -5 to Acting, Concentration, Conversation, Deduction, Human Perception, and Persuasion Checks
Analysis
Speedheal is the only heal in combat, a must have.
Rapidetox is a free pass to drug yourself without any secondary effect, meaning no risk of addiction.
Stim is a good replacement for those who doesn't want to do drugs or to install a Pain Editor chipware.
Sedative is good as you can use it for Surgery boost AND in combat.
The others are more situational, they aren't bad.
The more you have in Medical Tech (Cryo+pharma) the more dose you will make per 200eb.
Conclusion
Spending 5 points in Medical Tech (Pharmaceuticals) is worth it.
Pharma is by far the most interesting path. But they are not exclusives to each others, they are complementary, so feel free to follow whatever seems cool for your concept. On the other hand... it's possible to reach enough in Surgery with 1 point in it (and money) + to be an effective pharmacist with 3 recipe (SpeedHeal, Rapidetox, and Sedative) + to save life right from the start with 1 point in Cryo. That's a rank 5 Medtech, spending more point, why not, don't expect a surge in power unlike a Fixer, Media, Rockerboy, Nomad (rank 10 is awesome), Lawman, Netrunner, Tech (you never have enough rank in Maker, never), Executive (rank 10 is debatable, but rank 9 is awesome) and even Solo (if you know what you are doing, fine tuning 10 point in CA is great).
With a bit of min-maxing, you don't need 1 level in surgery.
You are certainly starting to get the picture about the blessing in disguise : Multiclassing.
Medics aren't necessarily Medtech, but Medtech are the best medics
Skills you need (p.223 Core Rule book)
Cybertech
Not capable of Stabilizing Wound States.
Can be used to Quick Fix and Treat Critical
Injuries done to cyberware that have replaced meat parts like cyberlimbs or cybereyes.
First Aid
Capable of Stabilizing Wound States and Quick
Fixing only the most common Critical Injuries.
Available to all Characters with minimal investment because it is always trained to at least +2.
Paramedic (x2)
Capable of Stabilizing Wound States and Quick Fixing or Treating all but the deadliest Critical Injuries.
Available to all Characters but is a costly investment as it is a (x2) cost Skill.
Surgery
Capable of Treating even the deadliest Critical Injuries.
Available only to Medtechs through their Role Ability, Medicine.
Only one of these 4 skills is "Medtech only". The one which is NOT about being a medic : Surgery. That's a clear gamedesign telling us "You don't NEED a Medtech in your team".
But only a Medtech can operate a Cryopump and that's the more reliable way to save people on the battlefield. Also they can provide Speedheal and Stim, which are really potent, but are not necessary. That's why they are the best medic you can find.
TECH 8 + First Aid 3 + Medical scanner 2 + Trauma team apps 1= 15. You will save live with 2+ (and even with a (1,1)). Everybody start with First Aid 2. That's not a big deal to reach First Aid 3 at Character creation.
What do you lose for not going for Paramedic ? The Quick Fix feature. 1 minute, and you can remove the Injury Effect for the rest of the day. You have 6 Critcal Injuries to the Body and 6 Critical Injuries to the Head that requires Paramedic to be able to perform a Quick Fix. My current group doesn't have Paramedic, it was not a big deal until I started to chain multiple combat in the same session. Now.. they are rethinking their choices
On the other hand : TECH 8 + Skill Chip Paramedic 3 + Medical scanner 2 + Trama team apps 1 (100eb/use) = 14 and guess what ? Highest DV for Quick Fix is 15 you'll succeed with a 2+.
Traditionnaly, it's kinda your job to be a medic in the group. Which makes sense, your the best at it, and other role have to spend IP and creation point in other place. But it's not mandatory. You can have a discussion with your fellow players during Session 0 and maybe you will decide that the Tech will have Cybertech 6 & First Aid 4.
Unfortunatly, Paramedic feels really far too expensive for what the skill provide. A Skill chip is enough, and that's a pity because the skill is supposed to be centralfor medic (not central for Medtech).
If you want to roleplay a combat medic don't forget that Cybertech is also part of your job if you want to be able to Quick Fix Critical Injuries involving cyberlimbs, cybereyes and cyberears.
For the record I love playing combat medic with Brawling, Athlectics, Linear frame Vermillon, Popup Shield, etc... The idea : Tactical possibilities. You help the people that need it the most (good movement, capable of lifting heavy weight, protection with popup shield, Speedheal, Stim) while being effective at close combat (Brawling) and up to 25m (grenade / boomerang). So much choices. That's a blast !
This is a skill based system... whatever you want to be. But if we use the Medtech role and specific capabilities as guidances:
Surgeon/Ripperdoc
Surgery DV up to 17 (easy, you have a bunch lot of bonuses)
Need a place
Therapist
Medical Tech DV 15 or 17 not easy at all, as you don't have any bonus for this activity), with complementary skill : Human perception, Conversation, Persuasion, etc.
1 week + 500eb material for a 1000eb therapy. Your client will pay you 500eb. There is a risk fo failure. Not so interesting in term of mechanism. RP wise it's another story.
Cryotechnicien
Medical Tech DV 13 (easy)
No rules for charging the service to NPCs.
Need a place
Pharmacist
Medical Tech DV 13 (easy)
1 hour for (Medical Tech) doses at the cost of 200eb. That's neat !
A mix of whatever combinaison
Next big question
How can I make money as a Surgeon, a Therapist, a Cryotechnicien or a Pharmacist? That's between you and your GM. Be careful, you can break the game economy pretty fast. In my game, downtime money = Hustle. As a GM I give a 50eb bonus per Cryotank and per week of Hustling. Else the Cryo specialities is a bit expensive IP-wise for what you got. Unless you NEED money... as you can refund the Cryotank, it's a way to convert IP into Money (GM fiat but seems to be RAW). I don't like it because a character can sell the cryopump and get 5000eb... which is huge. Your game, your choice. I'm just saying it might be a possibilites at some table.
Here a small example of economy crushing activity not being under control :
4 hours per operation, that's 3 operations a day (12Hours), 7 days a week = 3 x 7 = 21 . Then multiply it by 500eb (cost of one cyberware installation in a Ripperdoc Clinic)= 10.500eb.
yeah you might not fill your whole schedule, let's say only one operation a day : 3.500eb a week.
I want a day off ! Ok... that's 3000eb a week.
You have to rent a place, the equivalent of a Two-Bedroom Apartment sounds enough : 2.500eb a month and there will be charges (speedheal, and other stuff) : 1000eb a month. 3.500eb a month /4 = 875eb a week.
2.125eb per week. That's a "tiny bit" more than your average Hustle (300eb for a Rank 5 to 7 Medtech).
That's not what Cyberpunk is about. Keep it simple use the Hustle table, reflavor it for your activity. And RP what your want to RP.
OR, put it under control :
Centre your campaign around the clinic (HQ of the crew with a Medbay), how to build it, how to defend it against vultures of all kinds and against the competition, how to gather a community around it. Then you will have to establish contact with Fixers, because they are the one sending you people with cyberwares to install (which is included into the cyberware price), they certainly not paying you the full operation price, not a chance. If you are not willing to be paid on a flat-rate basis, you can forget working with them. And the GM will have to create specific rules about charges for the clinic (protection fees, medical materials, employes, advertising, etc...).
At the end of the day, your crew might overcome all the obstacles and run a decently profitable clinic. But it shouldn't be as simple as a maths formula (the one above).
Raven Microcybernetics MicroWaldo (neuralware and cyberarm option) : +1 Surgery - 1000eb (put it in a Battleglove 1000eb.)
Sedative +2 in Surgery
Trauma Team MedScan (apps) : +1 Surgery. (interesting only with an executive Trauma Team subscription as the usage of this apps features will be free. It's worth it !)
Medbay : +2 Surgery
That's a +6 in Surgery (3 rank of Medecine)
Medbay : +2 Body for recuperation purpose per day of rest
Antibiotic (pharmaceutical) : +2 Body for recuperation purpose per day of rest during 1 week.
Cryotank : Double the normal rate of healing
Enhanced Antibodies : Double the normal rate of healing
Speedheal : Instant regenaration of (WILL+BODY) HP once per day.
Linear frame 12 BODY + all above advantages : that's a 16 Body x 3 (or x4 GM fiat) = 48HP for a day of rest + Speedheal BODY 12 + WILL 8 = 20 --> Total 68HP healed in 24h. That's full HP.
Saving life & Quick fix - Meat
Medscanner : +2 First Aid and Paramedic
Trauma Team MedScan (apps) : +1 paramedic (100eb/use)
Skill chip : Paramedic. Huge ratio cost/efficiency cyberware in term of saving IP.
Quick fix - Cyber
Techscanner : +2 in Cybertech will help you to quick fix cyberware.
Battleglove + modular cyberhand + 5 Airhypo cyberfingers + Medscanner
You will have different Airhypo ready to be used. There is no economy of action here as using an Airhypo includes loading it with a dose of drug/pharma. (like Bow and Arrows). But despite the glove not being discreet, the use of a drug/pharma with these fingers on yourself will be much more discreet than you pulling out an Airhypo and loading it with a dose before injecting yourself with it. You can scratch your neck and inject some Smash in order to retest your failed Persuasion check.
Why in a battleglove ? Because each cyberfinger cost 2 point of humanity at minimum. That will pile up very fast. And you don't care being obvious here, the glove is entirely linked to your medic capability. There's no obvious weapon here. (Finger Airhypo can be a weapon :P). But feel free to go with true cyberarm
Self boosting STAT & Skills without any addiction risks (cost quit a lot of money) with Rapidetox
Prime time : +2 COOL & WILL - Emotions are repressed and 4D6 temporary humanity loss (no cyberpsychosis involved) - 4 hours - 50eb
Synthcoke : +1 REF - prone to paranoid ideation - 4 hours - 20eb
Boost : +2 INT - no side effect - 24 hours - 50eb
Smash : +2 Dance, Contortionist, Conversation, Human Perception, Persuasion, and Acting - the user feels euphoric, loose, happy, and ready to party - 4 hours - 10eb
That's huge : +7 STAT points. You can build some pretty good jack of all trade or some very focused social character
COOL 8 + Persusion 6 + Prime Time + Smash = 18 Persuasion at character creation. It's a spike in Persuasion... still you have it when needed.
COOL 8 + Acting 6 + Audiovox 2 + Poser chip 4 + Prime Time + Smash = 24 Acting. Get a biosculpt and you ARE the person you are trying to impersonate.
Jack of all trade STATs : INT 6(8) - REF 7(8) - DEX 8 - COOL 6(8) - TECH 7 - WILL 6(8) - LUCK 4 - BODY 4(12) - MOVE 7 - EMP 7
Tank : INT 8(10) - REF 5(6) - DEX 8 - COOL 2(4) - TECH 8 - WILL 8(10) - LUCK 4 - BODY 4(12) - MOVE 8 - EMP 7 - you're not the fastest to react. But with the right cyberwares... gonna be hard to take you down.
Of course anybody can benefit from that if you have Rapidetox for them and if they are willing to take drugs.
You get the picture... that's a pretty potent feature you can provide to everybody in the group (it's not free of charges). You need to discuss a bit with your GM about that and to find a balance together.
"When you take street drugs, you typically are doing so using an Action with an Airhypo to administer a single dose of a desired drug to a willing target, or trying to make a single Melee Weapon Attack with an Action to administer a single dose to an unwilling target on a hit instead of dealing damage."
"Applying a single dose of a drug to a target takes an Action. If the target is unwilling, the Medtech can use their Action to attempt to make a single Melee Weapon Attack with their Airhypo against the target, that administers a single dose to their target on a hit instead of dealing damage."
Sedative is better then Sleep as the DV is 15. (only medtech can inject it)
Sixgun has -2 REF as a primary effect. (anybody can inject it)
That's a small feature, but you can build a Melee weapon user and now you have more tactical choices that fit the narrative of a Pharmacist combat medic.
It's easy to build a Rank 4 very effective Medtech :
3 Pharma : Speedheal, Stim (or Sedative) & Rapidetox
1 cryosystem : Cryopump
0 Surgery : later when you will have Medbay, and money, you might spend IP for 1 rank in it.
As a result :
TECH 8 + Medical tech 4 = 12 for a DV13 in order to make Medical tech (4) doses of pharmaceutical in one hour. That's 50eb per dose if you don't roll a 1.
You can save life without a check and roll First Aid later when you're not under pressure anymore.
You can take whatever drug you need when you need it.
Do you really need to be a surgeon ? If yes... that will cost money and HQ IP or IP your choice. But for Multiclassing purpose, I choose money and HQ IP.
Here some examples, I chose the one I would RP. You can build a lot of valuable combinaison of a Medtech(Pharmacist) + Any Role. Tech and Medtech have a great TECH synergy, that's so obvious that I'm NOT going to address it here.
>>Solo
Solo would be my first choice. Why ? Because I love the combat medic idea. You need movement to reach your friends quickly, you need to be resilient to fight in the front line, you need to cover every weaknesses possible because you are the safe guard for other and you can't afford to go down before them. As a Solo, you need freaking high perception, that's the idea behind the Solo part of this character : hyper awareness.
Each point in Combat Awareness is immediately effective and the HQ training area is a nice improvement for a Martial artist / Brawler as nothing else than Precision attack can boost your chance to hit.
INT 8(10) - REF 5(6) - DEX 8 - COOL 2(4) - TECH 8 - WILL 7(9) - LUCK 4 - BODY 4(12) - MOVE 8 - EMP 8
Skills
Combat : Perception 6 - Concentration 6 - Resist T&D 6 - Conceal/Reveal 6 - Athletics 6 - Brawling 6 - Martial arts² 6 - Evasion 6 - Stealth 6 - Tactics 6
Medic : Cybertech 6 - First Aid 3
Misc : Local expert 5 - Persuasion 2 - Conversation 2 - Education 2 - Human perception 2 - English 4 - Streetlsang 2
Medtech starting gears : Neural link + Reflex Co-processor + GMBL
Solo/Medtech future gears : Linear frame (then Vermillon linear frame), Medscanner, Chipware socket + Pain editor, Kerenzichov, Smart glass (TU +1 slot) + LL/IR/UV + Enhance image, Radar/sonar, Chipware socket + Paramedic and whatever INT skill you feel you might need for investigation purpose that's INT 8(10) + 3 = 13 at no IP cost and sometimes more like leap reading because it benefit from Enhance image.
>>Nomad
As each point in Moto is valuable from the start, that's a good combo. And let's be honest, playing a combat medic because you want to save people AND being a Nomad who think about his family first. That's a theme you can delve into. The ultimate "support" character : Saving life, boosting other capabilities, healing in combat, Quick fixing injuries, and driving the team across the dangerous Night City streets.
>>Executive and Media
Kinda the same spirit for both of them, you can build a character who is effective in Combat, Social and Investigation.
With the Prime time and Smash boost you can reach high level in Persuasion & Acting and other skills under COOL 8(10). You're teammate will benefit from such boost. especially the Cover Ops one as he is already capable int he 3 differents fields : Social, Investigation and Combat.
With INT 8(10) + Wall of evidence +2 you can quickly reach very high score in Composition, Criminology, Cryptography, Deduction, Education, Forgery, Library Search, and Photograph/Film. Remenber that you DON'T need paramedic or Cybertech and only a low level in First Aid to save people. That's a lot of point to put into COOL and INT skills while being not bad at combat.
>>Lawman
This one is different, it's a long path ahead of you. But I think it's worth it.
Sam Spade is a 40 years old lawman who has become disillusioned with the system. He began his career as beat cop with a medic specialization. But that was a long time ago, and since then he's been working on difficult cases, as an old-fashioned detective. Weary and tired, he still has a deep desire to help the weak. Of course, his career hasn't been boosted by this desire to help David fight Goliath. Corporations aren't very kind to those who get in their way. To cope, he helps himself with drugs. His favourite poison is Prime Time, because it keeps his emotion at bay while dealing with violent crime and the scum of society. His problem is that he has to be sober to interview witnesses. (Prime time lower a lot your humanity and he needs it for Human Perception and Conversation).
He is not into Smash (from a minmax point of you... that would be awesome) because it has a pretty out of character side effect : "the user feels euphoric, loose, happy, and ready to party". That doesn't fit the Noir theme of this character. He is gloomy, almost depressed all the time, and he doesn't want this fake euphoric feeling. He wants his emotions under control and Prime time is perfect for it.
INT 6(8) - REF 7(8) - DEX 7 - COOL 6(8) - TECH 8 - WILL 6(8) - LUCK 4 - BODY 4(6) - MOVE 6 - EMP 8
Role : Lawman 4
Skills
Combat : Perception 6, Concentration 2, Resist T&D 6, Athletics 2, Brawling 2, Handgun 6, Evasion 6, Stealth 2, First Aid 4
Social : Interrogation 6, Persuasion 6, Conversation 6, Human perception 6
Investigation : Deduction 6, Criminology 6, Conceal/Reveal 6, Education 4
Misc : Local expert 2, English 4, Streetlsang 2
Gears
Cyber
GMBL - 1000eb
Cheap cyberaudio suite - 100eb
Voice stress analyser - 500eb (bonus Human Perception)
Other
VHP - 100eb
HP - 100eb
LAJ - 100eb
Agent - 100eb
Communicator - 50eb
handcuff
Drugs : Synthcoke + Primetime + Boost
He used to be a medic when he was younger and he has just decided that he had enough of this life, he want's to help more in a more effective way. Corruption is everywhere around him, and Goliath is winning the war again. He needs to do something about it. He is taking the path of Edgerunning while being a Lawman. He'll have to walk a tightrope.
Future
IP spending
Medecine as a Medtech : Rank 3 = 360 IP. Pharma (Rapidetox, Speedheal and Veritas)
Athletics & Brawling in order to be better at fighting since Edgerunning is a very dangerous activity.
Cyberwares : (no more than 10 cyberwares total, you will lose 2 points in EMP, it's compensated by the Voice stress analyser for Human Perception)
Neural link
Chipware socket
Subdermal grip
Hidden Holster
Auto injector : Synthcoke
GMBL (RP reason, not everybody wants to be spotted with a Linear Frame)
Radar/Sonar
Gears
EQ VHP (techUp concealable) + smartlink + incendiary
EQ HP + smartlink + AP
Chipware
Paramedic, Acting, Library search, W&S, Bureaucracy, Chemistry skill chips
Pain editor
Tactile boost
Battle glove + modular finger hand + finger airhypo + Subdermal grip + medscanner
SmartGlass TechUP (+1 slot) + LowLight/IR/UV + Enhance image (bonus Conceal/Reveal and Perception)
Medic Capabilities
TECH 8 + Medical Tech 3 = 11 for DV13, succeed with 3+. But you can take extra time (4 hours total) or make a complementary check with Chemistry. You will succeed with a 2+.
TECH 8 + Paramedic 3 + Medscanner 2 + Trauma Team apps 1 (100eb/use) = 14. Take you time = 15 you can Quick Fix DV16 Critical Injuries in 4 minutes with 2+.
TECH 8 + First Aid 4 + Medscanner 2 = 14. Save life with 2+
At the end of the day, you are playing a decent combattant, with very good investigation and social skills, and you also are a good medic. Backup is the cherry on the top. When needed call for it BEFORE combat start. Even with a Rank 4 you will have a decent help, when possible step-up to rank 5. Keep in mind that you can't be awesome in Interrogation and Human perception at the same time. But that's the beauty of drugs, you can take it after failing and Interrogation check in order to retest it with a bonus.
I've got a love/hate relationship with the Role. It scales poorly, but because of it you have nice opportunities for multiclassing. Cryosystem branch is expensive for a very situational result. Surgery will save you money and give you a bit of discretion, which is nice and also work very well with a Tech fabricating Cyberwares. But you just need 1 point in it, a Medbay and a bit of money. At the end of the day, Pharma is OP and allows you to play characters that are effective in Combat, Social, and Investigation. Becareful your GM gonna use the side effects of drugs against you. That's fair.
There is a lot of RP possibilities, because of the 3 specialities. and the fact you can easly multiclass at low IP cost.
You need to work with your GM to ensure that certain paths are not ineffective and others do not break the game. Both possibilities can happen quickly.