R3-B9 by AVHero

Species
Droid
Career
Technician
Specializations
Mechanic, Cyber Tech
System
Age of Rebellion

6
Threshold 12
Current 0
Threshold 11
Current 0
Ranged 0
Melee 0

Placeholder Image

Characteristics

2
2
5
4
1
1

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) X 1
Athletics (Br) X 0
Charm (Pr) 0
Coercion (Will) 0
Computers (Int) X 1
Cool (Pr) 0
Coordination (Ag) X 0
Deception (Cun) 0
Discipline (Will) X 2
Leadership (Pr) 0
Mechanics (Int) X 3
Medicine (Int) X 1
Negotiation (Pr) 0
Perception (Cun) X 1
Piloting: Planetary (Ag) X 1
Piloting: Space (Ag) X 1
Resilience (Br) 0
Skulduggery (Cun) X 1
Stealth (Ag) 0
Streetwise (Cun) 0
Survival (Cun) 0
Vigilance (Will) X 0
Brawl (Br) 0
Gunnery (Ag) 0
Lightsaber (Br) 0
Melee (Br) 0
Ranged: Light (Ag) 0
Ranged: Heavy (Ag) 0
Knowledge: Core Worlds (Int) 0
Knowledge: Education (Int) 0
Knowledge: Lore (Int) 0
Knowledge: Outer Rim (Int) X 0
Knowledge: Underworld (Int) 0
Knowledge: Warfare (Int) 0
Knowledge: Xenology (Int) 0

Attacks

DC-17 Hand Blaster
Range
Medium
Skill
Ranged: Light
Accurate 1 (boost to attack dice pool), Stun Setting
Damage
7
Critical
3
M8 Combat Knife
Range
Engaged
Skill
Melee
Accurate 1 (boost to attack dice pool), Pierce 1 (ignore point of soak)
Damage
+1
Critical
3
Entrenching Tool
Range
Engaged
Skill
Melee
Dice Don't Break
Damage
2
Critical
4
Engineer's Hammer
Range
Engaged
Skill
Melee
Cumbersome 3, Disorient 1, Knockdown
Damage
+3
Critical
5
Fusion Cutter
Range
Engaged
Skill
Melee
Breach 1, Burn 3, Sunder, Vicious 3
Damage
5
Critical
3

30
460
3200
19/19

Weapons & Armor

Mechanic's Utility Suit (Tool Kit Included):
Def 0, Soak 2, Encum 5 (-3), HP 1

DC-17 Hand Blaster Encum 2, HP 3

M8 Combat Knife Encum 1, HP 1

3 EMP Grenades Encum 3, HP 0

Personal Gear

Entrenching Tool Encum 1

Engineer's Hammer Encum 2: Adds 2 boost die to build or demolish structure

"Breaker" Heavy Hydrospanner Encum 3: Adds 1 advantage to Mechanics checks

Weapon Maintenance Kit (Blaster) Encum 2: Add 2 boost dice to mechanics checks for repairing, maintaining, and modifying blasters.

Electrobinoculars Encum 1: Remove setback from Perception checks made to identify objects in low light or long distances

Holo-messenger
Fusion Cutter Encum 2
Hand Scanner
Emergency Repair Patch x 5

Mk III Modular Backpack, Fully Modded: +8 Encum
Load Bearing Gear: +3 Encum
Utility Belt: +1 Encum

Assets & Resources

Escape Circuit: Easy Discipline Check to resist restraining bolt; can spend two advantages to render restraining bolt useless.

Networked Slicing Uplink: Servers as slicer gear; add setback die to Computers checks to identify the slicer based on these activities, such as the Trace User action.

Digital Lockpick: Serves as lockpick; provides 1 rank of Bypass Security

Neural Recorder: Make Easy (1 D) Discipline check to recall any information experienced while recorder is running

Surge Override Switch: Once per encounter as an action. a character with a surge override switch may make an Average (2 D) Discipline check. If he succeeds, he may reactivate any number of cybernetic implants that have been overloaded by weapons with the Ion quality, the Overcharge talent, or similar effects. For each implant he reactivates this way, he suffers 2 strain. A surge override switch cannot be disabled by Ion weapons or overloaded by other means.

Cybernetic Brain Implant: Provides + 1 Intellect and includes a comlink and computer access link.

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Enduring (Droid) AoR 146 The character gains +1 soak value per rank of Enduring.
Enduring (Mechanic Tree) AoR 146 The character gains +1 soak value per rank of Enduring.
Gearhead AoR 148 The character removes 1 setback die per rank of Gearhead from his Mechanics checks. In addition, the credit cost to add mods to attachments decreases by 50 % (this does not increase with additional ranks of Gearhead).
Redundant Systems AoR 154 Once per game session, the character can take a Redundant Systems action to make a Easy (1 D) Mechanics check. If successful, the character may harvest components from a functioning device to repair a broken one, without breaking the functioning device. This allows the character to repair a broken device without having required spare parts, raw materials, or repair kits (the initial check does not suffer penalties for lacking repair kits, either). This only works, however, if the functioning device is at least the same size and technological level as the device being repaired (it's impossible to repair a starship with a blaster pistol).
Solid Repairs (1) AoR 156 Whenever the character repairs hull trauma on a starship or vehicle, he repairs one additional hull trauma per rank of Solid Repairs.
Contraption AoR 144 Once per game session, the character can take a Contraption action. With a successful Hard (3 D) Mechanics check, the character can fashion a device to solve a current problem using the tools and parts on hand. This device must be approved by the GM and functions for the duration of the current encounter only. Those tools are destroyed in the process. Triumph may be spent to allow the tools to be recovered to be reused later.
Natural Tinkerer AoR 153 Once per game session, the character may reroll any one Mechanics check.
Bad Motivator AoR 143 Once per game session, the character may take a Bad Motivator action to make a Hard (3 D) Mechanics check. If successful, one device (subject to the GM's approval) spontaneously fails due to the character's involvement, or because it was about to fail anyway and the character noticed it (this is the character's decision).
Droid Stuff AoR 54 Do not need to eat, sleep, or breathe, and are unaffected by toxins and poisons. Cybernetic implant cap of 6. Mechanics check to heal instead of Medicine. Emergency repair patches to repair instead of stimpacks. Jedi Mind Tricks don't work on me.
Bypass Security (Digital Lockpick) AoR The character removes 1 setback die per rank of Bypass Security from his Skulduggery and Computers skill checks made to disable a security device or open locked door.
Fine Tuning (1) AoR Whenever the character repairs system strain on a starship or vehicle, he repairs one additional system strain per rank of Fine Tuning.
Dedication (Cunning) AoR Each rank permanently increases a single characteristic of the player's choice by one point. This cannot bring a characteristic above six.
Cyberneticist SM 34 The character removes setback per rank of Cyberneticist from his checks to build, repair, and install cybernetic implants. In addition, cybernetics and any materials used to craft cybernetics cost the character 50% less (this does not decrease with additional ranks of Cyberneticist).
Eye For Detail SM 34 After rolling the dice pool for a Mechanics or Computers check but before interpreting the results, the character may voluntarily suffer a number of strain no greater than his ranks in Eye for Detail. If he does. he may convert that many successes into advantages (The character must stilt have at least successes in the results at the end to succeed on the check.)
Overcharge SM 35 Once per encounter, the character may take the Overcharge action by making a Hard (3 D) Mechanics check and choosing one of his cybernetic implants that grants him one or more of the following: + 1 to a characteristic rating, + 1 rank to a skill, or + 1 rank of a ranked talent. If he succeeds, until the end of the encounter, the chosen cybernetic provides an additional + 1 to any characteristics ratings (to a maximum of 7). an additional +1 ranks to any skills (to a maximum of 5). and an additional + 1 ranks of any ranked talents that it provides. T he GM may spend despair from the check to have the overcharged cybernetic short out at the end of the encounter; it provides no benefit until the character spends several hours making an Average (2 D) Mechanics check to repair it.
Overcharge (Improved) SM 35 Once per round when using the Overcharge action, the character may spend two advantage or one triumph from the Mechanics check to immediately take one additional action.

Background

An astromech droid built to assist in the war effort, R3-B9 has a knack for tinkering and electronics. He has not known an existence outside of the war, and recently the Republic decided his expertise could be utilized on the front lines, so he was sent to the 7th Systems Army...

Motivation

Motivation: The Republic. B9 believes in the Republic and all it stands for. He is determined to restore it in all its glory (and hopefully to what it was before corruption set in).

Duties

Duty: Support. Individually, the lone agents of the Republic don't stand a chance against the combined might of the Separatists. Only by working together can they hope to achieve a victory in this civil war. B9 is devoted to helping fellow Republic soldiers fulfill their Duties by providing whatever assistance they need. Although he might not get the same amount of reward or recognition as the people he is helping, B9 has many more opportunities than his fellows to fulfill his Duty to the Republic.

Duty Score: 75

Description

R3 Unit with green trim. Shows minor signs of wear but he is still very sturdy.

Other Notes

Rights and Rites: 25/10/1000/24
Dumb and Dumber: 30/15/1000/24
Oh No, It's The Reservists!: 20/15/1000/24
Oh No, It's The Reservists! The Threequel: 20/20/1000/24
Rights and Rites II: 30/15/1000/24

120 hours downtime

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