Wound Threshold: 10 + Brawn
Strain Threshold: 10 + Willpower
Starting Experience: 175 XP
Special Abilities: Droids do not need to eat, sleep, or breathe, and are unaffected by toxins and poisons. Droids have a cybernetic implant cap of 6 instead of their Brawn rating. In addition, after selecting a career, a droid Player Character may train one rank each in six of the eight career skills (instead of the usual four). After selecting a specialization, a droid may train one rank each 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, a stimpack, or Medicine skill checks. Droids do recover naturally by resting, as their systems attempt self-repairs. If self-repair is not adequately effective, a droid needs to be tended to with a Mechanics check, using the same difficulties and results as Medicine checks for organic beings. Emergency repair patches can be used to repair damage, just like stimpacks can be used on organic beings. 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.
DROIDS AND EQUIPMENT
A Droid PC may declare as intrinsic to its construction virtually any piece of equipment an organic would need to carry. The GM has final say on what is or is not be allowed, but most such gear is permissible to treat as inherent to the droid's construction or to add to the droid as an upgrade when the gear is purchased.