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Building a Character Roleplaying Star Wars

SW Build Technician Droid Tech

Star Wars – Character Builds

FFG – Technician Droid Tech

Here is a series of articles walking through the character creation process of Characters in the Fantasy Flight Games (FFG) Star Wars system. It will contain notes about why certain choices were made for the campaign it was built for as well as a complete stat block that can be used to run the character in a game session.

Step 1 – Background

For this character the selected background elements were Middle-Class Struggles where the family capture and train animals as mounts and were offworld when the clan was exiled from Mandalore.

The other aspect was Thrill of the Hunt and they want to help their family by learning how to hunt and track anything.

Note: Normally additional obligation and experience is not gained in this step, as part of the narrative for the storyline, characters have gained these optional boosts with the backstory.

Step 2 – Obligation

All characters start with two base obligations for their characters. This is setting the scene and tone for the campaign.

  • Attribute – Obligations
    • Family (starts at 5) Your last memory wipe had you awake in service of the clan “Star Wing” and especially to a family known for their natural skills behind the controls of starships.
      • Increase by 5 for +5 XP
      • Increase by 10 for +10 XP

Step 3 – Species

All orignial characters are part of the Mandalorian race. New characters are based on where the story is and what is suitable to be brought in.

  • Attributes – Racial – Droid
    • Brawn – 1
    • Agility – 1
    • Intellect – 1
    • Cunning – 1
    • Willpower – 1
    • Presence – 1
    • Wound Threshold – 10 + Brawn
    • Strain Threshold – 10 + Willpower
    • Starting Experience – 175 XP
    • Starting options – Droids do not need to eat, sleep, or breathe, and are unaffected by toxins or poisons. Droids have a cybernetic implant cap of 6 instead of their Brawn rating. In addition, after selecting their career, a Droid Player Character may train one rank in six of the eight career skills (instead of the usual four). After selecting their first specialization, a Droid Player Character may train one rank in three of the four specialization skills (instead of the usual two).
    • Inorganic: Since droids are inorganic, they do not gain the benefits of recovering with a bacta tank, stimpack, or Medicine skill checks. Droids do recover naturally by resting, as their systems attempt self-repairs. Otherwise, droids need to be tended to with a Mechanics check, using the same difficulties and results of Medicine checks for organic beings. Emergency repair patches can be used to repair damage just like stimpacks are used on organic beings. See page 220 for more on droid repairs and healing. Due to their resilient metallic construction, droids start the game with one rank in the Enduring talent.
    • Mechanical Being: Droids cannot become Force sensitive, nor acquire a Force Rating by any means. Droids cannot use Force powers, and also cannot be affected by mind-altering Force powers.
  • Attributes – Talent – Tier 1 – Enduring
    • Character gains +1 soak value per rank of Enduring

This was limited for story reasons having the group being formed from those who show promise in the clan, but are not their best and brightest.

Step 4 – Career

For this storyline, the orignial characters are all bounty hunters. All new characters will be brought in with careers based on how they fit the ongoing storyline.

  • Attributes – Career – Technician
    • Career Skills -Atrogation (I), Computers (I), Coordination (A), Discipline (W) x2, Knowledge – Outer Rim (I), Mechanics (I), Perception (C) x2, Piloting – Planetary (A)
    • Starting Characer gains one rank in four career skills of thier choice. Though as a droid this is increased to 6.
    • Starting Character chooses one of the following specialisations for free: Cyber Tech, Droid Tech, Mechanic, Modder, Outlaw Tech, Slicer

Step 5 – Specialisation

  • Attributes – Specialisation – Droid Tech
    • Career SkillsComputers (I), Cool (P), Mechancis (I), Leadership (P)
    • Starting Characer gains one rank in two career skills of thier choice.

Step 6 – Attributes

Normally for this step characters would invest in Attributes, Skills, Talents and the Force. But as part of the storyline about not been the best and brightest, I am having them start with being the Best in one attribute and Stronger than most in another. For new charactrers I am going to the traditional build point system as they will be coming from outside the family and not subject to the teamwork motivation.

  • Atrtibute – Agility
    • Increase to 2 – costing 20 XP
  • Attribute – Intelligence
    • Increase to 2 – costing 20 XP
    • Increase to 3 – costing 30 XP
    • Increase to 4 – costing 40 XP
    • Increase to 5 – costing 50 XP
  • Attribute – Willpower
    • Increase to 2 – costing 20 XP
  • Attribute – Skill Increase
    • Medicine to 1 costing 10 XP (not a career skill)

Step 7 – Derived Attributes

  • Attribute – Wound Threshold
    • 10+ Starting brawn + talents
  • Attribute – Strain Threshold
    • 10+ Starting willpower + talents
  • Attribute – Defence
    • Ranged Defence 0
    • Melee Defence 0
  • Attribute – Soak Value
    • Brawn + Talant + Gear

Step 8 – Motivations

Each of the characters has one motivation to choose and gains an additional motivation as a campaign motivation. Motivations are sorted out at the end of each part of a story chapter. This could be 1 to 5 sessions.

  • Attribute – Motivations
    • Note – New characters do not benefit from the teamwork option unless they are pre approved as members of the clan joining the team and then must adhere to the strict build requirements
    • Players choice.
      • Parents – The character has close ties with Pipers parents (or a single parent) and sees their constant approval. This may or may not be a healthy or supportive situation.
      • Crime – The character supports the idea of black markets, mercenaries, and other groups that fall outside of the law. The character need not be a criminal himself, but may give aid to other criminals, especially if they are family members, childhood friends, or if corruption is deeply imbedded in the character’s originating culture.

Step 9 – Gear and Appearance

  • Credits 500
  • Spent – 500 cr
    • Hand Scanner 100 cr, Medpac 400 cr
  • Weight – (2) Fraction Items for every 10 items it adds an additional 0 encumbrance
    • Fraction Items (1) inbuilt Hand Scanner (Medical)
    • Enc 2 (1) inbuilt Medpac
  • Hand Scanner Encumbrance: -, Price: 100 credits, Rarity: 2
  • Medpac Encumbrance: 2, Price: 400 credits, Rarity: 2
    • This medpac allows the user to perform relatively complicated medical procedures in the field, and can rival the infirmaries on smaller starships. It allows characters to attempt to heal others using Medicine checks without penalty as described on ee-cr page 219, and additionally grants a □ (boost) on all attempts. In addition, the internal stim storage grants the user the equivalent of one stimpack per scene (although the GM can rule the device has run out of stims if the supplies are used continuously).

Session 9 – Droid Tech

  • 10 XP to Spend

Session 12 – Droid Tech

  • 10 XP to Spend
  • Motivation – 5 XP, 5 XP
  • 30 XP left to spend

Questions and Answers as the Start of the session.

  1. Who are you – Less Murdery, Isolate more violent aspects. To be a service character.
  2. What do you want – Sentience.
  3. Whom do your serve – No-One
  4. Where do your loyalties lie – No-One
  5. What was your last bounty – collected Solo that granted you the right to become a member of the Elrood Bounty Hunters Guild – Computer hacker, discovered via remote collection. Alive.
  6. What was your defining moment is the last six months away from your clan – Procuring a hacker to create firewalls in personality to isolate murder stabby personality.
  7. What Upgrades have you selected – Medicine Rank 1 (10 XP), Ranged Light Rank 1 (10 XP), Machine Mender (talent), Speaks Binary (talent)
  8. What are you Accredited for with the Empire? Self-Owned.
  9. Do you keep your Bounty Hunter licence – Yes.
  10. How much money do you send to your family – 50%. Gained 1,000 cr and removed 10 points of family obligation.

Current Build

B1-337 – Nanny Droid

David [PC]

  • B1 Modified Battle Droid Technician Droid Tech
  • Motivation
    • Parents – The character has close ties with Pipers parents (or a single parent) and sees their constant approval. This may or may not be a healthy or supportive situation.
    • Crime – The character supports the idea of black markets, mercenaries, and other groups that fall outside of the law. The character need not be a criminal himself, but may give aid to other criminals, especially if they are family members, childhood friends, or if corruption is deeply imbedded in the character’s originating culture.
  • Obligation
    • Family 10 – Your last memory wipe had you awake in service of the clan “Star Wing” and especially to a family known for their natural skills behind the controls of starships
  • XP Total – 215
    • Starting (190)
    • Session 9 (10)
    • Session 12 (15)

Description: Reconditioned to work within the “Star Wing” clan of Mandalore, this droid was programmed to assist the family of Piper and became their last hope for release from prison. He ended up stranded in space for 8 years and after some time has managed to track him down to the planet Elrood in the Elrood Sector of the Outer Rim Territories.

(B)rawn 1 – (A)gility 2 – (I)ntellect 5 –
(C)unning 1 – (W)illpower 2 – (P)resence 1

  • Soak Value – 2 (Brawn 1 + 1 from Enduring (1))
  • Wound Threshold – 11
  • Strain Threshold – 12
  • Ranged Defence – 0
  • Melee Defence – 0
  • Skills
    • General – Computers (I) 2, Discipline (W) 2, Leadership (P) 1, Mechanics (I) 2, Medicine (I) 1, Perception (C) 2
    • Combat – Ranged (A) – Light 1
    • Knowledge (I) –
  • Talents (1) –
    • Tier 1 (1) – Enduring, Machine Mender, Speaks Binary,
  • Abilities (#) – Droid, Inorganic, Mechanic Being, Upgraded Restraining Bolt

Equipment (#) – Capacity 6 (-)

  • Weight – (2) Fraction Items for every 10 items it adds an additional 0 encumbrance
  • Notes (#)
    • Career Skills – Astrogation (I), Cool (P), Computers (I), Coordination (A), Discipline (W), Knowledge – Outer Rim (I), Leadership (P), Mechanics (I), Perception (C), Piloting – Planetary (A)
    • Chapter 1 – 13 credits starting
    • Licence – Imperial ID, Independant Droid ID, Bounty Hunter ID, Guild ID, Light Ranged Weapons

Talents Expanded:

  • Enduring (Rank 1) Character gains +1 soak value per rank of Enduring.
  • Machine Mender (Rank 1) When making a Mechanics check to help a character heal wounds, the target heals 1 additional wound per rank.
  • Speaks Binary (Rank 1) When directing NPC droids may Grant them a Boost (Blue) dice per rank on checks.

References:

  • ee-cr – Edge of the Empire – Core Rules (sw-ffg-ee-cr)
  • ee-sm – Edge of the Empire – Special Modifications (sw-ffg-ee-sm)
  • Droid – Droids do not need to eat, sleep, or breathe, and are unaffected by toxins or poisons.
  • Inorganic: Since droids are inorganic, they do not gain the benefits of recovering with a bacta tank, stimpack, or Medicine skill checks. Droids do recover naturally by resting, as their systems attempt self-repairs. Otherwise, droids need to be tended to with a Mechanics check, using the same difficulties and results of Medicine checks for organic beings. Emergency repair patches can be used to repair damage just like stimpacks are used on organic beings. See page 220 for more on droid repairs and healing. Due to their resilient metallic construction, droids start the game with one rank in the Enduring talent.
  • Mechanical Being: Droids cannot become Force sensitive, nor acquire a Force Rating by any means. Droids cannot use Force powers, and also cannot be affected by mind-altering Force powers.
  • Upgraded Restraining Bolt – Due to a security upgrade, the droid is unaffected by the restraining bolt and can choose to appear to be affected without suffering the usual effects.

Special Rules: 6 Droid Brains

  1. Nanny guardian clan assistant personality.
  2. Emergency Dr Supplemental, not intended for extended use.
  3. Power Droid (Gonk) which is in a low power state
  4. Protocol Droid unable to access language libraries
  5. Astromech who beeps all his words
  6. Assassin droid sent by the empire to kill Clan Star Wing. (currently removed)

Notes: The player/GM may spend any advantages on rolls to move one step upwards towards the nammy guardian personality. The player/GM may spend any disadvantages (Threats) to move one set downwards towards the assassin droid. A Triumph can be used to return to Nanny bot, a Despair can be used to activate Assassin droid mode (or another personality).

Content Updates

  • 2021-09-21 – Update for End of Season One, Session 12.
  • 2021-08-24 – Added the limiting end point for the
Star Wars RPG

SW Menu: Adventure, New Rules, Adversary, Companies, Droid, Equipment, Galaxy Map, Location, Vehicle

Campaign: NPCs, Timeline

Game Management: Annotated Stat Block, Character Creation, Choosing a New Campaign, Creating a Galaxy Map, Ending three year campaign, GM’s Luck Roll, Running Games over Skype, Tracking Experience, 2016 Campaign

Character Builds: Bounty Hunter (Assassin, Gadgeteer, Martial Artist, Operator, Skip Tracer, Survivalist) Technician (Droid Tech)

References: for Characters, for GMs, Item Qualities, Empire, Jedi, Rebels, Sith

Creating a Campaign: (1) Rules and Setting, (2) Characters and Timeline, (3) Fringers Storyline, (4) Rebels Storyline, (5) Force Storyline, (6) Mandalorian Storyline

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B5, d20 System, Pathfinder, SW

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By thedarkelf007

I am a long term gamer, I run 6 RPG's a fortnight, host board game, card game and LANs each about once a quarter and have an addiction to buying more games. Games I am currently running are Pathfinder (1st and 2nd Edition) and Dungeons and Dragons (5th Edition).

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