M3-C3 (Mechy) by Dietriech7214

Species
2-1B Surgical Droid
Career
Technician
Specializations
Cyber Tech/Droid Tech
System
Age of Rebellion

3
Threshold 13
Current 13
Threshold 13
Current 9
Ranged 1
Melee 1

Placeholder Image

Characteristics

1
1
5
1
2
2

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 2 +2 Boost, 1 Advantage
Negotiation (Pr) 0
Perception (Cun) X 1
Piloting: Planetary (Ag) X 0
Piloting: Space (Ag) 0
Resilience (Br) 0
Skulduggery (Cun) 0
Stealth (Ag) 0
Streetwise (Cun) 0
Survival (Cun) 0
Vigilance (Will) X 2
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 1
Knowledge: Underworld (Int) 0
Knowledge: Warfare (Int) 0
Knowledge: Xenology (Int) 0

Attacks

Unarmed
Range
Engaged
Skill
Brawl
Disorient 1, Knockdown, Stun Setting
Damage
1
Critical
5

0
335
10833
11/12

Weapons & Armor

MECHANIC'S UTILITY SUIT- Counts as having a tool kit.
Attachments:
Helmet Comlink (A long-range comlink is integrated into the helmet)

SMUGGLER'S TRENCH COAT - Checks to find anything hidden within a smuggler's trench coat are opposed by the Skulduggery of the wearer.
The coat can conceal up to 2 encumbrance worth of items.

Personal Gear

INFRABINOCULARS (LONG RANGE) - Can see through up to two meters of wall. Dense or shielded materials impose at least ■ to Perception checks (GM's discretion).
User may see in low light or extreme bright light conditions.
Magnifies targetets up to 10 kilometers away.
User may remove ■ imposed due to long range or low light.

MILITARY BELT POUCH x5
MILITARY TRAUMA PACK - Can only be used to use Medicine skill to attempt to remove Critical Injuries from others without penalty, but no other treatment options, as specified on page 232 of the Age of Rebellion Core Rulebook.
PHYSICIAN'S KIT - Grants □ to all Medicine skill checks, and ω to successful Medicine checks.

IRAPS CEREBRAL STABILIZER - Head cage to preserve the brain in case of Critical injury (Bleeding Out or The End is Nigh) or Death within this Round Average (PP) Medicine check Once applied Character is Stabilized or brought back to life if died but is suffering Gruesome Injury Critical Injury. Other Critical effects are canceled, though still suffers from the injury.
UTILITY BELT
SURVEYOR'S BAG
LOAD-BEARING GEAR
ECM-598 MEDICAL BACKPACK - Grants □ to all Medicine skill checks while using the ECM-598.
Decrease the difficulty of Medicine checks to heal Critical Injuries by 1 to a minimum of Easy (◆).

ANTIDOTE SET - Reduce check to resist poison by two (to a minimum of Easy (◆). Must make a Hard (◆◆◆) Underworld check if poison is unknown.

NETWORKED SLICING UPLINK - Can only be installed on droids.
Counts as having slicer gear.
When droid is slicing or assisting in slicing, add ■ to Computers checks to identify slicer (e.g., the Trace User action).

Assets & Resources

EMERGENCY REPAIR PATCH x4 - Repairs 3 wounds on a droid. May be used up to five times a day.

STIMPACK x12 - Heals 5 wounds.

~Not Carried~
ARMORED CLOTHING - Soak 1, Def 1, An Average (◆◆) Perception check detects that the wearer's clothing is armored.
MILITARY MEDPAC - Counts as having 1 rank in Medicine if user has none.

Critical Injuries & Conditions

Special Abilities:
Additional Career Skills - May train in two additional career skills and one additional specialization skills
Features - Droids do not need to eat, sleep, or breath, and are unaffected by vacuum, toxins, and poisons.
Inorganic - Droids do not gain benefits from bacta, stimpacks, or Medicine checks. They must be repaired with repair patches and Mechanics checks.
Mechanical Being - Droids cannot become Force sensitive, cannot acquire a Force Rating or Force powers, and are not affected by mind-altering Force powers.
Cybernetics - Droids have a cybernetics implant cap of 6.

Talents

Name Rank Book & Page Description
Enduring 1 1 Gain + 1 Soak Value
GRIT 1 Gain +1 strain threshold.
TOUGHENED 1 Gain +2 wound threshold
Machine Mender 1 When Making Mechanics Check to help heal wounds, target heals 1 additional wound per rank of MM
HIDDEN STORAGE 2 Gain hidden storage in vehicles or equipment that holds items with total encumbrance equal to ranks in Hidden Storage.
Speaks Binary 2 Grants Boost per rank __ to any Tasks he directs NPC droids to perform.
CYBERNETICIST 1 Remove Setback per rank of Cyberneticist from checks to build, repair, and install Cybernetic implants. Cybernetics cost 50% less.
Deft Maker 1 Remove Setback per rank of __ from checks to Repair, Modify, Construct, and program droids. Reduce material cost to craft droids 50%

Background

Built roughly 40 years BBY M3-C3 (Mechy) was part of the "Republic's" movement to build the Grand Army of the Republic. Once assembled, programmed, installed with the applicable software and knowledge banks Mechy along with other supplies (Droids, power cells, bulk foodstuffs, and other "Exciting" goods) were shipped to Kamino. Over the years and treating minor scrapes/bruises, healing more major injuries, assisting/preforming surgeries, and even so mechanical or informational work. Once the deployment of the Clone forces occurred the support staff was deployed as well Surgical Droid M3-C3 was sent to Geonosis to aid in the aftermath of the First and far from last massive battle. Now recognized for its extra-ordinary intelligence and desire to preserve the life of the Clones and other Republic fighting forces, Mechy, has been recruited by the Intelligence branch to be sent on missions to increase the survivablity rates.

Motivation

Preservation of Republic life - M3-C3 is programmed to render aid to any and all citizens of the Republic if they require medical aid. Though in addition to this directive the Clone warfighters are included regardless that they are not "Technically" part of the republic.

After going such a long time without a Memory wipe and desire to be useful. Mechy's self learning brain has extended this to some mechanical issues as well.

Duties

RESCUE AND RECOVERY/EVAC & Personnel -
Quite similar to Its Motivation M3-C3 is deployed on missions in addition to aiding the base Medical Bay inorder to increase the chances of survival and provide aid to the local populations. Its primary functions are Medical in nature though over the years M3-C3 has expanded this to include Mechanical functions as well. What's more useful than a Surgical Droid? Well a Surgical Droid that can slice a computer and repair broken machinery of course.

Description

Mechy enjoys being of use to its treasured Clones whether that means providing medical aid, repairing or tinkering on equipment, or using its knowledge banks to educate or satiate the curiosity of people/lifeforms.

Other Notes

CC- Base 175 xp + 10 xp from duty, 500 cr
Intellect 2, 3, 4, 5 - 20xp, 30, 40, 50
Willpower 2 - 20xp
Presence 2 - 20xp
Cyber Tech (Starting)
Cyberneticist 5xp,
Toughened 5 xp
Eye for Detail 10 xp
Droid Tech (Career) 20 xp
Hidden Storage 5 xp
Eye for Detail 10 xp
{Gambler (Smuggler) 40 xp
Grit 5 xp
Second Chances 10 xp} removed
Skills
Vigilance 10 xp
Mechanics 15 xp
Medicine 10 xp
Discipline 10 xp

CC- Heroic 150 xp , 9,000 cr + 500 cr from Base
Equipment
Medic kit 4,850
Emergency Repair Patches x4 - 100cr
Network Slicing Uplink - 625cr (Cyberneticist discount)
Helmet Comlink (Armored Clothes Mod) - 200cr
MECHANIC'S UTILITY SUIT - 1,175cr
SMUGGLER'S TRENCHCOAT - 1,650cr
PHYSICIAN'S KIT - 400cr
INFRABINOCULARS (LONG RANGE) - 500cr

10,833 from Bargos Contract
6,375 for Implant Armour and Escape circut.

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