Droids

In the Star Wars universe, droids are all over the place. Ranging from thinking computers that fit in your pocket to massive constructs the size of a small city, from bots that can only perform the simplest of tasks to AI masterpieces that contemplate the meaning of life, droids are in every part of society. While the exact state of their sentience is up for debate, in most places they are considered lesser than their organic counterparts.

Personality
A droid's personality is often dictated by its core programming. This is installed at the factory, and includes essential things(don't lie, cheat, and murder) along with basic interaction algorithms that determine the droid's basic “personality”. As the droid gains experience and encounters new situations, adding data on top of its core programming, it can begin to develop a true personality. This often manifests in the development of “quirks” that allow the droid to temporarily subvert their behavioral inhibitors and act outside of their programming. This can be humorous in the case of a droid getting flustered or saying something inappropriate, but quickly turns serious if the droid is able to justify to itself why its master needs to die. For this reason, periodic memory wipes are standard to remove the programming layers and strip it back down to its core. A memory wipe removes any heroic class levels, and leaves the droid at its factory default, usually with one or two levels in an NPC class. A droid player and the GM should agree to the droid's factory settings during character creation.

Reprogramming: Droid brains are subject to a certain amount of flexibility, in that their outer layers of programming can be manipulated by someone with the right tools and knowledge. The process is extremely delicate, though, and the price of failure can be high. This process is accomplished through the use of the Computer Use skill, and cannot modify the droid's core programming/factory default settings.


 * Reallocated skill points: Base DC is 10+ droid's level+ INT score.	The check requires 30 minutes of uninterrupted work per skill point.	Failing by 5 or more loses one skill point permanently, failing by	10 or more deals one point of INT drain.
 * Subsituting feats: Base DC is 15+droid's level+ INT score. The check	requires 2 hours per modified feat. Droids must meet the	prerequisites for any feats granted. Failure by 5 or more loses the	feat, while failing by 10 or more deals 1d6 INT drain.
 * Rush jobs: You can make these skill checks in a hurry, only taking 5	minutes per skill rank, and 15 for a feat, but run the risk of	leaving behind small glitches in the code. Even if the check is	successful, roll on the glitch table. (50% nothing happens, 45%	small coding errors, 5% dun fucked up).
 * Repairing the processor: Failed checks corrupt the droid processor,	and will need to be repaired before the programming can be fixed.	Repair check(DC?), and then Computer Use as normal to replace	skills/feats.

Making Upgrades
With the right parts and some engineering, droids can be upgraded well beyond their original purpose. Adding standard equipment is all well and good, but sometimes you want a little bit more. Body slots(Arms, legs, torso, head?)


 * Ability scores: Upgrades to servos and processors can be tempting,	but beware that the underlying systems may not be able to handle the	strain of new parts. Expensive, and high repair checks needed to	ensure the droid can handle the strain of new parts. Costs (Final	ability score x 2000) credits? Uses torso slots for all, as extra	processors are also stored in torso.
 * Extra limbs: Additional limbs means better utility. Adding more	limbs does not equal more actions without feats(multi-weapon	fighting?) or processor upgrades. Often uses torso slots, with cost	determined by limb effectiveness. Add one limb with a single, hard	to change implement that does not grant extra actions and it might	only cost 1500. Adding 4 extra hands with built in supports[does not	use slots] and a processor that grants multi-weapon fighting and	your are going to spend more than some mid-size speeders. Also,	you'll only be able to buy/build that sort of mod in a high-end	droid lab.
 * Extra movement: Gotta go fast! Increasing existing mode of movement	or adding another mode(hover-tech for the wheeled droid). Price is	determined by effectiveness, and battery drain/use per day.
 * Processor enhancement: Temporary use of skills/feats/class	abilities?, Heuristic processor
 * Bonus slots?

Drones
Drones are essentially droids without intelligence. Many of the same tools and upgrades can apply to a drone, but the drone itself will never actually gain an Int, Wis, or Cha score. Instead, the drone's controller comes through a drone rig that is essentially a datapad hooked into a comlink through which you can tell the drone what to do. Making more functional programs on the datapad can give the drone a little more autonomy on a given task, though many are controlled directly(a standard action for the controller in most cases). Upgrading the comlink connection can improve the range at which the drone can operate, and also the quality of data the drone feeds back to its controller.

Droids as characters
Droids can be played as both PCs and NPCs, and come in a bewildering array of shapes. However, it is easier to classify them into five categories when creating a player character.

Droid PC creation
Creating a droid character can be quite different from building an organic character. There are a number of important questions to ask about your character that wouldn't apply to an organic character. Things like, just how independent is your droid? What was it programmed to do or not do? Who is or was their master? When was their last memory wipe? These things affect both how the character acts, and how the galaxy reacts to the character. Depending on the time period or local culture, a master-less droid or one that has broken its programming might be viewed as a menace to society or worse. Droids that go too long without a memory wipe are known to go berserk, after all! Even worse, in other places a master-less droid is just walking profit for whoever can slap a retaining bolt on them. Independence in a droid is a liability when you realize that a large-scale droid revolution would destroy industry and topple most technologically advanced planets.


 * Droid traits: Do not count as a living creature, immune to most	poisons, can not advance physical ability scores through leveling.
 * Can spend starting credits on equipment. Equipment provided by the	droid class cannot cost more than (Spending limit?) each.

Droid characters start out with 10 of points to build their droid. Choose a size category, a chassis with basic programming, limbs, and accessories to use these points.

Droid size
Size not only dictates some things like carrying capacity or stealth bonuses, but also puts limits on how many accessories the droid can carry.


 * Tiny(1 points): 6 slots
 * Small(0 point): 8 slots
 * Medium(0 point): 10 slots
 * Large(2 points): 12 slots

Chassis
The basic droid chassis dictates your basic programming and hardware package. Additionally, a droid character may spend points to improve their ability scores. Each point buys 5 points for a a standard ability score point buy system?

First degree(1 points)

Programmed to observe and provide answers, 1st degree droids are largely mobile computers. Often used in the scientific and medical fields to store and provide data for non-droid professionals.


 * +2 INT, +2 WIS, -2 CHA
 * +2 Knowledge skill(Choose 2)
 * Sensors: 1 points

Second degree(2 points)

Also useful for solving complex problems and storing data, but often highly focused on a narrow field and provided with tools to do something about it. Generally used in the engineering and technical sciences, they are usually better with machines then people.


 * +2 DEX, +2 INT, -2 STR
 * +2 Craft skill(Choose 2)
 * Tools: 2 points

Third degree(3 points)

Useful in social services like translation, protocol, and teaching. These droids don't have the technical skills of some others, but are programmed to navigate complex systems and situations that come with organizing biological beings.


 * +2 CHA, +2 WIS, -2 CON
 * +2 Bluff, Diplomacy, or Intimidate(Choose 1)
 * Communication: 3 points

Fourth degree(4 points)

These droids are usually found in military or security applications. Motor functions are placed at a premium above processing power and creative thinking, and they often come equipped for a fight.


 * +2 STR, +2 DEX, -2 INT
 * +2 Perception
 * Sensors: 2 points
 * Weapons: 2 points

Fifth degree(1 points)

The ubiquitous labor droids, usually destined to perform some menial task that no organic actually has the patience for. Built strong and sturdy, many of these droids are built to be vaguely autonomous forklifts.


 * +2 STR, +2 CON, -2 INT, -2 WIS, -2 CHA
 * Feats: Endurance
 * Tools: 2 points

Limbs and Movement
Extra: A droid character can also choose 2 appendages(instrument, tool, claw, or hand), and a means of locomotion(wheels, tracks, walking, or hovering).

Appendages

 * Instrument(1/2 point): A simple, single purpose instrument that can't really	manipulate anything outside of a weak push or pull. Carrying	capacity is counted as a quarter the droid's usual rating. However,	these are often specialized tools made for specific purposes. Things	like hypodermic needles, computer jacks, and other delicate	instruments. Under DM discretion, instruments might grant a +4 on	very specific skill checks, or provide other specific utility	effects. Only one equipment slot granted for an instrument appendage.
 * Tool(1/2 point): Always equipped. Only one equipment slot granted for an instrument appendage.
 * Claw(1 point): A rough but sturdy clamping mechanism. Gain a +2 on Strength checks to grip with this limb, and CMB/CMD checks to maintain a grapple if you have two of these limbs. However, any weapons or tools held by this limb take a -4 on attack rolls and skill checks.
 * Hand(1 point): Standard

Locomotion
How the droid gets around. Your locomotive apparatus counts as a single limb for the purpose of slots, no matter how many legs you have.


 * Wheels(0 point): The droid moves about on something round, from a single gyroscopic ball to 4 or more large tires. Your movement speed is 5 ft faster then normal, but you take a -10 on climb checks
 * Tracks(0 point): You are supported by sturdy treads. Difficult terrain is counted as one step less severe for you and you gain +2 CMD vs trip and overrun attacks. However, your speed is 5 ft slower then it otherwise would be.
 * Walking(1 points): Standard
 * Hovering(2 points): Built in repulsorlifts make floating at a set distance above the ground the droid's basic mode of travel. Ignores most difficult terrain.
 * Extra speed(1 point): Your speed increases by 10 ft. Buying this more then once increases the cost by 1 point each time.
 * Extra stability(1 point): +4 vs trip and overrun?

Equipment Slots
Droids have a number of equipment slots related to their size and appendages. These slots represent how much space is available inside the droid for upgrades. Small droids have a base of 6 body slots, medium droids have 8, and large droids have 10. Additionally, each appendage has two slots of its own.

Equipment
Equipment is sorted into different categories by approximate utility. Each piece of equipment not only has a cost in points(when building a droid) and credits(for buying the parts as normal), but also a DC for the Repair check necessary to install it(a character may also use Craft[Droid] to install parts) and the number of slots it takes up with the type of slot it can use.

Tools
Skill bonuses, do complex tasks in the field, utility

Diagnostics package
Some droids are equipped to perform diagnostics, either as an aid to a technician or as a general safety feature. The diagnostic package gives the droid a +4 equipment bonus on Repair checks to diagnose problems.

Electroshock probe
This small appendage emits a brief electrical discharge, sufficient to short out a singe computer terminal or security lock. With a successful melee attack, the electrostunner deals 2d6 points of damage to a mechanical being. It acts as a stun weapon on organic targets.

Environmental compensator
The droid is adapted for an unusual environment, such as extreme heat, extreme cold, sand, or water. It is unaffected by the environment in question.

Fire extinguisher
A full-round blast from this tool produces a chemical cloud that provides total concealment(50% miss chance). Those inside the cloud can't see targets outside the cloud, and those outside the cloud can't see targets inside the cloud. The cloud spreads 5 ft in all directions for every round it is activated. It dissipates after 3 rounds(no matter how large the cloud. Each full-round blast depletes one-tenth of the fire extinguisher's chemical supply.

If used for its intended purpose, the extinguisher can put out a fire of up to 30 square feet at a rate of 5 square feet per round before it is depleted.

Reloading the fire extinguisher is a full-round action. Replacement chemical cartridges for the extinguisher cost 25c each. [Craft(chemical) DC 10?]

Flamethrower
The flamethrower is a ranged weapon that shoots a cone of burning chemicals 25ft long and 25 ft wide at the terminus. And target caught in the flames takes 3d6 points of damage; a successful Reflex saving throw (DC 15) halves the damage.

Reloading the flamethrower is a full-round action. The weapon can be used 5 times before its chemical supply is depleted. Replacement chemical cartridges for the flamethrower cost 100c each. [Craft(chemical) DC 15?]

Heuristic processor
This processor allows a droid to learn by doing, usually without instruction. The droid is able to reason through several potential solutions to tasks and formulate the best approach. A droid without a heuristic processor can't use any skills untrained.

Internal storage: The droid has a certain amount of open space in its chassis, allowing for the addition of more internal components or compartments for carried items. Droids of Tiny size or smaller cannon have internal storage.

For each 50 credits spent on internal storage, the droid can carry 2.5 lbs of material or equipment. A droid's size determines the maximum weight of items stored in internal storage, as noted on the table below. Some internal storage units come with a spring-loaded mechanism (as seen in Return of the Jedi, when R2 launches Luke's lightsaber). This allows the droid to launch an item held in an internal storage compartment up to 30ft as a standard action. The droid makes a ranged attack to hit its target with the projectile, which can weigh no more then 10 lbs. Anyone in the target square who has a readied action can try to catch the item, provided the droid's attack succeeded. Catching the item requires a successful Dexterity check (DC 10) and is considered a move action.

Spring-loaded mechanisms and not typically designed (or practical) for droids of Huge or larger size.

Load lifter
100c(+2), 500c(+4), 1000c(+6). Higher Str for carrying capacity.

Locked Access
A droid with locked access has its shutdown switch secured of located internally, preventing it from being shut off by an opponent. Access is gained either by having a code or key, or by restraining the droid long enough to make a successful Disable Device check (DC 25).

Secondary battery
A secondary battery(sometimes called a redundant battery or backup battery) provides the droid with additional power allowing it to operate for a longer duration. The secondary battery enables the droid to remain operational for 200 hours (instead of the normal 100 hours) before it needs to shut down and recharge.

Skill kits
These items are tool sets tied to software upgrades that make the droid better at certain skills. Usually tied to skills using mental stats(Int, Wis, Cha), the GM may allow for others.

Tool mount
The droid is equipped with one or more appendages that have tools attached. The cost of the tool (or set of tools) is added onto the cost of this equipment.

Welding laser/cutting torch
This device can only be installed on a droid with an available tool mount. The unit grants a +2 equipment bonus on Repair checks in situations where a welding laser or cutting torch would be useful (repairing a ship's hull or a damaged vehicle, for instance).

The welding laser or cutting torch can be used as a melee weapon that deals 1d8 points of damage. The droid is considered proficient in its use.

Sensors
Smell, tactile, bonus auditory and visual senses

360 vision
The droid can see in all directions at once, gaining a +2 equipment bonus on Perception checks for determining surprise.

Darkvision
Sometimes referred to as infrared vision, the droid's visual senses can see in the dark up to 60 ft.

Improved Sensor Package
A droid with an improved sensor package gains a +2 equipment bonus on all Perception checks.

Low-light vision
The droid's visual sensors include low-light capability, allowing the droid to see twice as far as a human in dim light.

Molecular analyzer
This equipment allows a droid to take in and analyze air samples. The droid gains the Scent ability.

Motion sensors
These sensors detect object movement around the droid. While the droid is moving, the data is constant and useless. Any round where the droid is standing still, or moving no more then 5 ft, the droid gains blindsense 50ft.

Parabolic microphone
The droid's audio sensors include long range capability. The droid takes a -1 penalty per 100 feet of distance, instead of the usual 10 feet, when attempting a hearing Perception check.

Telescopic vision
The droid's visual sensors include long range capability. The droid takes a -1 penalty per 100 feet of distance, instead of the usual 10 feet, when attempting a visual Perception check.

Thermal Vision
These sensors allow the droid to see heat signatures. This allows the droid to spot living creatures through concealment, and any cover less then 6 inches thick. It also grants a +4 equipment bonus to Perception checks made to track living creatures. When it is on, though, the droid cannot see detail, and takes a -2 on Defense. It is a swift action to activate or deactivate thermal vision.

Combat
Armor and shields, weapons and mounts

Armor
Droids have three levels of armor: light, medium, and heavy. To equip a droid with armor, see the costs and benefits below.

Camouflage
Helps a droid blend into certain environments better. Choose an environment type(mountains, forests, etc.). When the droid is in that environment, it gains a +2 equipment bonus on Stealth checks. Reactive camouflage changes at all times, and provides the Stealth bonus at all times.

Rust Inhibitor
The droid is coated in lubricants and sealants to prevent oxidation and corrosion. The droid gains a +2 bonus on Fortitude saves to resist the effects of rust.

Secondary mode
The droid can change its configuration to deploy different tools, weapons, or modes of movement.

Self-Destruct
To prevent capture and analysis, the droid comes equipped with a powerful explosive. The charge destroys the droid from within(dealing damage directly to the droid's wound points), and the resulting explosion deals further damage to anyone within the range of the blast. See the following table for details.

Shield generator
Expensive, but worth the cash if you get into a firefight, shield generators produce an energy field around the droid that deflects energy attacks. The shield's rating determines how much damage it will absorb before being overloaded. An overloaded shield takes 1 minute to recharge.

Targeting Computer
This secondary computer takes information from a droid's sensors, and uses them to calculate exact firing lines or strike vectors for one weapon attached to one of the droid's weapon mounts. That weapon gains an equipment bonus to attack equal to the rating of the targeting computer.

Weapon Mount
The droid is equipped with an appendage that has a weapon attached. The cost of the weapon is added to the cost of this equipment.

Communication
Comlink, recording unit, translators, vocabulator

Comlinks
The droid is equipped with an integral comlink. This comlink follows the rules for standard comlinks.

Recording unit
This device is a videorecorder, audiorecorder, or holorecorder with a playback feature. The droid can record up to 5 minutes worth of material and play it back whenever desired. Any portion of the recorded material can be erased or overwritten by the droid whenever necessary. The material can be edited with a successful Computers check (DC 10).

Translators
The droid is equipped with a device that allows it to understand and convey information in a variety of languages, including nonverbal ones. When the droid experiences a form of communication for the first time, it makes an Intelligence check to determine if it can identify and understand the language. The DC is based on the translator unit's database, with the better units having a lower DC.

Vocabulator
The droid is equipped with a speaker that enables it to emulate speech, rather than simply spout machine code. This device is standard if the droid has the Linguistics skill

Limb/move upgrades
Quick-change tools, magnetic feet, telescopic	appendage

Flight Package
A set of jets or rockets to lift and guide the droid the the air. The basic model functions for 3 rounds of flight 60(poor). The package then requires at least 10 minutes to recharge before it can be used again.

Magnetic feet
Electromagnetic grippers enable a droid to cling to a ship's hull, even when the ship is moving at high speed.

Repulsorlifts
This device enables the droid to move over any terrain without hindrance. External repulsorlift costs vary depending on the size of the droid, as noted below.

Telescopic appendages
The droid has an appendage that reaches farther from its body than normal. A telescopic appendage on a droid can extend up to 10 ft away from the droid.

Water turbines
Allows the droid to move any direction underwater at their normal speed.

Master
Restraining bolts, remote processor/receiver