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===Droid 'Species' Traits=== Player character droids are created using the following rules. BASIC DROID TRAITS</br> Droids do not start with a background, so their Degree provides their extra Skills and Languages. Personality features are fairly limited for new or newly memory wiped models, but player Droids can chose or ‘develop’ them as they adventure (all droids tend to develop strange personality quirks the longer they are in service without a memory wipe). '''Age''': Droids do not age nor are they born. Most newly created character droids will be fairly recent factory models. Droid parts can and due suffer from wear and tear but with proper maintenance can last a really long time '''Size''': Depends on basic Model. Different sizes also have the following modifiers: ''Tiny size'': +5 Stealth, -5 to Intimidate, Base Speed ½ ground Speed, Base Unarmed Damage 1. ''Small size'': +3 Stealth, -3 Intimidate, Base Speed -5 feet, Base Unarmed Damage 1d3. ''Medium size'': no modifiers, Base Unarmed Damage 1d4. ''Large size'': -3 to Stealth, +3 to Intimidate, Base ground Speed +5 feet, Base Unarmed Damage 1d6. ''Huge siz''e: -5 to Stealth, +5 to Intimidate, Base ground Speed +15 feet, Base Unarmed Damage 1d10. ''Gargantuan size'': -10 to Stealth, +10 to Intimidate, Base ground Speed +30 feet, Base Unarmed Damage 2d8. ''Colossal size'': -20 to Stealth, +20 to Intimidate, Base ground Speed +60 feet, Base Unarmed Damage 2d12. :''Special – Player characters can only be Small, Medium or Large in size.'' :''Special'' - Droid vehicles are also around but I generally built as Vehicles and Starships with A.I. Control mod [[File:SWD5.Droid2.jpg | 350px | left]] '''Speed''': depends locomotion system. Ground speed can be modified by Size. '''Behavioral Inhibitors''': Droids cannot intentionally harm a sentient living being or knowingly allow a sentient living being to be harmed or through inaction allow a sentient living being to be harmed. Furthermore, all droids must willing follow orders giving to them by their rightful owners, as long as those orders don’t require the droid to harm a sentient living being. Droids with the '''''Heuristic Processors''''' mod, can sometimes violate these restrictions by creatively interpreting their behavioral inhibitions but it’s not common or easy. Droids with '''''Combat processors''''' are free of these limitation but are also highly in their programing and restricted in their movements and where the law allows them to go. Droid’s can also be fitted with a Restraining Bolt, that they cannot willing remove. With a bolt in place, a user with a hand held controller unit can automatically impose the Paralyzed condition onto a droid with an Action (see Gear). Even without a restraining bolt or periodic memory wipes, most droids operate according to a rigid set of guidelines. A droid’s core programming – the part of its memory that can’t be wipes – provides it with a strict instructions on how to react to common circumstances, most of which resolve around obedience, safety, ethics and morality. '''Constructs''': Droids are machines and as such do not have a Constitution score (and don’t get bonus Hit Points). So with the array of only five Attributes to assign – 15, 14, 12, 11, and 10. Any class that would gain a proficiency to Constitution saves instead gains Dexterity or Wisdom (droid’s choice). Damage Threshold is determined by their Strength modifier only and to recover it can use the better of their Strength or Wisdom save. They are immune to disease and toxin poisons (both inhaled and injected), harmful atmosphere hazards (except Hazardous ‘corrosive’ ones and Vacuum) and do not need to breath, eat or drink water. Constitution saves against environmental effects use Strength instead. Droids are Resistance (PHB pg. 194) to Necrotic, Stun and Radiation damage. Droids take full damage from Ion weapons and after applying damage, double the amount when compared to the droid’s Damage Threshold to impose Reeling or Stunned conditions. '''Nonliving''': In addition to being immune to fear affects and mental affect bonuses or penalties. They have no connection to the Force and can take no Force talents, feats or powers. They still have Destiny Points and can take the Lucky feat. '''Maintenance''': Droids run off power instead of food and drink. Standard model droids are required to spend at least 4 continuous hours recharging after every 72 hours of continuous use (they can power down to save energy if no recharging is available). Otherwise they suffer the same effects as being Exhausted (PHB pg. 291), gaining one level for every 6 hours past the basic 72 hours of use. However they don’t die after acquiring six levels, they simply shut down and can suffer permanent damage to various systems. Every 4 hours of continuous recharging removes one level of this fatigue and a droid can spend as much time as it wishes to regain them all in one sitting (unlike meat-beings that only recover a few a day). '''Repair''': Droids cannot heal hit points naturally (although hero droids can still take Second Wind), nor can they gain temporary hit points from any Mind Effecting talent or feat or ability. Droids must be repaired with a '''DC15''' Intelligence (Mechanic) skill check, after one hour of work they have 1d6+ the droids heroic level + the repairer’s proficiency bonus back in hit points. Workers can continue to making repairs on a droid as often as they wish to restore a droid back to full hit points. A droid can attempt to repair itself but its Intelligence (Mechanic) skill check is at a Disadvantage. '''Memory''': A droid’s proficiencies, feats and talents can be ‘reassigned’ with an '''DC15''' Intelligence (Computer Use) skill check, allowing them to be reprogramed with different “Skill Sets” i.e. a Droid with Pistol weapon proficiency could be reprogramed, dropping this weapon proficiency and instead gain the Rifle proficiency or Skill Expertise in Dexterity (Initiative). The programmer must have access to a computer system with this new proficiency available or they can be purchased on the open market. Generally 500 credits for a basic knowledge, non-combat skill proficiency and at least 1,000 credits for a weapon or armor proficiency or skills like Initiative, or Deception. A droid hero could use its own Intelligence (Computer Use) skill to try and reprogram itself but it is at a Disadvantage to do so. Droid’s subject to a complete memory wipe revert back to basic model and lose all levels and abilities gained (becoming a 1st level character again). '''Shutdown''': A droid that is shutdown gains the Unconscious condition, and can take no action. Shutting down a willing droid is an Action. Shutting down an unwilling droid is more difficult, requiring that it be at least Grappled, and requiring an Intelligence (Mechanic) check against the droid’s Strength (Athletics) or Dexterity (Acrobatics). If the droid is Paralyzed (with a restraining bolt) or in other similar situations, this check automatically succeeds. Droids can shut themselves down and ‘reactive’ itself at a pre-determined time if they want, so long as someone else does not come along and impose additional conditions. When shut down a droid does not drain power and can extend the duration before it requires recharging. It takes a full round to reactive, where the droid can take no actions (including bonus and reactions) and its Speed is 0 for that first round. '''Skills''' and '''Proficiencies''': Droids normally cannot use skill or weapons without being first being proficient in it except for following – Strength (Athletics), Dexterity (Initiative), Intelligence (Computer Use) and Wisdom (Perception). Droids with a Heuristic processor can use any skill without proficiency (as normal) and Simple weapons. Droids with the Combat processor can use Charisma (Intimidate) without proficiency and can use all types of weapons (they still require proficiency with the weapon to gain proficiency bonuses). Note that due to their inhibitor pregaming Droids with Basic and Heuristic Processors suffer a penalty of one-half (round up) the Proficiency bonus with attackings. '''Building a Droid Character''': The follow system is for creating Heroic character droids, not stock droids. As with other character types, droids have points to assign to their stats. As the droid only have 5 stats to worry about; for the array assign from – 15, 14, 12, 11, and 10. Instead of Background Droids choice their Degree. This grants them their basic ability modifiers, systems and proficiencies. They also have ‘additional mods’ that at character creation they can use to purchases upgrades and additional systems into their droid body for ‘free’. Other must be purchased with cash and a droid can have a maximum of Mods installed into it equal to its Strength score (sort of like Strain). Droids only gain their class’s starting gear and they cannot take any levels in the Jedi class. DROID DEGREES</br> '''1st Degree''' [https://www.pinterest.com/pin/870391065458610711/]: Medical and Scientific Droids. These types of droids must exercise a great deal of independent thought and initiative and as such are built with a Heuristic Processor automatically. :'''Ability Score Modifiers''': +2 to Intelligence, +2 to Wisdom, -2 to Strength :'''Basic Systems:''' Heuristic Processor (1), Two-arm Appendages (1), Two-leg Walking Locomotion (1), Vocabulatior (1) :'''Additional Mods''': Two additional mods :PROFICIENCIES :Languages: Binary, Basic :Skills: Computer Use, plus two of – Galactic Lore, Investigation, Medicine, Nature or Technology. '''2nd Degree''' [https://www.pinterest.com/pin/75083518779776207/]: Astromech and Technical Droids :'''Ability Score Modifiers''': +2 to Intelligence :'''Small Size''': +3 size bonus to Stealth but -3 to Intimidate skill. Carrying capacity is Strength x5lbs. :'''Basic Systems''': Basic Processor (0), Basic Probe Appendages (0), Wheeled Locomotion (0), Small Size (1), one set of built in Tools (Repair kit) (1), plus either another Tool set (such as a hand scanner, Security kit, etc.) (1), Astromech Navcomputer (1) or the Tech Specialist feat (1) :'''Additional Mods''': Three additional mods :PROFICIENCIES :Languages: Binary, Basic plus one other (understand only; without a Vocabulatior, these droids cannot speak any other language but Binary, although they can learn to understand them) :Skills: Computer Use and Investigation plus either Drive, Mechanic, Pilot or Technology. '''3rd Degree''' [https://www.pinterest.com/pin/419397784060610967/]: Protocol and Service Droids :'''Ability Score Modifiers''': +2 to Wisdom, +2 to Charisma, -2 to Dexterity :'''Basic Systems''': Basic Processor (0), Basic Translator (1) Two-arm Appendages (1), Two-leg Walking Locomotion (1), Vocabulatior (1) :'''Additional Mods''': Two additional mods :PROFICIENCIES :Languages: Binary, Basic, plus translator unit modifiers. :Skills: Computer Use, Performance and Persuasion. '''4th Degree''' [https://www.pinterest.com/pin/16395986135432559/]: Combat and Security Droids. As they are built to attack living beings they come with a Combat Processor. :'''Ability Score Modifiers''': +2 to Strength or to Dexterity (choice) :'''Basic Systems''': Combat Processor (1), Two-arm Appendages (1), Two-leg Walking Locomotion (1), Reinforce Structure (1) :'''Additional Mods''': Two additional mod :PROFICIENCIES :Languages: Binary, Basic (understand only; without a Vocabulatior, these droids cannot speak any other language, only Binary, although they can learn to understand them) :Skills: Initiative, Perception plus either Drive, Mechanic or Pilot. '''5th Degree''' [https://www.pinterest.com/pin/887420301552662909/]: Labor and Utility Droids :'''Ability Score Modifiers''': +4 to Strength, -1 to Intelligence, -1 to Charisma :'''Large Size''': 5th degree droids are almost always at least large size (some are bigger). -3 size penalty to Stealth checks, base encumbrance is Strength x20lbs, Walking speed +5 feet, +5 size bonus to their Damage Threshold score (and +3 to Intimidate if proficient). :'''Basic Systems''': Basic Processor (0), Two-arm Appendages (1), Two-leg Walking Locomotion (1), Large Size (+1), Hauler (1) :'''Additional Mods''': Four additional mods. :PROFICIENCIES :Languages: Binary, Basic (understand only; without a Vocabulatior, these droids cannot speak any other language but Binary, although they can learn to understand them) :Skills: Athletics, Computer Use and Mechanic. BASIC MODS and SYSTEMS</br> Appendage: arms and probe type systems. *'''Basic Probe''': Mod 0. Few droids have no actual manipulators. The bare minimum is a probe that can push or pull objects. Probes suffer a -1 to unarmed damage based on the droids size. *'''Instrument''': Mod 0, Cost 200cr. Instruments are a step up from a simple probe. They might be designed to accomplish a specific task. Examples might be hypodermic syringes, etc. A few instruments are actually designed to clamp and thus hold objects, but are not fine manipulators. *'''Tool''': Mod 1, Cost 200cr + cost of basic tool set or weapon cost. Tool appendages are somewhat sturdier then instruments but generally cannot be use to pick up items. Weapon mounts are also considered tool appendages. Most hand held tool sets and weapons can be added. To make it ‘hidden’ double the cost of the tool or weapon. *'''Grabbing Claw''': Mod 1, Cost 250cr. Claws are simple grabbing appendages allowing the droid to grab and pick up most items, but they are not use for fine instrument use like picking a lock or something similar. When attempting to grapple (if the droid is allowed to try), it has advantage on its Strength roll to grab ahold or maintain one. *'''Two Arms/Hands''': Mod 1, Cost 1,000cr. A droid is considered to have true hands if its gripping appendage includes at least three digits, one of which is opposable. Communications: All droids are capable of emitting the sounds necessary to speak Binary, a language used by droids and computers to quickly transmit large amounts of information. *'''Vocabulatior''': Mod 1, Cost +500cr. The droid equipped with a speaker system that enables it to emulate speech, rather than simply spouting machine code. It can now speak all languages it has including those that cannot normally be spoken by other speices. Locomotion *'''Stationary''': Mod +1 additional mod (+2 for Huge, +3 for Gargantuan and +4 for Colossal size). No movement is allowed by this droid. Depending on circumstance, maybe be pushed or pulled by others. Cannot use Strength (Athletics) at all. *'''Wheeled''': Mod 0. Base Speed 25 feet and difficult terrain uses 15 feet of move per square (instead of 10). If they do not have claw or arm appendages, they cannot use Strength (Athletics) to climb or swim. With a claw or arm appendages they can make these checks but at Disadvantage. Also if the droid with wheels acquires any ability that allows them to ignore difficult terrain, then instead they now only suffer the basic penalties from difficult terrain. *'''Tracked''': Mod 0, Cost +500cr. Base Speed 25 feet and ignores the penalty for moving through difficult terrain on the ground (not in water, etc.). If they do not have claw or arm appendages, they cannot use Strength (Athletics) to climb or swim. With a claw or arm appendages they can make these checks but at Disadvantage. *'''Two Legs''': Mod 1, Cost +500cr. Base Speed 30 feet. *'''Four Legs''': Mod 2, Cost +1,000cr. Base Speed 45 feet and ignores the penalty for moving through difficult terrain on the ground. *'''Wall-Walker''': requires 4-Leg locomotion. Mods 1, Cost +2,000cr. This droid acquires a Climb Speed of 30 feet and whenever it makes a Climb check that is 9 or less, treat it as if it rolled a 10 instead. *'''Hove/Repluser Propulsion''': Mod 2, Cost +2,000cr. Base fly Speed 25 feet. Hovering droids use repluserlift technology to float slowly above the ground (within 10 feet). They can use their lifts to operate under water, but then normal difficulty terrain penalties apply. If they have claw or arm appendages, they can use Strength (Athletics) to make climb checks and they have advantage on these checks. Droids with this form of propulsion do not have any other form of locomotion (must now spend mods to gain it, minimum cost 1 mod). *'''Flying/Repluser Propulsion''': Mods 3, Cost +5,000cr. Base fly Speed 60 feet and can reach low-orbit with flight systems. Droids with this form of propulsion do not have any other form of locomotion (unless they spend extra mods from the list above and with a minimum cost of 1 mod). *'''Water Jets''': Mod 1, Cost 500cr. Base Swim speed 30 feet. Droids fitted to operate underwater. Additional Add-ons for Locomotion *'''Climbing Claws''': Mod 1, Cost +500cr. Claws designed to grip a surface can be added to a droid with Leg Walking locomotion system. Grant advantage on Strength (Athletics) checks when climbing. *'''Increase Locomotion Speed''': Mod 1, Cost +500cr. Increases any one speed type (Ground, Fly, Swim, etc.) by +10 feet. Can be taken more than once, but for legged locomotion systems types, you can only take this a maximum of 2 times. *'''Jet boosters''': Mod 1, Cost +500cr. Similar to Jetpack. A bonus action to Active, grants a Flying Speed of 40 feet until the end of your turn. 10 charges and can be run continuously without requiring additional bonus action to activate. Special maneuvers require a Dexterity (Acrobatics) DC 10+. Can lift up extra 500lbs of weight (replacement fuel cell 100cr, 20lbs) Medium or smaller size only. *'''Magnetic Feet''': Mod 1, Cost +250cr. Electromagnetic grippers enable a droid to cling to a ship’s hull, even when the ship is moving at high speed. Only droids with walking, wheeled or tracked locomotion can have this mod. Processor *'''Basic Processor''': Mod 0. Basic processors are not designed for creative thought or problem solving or combat, and as such most droids interpret instructions and behavioral inhibitors very literally. Furthermore, Droids with basic processors cannot perform skills it is not proficient in nor use weapons that it does not have proficiency with. Even with proficiency the basic processor Droid suffer a penalty of one-half (round up) to attack rolls with weapon EVEN when proficient. This is due in part to the behavioral inhibitors prevent it from harming sentient living beings altogether. *'''Combat Processor''': Mod 1, Cost +1,000cr. This basic processor has had its behavioral inhibitors removed. This allows the droid to harm sentient living beings, and the droid is allow to use weapons that it’s not proficient with. It also can use the following skills without requiring it to be proficient with them – Dexterity (Stealth) and Charisma (Intimidate). *'''Heuristic Processor''': Mods 1, Cost +4,000cr. This type of processor allows the droid to learn by doing, usually without instructions. The droid is able to reason through several optional situations and tasks and formulate the best approach. Because of this a droid with a heuristic processor may use skills untrained (not proficient with). It still requires proficiency with weapons and armor to use them at all and stuffs one-half (round up) to its proficiency bonus on attack rolls due to 'harm no living' being inhibitor. In addition, a droid with heuristic processor can creatively interpret its instructions and orders, allowing it to complete tasks in manner that it deems appropriate. In some situations (GM’s call) a heuristic processor will also allow a droid to work around its behavioral inhibitor as long as it can justify the action. For example such a droid might justify harming another sentient if it would save additional life, etc. Over time a droid with a heuristic processor develops a unique personality based on experience. Because of this, memory wipes and restraining bolts are commonly used to ensure that a heuristic processor doesn’t allow the droid to stray too far from its intended purpose. :A droid can have both the Heuristic and Combat Processor (uses 2 mods and costs 5,000cr.) can use all skills and weapons untrained (no proficiency bonus) and do not suffer the proficiency bonus on attack rolls. OTHER SYSTEMS *'''Armor Plating''': Droids cannot wear normal armor. Instead droids can be equipment with built in reinforcement that provides an Armor Rating Class (ARC) just as normal armor does for a wearer. They no longer gain their Insight + Proficiency bonuses. Light Armor – Mod: 1, Cost +2,000cr [Armor Class Rating 14 + Dex or Int modifier, +2 to Damage Threshold, Wt. 10lbs]. Medium Armor – Mod: 2, Cost +5,000cr [Armor Class Rating 17 + Dex or Int modifier (max 2), Disadvantage to Stealth, +4 to Damage Threshold, Wt. 20lbs]. Heavy Armor – Mod: 3, Cost +10,000cr [Armor Class Rating 20, Disadvantage to Stealth, +8 to Damage Threshold, Wt. 40lbs]. These armor require the droid to be proficient with its type to gain the full benefits as with normal armor. In all other regard tread droid armor and normal armor. *'''Built In Communicator''': Mod 0, Cost +100cr. (Short-range Comlink). Mod 1, Cost: +250cr. (Long-range Comlink). These comlinks provide a droid with hands-free basic communications. They can include normal Comlink features at the base cost (see Equipment). *'''Back-up Battery''': Mod 1, Cost +500cr. A droid with a backup battery can operate twice as long as normal before requiring recharging (144 hours instead of 72). It still only requires 4 hours or continuous recharging to get back to full power (see Maintenance above) *'''Diagnostic Package''': Mod 1, Cost +500cr. Some droids are equipped to perform diagnostics, either as an aid to a technician or a general safety feature. The diagnostic package grants the droid advantage on one type of Tools kit (i.e. Repair Kit, Security kit, etc. Pick one; and the droid can take this package more than once to gain the benefit with an additional tool type). *'''Hauler''': Mod 1, Cost +500cr. With reinforced chassis the droid is considered one step larger when it comes to encumbrance and how much it can push, carry and pull. *'''Hidden Restrictor''': Mod 1, Cost +1,000cr (illegal in most systems). With a hidden restrictor modifier a droid is considered immunity to the effects of a Restraining Bolt. A droid that use Deception and attempt to pretend it still suffers from this affects. *'''Locked Access''': Mod 1, Cost +500cr. A droid with the locked access modifier is immunity to normal shutdown by others (if it can resist, you cannot shut down an unwilling droid with this modifier). If it is Paralyzed, one can attempt to shut the droid down but they are at a disadvantage to this roll (see Shutdown above) *'''Memory Backup''': Mod 1, Cost +500cr. This allows a droid to back up its personality and abilities offline somewhere. If ever subject to a memory wipe, this allows it to restore its previous levels and abilities, if it regains access to this memory. *'''Memory Storage''': Mod 1, Cost +500cr. This enhancer allows a navcomputer enhanced droid to store an additional +5 hyperspace routes in its internal memory. It can be purchased additional time at the same benefit, Mod and Cost. *'''Navcomputer''': Mod 1, Cost +2,500cr. This system allows the droid to act as a starship navcomputer and program jumps to hyperspace. A small sized droid can only ten jump coordinates internally without additional Memory enhancers. *'''Reinforced Structure''': Mod: 1, Cost: +1,000cr. With electronic hardening and reinforcement, droids with this modification take only ½ damage from Ion weapons and do not ‘double’ damage affect when compared against their Damage Threshold to impose Reeling or Stunned. *'''Size''': Most droids are considered medium sized. For droid structures of a different size use the follow costs and mods. Tiny size – Mod 2, Cost ¼ base cost. Small size – Mod 1, Cost ½ base cost. Large size – Mod gain +1 additional mod, Cost +2,500cr. Huge size – Mod gain +2 additional mods, Cost +5,000cr. Gargantuan size – Mod gain +4 additional mods, Cost +10,000cr. Colossal size – Mod gain +6 additional mods, Cost +20,00cr. *'''Translator Unit''': Mod 1, Cost +250cr (basic DC 20). Mod 2, Cost +500cr (intermediate '''DC18'''). Mod 3, Cost +1,000cr (complex '''DC15'''). Mod 4, Cost +2,000cr (advance '''DC10'''). With a Translator unit a droid can attempt to understand any language it encounters (hears or reads). Make an Intelligence ability check (with proficiency bonus) against the unit’s DC to know if the unit can understand and translate a particular unknown language. *'''Vacuumed Sealed Systems''': Mod 1, Cost +500cr. This mod allows a droid to operate in the harsh conditions of a vacuum without any ill effects. It is now immune to all environmental conditions including when in space. *'''Visual Enhancements''': Mod 1 each, Cost +500cr each. With each upgrade a droid gains one of the following – Low-light Vision; Darkvision 60ft (can be taken a second time to extend out to 120ft); Advantage on Wisdom (Perception) sight or hearing (pick one) checks; Blindsight 30ft (Eco-location Scanner; can be taken a second time to extend out to 60ft); Target Acquisition (a droid can move up to ½ its Speed and still be able to take the Aim maneuver); Telescopic Vision (can see about four times as far, does not take disadvantage on making long range attacks with handheld weapon ranged attacks).
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