Roleplaying Droids

Roleplaying Droids

Generating a droid player character in The Star Wars Roleplaying Game differs greatly from creating an "organic," or "normal" player character. In addition to using a completely different set of character generation rules, players who decide to portray a droid have to take into account a different form of "living" in the Star Wars universe.


Creating a Template for a New Droid Model

Like all player characters, starting droid characters begin with a total of 25D. The major difference is that organic characters divide these dice between attributes and skills, whereas a droid character breaks these dice down between attributes, skills, and attachments (equipment that provides the droid with a permanent skill bonus).

Organic characters generally have 18D for their attributes, leaving 7D for allocation to skills. Droids do not have this limitation. They are not subject to species minimums and maximums like organics (though they are subject to the current state of technology). In the Classic Star Wars time frame, technology allows a droid no more than 13D in any particular attribute, with a minimum of 0D.

Because of this, it becomes amazingly simple to create a new droid type to use as a character template: 1. Divide the 25D between the droid's attributes, skills, and attachments. 2. Consult with your gamemaster during this process, as creating a character in this manner is much more collaborative than during the generation of an organic character. 3. Talk with the gamemaster about what your droid's Move rating should be, what equipment it has installed, and other such considerations. 4. When a consensus is reached, the droid is effectively created.

Alternate method: Your gamemaster may allot you a credit limit and have you use the droid creation/modification rules from the previous chapter. Usually, the cost of creating a droid suitable for a player character is between 3,000 and 5,000 credits.


Optional Rule: Basing a Character Template Off an Existing Droid

When modifying an existing droid for use as a player character, character generation becomes more complex. There are some droids that are simply not suited for use as a player character (large units like logging droids or the construction droids from Coruscant, for example).

If you choose to play an existing droid type: 1. Select a "stock" droid you like (from this book or any other source). 2. All droids listed in this book are considered stock—they have not been modified in any way and are listed as they would be if purchased new. 3. Count up the dice the new droid has allocated to attributes, skills, and attachments. 4. Ignore any dice the droid receives from special abilities or story factors, as these usually only come into play at character creation and are not counted in the character's standard 25D. • Example: If a droid has a special ability granting it any one Mechanical skill at 3D, those extra dice do not count toward the droid's 25D.

If the droid has exactly 25D in its attributes, skills, and attachments, it is ready to be run as a player character—just copy it down and play.

If the droid model has less than 25D, you can add the difference with Build Dice: • Build Dice = 25D − (dice in attributes + skills + attachments) • Build Dice can be allocated to skills and attachments, not attributes.

Example: Dave wants to play a Rim Securities' K4-series security droid. The droid has a total of 20D in attributes, skills, and attachments. Dave's droid has 5D of Build Dice (25D − 20D = 5D). Dave can add these 5D to the skills and attachments of his character. Remember: Dave can't spend Build Dice on improving attributes.


Adding Skills

Unlike a "normal" character, droids can spend more than 2D on improving a skill during character creation. In fact, a new droid character can begin play with a skill that is up to 4D above the governing attribute.

In addition, droid characters taken from existing models start with skills already integrated into the droid type. Many droids already have at least 4D above a specific attribute in some skills, and such skills cannot be improved at the time of character creation.

Example: Dave's K4 droid has a Dexterity of 3D and comes off the assembly line with: • Blaster 7D • Dodge 8D • Running 4D

Because both blaster and dodge are already 4D or more above the governing attribute (Dexterity), Dave may not allocate any of his 5D of Build Dice to those skills. Because running is only 1D above Dexterity, Dave may add up to 3D to improve that skill.

At the time of character creation only, the player may use Build Dice to give the droid skills that it didn't receive when it was constructed without shelling out credits. Like an organic character, these skills start at the same die code as the governing attribute. However, the player may allocate up to 4D in any one skill.

Players should consider what skills the droid should have beyond its default package: • Is the droid designed for a specific application? • Does its current skill package serve that purpose? • Is the droid destined for industrial intrigue or sabotage? • Will it assist a smuggler during a sophisticated confidence scam? • Or will it provide maintenance assistance or astrogation backup aboard a freighter?

During this process, the gamemaster should be kept apprised of the droid's development. Gamemasters may wish to veto the use of certain skills on new droids unless the player can come up with an extremely good reason for having the skill. For example, there are very few astromech droids that can accurately fire a blaster, and fewer still that would actually want to. Without an adequate reason (it has been specially commissioned with illegal software by a Black Sun Vigo, for example), the gamemaster may disallow it.


DROID CHARACTER DEVELOPMENT

Unlike an organic character, droids come off the assembly line prefabricated to be identical in almost every way. They possess the same skills and knowledge, the same equipment and attachments, and look exactly alike (save for their paint jobs). Each droid of the same model comes pre-equipped with an identical personality matrix, though these can change over time with experience and programming.

Where an organic character has learned skills through schooling and life experience, a droid is programmed with necessary knowledge.

Consider the following topics when determining a droid character's background and behavior.

Name/Designation

After creating the "rules" portion of your character, come up with a name. Droid names are generally made up of a combination of numbers and letters (C-3PO, FX-7, EV99, and so forth). These designations are not unlike serial numbers, and they often include the droid's model number as well as defining characters that separate the droid from others of its class.

Most droid names include the unit's model number. R2-D2 is an Industrial Automaton R2 astromech unit. Most other R2 units have the characters "R2" somewhere in their names as well, though they are not always pronounced.

Some companies use words or symbols as a model designation, though such cases are rare (the Verpine Siak-series is one such example). Often, owners will spell out the droid's designation phonetically, giving the droid a more "organic" name ("MD-18" becomes "Emdee-Oneight," for example). Other owners ignore the designation and give the droid a nickname instead ("Whistler" and "Mynock").

There is no limit to the number of digits in a designation; there could be a 3PO unit with a designation of Q32H-3PO-9ST somewhere in the galaxy. Usually, organics shorten longer names for ease of reference (so that example might be called "Kyu-three" or "Ohnine").

Manufacture/Design

Someone built the droid. (In general, the droid's manufacturer is found in the unit's game stats.)

Consider the manufacturing company's policies regarding politics, society, the military, and so forth. How do those views affect the character's basic programming? While a personality matrix allows for learning and expansion, the builders often leave traces of their assumptions behind in the programming.

Also consider the reason the droid was built in the first place. No matter how old the droid is, or how much its experiences have affected it, there will always be traces of the primary programming left over. An agricultural droid may learn to fire a blaster, fly a speeder, or speak several languages, but it is still (at core) an agricultural droid. A battered, adventurous cook-droid might act like a brash pilot, but it will probably still talk about food preparation a great deal.

Activation

Droids aren't "born"; they are activated. When activation occurs, the droid's knowledge and personality are also activated. An older droid may have been modified by previous owners (or, in some cases, by itself) over time. The time a droid player character has been activated can dramatically affect its behavior.

Simulated Emotions

Droids are often programmed to react in very specific ways to their environment. This programming can be extremely sophisticated, resembling actual emotions. Emotional response programming is usually related directly to intended function. For instance: • An assassin droid may display aggression (or outright anger). • A medical unit may display compassion to facilitate interaction with patients.

These feelings are programmed at the factory, though the droid may develop and expand on the core programming.

It is up to the player to determine what emotional responses a droid possesses. Base this on the unit's primary design, and consider what it may have learned since activation. If you are playing a protocol droid with an aggressive attitude and a big gun, decide why: intentional programming by an owner, experiences that reshaped it, or perhaps an assassin droid core placed into a protocol chassis to avoid detection. Thinking through the "why" makes the character more convincing (and more fun to play).


Droid Character Traits

The following traits are intended to spark ideas. Players and gamemasters are encouraged to use these as a starting point. • Argumentative: Constantly offers "alternative viewpoints," usually just to argue. • Backup personality: A previous owner hardwired an alternate personality that surfaces under specific stimuli (damage, a code phrase, a certain transmission frequency, etc.). • Center of conversation: Pushes into conversations with pointless anecdotes and stories. • Curious: Constantly seeks answers to puzzling questions. • Exaggerates: Inflates details (or its own role) when recounting events. • Glitch: Has a minor malfunction that resists repair (common with older droids), such as a damaged vocabulator that produces an odd voice or accent. • Low self-esteem: Believes it failed its primary function; may overcompensate, or stop trying at peak efficiency (e.g., not using Character Points). • No self-confidence: Convinced its abilities aren't equal to a task. • Obnoxious: Says the wrong thing at the wrong time; often unpleasant. • Obsequious: Fawns over those it deems its "betters," seeking approval. • Obsessive tendencies: Fixates on annoying minor tasks (cleaning, sorting data), sometimes neglecting important duties. • Paranoia: Convinced it has an enemy; worries constantly about danger. • Pompous: Believes it's better than other mechanicals (or organics) and makes disparaging remarks. • Sullen: Reluctant to speak; gives vague answers unless questions are precise. • Talkative: Can't stop speaking at inappropriate times.


History

A droid's past can be as important as an organic's—sometimes more so. Many droids are decades old and may have been through events no other character has experienced. Artoo and Threepio had many adventures long before the Lars family.

Previous Owners

Depending on age, a droid may have served many masters with different agendas. Decide who they were, and how they used the droid (often not for its intended role). Hooks to build from: • A former owner was an Imperial, Old Republic, or local government official; you learned politics and bureaucracy while delivering private messages, doing light repairs, and watching troublesome children. • A smuggler taught you to lie—"a little backup with a con never hurt." You enjoyed dangerous missions while keeping a faulty hyperdrive motivator running. • A bounty hunter took you as payment; while serving your core function, you learned first aid, weapon repair, maintenance, and minor shipboard operations. • A store owner bought you; you became known to regulars, then were stolen—since then you've been bounced through black market auctions, smuggling runs, and menial labor, and you want to find your old master. • Pirates stole you after capturing an owner as a slave; you did administrative work and were used for target practice, losing circuitry but being reassembled badly. • A mercenary leader bought you and let you keep your knowledge; later the group installed new software/hardware, and now you can infiltrate, plot escapes, and calculate payroll savings all at once.

Memory Wipes

Many owners memory wipe droids as routine maintenance. Has your droid ever been wiped? How long ago? Was the technician competent? When mindwiped, a droid's personality matrix resets to factory standard, though fragments and quirks may remain—especially if the wipe was imperfect.

Memory Wipes and Character Development

From activation, a droid learns and develops. A mindwipe resets memory and personality to factory settings, making the droid effectively "new" (except for modifications or hardwired skills). Many technicians do incomplete wipes, leaving quirks or fragments that can make play more interesting.

Even after a wipe, a droid knows how long it has existed and that it was wiped. Some accept this as normal; others become obsessed with who they used to be.

Gamemasters can use this for strong plot hooks: a former "power droid" retooled for sabacc cheating might be recognized by past victims; or a refitted unit might retain old law-enforcement protocols and automatically alert authorities when it witnesses a crime—awkward at a shadowport.


GAME STATISTICS

All droids have a listing for game information. Droids can be listed as individuals (such as R2-D2 and C-3PO) or as a stock model (such as the Industrial Automaton R2 Astromech droid). • Type: The manufacturer, make, and type of droid. • Attributes and Skills: • For individual droids: listed like normal characters. • For stock droids: these are "minimum" skills for all droids of that model. Individual units may fall below or exceed these minimums if altered or reprogrammed. • Equipped With: Specialized tools installed in the droid. • Special Skills: Specialized skills not commonly available; includes governing attribute and explanation. • Special Abilities: Unique abilities possessed by the droid. • Story Factors: Story-driven notes that affect behavior or how others react to the droid (not traditional rules mechanics). • Move: • Individuals: their movement rate. • Stock models: often two values—base Move and maximum Move. • Size: The droid's size. • Cost: The droid's cost, sometimes with "new" and "used" values. • Equipment: Any carried equipment (if applicable).


Source: REUP:368

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