Reference Book: Star Wars Saga Edition Scavenger's Guide to Droids
Droids occupy a unique place in Star Wars. They are machines that feel, automatons that think, robots that know. They fight wars, heal the sick, and track down Rebel scum. A droids develops a personality, friendships, and rivalries, just as an organic being does over the course of a lifetime. Droids might squabble among themselves, but they will also offer any parts necessary to help repair a friend fallen in battle. Organic beings often treat their Droids less like property and more like companions. Droids are a remarkable part of life, even if they are not truly alive.
Droids have a significant effect on history. Were it not for a pesky R2 unit, The Rebel Alliance would have never become The New Republic. The legions of Battle Droids are worthy foes of The Galactic Republic. A Droid's recording of a Jedi meditation leads Zayne Carrick to fight his former masters. Droids are important pieces to the puzzle of what the galaxy has become. Some Droid designations are well known as heroes or villains: C-3P0, HK-47, and IG-88.
Yet, some beings in the Star Wars universe consider Droids to be nothing more than tools- just hydrospanners with legs. Droids are sent into battle to be destroyed. They are unmourned if they do not return from unexplored regions of space. Indeed, some beings resent Droids for their efficiency and cause of the perception that they take jobs from organic beings who need feed their families. Droids are refused service in some businesses, and they are denied basic rights on some planets. In spite of, or perhaps because of, all their amazing achievements, Droids can bring out the worst in other beings. Galactic conflicts, such as the Clone Wars, in which Droids are programmed to kill and destroy are not forgotten by the beings whose homes and planets are overrun by mechanical menaces.
This chapter explores the role of Droids in the Star Wars universe, including their struggle for rights, their religious beliefs, and even a few old spacers' tales thrown in for good measure. It looks at Droids as equipment, as well as at some of the unique roleplaying opportunities available to Droid Heroes. Players who would like to give extra spark to their Droid Heroes can find plenty of interesting options. Gamemasters looking to add flavorful Droid characters to their stories can find useful hints, tips, hooks, and aids here.
Alternative Pricing System[]
Market forces drive the pricing of Droids. Droid dealers haggle and bargain with prospective owners. Bargain hunters travel across the galaxy for the right Droid at the right price. Knowing what a Droid is worth can be difficult. A Droid fresh from the factory is significantly different from one that has been roaming for hundreds of years. Age and experience are valued by savvy Droid owners. Rebuilding a Droid that has learned how to do its job is much easier than teaching a new Droid.
This system bases Droid prices on the Droid's capabilities and experiences. It allows Gamemasters to customize Droids for their group and to offer Droids that fill the heroes' needs. If the heroes need a Protocol Droid and also need a Droid that has slicing skills, the Gamemaster can customize a single Droid to fit both needs and find the appropriate price for it.
- Start with the basic Droid Chassis cost of 1,000 credits x the degree of the Droid.
- Calculate the Droid's factory cost determined by its Droid Systems. Be sure to figure in the Droid's Cost Factor, its size, and the price of any accessories attached to the Droid.
- Add together the Droid's Ability modifiers. Multiply the sum by 1,000 credits.
- Multiply the number of Talents the Droid possesses by 2,000 credits.
- Multiply the number of the Droid's trained Skills by 500 credits.
- Multiply the number of the Droid's Feats by 1,000 credits.
- Multiply the Droid's CL by 1,000 credits.
- To find the final cost of the Droid, add the results of steps 1 through 8, and divide the sum by 2.
Example[]
The heroes in Brent's game want to buy a Medical Droid after a few close scrapes and challenging encounters. The campaign is set during The Dark Times, so Brent allows them to purchase an FX-6 Medical Assistance Droid. He calculates the Droid's costs based on its statistics:
Step 1: Start with the basic chassis cost. For a 1st-Degree Droid, the cost is 1,000 credits.
Step 2: Calculate the Droid's factory cost determined by its Droid Systems. Be sure to figure in the droid's Cost Factor, its size, and the price of accessories attached to the Droid. This cost is 3,800 credits.
Step 3: Add together the Droid's Ability modifiers. The Droid 's five modifiers are -1, +0, +2, +2, and -1. The sum is 2, which, multiplied by 1,000 credits, adds 2,000 credits to the total.
Step 4: Multiply the number of Talents the Droid possesses by 2,000 credits. Brent gives the Droid 3 levels of Scout to keep it near the level of his players and to give it access to Talents. Brent gives the Droid two Droid Talents and adds 4,000 credits.
Step 5: Multiply the number of the Droid's Trained Skills by 500 credits. The 3 Skills this Droid possesses add 1,500 credits to the cost.
Step 6: Multiply the number of the Droid's Feats by 1,000 credits. Each FX-6 comes with 4 Feats, and the 3 Feats earned through the 3 levels of Scout give the Droid a total of 7 Feats, adding 7,000 credits to the Droid's total.
Step 7: Multiply the Droid's CL by 1,000 credits. This Droid's CL adds 3,000 credits to the Droid's cost.
Step 8: Brent divides the total of 22,300 credits by 2, so the total cost of the experienced Medical Droid is 11,150 credits.
Which Price is Right?[]
The prices indicated here differ from those in the Saga Edition Core Rulebook. The system here takes into account functionality, Skills, and Equipment. Some Gamemasters might prefer to assign prices based on market value, common sense, or narrative necessity. Other Gamemasters are unconcerned with tracking finances and might simply judge whether a Droid can be purchased. The final choice belongs to the person behind the screen.
Droid As Equipment[]
Few Droids are as special as R2-D2. Countless Droids in the background of the Star Wars universe do their duty quietly and efficiently, allowing the heroes to have the spotlight. Droids can be useful, but having one as a full-fledged Gamemaster character can be distracting and time-consuming, both for players and for the Gamemaster. A hero who owns a Starfighter likely wants an Astromech Droid to make the calculations for Hyperspace, but the hero probably wants the Droid to stay with the ship during adventures. The Gamemaster has enough to worry about without playing a precocious Astromech Droid, so the Droid is left out of the picture. But if the Gamemaster wants to run a scene in which the pilot rushes back to the hangar bay while pirates attempt to sabotage all the ships in the landing bay, that Droid becomes a significant part of the hero's attempt to stop the pirates. Additionally, consider the Soldier hero who leads an entire squad of Battle Droids into combat. The addition of so many Gamemaster-character Droids can cause problems with encounter balance and slow down the action at the game table while the actions of all those Droids are resolved.
Ultimately, most Droids are better envisioned as equipment rather than as companions or allies. They are machines built to do a job. A personality might develop as a result of infrequent Memory Wipes, but the Droid is still hard-wired to do one particular task very well. This section explains how Droids can be treated as equipment rather than as Gamemaster characters, allowing Gamemasters to put control of those Droids into the hands of the heroes who own them.
These rules are not meant to replace the Droid rules in the Saga Edition Core Rulebook. They are optional and meant to be used in situations where a Droid is needed for utility and not as a significant Gamemaster character. Additionally, Gamemasters should use these rules when the heroes own a Droid that does not need to be a major part of the story. These rules allow players to purchase Droids to help them during their adventures without the Gamemaster worrying about players entering the fray with legions of Droids at their disposal
Under these rules, Droids are stripped down to their bare essentials, both in stats and in function. These functions are called protocols. A Droid is able to perform protocol actions only when told to do so by its master or its master's allies. Protocol actions are Swift Actions, but more complex ones require more than one Swift Action. These Swift Actions represent the hero giving orders to the Droid and the time required for the Droid to complete the action. Under these rules, each Droid has a number of protocols that it can complete on behalf of its master. Typically, these protocols are used during combat.
Using the Protocol Format[]
Droids are normally unable to take protocol actions on their own. These actions come from a Droid's master and his or her allies. The Droid's owner, as well as anyone designated by that owner, can activate protocol actions for a Droid by spending, in the same turn, the number of Swift Actions listed in the Protocol Format statistics block. However, you can spend Swift Actions to activate a Droid's protocol actions only if no one has activated protocol actions for the Droid since the end of your last turn. A Droid carries out the protocol action immediately, as soon as the character spends the Swift Action or Swift Actions to activate the protocol action. Some actions can be performed only once per turn, as indicated in the Protocol Format statistics block.
The Gamemaster gives the Droid's Protocol Format statistics block to the player, who then treats the Droid, effectively, as a source of extra actions. The Gamemaster should keep the Droid's full statistics block for occasions when information not found in the Protocol Format statistics block is needed. Other than execution of actions, the Droid follows all Droid rules and is subject to the same restrictions and benefits as those that normal Droids have.
How Does the Protocol System Work?[]
At first glance, players and Gamemasters might have difficulty understanding why these rules are in place or how they should be used. As an example, let's say that you have a Twi'lek Scoundrel hero named Reagle, specializing in slicing. Reagle wants to buy an Astromech Droid to help him slice into secure Starships, but the Gamemaster does not want to develop a full personality and role in the story for the Droid. Rather than adding a new astromech Gamemaster character to the game, the Gamemaster allows the player to control the Droid, using these rules. He gives the player the Protocol Format statistics block for the droid, and allows the player to spend Swift Actions to control the Droid during encounters. The Gamemaster still keeps the full-length statistics block handy in case, for example, an enemy decides to shoot the Droid, but the astromech is placed under Reagle's direct control.
Adapting Droids to the Protocol Format[]
When using the Protocol Format, remember that the goal of these rules is to pare down the Droid to its essentials. If the Droid were only a tool or a piece of equipment, what would it do?
Droids can Move. Spend a Swift Action to command a Droid to move.
Droids can Aid Another. Spend a Swift Action for a Droid to provide a +2 bonus, assisting a character on an Attack or a Skill Check.
Droids can make Skill Checks of their own. Spend a Swift Action for a Droid to make a skill check. If the check is considered a Full-Round Action, this process costs two Swift Actions.
Droids can Attack. Spend two Swift Actions for a Droid to make an Attack. For a Full Attack Action, four Swift Actions must be spent.
Every action that a Droid is able to perform might not be listed in the Protocol Format statistics block. Indicate the actions a Droid is most likely to be called on to perform. An action that the Droid will be expected to do every session or encounter should be included. A Droid should have no more than five protocols. An owner who wants a Droid with more functionality and flexibility should use the regular Droid rules and ask the Gamemaster to run the Droid as a Gamemaster character.
When converting actions, remember that protocol actions are Swift Actions. An action can require more than one Swift Action, as indicated on table below. This conversion allows some actions to be performed more times per turn than the Droid would be able to do on its own. For example, a Droid might normally be able to take only two Move Actions on its turn; however, an owner using protocol actions can spend three Swift Actions to order the Droid to move three times. This compromise accounts for the Droid taking up some of the owner's actions rather than having its own suite of actions.
| DROID ACTION COST | PLAYER ACTION COST | |
|---|---|---|
| Free | 1 Free Action | |
| Swift | 1 Swift Action | |
| Swift x2 | 1 Swift Action | |
| Swift x3 | 2 Swift Actions (Once per Turn) | |
| Move | 1 Swift Action (Twice per Turn) | |
| Standard | 1 Swift Action (Once per Turn) | |
| Full-Round | 2 Swift Actions (Once per Turn) |
Any action requiring more time than a Full-Round Action is not suitable as a protocol action. Droids should be allowed to perform actions listed under the descriptions of Skills they are Trained in. If a hero wants his or her Droid to perform an action outside the scope of its Trained Skills and protocols, the Gamemaster must determine if the Droid could reasonably perform the action and, if so, the action cost of that action.
An Example of Protocol Conversion[]
Wren, a player in a campaign run by Brent, is playing an Outlaw Tech. After a combat encounter leaves her nearly dead, she tells Brent that she wants to invest in a Droid bodyguard for her character. The game has several players, and Brent does not want to divide the spotlight any further. He decides to use the protocol rules to give Wren more options in combat without having to worry about another Gamemaster character.
Wren wants her bodyguard to be an HK-24 Assassin Droid that her character repaired and restored from a junkyard planet. An HK Droid might seem a bit much for some Gamemasters, but Brent has some action-packed ideas about the Droid's previous owners and how those owners might make life interesting for his heroes. It is a win-win situation: Wren gets more options in a fight, and Brent gets some story options for exciting encounters
Brent agrees and pores over the stats of the HK-24 Assassin Droid in the Knights of the Old Republic Campaign Guide. He notes the Hit Points and damage threshold of the Droid. The Droid movement is easy to convert. Because the Droid is meant to aid Wren's character in combat, Brent devotes a ranged attack action and an aid attack action to the Droid. He also gives the Droid an attack option since it possesses the Rapid Shot Feat. The Droid is Trained in Initiative and Persuasion. The presence of on Assassin Droid can lend extra weight to a hero's Persuasion attempt, so he gives the Droid an Aid Another action. The Droid has a Translator Unit, so Brent gives the Droid the ability to translate as a Free Action.
See HK-24 Assassin Droid for the created Protocol Format.
Threshold Damage Only[]
The protocol rules are meant as a replacement for the regular Droid rules, limiting the Droid's game options in order to speed play. Gamemasters looking to further streamline the Droid experience should consider the following optional damage rule.
When using the protocol rules, track only the Droid's condition modifier. If an attack successfully hits the Droid, it moves -1 step on the Condition Track. If the damage total for the attack meets or exceeds the Droid's Damage Threshold, the Droid immediately moves -5 steps on the Condition Track.
Creating Memorable Droids[]
This book is an excellent resource for helping Gamemasters and players build unique Droids and expand their vision of the Star Wars universe. Making memorable characters does not stop with the mechanics. The intangible elements make Droids memorable. C-3PO's unshakable manners are as important an element of his character as his ability as a translator. Personality goes a long way toward making characters memorable. The suggestions below are ways to spice up your character ideas. Season your Droids as you see fit, but you do not have to use everything in the same dish.
Give them a voice. Droids have unique voices. Give your Droid characters access to altered voices and they will stick in the minds of your group longer. Adding a mechanical twist to your voice immediately indicates that you are speaking in character. You can download free text-to-speech programs that convert whatever you type into a mechanical voice. Smaller electronic devices, such as cell phones, sometimes have a similar function. Even simply holding an empty cup near your mouth while your character speaks can give your Droid character a unique sound.
Use your whole body. If you are willing to ham it up a bit, don't limit your portrayal to your voice. Adjusting posture or giving the Droid a few signature gestures is another great way to let everyone know that you are in character. Props help as well. Perhaps your Battle Droid idly twirls its Blaster Pistol in between battles. Or maybe your Maintenance Droid is never without its Tool Kit.
Mess with syntax. A Droid that speaks normal Basic is a rare find indeed. Consider HK-47's tendency to start each sentence by identifying the type of sentence it is. Giving a Droid a distinct speech pattern is a great way to make the Droid stand out. Perhaps the Droid's vocalization software is malfunctioning, so it has difficulty saying certain words. The Droid might always use an organic being's full name or a Droid's full designation when addressing somebody. Or it might mix in words and slang from a previous owner's language because its most recent memory wipe did not take as well as it should have.
Play against type. When a type of Droid is mentioned, players might have certain preconceptions. Protocol Droids are polite; Battle Droids are laconic, and so on. A Droid that violates these expectations is an excellent way to shake up the situation. That Protocol Droid might be the life of the party, mixing drinks and telling jokes. Or the Battle Droid enjoys talking trash and verbally intimidating enemies in the heat of battle. Breaking away from expectations is a great way to explore a Droid's character and motivations.
Add an element of comic relief. Droid characters might have a streak of humor. The slapstick antics of Battle Droids and the black humor of HK-47 stem from the same source: while Droids mimic the behaviors and feelings of organic beings, they don't truly understand the reasons behind the behaviors. Pick an element of organic beings' behavior that your Droid does not understand. Trying to solve this mystery can be a great source of roleplaying humor.
Don't be afraid of flaws. Nobody is perfect, even in the Star Wars galaxy. Sometimes the best stories are those in which a character gets out of hot water. Flaws can strengthen a character's connection to other players, and flaws can be good for comic relief. If the Droid is not good at lying, you might be able to build a great scene around the Droid's attempts to convince the con-artist Scoundrel character to lie for it.
Play well with others. The lone wolf anti-social Assassin Droid might sound like a cool character idea at first, but you must remember that you are playing this game with other people. A character who works well with other heroes makes the game easier for players and for the Gamemaster. That Assassin Droid probably isn't a good fit for a game in which the other heroes are all Padawans, but a game focusing on a bounty hunters' guild might work. When everyone sits down to create characters, discuss how your characters come to know each other. Another player's character might be a perfect fit for a relationship with your Droid.
Flesh out your history. Knowing where a character comes from helps you understand where that character is going. Interesting characters from the Droid's past can be great material for the Gamemaster. Previous owners, Droid rivals, and other beings from your Droid's past connect you to the game and to the other heroes. For example, your Droid might have been the property of a minor crime lord, while another hero owes money to a crime lord. Rather than having two crime lords chase after your group of heroes, simply make them one and the same.
Give the character a goal. Even Droids have dreams. Giving your character a goal can help you focus on important story elements and also give you a sense of what classes your character should take in later levels. The goal could be short term, such as "Escape my cruel master," or it could be long term, such as "Establish a Droids-only colony somewhere in The Outer Rim." Even Gamemaster characters can benefit from goals. You might have an Assassin Droid target the heroes simply because you need a villain, but if the Droid needs the bounty to avoid deactivation by its guild, you open up more story possibilities and potential noncombat avenues for approaching an encounter.
Have an ending in mind. All good things must end, and your Star Wars campaign is no different. Planning for how your Droid will leave the game can add depth to the character. It can also be useful if you must leave the game for real-life reasons, such as moving away. If you know how you want your Droid to end its story, the Gamemaster can use that story as a grand send-off for your character. Or if the Gamemaster is bringing the saga to a close, he or she can fold your idea into the epic conclusion.
Droid Allies[]
As a Gamemaster, you will inevitably discover that some aspects of your story don't interest your players as much as others. Instead of relegating them to the background, you can use a Droid to give these elements life. For example, a group of players might want their characters to travel from planet to planet pursuing adventures, but none of them wants to play pilot character. Adding a Droid Pilot gives your players a face to associate with their travel, but the Droid handles all the flying off-screen. Many such jobs need to be done, but your players don't have to do them all.
Droids can also keep the story moving. They can notice missed clues, suggest alternative ways around trouble spots, and subtly steer heroes back toward the plot. Even the best players can become sidetracked by red herrings, so use Droid allies carefully. Don't lead the heroes by the nose, but use the Droid to deliver information necessary to make it to the next encounter. Star Wars adventures move fast, and having a tool to help maintain that pace can keep sessions from getting mired down in excessive planning.
Droids might be considered property, but having a Droid ally should be a two-way relationship. If the Droid needs help, the heroes should be ready to jump to the rescue. When an enemy wants the inside track on the heroes, striking at them through their Droid can be a dramatic way to make the situation personal. The heroes probably rarely wipe their Droid's memory, so having that Droid turn up in the hands of an enemy can make life challenging. The enemy has access to the heroes' weaknesses through the Droid, as well as a valuable hostage to use against the heroes.
Such a threat does not have to be so direct. Droids pass from owner to owner, and an old owner might come back into the Droid's life. A previous owner might be as obviously exciting as a crime lord or a Sith apprentice, but a more personal story could be told as well. What if the Droid is the last possession of a soldier killed in The Mandalorian Wars, and the soldier's father offers the heroes an extravagant sum to part with their Droid? Will the heroes give up their trusted sidekick to payoff their debts? Or will they deny a father's opportunity to remember a lost son or daughter?
Heroes can also use a Droid's lowly station to their advantage. An Astromech Droid does not get a second glance as it rolls through a starport, but it can listen for any rumors and leads the heroes might need. Most beings ignore Droids unless they are malfunctioning, and a Droid can slip in and out of an area that organic beings are restricted from entering. Even Droids that normally do not belong in an area can be overlooked. Guards that have been told to look for a group matching the heroes' description might not notice a Labor Droid hauling a cargo container to the docking bay.
Droid Enemies[]
The traits that make Droids excellent allies can also make them challenging adversaries. For the Gamemaster, creating a memorable enemy can be more complex than simply selecting the right CL. A dynamic encounter is a great way to introduce a good villain, and giving the heroes good foes makes them rise to the challenge. Players are proud to defeat a foe that has gotten under their skin, and Droids offer unique possibilities in this regard.
Droids do not have the same physical limitations that organic beings do. They are unfazed by fire. They are unaffected by the loss of life support. Droids can push the heroes in ways other enemies cannot. Consider a group of heroes making a fast escape out of a suddenly unfriendly docking bay. They outrun their pursuers and find themselves in the safety of Hyperspace- except for an Assassin Droid clinging to the hull of the ship and planning to break in when the heroes least expect it. While fighting the Droid, the heroes must be careful not to damage the vital systems of the ship. However, the Droid can attack the heroes without such restraint, sure to survive even if it blows out all the airlocks or destroys the Hyperdrive motivator.
A Droid villain has other mechanical advantages. An enemy in pursuit must usually rest. Even the most relentless organic hunter must stop to sleep and eat. But a Droid in pursuit of the heroes is not affected by these factors. A Droid chasing heroes through a hostile environment such as the Great Dune Sea has a distinct advantage: because the Droid has no Constitution score, it does not have to make Endurance and Survival checks, but the heroes do. Such an implacable opponent pushes both players and characters to their limits.
Mass production is another advantage of a Droid enemy. A villain can manufacture forces in a production facility rather than spending years training organic military forces. Even if the facility is discovered and destroyed, the designs for the Droids exist somewhere. Not only can they be rebuilt, the Droids can be improved upon to match the heroes as they rise in level.
Finally, physical destruction does not guarantee that a Droid is defeated. Memories can be uploaded to replacement models. The Droid can learn what went wrong in its last clash with the heroes, and improve its effectiveness in combat each time it encounters them. A Droid's personality might even be uploaded into a different model of Droid to seek vengeance. The Battle Droid bounty hunter might now be in the body of a Labor Droid, preparing an attack with a heavy cargo container.
Droids also make excellent henchmen. Perhaps an Assassin Droid has been sent after the heroes, filling the encounter with blaster fire and heart-racing combat. Labor Droids can be muscle for a crime lord in control of a starport. A Protocol Droid can foul up sensitive negotiations by mistranslating to benefit a mysterious third party. Even an Astromech Droid can calculate the wrong Hyperspace coordinates and deliver the heroes directly into an ambush. Once the players overcome the obstacle a henchman Droid has set up, the heroes can follow the leads to the main villain.
Even Droids that the heroes trust can be used as antagonists. They can be stolen, reprogrammed, and put back in service without the heroes knowing. A Pilot Droid might unknowingly record the location of the heroes' hideout and transmit it to an enemy. A new Droid of the same type might be switched for one of the heroes' trusted allies. The enemies can hold the original Droid for ransom when the heroes discover the switch. The heroes must rescue the Droid before it gives up their secret plans.
Adventure Hook- Mechanized Revenge[]
The heroes have defeated a hated villain. They have gone out of their way to ensure the villain will no longer bother them. However, sometime after this ultimate defeat, signs indicate that the villain is still alive. The villain leaves cryptic audio messages for the heroes. It sets the heroes' allies on edge, perhaps kidnapping an innocent victim. When the players track their former foe back to his lair, they discover that the foe truly is dead, but a Droid is attempting to take his place. The Droid is still loyal to its master, and it strikes out at those who have taken its master away from it. Having watched as its master challenged the heroes in the past, the Droid has learned from his mistakes. It knows every trick the heroes have up their sleeves, and it develops contingency plans. Will the Droid be defeated? Or has it lured the heroes into its lair for a battle in which the Droid will take its final revenge?
Anti-Droid Opinion[]
Droids are a strange mirror for the species of the known worlds. Everyone has an opinion about Droids and their role in the galaxy, and many of those opinions are unenlightened. Not everyone acts upon these dark feelings, apart from some grousing at the local cantina, but some individuals come together to make their dislike known. At times, heroes are needed to keep the peace.
A common complaint about Droids is that they take work away from organic beings. Some tasks, such as astrogation, can be done only by Droids, but many Droids do jobs organic beings could do. Someone who has lost a job because an employer has purchased a Droid might become resentful of not only that particular model of Droid, but of all Droids in general. When an entire workforce is replaced by Droid labor, public opinion can become very ugly, very quickly.
The Worker's Militia starts in the Alagon System, after the Xeran Mining Corporation lays off its entire staff and brings in a fleet of HND-9 Mining Droids. The Xeran ecutives do not expect the disgruntled workers to resort to sabotage and destruction. A nasty uprising beaks out, and every retaliation raises the stakes. Workers deactivate a number of Droids. Xeran forces the miners out of their corporate housing. The miners reprogram the Droids to attack ships leaving the system with ore. Xeran hires bounty hunters to track down the leaders of the militia. Only intervention by The New Republic restores peace in the Alagon System, and it is an uneasy peace.
The use of Battle Droids in the Clone Wars deals a blow to relations between Droids and organic beings. The devastation suffered on worlds scarred by battles between the Confederacy and the Republic sours public sentiment for years. The Empire passes regulations barring the sale and manufacture of Droids for military purposes, even though Emperor Palpatine knows that the unease and fear caused by Military Droids enables The Dark Side to flourish.
Some beings refuse to tolerate companies such as Arakyd profiting from the death and destruction of the Clone Wars. A rash of assassinations and accidents tears through the ranks of these companies. The executives turn to the Emperor for help, and Emperor Palpatine is pleased to protect them in exchange for aid in expanding his war machine. The Emperor wins on two fronts- the Empire's military grows stronger, and the escalating conflict spread by the assassinations turns many to The Dark Side.
The Unforgettables begins as an Alliance Cell. It first strike s a major blow by wiping the memories of Droids destined for a newly built Star Destroyer. But this group of rebellious pranksters soon turns ugly. Their leader is caught orchestrating another memory wipe and is arrested. When he is not freed, the cell begins a campaign to wipe the memory of any Droid important to the Imperial presence in the system. The Unforgettables start with Servant and Protocol Droids, and soon move on to starport-control Droids and other Droids needed by civilians. The Rebel Alliance denounces the group's activities and begins hunting the Unforgettables as fervently as the Empire.
Pro-Droid Opinion[]
Many beings see their Droids as friends, colleagues, and in many ways, equals. They show their droids respect, making the Droids' existence easier and more meaningful. Some even devote themselves to working for droid equality.
The Society for All Sentients occupies the far end of the equality spectrum. Members believe that extreme measures must be taken to protect Droids that are abused by their masters. Cruel Droid owners are targeted for the Society's public displays, which can include splashing offenders with buckets of oil on the steps of the Senate or even stealing Droids and setting them free. Of course, a Droid liberated by the Society might return to its master and be punished for escaping, beginning the cycle again. The Society never claims responsibility for more violent crimes, but critics of the group suggest that it is only a matter of time before one of the targets ends up dead.
Droids as Property[]
Droids belong to their owners. Even though they can laugh, sigh, or scream in terror, they have no more rights than a ship, a blaster, or a spoon. The question of Droids' rights colors every relationship a Droid has. Even if they do not actively pursue the issue, most beings have at least considered the question of whether Droids have rights. Some hold that Droids should be freed from their second-class status, while others insist on tighter restrictions against developing new Droids or increasing Droid intelligence.
Droids might work closely with their masters, so developing a rapport with those organic beings is perfectly natural. The relationship can evolve into friendship. Droids develop personalities as they acquire memories and data, and a friendly relationship with the owner makes everyone's job easier. Organic beings become attached to pets, ships, and other objects, so developing affection for an object that can talk back is a natural reaction. A Droid in this situation might develop a strong sense of independence, gaining confidence in its ability to make decisions and rarely worrying about punishment.
Some organic beings prefer to keep their interactions with Droids on an impersonal, professional level. Droids are kept at arm's length, and emotional attachment is seen as foolish, especially among beings who work with a large number of Droids, such as dealers or members of repair crews. A Droid might be destroyed while performing its job, especially Droids built for dangerous tasks, such as Battle Droids and Astromechs. Droids from these backgrounds are often better suited for interaction with other Droids than with organic beings. When fate takes an ugly turn, these Droids know that their masters are not likely to come to the rescue, but Droids always help other Droids.
Droids are stolen and poached from their owners on a frequent basis. Thieves and shady merchants pluck Droids off the street, wipe their memories, and then put them on sale at below market prices. The reputation of used Droid dealers becomes damaged as a result of these unscrupulous traffickers.
Unhappy Droids want to escape. A cruel master might drive a Droid away. Or a Droid might fear for its existence because of the dangerous tasks it is assigned. Running away from a master is dangerous. The Droid is alone, without oil baths, maintenance, or tasks to perform. Of course, some beings help these runaway Droids, passing along a few credits to help a Droid get off-planet, or checking up on Droid dealers to make sure they are not dealing in stolen Droids.
Droid bounties are uncommon, since replacing a stolen or runaway Droid can be cheaper and easier than hiring someone to track it down. However, a Droid that is particularly important to an individual or organization might be the target of a bounty. Most bounty hunters refuse to take Droid bounties, and those who do accept Droid assignments are often down on their luck or just starting out. Guilds rarely accept a droid bounty unless they are pressured into it by outside influences.
Adventure Hook- The Saint of Droids[]
Vaxan doesn't make much of an impression; he's not supposed to. As a staff member of the Yarith Bespin Casino in Cloud City, the Verpine's job is to make sure the sabacc tables run smoothly and the holosuites keep functioning. Droid dealers lounge around in the casino waiting to buy Droids from gamblers who have had bad runs of luck. Vaxan makes sure that the Droids that are bought and sold go to reputable dealers and that the dealers who treat Droids poorly are shut out of the action.
One day, Vaxan doesn't show up for work. The Droids in the casino are worried. He is responsible, and he would have called in if he were sick or injured. The heroes are looking for a Droid that was last seen on a ship headed for Bespin. Are the disappearances of the Verpine and the Droid somehow connected? Or has Vaxan run afoul of one of the Droid dealers he forced out of the casino?
Droid Controversies[]
The Restraining Bolt is the most common piece of equipment used when dealing with Droids. It is initially designed to help Droids equipped with Basic Processors, restricting them from entering dangerous terrain. But even with the development of the Heuristic Processor, the use of Restraining Bolts persists. Many masters want control over their Droids and want to protect them against theft. Droid thieves are less likely to take a Droid with a Restraining Bolt because removing the bolt costs time and money. Some masters go so far as to install bolts that are linked to a self-destruct system the Droid is unable to activate.
Droids typically dislike being fitted with Restraining Bolts, but a few Droids feel the device offers security and shows how much the master cares. Most Droids do whatever they can to have a bolt removed as soon as possible. They might physically pry the bolt off or try to convince the master that the bolt interferes with key functions. Masters who refuse to use bolts show their Droids that they trust them, motivating the Droids to work harder. These masters might risk the Droid running away, but the Droid risks being caught and sold to a master that is less trusting.
Droid Manufacturers recommend regularly scheduled Memory Wipes to reduce the development of personality quirks. The wipe also makes the Droid escapes less likely, since the Droid is unable to remember attachments to previous owners. However, some owners want a Droid that can learn and draw upon its experiences in order to work better. Prudent owners strike a middle ground. Some Droids believe Memory Wipes to be cruel, and they do whatever they can to avoid being wiped. Others welcome the relief of remembering nothing. Memories of old masters can disturb a Droid's current life.
Ion weapons are designed to disable a Droid without causing lasting damage, so the Droid can return to service with only minimal repairs. Naturally, Ion weapons are favored by Droid thieves. A Droid displays a hostile reaction to any being who openly carries an Ion weapon. The Droid would naturally assume the being to be a Droid thief or at least a runaway hunter. All Droids become nervous around Ion weapons. An Ion weapon renders a Droid helpless, which is almost worse than being deactivated. The Droid is aware of what is going on, but it can do nothing.
Specific personality types have come to be associated with each Droid degree. 1st-Degree Droids are dry and technical, rarely speaking unless spoken to. 2nd-Degree Droids are more apt to share their opinions, even when those opinions are unsolicited. 3rd-Degree Droids are outgoing and polite, never wanting to offend. Their constant exposure to battle and conflict gives 4th-Degree Droids a negative opinion of organic beings. 5th-Degree Droids are big, dumb machines that are barely intelligent. Nevertheless, Droids cannot be so easily stereotyped. Ill-mannered and surly Protocol Droids are just as common as polite ones. Anyone who spends time around Droids recognizes that, regardless of their quirks, Droids develop complex personalities over time. Two Droids from the same manufacturer built side by side on the same line can end up with completely different personalities.
Adventure Hook- Thanks for the Memories[]
While performing routine maintenance, the heroes discover strange marks inside the casing of one of their Droids. Studying the markings reveals a set of Hyperspace coordinates. The heroes travel to the coordinates and discover an abandoned ship- the only object in sensor range. If the heroes board the ship, they discover evidence of a fierce battle that resulted in the destruction of nearly everything on board. The only item that seems unscathed is a memory module identical to the one installed in their Droid.
Two questions are left to be resolved. What is on the memory circuit? Apparently it is something that people are willing to die for, such as incriminating evidence of a planetary governor's crimes or the secret location of a long-lost Sith Temple. And who is still looking for the Droid? A governor can call upon the resources of an entire planet, while a Sith apprentice has a deadly ally in The Dark Side of The Force.
Droid Organisations[]
Droids fraternize with other Droids, and many prefer to associate with Droids of their own degree. 1st-Degree Droids compare notes with Droids that share their fields of specialization. 2nd-Degree Droids are fiercely independent, considering other 2nd-Degree Droids to be rivals. 3rd-Degree Droids congregate with each other and act like old friends. 4th-Degree Droids give each other a gruff respect, since other Droids cannot understand the difficulty of battling every day. 5th-Degree Droids enjoy the simplicity of each other's company, not worrying about seeming unintelligent. Droids join together for many reasons, sometimes even forming organizations.
The Servo Seven is group of Droids that captured a Droid manufacturing facility, holding it for two weeks. They become folk heroes to Droids as well as to those beings who feel the second-class status of Droids is unfair. The members of the Servo Seven are eventually caught and deactivated. But their act of defiance lives on. The group's insignia- a stylized gear emblazoned with a 7- is used by both sides as a symbol. Anti-Droid forces apply it when striking at Droids and claiming revenge. Pro-Droid activists use the emblem when progress is made in the quest for equal rights for all sentients.
The Idle is a movement that resurges every now and again. It is said to have been started by 5-3P7, a Protocol Droid in the service of a rich noble who treated Droids cruelly, pushing them beyond their tolerances, unconcerned about Droids destroyed in his service. Usually polite and soft-spoken, 5-3P7 saw the injustice and realized that it could no longer serve its master in good conscience. The Droid began to organize the noble's Droids and also spoke with Droids belonging to other nobles. At the agreed-upon moment, all the Droids 5-3P7 spoke to stopped working. Astrogation Droids refused to let their ships travel, and Labor Droids put down cargo containers. Droids were punished and deactivated for disobeying, but the remaining ones held fast. Their masters put pressure on the noble, and he agreed to treat his Droids better. Because 5-3P7 was one of the first Droids to be deactivated, it did not see the fruits of its labor.
The Vixani March believes that Droids can win their freedom only through armed resistance. The organization passes along knowledge of war and violence to droids not designed for such endeavors. The Vixani March is believed to have been begun by Battle Droids, but the leaders were never identified or caught. The Vixani makes no distinction in its targets, insisting that every being in the galaxy is complicit in Droids' servitude. Some believe that The Vixani March does not exist, and that the name is just a front used by the more radical Droids'-rights groups.
A Droid on the run has few friends. But an affiliation of Droids- The Spanners- secretly aids Droids that have escaped their owners. Providing whatever hospitality they can, The Spanners repair and hide runaway Droids. Those Spanners that trust their masters make their allegiance known. If the Spanner is unable to find a runaway a position with its current owner, it passes the runaway to a trustworthy Droid dealer. The Spanners have infiltrated Droid dealerships, gaining considerable ability to move runaways and to secure safe positions for them.
Droids sold by the same dealer sometimes stay in touch through organizations known as dealer clubs. Similar to an alumni association, a dealer club helps to promote a dealer's name to the Droid-buying public. Droids share stories, catch up on old times, and gossip about other members. These clubs also have a hidden purpose: to preserve memories among Droids, protecting hard data from loss during Memory Wipes. A Droid might lose personality quirks and other unique aspects in a Memory Wipe, but it still remembers the facts of its past through contact with the dealer club.
Legends of the Droids[]
Wild stories about Droids abound. Droids are the basis of legends told in cantinas and scoffed at by Droid dealers. The stories can be absurdly ridiculous or downright horrific. The truth behind these stories is hard to verify, but their popularity allows them to live on through countless retellings. The stories can change, depending on where you hear them or who is telling them, but once you have heard one version of these stories, you have heard them all.
The origin of Droids is lost to the mists of history. Some Droids believe the story of The Maker. Creator of the first Droid, The Maker pushed Droids from simple machines to intelligent creations. Some Droids hold that The Maker was the first Droid. These conflicting views sometimes cause unrest among the Droids that believe in The Maker. Nothing more than spirited debate comes of it, but of the galaxy's war-torn sectors know the destruction that can result from fervently held beliefs.
The Core is a legendary notion that all Droids are connected, regardless of degree or manufacturer. The Core is sometimes seen as Droids' attempt to recreate an ecosystem. Just as organic creatures are part of their home planet's ecosystem and can sometimes feel that connection even on other planets, some Droids suggest that Droids are connected in a similar way through The Core. It is said to be a hive mind, linking Droids throughout the galaxy. If The Core exists, are there Droids that can control and alter The Core like The Jedi and The Sith manipulate The Force?
Raxus Prime is regarded as a junk world, but that is not the only reason travelers steer clear. The Junk Droids on the planet are made of the discarded remnants of millions of Droids. These Droids heed no master. They follow no general rules. They build replacements and companions out of the junk constantly deposited on the planet. They are savage and territorial Droids, but those who claim to have been to this forgotten world think the Droids are building something- something larger that can take them off of Raxus Prime and spread their tribe to other worlds.
Droids lost in combat are rarely mourned. Damaged Droid Starfighters orbit endlessly around countless planets, and some Droids surely survive the destruction of Capital Ships. Something stirs in the wreckage fields. What if the Droids left behind merged together? Legends describe such a hulk as a giant mash of limbs, accessories, and appendages that thinks, moves, and acts as one entity. Such hulks might be the result of individual battles, or there might be one single hulk that has become Hyperspace capable, roaming the galaxy and preying upon unwary scavengers, taking revenge for the Droids left behind by masters.
The processors that run Droids grow more advanced with each generation. Droids are capable of Hyperspace calculation and dozens of other applications beyond the minds of their creators. One such Droid is rumored to have developed an idea known as the Jedi Algorithm. Factoring multiple variables ranging from Jedi involvement in battle to the genetic makeup of the Knights in the sector, the Droid using the Jedi Algorithm is supposedly capable of determining how many Force-sensitive beings exist on a planet. The Algorithm can tell the difference between younglings, older pupils who have gone unnoticed, and even those who develop powers on their own. The Jedi and The Sith take interest in this legend for obvious reasons.
One of the better known Droid legends is that of The Celestine. The Celestine is a Starship/Droid hybrid- a large warship built to be operated only by Droids. It is equipped with one of the larger and more advanced Droid brains of its era. The ship is commissioned with a great deal of fanfare. It cruises out of the construction dock, jumps to Hyperspace, and never reaches its original destination. The Celestine is sometimes seen fleetingly as it jumps to Hyperspace. Some even claim they have seen this legendary vessel during Hyperspace travel. Superstitious spacers believe that seeing the ship during a battle is a bad omen. Officially, no records of such a ship exist.
Somewhere in the galaxy is an isolated, entirely self-sufficient planet populated only by Droids. The planet. designated U-One, appears on no Hyperspace map. Legends differ on the planetary details. Some versions say the planet is pleasant and would be the envy of any civilized Species, with rolling plains, gentle hills, and whispering brooks. Others believe the planet to be an inhospitable rock, torn by earthquakes and volcanic eruptions. The legends agree upon one fact- any beings who discover the planet are forbidden to land on it.
The tale of the bodiless Droid known as FK-4 disturbs Droids and organic beings alike. FK-4 lost its original body long ago. However, the consciousness of FK-4 passes from Droid to Droid by touch and communications interface. Any Droid body under the possession of FK-4 is able to communicate only one word: "Valanka." Valanka might be a being, a planet, or something else, but FK-4 is willing do anything it can to get to it. Otherwise sedate Droids cheat, steal, and kill while under the sway of FK-4. Those who tell the story of FK-4 are unsure what might happen when FK-4 finds Valanka, but few who know the tale want to find out.
Making Your Own Droid Legend[]
The legends here are examples for Gamemasters to use. These legends can provide a good story for your epic. If expanded, they might form the basis of an entire campaign. How would one of the last Jedi react to discovering a Droid that can predict where the Jedi have gone to escape the Great Purge? The heroes travel from system to system, discovering lost Jedi, finding students, battling those who have turned to The Dark Side. Many adventures could be drawn from a single Droid legend.
Of course, players might also read this book, so how can you protect these story hooks from players who might stumble upon them? The easiest way is to combine the legends. Perhaps The Celestine is the ship the junk Droids of Raxus Prime are using to escape their world. Or the Droid running the Jedi Algorithm begins to develop mastery of The Core. Another way to keep the legends fresh is to apply a twist. Perhaps a con artist is using the legend of U-One to bilk rich Droid owners out of credits even though he or she has no actual contact with the planet.
Droids Without Bodies[]
Although it is uncommon to find such an object classified as a Droid, there are several different ways in which a Droid can exist without a traditional Droid body. It is tempting to simply call something like that a computer, but the distinction lies in the presence of a Droid personality. Most computers don't develop quirks or personality traits over time, and yet Droids do, thanks to the complexities of their programming and systems.
When those programming and design principles are used to create other pieces of technology, the same thing occurs. In many cases, the engineer designing the relevant piece of technology builds in systems stolen entirely from Droid design: Heuristic Processors, memory units, and so forth. Over time, those computer systems that have been designed specifically for interaction with living beings start to develop personalities based on long-term memory and experience. Without regular Memory Wipes, these computer systems develop quirks and strange mannerisms that can be both unexpected and dangerous. Everyone knows that they need to watch a Droid for strange behavior, but no one wants to find out in the middle of a trip through Hyperspace that their ship's control computer suddenly refuses to follow orders anymore.
There are several ways in which Droid technology is used to create non-Droid items. Below are two examples of how Droids exist in forms drastically different from those commonly seen throughout the galaxy.
Droid Brains[]
One popular use of Droid technology outside of a proper Droid body is the use of what is known as a "Droid Brain." A Droid Brain is the core of what makes a Droid both functional and self-aware. It usually consists of processors and memory units, as well as programming consistent with that of a Droid personality of a particular degree. The entire Droid Brain package can be installed into an existing computer system, at which point the Droid Brain begins interacting quickly and efficiently with the computer. In essence, using a Droid Brain used in this manner is like having a Droid permanently connected to a computer system.
Droid Brains are often used in Starships to act as virtual Copilots, Engineers, or System Operators. The Droid Brain can effectively become the brain and personality of the ship (or portion of a ship, if on a Capital Ship), allowing the owner of the ship to interact with the Droid Brain's interface so that the Droid Brain executes all the necessary actions without the owner having to. This is usually an option taken by the owners of Space Transports lacking a large crew, allowing them to man a ship that normally wouldn't be possible to fly with a limited crew.
A Droid Brain is typically priced based on its capabilities. Most Droid Brains cost a number of credits equal to 25 x the Droid Brain's Intelligence score squared (so, a Droid Brain with an Intelligence of 15 would cost 5,625 credits). A Droid Brain comes Trained in a number of Skills equal to 1 + its Intelligence modifier; however, a Droid Brain can only be trained in Intelligence-, Wisdom-, or Charisma-based Skills, and it cannot make skill checks for Strength -, Dexterity-, or Constitution-based Skills. The Droid Brain can be connected to any computer system with a Mechanics check (DC 20, 1 hour of work), and once so connected it can issue commands to that computer and can interact with anyone that interacts with that computer. When installed, a Droid Brain can be connected to the brain to any of the following devices: audio or video sensors, a Vocabulator, or a Holoprojector (any combination of which can let the Droid interact directly with its owner, despite lacking a physical body).
Personal Droids[]
Personal Droids are another variant Droid type created for convenience. A Personal Droid is more sophisticated than a Droid Brain and includes hardware for interacting with its owners. Personal Droids are much like personal assistants, in that they perform tedious duties and keep track of important details on behalf of their owners. Personal Droids are more useful than simple organizational computers because of their ability to react to unexpected developments.
One of the most popular personal Droid models is the LeisureMech Enterprises Personal Droid. Designed as a lightweight unit that can be worn on the shoulder or in specialized holsters (available at an additional cost), each personal Droid helper (called PD, or by the more affectionate name "Petey") stores every fact about its owner's life, from tastes in food and culture to the amount of fuel left in a speeder. A PD also carries its owner's financial records and tracks all transactions performed by its master. In addition, a PD can be used as a form of entertainment, as this model is capable of carrying on simple conversations on a variety of topics and of playing popular games (such as sabacc and pazaak). A LeisureMech Personal Droid costs 600 credits.