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SW Saga: Medical Droid Assistance

   
Quote:
Originally Posted by BlackPhoenix View Post
Found it!



The medical kit is 600 credits, so it can fall under that clause. Unfortunately, the surgery kit is 1000 credits, so you have to choose which one will be "weightless". However, as I said before, you can miniaturize the surgery kit for an extra 500 credits and it will weight half (5 kg).

In the case of the Mev, use this rule to ignore the weight of the medical kit, which leaves 12kg for the armor, 10kg for the surgery kit, and 6kg for the medpacs, for a total of 28kg, which falls well within the 36kg limit of a strength score of 12.

Good enough?
You know... I wasn't originally thinking of this because I bought it with my additional credits... but this makes pretty good sense, and I assume would be a viable solution for almost all GMs - thus the 10kg Surgery kit isn't that big of a deal.

The problem with large droids is going to be extra costs, trying to move in and out of some locations, and trying to avoid being attacked. The more legs, could be a decent alternative, though it may not be high enough -- on the other hand, it also makes you very different (and costs more).

this is why we should stay away from these ungodly things. lol
just thought I'd throw that out there.

good ol' blackphoenix and his vast knowledge of the rules ... ur in good hands here!
<macario slowly backs out of the room...>

Thanks for the praise, but I think you give me more credit than I deserve. I don't know all the answers, I just know where to look for - something that serves me well in my everyday job.

And that's why I pose the questions - because I do not always know where to look. I have general good ideas, but I forget some places or... the items aren't listed in places I would think of.

Also, Thanks BlackPhoenix for the thought of the miniaturized surgical kit, I didn't know of that. I'm still reading through some of the books - and even if I read it, doesn't mean I would apply them to items like the surgery kit! Those ideas are a great help for little tools to save a lot of weight. Because of those tips, I can slightly reduce my strength more and increase another stat - unfortunately I had to do point buy since the rolls were not good.

Here is my character sheet with the things purchased, please feel free to criticize such as I'm not sure if you can do internal defense x2: http://www.myth-weavers.com/sheetvie...sheetid=418282

1000 credits for building
-200 hidden core
-50 Locked Access
-20 Internal Defenses x2 (20 charges?)
-80 Multifunction Apparatus
-50 Credit Reader
-600 Medkit

Additional Costs - Starting credits of 4800, remaining credits 380:
-1000 Translator Unit DC10
-1000 - Surgery Kit
-500 Miniaturized template
-600 Medpac x6
-360 Climbing Claws
-360 Magnetic Feet
-250 Internal Comlink
-150 Darkvision
-100 Anti-theft Comlink
-100 Scomp Link

I only have two points to bring up about your droid, and one of them is just fluff anyways.

First off, on your character sheet your droid is trained in eight skills, but he should be trained in nine. I'm not sure if you missed that or just ran out of space for skills.

Second, be careful about which systems you choose. Because droids have such a variety of accessories to add onto them, they become very powerful, so some gms will have their players legitimize their systems. With your droid, I'd question the locked access, internal defenses, climbing claws, and magnetic feet. The climbing claws and magnetic feet are unusual for a medical droid, but not unheard of, so you could explain those away. But, from a story point of view, there's almost no reason for a medical droid to have locked access and internal defenses. Imagine you purchase a medical droid for your security group, and then one day it malfunctions. It doesn't go around killing people, it merely starts confusing the anesthetics with antitoxins, confuses mesh tape for bandages, etc. It still believes it's doing everything right, and refuses to stop. Well, that droid cost a lot, so you don't want to destroy it. But when you try to shut it off, it's switch is inside a panel that shocks you whenever you try to open it. Would you want to buy that droid?

I'm not saying that's what you'll do as the droid, but when making your droid, you have to consider all this from the manufacturers point of view. As I said though, only some gms pay attention to this, so you might not have any problem at all. But if he does ask you to explain these systems, have an explanation prepared ahead of time.

Quote:
Originally Posted by silverspring18 View Post
I only have two points to bring up about your droid, and one of them is just fluff anyways.

First off, on your character sheet your droid is trained in eight skills, but he should be trained in nine. I'm not sure if you missed that or just ran out of space for skills.

Second, be careful about which systems you choose. Because droids have such a variety of accessories to add onto them, they become very powerful, so some gms will have their players legitimize their systems. With your droid, I'd question the locked access, internal defenses, climbing claws, and magnetic feet. The climbing claws and magnetic feet are unusual for a medical droid, but not unheard of, so you could explain those away. But, from a story point of view, there's almost no reason for a medical droid to have locked access and internal defenses. Imagine you purchase a medical droid for your security group, and then one day it malfunctions. It doesn't go around killing people, it merely starts confusing the anesthetics with antitoxins, confuses mesh tape for bandages, etc. It still believes it's doing everything right, and refuses to stop. Well, that droid cost a lot, so you don't want to destroy it. But when you try to shut it off, it's switch is inside a panel that shocks you whenever you try to open it. Would you want to buy that droid?

I'm not saying that's what you'll do as the droid, but when making your droid, you have to consider all this from the manufacturers point of view. As I said though, only some gms pay attention to this, so you might not have any problem at all. But if he does ask you to explain these systems, have an explanation prepared ahead of time.
Thanks for your comments, I appreciate your going through and looking at it and giving me some comments. On the first, I had run out of space so I combined two knowledge checks into one line. (Life and Social Sciences I believe).

Two, the reason for the locked access and/or internal defenses is because of back story and possible addition later on. Using late KotoR time frame, playing him as previously a sith medical/interrogation droid - which has been wiped and salvaged by a tech specialist/pilot who is very elderly and about to die -- and he, the tech spec, plans on leaving his mark on the world later on through the droid, thus the protective measures and hidden core. The tech spec already placed a few quirks into his programming - that way he wasn't easily identifiable to who he previously belonged to. As for climbing claws and magnetic feet, never bad to have a medical droid who can be nimble in different atmospheres, that was my thought process for this droid.




 

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