I want to make a droid that is a miniature starship! I want him to fit through average doors. He needs a mini hyperdrive, a gun or two, and a mini shield generator. Should he earn a starfighter that he can dock with for space combat? Should he be a rigger/hotshot or rigger/demolitionist for mini explosive on viewport ship stealing action? Grab stealth armor and make him look like a mini tie phantom?
How do I make a miniature droid starship character?
PC or NPC?
Drop the Hyperdrive and it's all fairly simple using standard gear and some narrative flair.
3 Brawn, 3 Agility, 2 Intellect, 3 Cunning, 1 Willpower, 1 Presence.
Driver/Saboteur or Gunner/Saboteur would be good choices. Cyber Tech would be an excellent addition too, Droids can never have enough cybernetics!
Jetpack or Jump boots. Personal Deflector Shield. LRB (with weapon harness for Quick Draw modification). Heavy Blaster Pistol.
Integrate all the gear as per normal Droid rules.
There is a Cybernetic in Special Modifications that is like an internal battery for recharging equipment and weapons, that would be worthwhile getting. There is also the Scomp link in Stay On Target that allows a Droid to connect directly to a ship, very very worth while in this character.
3 hours ago, Trigger Happy Droid said:I want to make a droid that is a miniature starship! I want him to fit through average doors. He needs a mini hyperdrive, a gun or two, and a mini shield generator. Should he earn a starfighter that he can dock with for space combat? Should he be a rigger/hotshot or rigger/demolitionist for mini explosive on viewport ship stealing action? Grab stealth armor and make him look like a mini tie phantom?
So, you want him to be vehicle scaled weapons and armor? Because if he isn't, then a single near miss from another starfighter would be truly deadly for the little guy. If he is, then in personal combat he'd be a beast against any PCs or minions due to the damage scaling.
3 hours ago, Kallabecca said:So, you want him to be vehicle scaled weapons and armor? Because if he isn't, then a single near miss from another starfighter would be truly deadly for the little guy. If he is, then in personal combat he'd be a beast against any PCs or minions due to the damage scaling.
Think the implication was for him to be personal scale, because:
7 hours ago, Trigger Happy Droid said:Should he earn a starfighter that he can dock with for space combat?
Not sure about the rest, though.
4 hours ago, Kallabecca said:So, you want him to be vehicle scaled weapons and armor? Because if he isn't, then a single near miss from another starfighter would be truly deadly for the little guy. If he is, then in personal combat he'd be a beast against any PCs or minions due to the damage scaling.
Personal scale was implied, and I don't think he plans on engaging in dogfights. Silhouette "0" in planetary scale combat would make for a pretty tricky target, should it come to that.
I would go with standard droid rules.
The hyperdrive part could be tricky. Episode VII and Rogue One made hyperdrives a little more interesting. You'll likely need to work with your GM on that part.
For some reason I imagine your droid to look like one of these guys.
Happy droid have you played this game in real life or pbp or anything yet?
3 hours ago, TheShard said:Happy droid have you played this game in real life or pbp or anything yet?
I have played this game for a month. And I have played pathfinder plus D&D 3.5.
11 hours ago, Richardbuxton said:PC or NPC?
Drop the Hyperdrive and it's all fairly simple using standard gear and some narrative flair.
3 Brawn, 3 Agility, 2 Intellect, 3 Cunning, 1 Willpower, 1 Presence.
Driver/Saboteur or Gunner/Saboteur would be good choices. Cyber Tech would be an excellent addition too, Droids can never have enough cybernetics!
Jetpack or Jump boots. Personal Deflector Shield. LRB (with weapon harness for Quick Draw modification). Heavy Blaster Pistol.
Integrate all the gear as per normal Droid rules.
There is a Cybernetic in Special Modifications that is like an internal battery for recharging equipment and weapons, that would be worthwhile getting. There is also the Scomp link in Stay On Target that allows a Droid to connect directly to a ship, very very worth while in this character.
Will the smuggler specialization of pilot/thief work for a stealthy version of this character? Is the Zephyr Stealth armor worth taking? Should I make my character a mini Star Wing ship from Fly Casual, with two linked heavy blaster pistols and two slots for micro-rocket pistols that fits 6 ammo each? Later I can get a full size Star Wing to pilot. The Star Wing droid will need to turn sideways to fit through a normal household door. And What page is the scomp link on? I can't find it?
Edited by Trigger Happy DroidWell, since droids can have their equipment built in, a droid with an ion thruster pack (space version of a jetpack) would technically meet your specifications of a spaceship droid. You would still need something for hyperspace, but personally I wouldn't ask for or expect a GM to let a man size droid have a hyperspace engine.
Unless you do a campaign with extra GM granted xp and money... You probably can't do this concept justice.
Per the character creation rules, you do not have more then 500cr at start without obligation or duty (or morality and that didn't apply here) . That doesn't buy you much. Especially if you don't just buy an expensive blaster, and you were behaving as a normal person with normal gear, com, backpack, cloths, coat etc.
So things like micro launchers, linked blasters, hyperdrive etc. Are waaaaaaaaaaaay beyond what any normal starting character gets.
Also "builds arnt as much of a "thing" here. Even I had to learn that. I'll give you some general advice though.
More dice you roll the better. Adding dice is generally better then subtracting negative dice like setback dice.
More dice are generally better then upgraded dice. Upgrading is like going from green dice to yellow dice.
I prefer to put as much xp as possible into characteristics.
Two setups for characteristic spreads I use are specialists with a 4 in one and a 1 somewhere else with 2s/3s for the rest. Or all 3s and 2s so you have multiple strong areas and no big weakness.
I usually max out obligation. Yes a bit of min/max-ing is here...ok.. However I've grown to love the rp value of it. However you can't be shallow about this. You have to create a character who had serious flaws, the obligation has to drive the character concept.
Career skills from career and specs, is one of the most important things I consider because skills are usually what I concentrate on over talents.
So for this pick a droid give ithigh agility and a bit of brawn.
Something with career skills in some ranged category. Maybe perception or vigilance for "sensors".
Droids can integrate gear so you can eventually pick up most of what you need. How you would interpret a pilot career's talents if you were both pilot and ship I don't know.
A custom cybernetic that lets you interface with a hyperspace sled isn't unreasonable, I think, but as TheShard mentioned you'll have a very hard time doing this justice as a starting character.
Vehicle-scale weapons are quite deadly to unprotected PCs, and vehicle armor is almost impregnable to personal-scale weaponry. It would be like a pistol-wielding PC standing in the middle of an AT-ST demolition derby. Having your PC acting like a starfighter seems a bit naff. I'm not the one to tell you that you can't do it, but it will require a fair amount of rule-bending, I think.
- Build your droid pilot using the rules as presented.
- Talk to your GM and see if you can swap the normal rolling/walking locomotion for the toydarian's hover mode of locomotion.
- You can always get an actual starfighter/ship later that you can link with.
- Since your equipment can be built in you can describe it narratively as you like.
The game has been going on for some months now everyone has earned 220 Exp not counting starting race Exp. I can start out with knight level credits. He has to dock on a spaceship like the ghost and phantom tv series to do space combat. He start out with 2 slots that holds micro rocket pistols similar to the star wing missile bay but he has to earn those pistols later. I will change the rocket pistols to hold 6 ammo each but he holds less ammo than the starship.
Edited by Trigger Happy DroidLike I said it should be easily doable, you may not have the credits needed for the shield generator to start, but:
1. laminate hull plating (laminate armour)
2. repulsorlift & thrusters (jet pack or jump boots)
3. Twin Blaster (either HH-50 or Heavy Blaster Rifle)
all that gives you the basic appearance and capabilities of a miniature Star fighter with some extra credits to spare.
Then your character needs some focus for the skills and talents. Try answering some questions first to help you decide what you want from the character:
1. Is personal or vehicle combat most important?
2. What about the mechanics side of things? Is this character fixing themselves and their ship, or is that someone else?
3. Is this supposed to be an intimidating Droid?
4. What does the rest of the party look like? Do they have an element missing you could incorporate to diversify your character?
5. What will this Droid do when not flying around shooting things? There are many other encounters than combat in this system.
6. How do you plan on dealing with the inevitable question from authorities "why is your Droid armed, that's illegal!"
I'd be tempted to run him as an astromech, and have him have a fighter with a droid brain pilot, no cockpit, and an astromech slot. He runs everything except basic piloting, which the droid brain would do. Radio the droid to pick you up type of thing.
Looks like even imperial probe droids didn't have their own hyperdrive pod, and the smallest ships I know of to carry them are fighters, so probably no on that one.
I'd say to have vehicle grade armor/deflector shields you'd need to at least be silhouette 2 or higher. Doable for a droid.