Rebuilding a broken droid with Mechanics and Computers checks.

By Veruca, in Game Masters

I know I read it before somewhere, but I cannot find the specific thread. Anyway, how would you guys handle a PC trying to rebuild a broken droid? The premise is that the droid is really beat-up, faulty programming, you name it. So the player wants to repair it to make it his own. I want to let him roll a Mechanics check to see how well he repairs the physical aspect of the droid and a Computers check to determine CPU.

I'm trying to think of a way to award additional xp (maybe with advantages) to let the player customize the droid, buying a few extra skills or talents depending on how much xp he can gather during the checks.

Does anyone remember a similar thread on here about that subject? Or has anyone done something like this before?

I would add a parts cost, as covered in repairing equipment. Unless they specifically go out to find above-market gear to repair it with, it seems unlikely it's going to end up significantly better than the stock version of that droid. Of course, shifting a couple of things is a different issue (such as building an R2 more for Computers then Mechanics).

In our game we rebuilt the R2 on the Fang, which cost us base 25% cost in parts (Trex had already bought the rest) and was done as 1 check per downtime (ie, hyperspace jump) to represent working carefully in her downtime. She was required to accumulate a total of 15 successes, with advantage and disadvantage adjusting the parts cost accordingly. It took her about four sessions to build the R2, which returned to service as a stock character, then began gaining xp as an associated NPC.

Edited by Quicksilver

I figure there are a few steps.

  • The mechanical steps of putting the parts attached to the droid. Fixing/dFutzing/making it work. - Mechanics Checks
  • Core Programming that should be able to be purchased / written. - Computers / Negotiation checks.
  • Career / Specialization assignment. I have this as a separate step because the first two turn it into a generic droid, this sets it on its path to being a fully adapted character. I would say this isn't a check so much as a decision that needs to be done. If it needs some sort of check I would think it is Charm to coax it into a decision.

I wrote a flowchart linking the checks I wanted into consequences for failing them and what sort of usefulness it could have when it was completed. That is at least what I am telling myself. I haven't tested the plan yet. My group found a broken droid and they want to rebuild it, but it will be an effort and not something "just some parts" could fix. Also they don't want to pay someone to fix it, because the droid used to be owned by a Hutt and might have neat info to sell in its memory if it can be recovered.

I wrote a flowchart linking the checks I wanted into consequences for failing them and what sort of usefulness it could have when it was completed.

And you couldn't be bothered to share with the class? Son, you fail at the internet. . . .

I wrote a flowchart linking the checks I wanted into consequences for failing them and what sort of usefulness it could have when it was completed.

And you couldn't be bothered to share with the class? Son, you fail at the internet. . . .

I want my group to experience it first as it was made for them. Also if I don't share it, nobody can make fun of it, like the internet is so fond of doing.

That's one of the reasons we made it a cumulative test. We didn't want it to be "boom" your done. We wanted to feel like a process and labor of love. Plus, she was hitting up the stores for parts at every port-of-call.

How did you guys handle the frequency of the skill checks? One thing I dislike in other systems, and want to avoid in EotE, is rolling several times in a row for essentially the same thing. I can see making a roll once per session to see how the repairs are progressing. But the length of time in between sessions might vary. Does the players get the same amount of progress on a roll that covers three days as one that covers two weeks?

On the flip side, lets say I determine it takes six weeks of work to do what they want, varying by success on the rolls and such of course. What if there are 9 game sessions covering that six weeks of time? By the time they get the droid done, they wouldn't even remember why they wanted it and possibly have better. Or, what if they had a six-week downtime between sessions so the droid is now fixed for the next session?

Any ideas on how to do this? Obviously, as GM we determine narratively how long it will take, but I don't want it to seem arbitrary to the players, I want them to feel like they're accomplishing something that requires long-term effort and that those efforts matter.

How did you guys handle the frequency of the skill checks? One thing I dislike in other systems, and want to avoid in EotE, is rolling several times in a row for essentially the same thing. I can see making a roll once per session to see how the repairs are progressing. But the length of time in between sessions might vary. Does the players get the same amount of progress on a roll that covers three days as one that covers two weeks?

On the flip side, lets say I determine it takes six weeks of work to do what they want, varying by success on the rolls and such of course. What if there are 9 game sessions covering that six weeks of time? By the time they get the droid done, they wouldn't even remember why they wanted it and possibly have better. Or, what if they had a six-week downtime between sessions so the droid is now fixed for the next session?

Any ideas on how to do this? Obviously, as GM we determine narratively how long it will take, but I don't want it to seem arbitrary to the players, I want them to feel like they're accomplishing something that requires long-term effort and that those efforts matter.

Handling the frequency...

This can be tricky but I leave it up to the Players and their pocket books. They have the money to do a step... okay do it. They are at a shop? okay lets see if they have a basic droid programming disc, and how much it costs. I want to make the process of rebuilding a droid awesome and rewarding, I want them to feel they spent time and built a friend/helper. If it was 1 check, that seems... like a waste of the bother of even doing it. Also with multiple checks across multiple skills you get a character that is build around a well rounded Player and not just another NPC.

Also your frequency of sessions/time is weirder than my group.We meet once a week, if they arent able to make it, we skip that week. That is it.

The other part of your comment I am confused with. Why determine an arbitrary six weeks? That leads to all the issues you are talking about. Instead gear the building as the limiting mechanic and not time. If you want it to take effort, put the effort into the process. Make a list of things that need to be done and parts they need to get and have the cost a bit crazier.

My point is when my players end up finished with a droid even if it is in an R2 or R7 chassis, it will not be a typical R2 or R7 statted droid, it will be a fully stat'ed character with a career and specialization and gear. If you just want an astromech... sell them an astromech and be done with it. But if you want a companion make it different!

bah, I got to more blathering... I will stop now.

Actually your blathering is very helpful. :) I think you're right that creating the steps makes more sense narratively then saying it takes X weeks to do the job. How long it will take in game then is determined by how much effort the players put into it, not just the characters. Do they obsessively check scrap shops and droid merchants for the needed parts? Do they say they make time to do the repairs while in hyperspace or waiting for the next job? Then they make more progress then if it was just one character doing it hobby-like "in her spare time."

Also your frequency of sessions/time is weirder than my group.We meet once a week, if they arent able to make it, we skip that week. That is it.

I think you misinterpreted my timing. The weeks I was talking about were in-game between sessions, not out-of-game real-time. :) But my upcoming campaign is going to be more irregular then most, and hopefully work ok since I'm intending it to be hugely episodic. Even if we play two weeks in a row, a month or more of game-time could pass between the episodes.

Wow, some great comments here. You've given me stuff to think about. Especially about the cost and time needed to rebuild a droid.

My point is when my players end up finished with a droid even if it is in an R2 or R7 chassis, it will not be a typical R2 or R7 statted droid, it will be a fully stat'ed character with a career and specialization and gear. If you just want an astromech... sell them an astromech and be done with it. But if you want a companion make it different!

This is actually what I'm trying to aim for. My group will land on Raxus Prime in a few sessions, and I know the Mechanic wants an R-model droid. So I'm gonna let them find a broken R5 droid. It's programming is completely shot, and the droid is completely fallen apart and rusted. But they're on Raxux Prime, so might find enough materials to rebuild its body. This is going to be a joint-task, as the Slicer will probably be better at reprogramming the droid, but they'll need to find a new CPU first. I don't think they'll find a decent CPU on Raxus Prime, since it's all junk there. So rebuilding can be done with junk parts, and with enough time he'll look as good as new. That's why I kinda want my Mechanic to be able to determine its characteristics, he can freely give it a stronger body, give it more space for a new CPU... you name it.

The CPU will give the players the chance to completely reprogram the droid to their liking. Maybe I should present them a few options in CPU models. Cheaper models will be smaller and limit the players in how they want to give the droid talents or skills, while more expensive models give them more options.

So at the moment I've got:

- Mechanics Checks determines the droid's Brawn and Agility. The result of the check will determine the amount of xp that can be used to increase these characteristics. The roll will also determine how hard the Computers check will be (will the CPU fit and be easy to attach to the droid?).

- The CPU will add 1 to Int, Cun, Wil and Pre. Computers check is needed to install, and might cause the room for programming to be increased (advantage) or decreased (threat). So let's say a cheap model costs 500 credits, and comes with about 50xp to spend on increasing characteristics, skills and talents. Each advantage might increase that amount by 5xp, while threats take away 5xp per symbol rolled. Programming is basically choosing what career the droid will have, determining the career skills.

Just thinking out loud here.

I am thinking you make a series of mechanical tests to figure out what seems to be wrong. Then based on the dice roll you would then send the players shopping. This could range from a simple you look around the shop and find it, to the shop owner has the part but wants a favour from you, read as a small adventure. Other rolls may suggest that the players find the part but it is bought just as they arive at the store. If the mechanical test fails the players just replace a functional part withour realising. However they still have to find and obtain the part.

Once you get the part the mechanic will just install it, the roll being to find what was wrong. Use the Triump/Despair and Advanages/Threats to guide you as the process you will make the players go through to get the part. With a triumph they just find it in stock in a shop, on a despair they have to jump through some hoops.

If you really want to mess with the player(s) make it an obligation - Addiction, must build the droid.

You could add to the fun by giving it a voice before the construction is complete, and giving it some personality. Yes master I hope you can find a replacement eye for me, the existing one is corroded and I can not see well. Arghhh. What has happened master, you face is melting off. He then picks up a nearby drink and tips it over the players head to put out the fire.

As an aside what would happen if the bounty hunter chacing the characters caught up with them and left the damaged droid be, it then becames his job to assist the players in their escape? Yes master my cutting tool works let me free you.... oh no.... master my visual sensor unit seems to have failed, can you guide me to the rope bonds?

Edited by Amanal

By Psusan! It's C3PO in ESB! That's brilliant.