Field Medic Droid
Dex: 2D; brawling parry, dodge, melee combat, melee parry
Kno: 3D; alien species, bureaucracy, cultures, languages, scholar
Mec: 1D; communications, machinery operation, repulsorlift operation, sensors
Per: 2D; con, investigation, search, sneak
Str: 3D; brawling, lifting, stamina
Tec: 5D; computer program/repair, droid programming, droid repair, first aid, (A)medicine, security
Species: Sentient 2-1B Droid
Move: 8
Force Sensitive: No
Force Pts: 1
Character Pts: 5
Credits: 500 (added)
Racial Abilities: Use PC Droid Template Rules
Equipment: Internal comlink, BioTech RFX/K medical sensor supplement (+1D to First Aid rolls, when the character is patched into a medbay computer, bonus increases to +2D), medical database (+1D to (s)Scholar: Medicine rolls), extendible I/O interface jack, fine manipulator arm, heavy manipulator arm, built-in laser scalpel (2D damage; ignores 1D of armor protection), integrated medical scanner, collapsible extendible gurney integrated into back (+2D Lifting), Cyduct Chemical Booster hidden in fingertip (Skill: First Aid {or Melee Combat requires Wounded result to apply chemical effect}; STR+1D damage; ignores 2D of armor protection; holds 5 ampules for injection), 5 anesthetic ampules for CCD (if Wounded or not resisting, Heroic Stamina or target takes 1 Stun result and falls asleep for 1 hour), BioTech medikit (can be used 10 times before out of charges).
Creation Notes:
- Spend 11D starting dice to advance skills (with one skill allowed to be +4D, two other skills allowed to be +3D, then any remaining skill limited to standard +2D)
- (A)Medicine advanced skill can only be increased by +1D at character creation
- If you add +1D to Scholar skill the first Field of Study chosen must be Medicine
- Considered 2 pip option for droid chassis conversion at character creation
- Life Preservation Program can be selected as Active or Deactivated (if chosen at character creation, starts with 1 Dark Side Point)
- Notes on Character Advancement and Improvement:
- Sentient Droid Attributes can be increased the same as organic races with a maximum of 5D for all of them.
- Sentient Droid Moves can be increased using standard campaign rules with a maximum of 15 for all droid models.
- Cybernetics are considered modifications to Sentient Droids and follow all of the same rules used for organic races (cost with additions for affected skills, +1D limit, location and space used, extra Dark Side Points when a Dark Side Point is gained, etc.). The cybernetics can be removed and replaced with ‘standard’ parts to eliminate their bonuses and penalties (similar to an organic cloning replacements).
- Most purchased equipment can be bought as integrated or built-in variants at a 10% cost markup (i.e. buy armor and pay +10% and the armor is new or add on plating, the blaster is modified to fit in a limb, etc.)
- Special Sentient Droid Rules:
- Sentient - Free willed and may not be reprogrammed unless willing. See Brainwashing rules but use Droid Engineering vs Willpower
- PC droids do not improve via Droid Engineering. Character Points are spent like normal to represent Traitware and Skillware upgrades
- No Biology - No need to sleep, breathe, or eat. Not subject to poisons, diseases, etc.
- Immune to Stun Damage
- Ionization Damage affects the PC droid as per the stun damage chart
- First Aid has no effect
- "Healed" via Droid Repair and Droid Engineering with rules that mirror First Aid and Medicine





