R3-RT aka "Artie"
Loyal astromech companion to Sa'Mi.
- STR 9 (-1)
- DEX 16 (+3)
- INT 15 (+2)
- WIS 10 (+0)
- CHA 7 (-2)
2nd Degree Droid: Nonheroic lvl 3
SPECIES ABILITIES (2nd DEGREE DROID):
- Behavioral Inhibitors: Droids cannot intentionally harm a sentient living being or knowingly allow a sentient living being to be harmed. Furthermore, all droids must follow orders given to them by their rightful owners, as long as these orders don’t conflict with their first directive. Droids with heuristic processors can sometimes violate these restrictions by creatively interpreting their behavioral inhibitions.
- Ion Damage Vulnerability: As electronic constructs, droids are vulnerable to damage from ion weapons. Generally, ion weapons have the same effect on droids as stun weapons have on living beings.
- Maintenance: Droids do not sleep, eat, or breathe. However, they do need to enter shutdown mode and recharge for 1 hour after 100 hours of operation. If a droid fails to do so, it must make an Endurance check each hour or move -1 persistent step along the condition track. This condition can only be removed by recharging for 1 hour.
- Memory: A droid’s trained skills, feats, and talents can be reassigned with the Use Computer skill. A droid hero can use its own Use Computer skill to perform this reprogramming, but it takes a -5 penalty on its skill check. If a droid is ever subjected to a complete memory wipe, it becomes a basic model of its type, losing any levels and abilities it has gained.
- Nonliving: A droid is immune to poison, disease, radiation, noncorrosive atmospheric hazards, vacuum, mind-affecting effects, stunning effects, and any other effect that only works on living targets. Droids have no connection to the Force and can’t gain the Force Sensitivity feat or learn Force powers. Droids do not have a Constitution score, so they do not gain bonus hit points, and they apply their Strength modifier to their Fortitude Defense.
Droids cannot die, but they can be disabled or destroyed. If a droid is reduced to 0 hit points, it is disabled and cannot be reactivated until it is repaired so that it has at least 1hp. If the attack that reduced the droid to 0hp also exceeded its damage threshold, it is instead destroyed, and cannot be repaired or salvaged.
- Repair: Droids can regain lost hit points only through the use of the Mechanics skill. A droid can make a check on itself, but is given a -5 penalty.
- Shutdown: A droid that is shut down can take no actions and is effectively unconscious.
- Automatic Languages: Binary plus one additional (Basic).
- MAX HP 10
- BAB: +2
- RANGED: +5
- FORT: 9= 10+3(level)0(STR)
- REF: 14= 10+4(level)5(INT)
- WILL: 10= 10+4(level)4(WIS)
- DECEPTION: 6=1(LVL)0(CHA)
- GATHER INFO: 6=1(LVL)0(CHA)
- INITIATIVE: 1=1(LVL)+0(DEX)
- KNOWLEDGE (Physical Sciences): 9=1(LVL)5(TRAINED)
- MECHANICS: 15=1(LVL)2(INT)+5(SKILL FOCUS)
- PERCEPTION: 3=1(LVL)2(
- PILOT: 9=1(LVL)3(DEX)
- USE COMPUTER: 13=1(LVL)2(INT)+5(SKILL FOCUS)
- Skill Focus (Mechanics):
- Skill Focus (Use Computer):
- Skill Training (Pilot):
- Wheeled Locomotion
- Walking Locomotion
- Magnetic Feet
- Heuristic Processor
- 6 Tool Appendages
- 1 Claw Appendage
- 1 Telescopic Appendage
- Diagnostics Package: Gives a droid a +2 equipment bonus to Mechanics checks to diagnose problems.
- Integrated Comlink
- Internal Storage (2kg)
- Improved Sensor Package: Gives a +2 equipment bonus on Perception checks. In addition, the droid gains low-light vision.
- Darkvision: the droid ignores concealment (including total concealment) from darkness.
- Astrogation Buffer (storage device, 5 memory units)
- Circular Saw
- Electric Arc Welder
- Electroshock Probe
- Fire Extinguisher
- Holographic Game System (SGtD, pg. 57): Provides 15 of the galaxy’s most popular games, including dejarik and sabacc. The droid can serve as its master’s opponent, or it can run the game so its master can play with another being. The game is projected through the droid’s holoprojector, and does not require a solid surface to play. Cost: 300 credits. Weight: 3kg
- Antitheft Comlink Locator (SGtD, pg. 55): A droid equipped with this can send a distress signal to its master’s comlink with no apparent activity by the droid. The distress signal broadcasts no information, but it can be tracked. The signal continues to broadcast if the droid is deactivated, but it shuts down if the droid is destroyed. Cost: 100. Weight: .5kg
R3-RT, or “Artie” as his current owner, Sa’Mi, likes to refer to him, is somewhat unique, as astromech droids go.
His manufacturing was nothing different; he was built the same as billions of other astromech droids, just one of many R3 units to roll off of the Industrial Automaton assembly lines. This was not what made Artie unique.
Artie was used on a number of capital ships during the Clone Wars, as an engineer, navigator, and a systems controller. Again, this was not what made Artie unique.
No, what made Artie unique was most likely the manner of his “rebirth”. You see, while droids don’t quite “live” in the same way that organics do, they exist in a manner very similar to their predecessors. And during one of the many, many battles of the Clone Wars, a battle that nobody really remembers in a star system that nobody cares about anymore, Artie was destroyed, and in that instant became that one in nine-and-a-half trillion.
Artie had been, more or less, completely destroyed. His chassis obliterated, optics fried and melted, internal tool packages turned to so much slag. But, somehow, his Intellex V processor remained active, and aware. Deaf and blind he may have been to the outside world, but he was aware of himself, and of the passage of time.
For years he floated through the emptiness of space, just a processor among the trillions of tons of metal that was the only marker for the gravesite of so many millions of dead sentients, organics and droids alike. The years passed, worlds turned and the war raged on.
But then peace was achieved, and a changing of the guard with it. With the newly-forged peace came an economic boom in the salvage sector. So many battles had been raged, and so many ships left for scrap across the galaxy. During the war, salvage operations were risky at best, with salvagers easy prey for either side. But with the war ended, countless profiteers swooped in with their salvage barges to pick up the floating wrecks.
And that was how Artie made it back to civilized space. Years after the end of the Clone Wars, in the cargo hold of a bulk hauler. Again, this should have been the end of him; again he beat the odds and survived.
Once he had been picked up by the bulk hauler, somehow he had been able to pick up on radio signals in the ship. It was difficult, and required almost all of his remaining power, so much that he couldn’t devote any other processing cycles to anything other than communication. But in the end, he was able to speak to an apprentice mechanic, a Chadra-Fan named Sa’Mi, who wanted nothing more than to have somebody to speak to onboard such an enormous, and largely empty, ship.
So Sa’Mi combed through the wreckage, spending days going through one piece of junk after another, until finally he came upon Artie’s ruined corpse. Most organics would have simply ripped out the processor and thrown it into a new chassis, if they didn’t just throw it out entirely. But not this one, not Sa’Mi. No, he spent months working in his free time, and just about every spare credit he had, to rebuild Artie’s battered frame, until finally the astromech lived again.
This is how Artie came to be in Sa’Mi’s possession, how he became something more than “just another astromech,” and how he discovered a drive for survival that he never even suspected that he possessed.
This is how Artie stopped existing, and started to live.