DON'T PANIC EVERYTHING IS FINE!!!! Don't mind the mess.

Artilects are extremely out of date as well. Due to Google forcing us to a new Website. We are taking this opportunity to update our Mechanical Races. We thank you for your patience during this time. You can see the progress below.

However, 
DO NOT USE THE INFORMATION BELOW DURING CHRACTER CREATION. Do check within Distant Realms Discord prior to choosing a class to be sure it is complete. 

Wound Die Type: 1d10                       Racial Control Modifier: -9 

Behavioral Inhibitors: Even without a restraining bolt or periodic memory wipes, most droids operate according to a rigid set of guidelines. A droid's core programming-the part of its memory that can't be wiped-provides it with strict instructions on how to react to common circumstances, most of which revolve around obedience, safety, ethics, and morality. These instructions are the droid's behavioral inhibitors. The most common restriction coded into a droid's memory is the notion that it can't harm a sentient living being or, through inaction, allow a sentient living being to come to harm. (Fourth-degree droids do not have this restriction.) Droids are under similar strictures not to allow themselves to be harmed unless specifically ordered to do so. Of course, droids are also hardwired to obey the commands of their designated masters. When a master's orders conflict with the droid's behavioral inhibitors, the droid is required to inform its master immediately. Droids with heuristic processors can sometimes violate these restrictions by creatively interpreting their behavioral inhibitions 

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, some droids can run longer or need to be recharged quicker, depending on size, number of attachments and size of their power storage module, other droids may not need to recharge due to internal reactors but may need to enter a maintenance mode for other reasons usually within 50-100 or 200 hour operation cycles.

If a droid fails to do so, it must make an Endurance check each hour (DC 10, +1 per additional hour after the first) or if it fails the droid goes offline, if equipped with backup systems it can continue to make the Endurance check until it passes and reboots, reactivating the droid, it should then enter maintenance mode or it would need to make another check within an hour.

Systems: Droids can have many of their characteristics changed by installing or replacing existing systems

Automatic Languages: Binary plus one language chosen by the designer (usually Common)

Artificial Sentient Form: Androids cannot heal damage on their own, though they can be repaired in the same way an object can. Not subject to critical hits, subdual damage, ability damage, ability drain, or energy drain unless they are some form of Machine-only disabling effect. Immune to any effect that requires a Fortitude save (unless the effect also works on objects/machines).

Androids are not at risk of death from massive damage, but when reduced to 0 Structure points or less, they are immediately deactivated, if reduced to -20 they are destroyed (or con score if higher, 22 con android would survive until -22 damage)

However, a character with the Repair or Engineering skills can salvage an android's artificial brain (DC 20) and re-install it on a new body (roll physical stats again).(rolled because the engineer may or may not be able to build a body as good or superior to palman technology,  these rolls are made by the engineer during the crafting phase.

Communications: All droids are capable of emitting the sounds necessary to speak Binary, a language used by droids and computers to quickly transmit large amounts of information.

Ion/tetryon & EM Damage Vulnerability: As electronic constructs, droids are vulnerable able to damage from ion weapons, the reason being the unstable tetryon particles within the Ion stream, this also makes them vulnerable to tetryon energy weapons themselves, Droids are also vulnerable to EM damage, Phase shielding upgrade can assist in compensating for this.

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 gained

Repair: Droids can regain lost hit points only through the use of the Mechanics skill. A droid can use this skill to repair itself, but it takes a -5 penalty on its skill check. Repairs consume 50 ECUs per Hitpoint.

Shut Down: A droid that is shut down can take no actions and is effectively unconscious. Shutting down a willing droid is a standard action. Shutting down an unwilling droid is more difficult, requiring that you to grab the droid and then make a Mechanics check (DC droid's Will Defense) as a standard action while it's grabbed. You cannot shut down an unwilling droid with locked access unless it is disabled or otherwise helpless. 

Skills: Droids normally cannot use any skill untrained except for Acrobatics, Climb, Jump, and Perception. A droid with a heuristic processor ignores this limitation.

Class Restriction: Artilects have no favored class per se because they can't multiclass basic classes except unique, they can take advanced and prestige classes though. 

Speaking in A.I terms, while their A.Is can generate new inference rules, they have conflicts when those rules interfere with their basic set of inference rules

(they can't replace their basic set of inference rules, this was set on purpose by their respective manufacturers as a security reason).

Create a Droid

You can play a droid of your own design. To make a droid you must choose a degree, size, accessories, and assign your ability scores. After assigning these continue with your character generation normally.

Size

You can choose to play a small, medium, or large droid. Droids of other sizes exist, but require DM approval as they are typically too powerful to be used for PCs.

A droids size determines its ability modifiers, its size bonus on Defense, Attack Bonus, Stealth checks, and modifiers to carrying capacity. These can be assessed on the Table: Droid Sizes above. 

Degree

Droids are classified by degree, reflecting the types of tasks they generally perform. Typically, 1st degree droids are science and medical droids. 2nd Degree droids are mechanical and technical droids. 3rd degree droids are protocol and domestic droids. 4th degree droids are security and military droids, and 5th degree droids are labor and utility droids. A droids function does not always match its degree, but this is uncommon.

Pick a degree for your droid to start your character. This will determine your droids chassis, which determines your starting attributes and hardwired abilities specific to that chassis.


Cost Factor

A droids cost factor is used to determine the cost of a droids systems. Large droids can be extremely costly, but particularly small droids may not be any less so do to the cost of miniaturization.

Droid Systems

Unlike characters and creatures, droids are essentially collections of different equipment called systems loaded onto a Chassis or frame. A droid's systems can be upgraded, replaced, and modified many times throughout a droid's operational lifetime. A droid system falls into one of four categories: locomotion, processor, appendage or accessory.

Cost and Weight:

Sometimes a droid accessory has a flat cost or weight. Often the cost and/or weight is determined by multiplying a base number by the droid's cost factor, which is determined by the droid's size 

Availability:

Some droid accessories have limited availability or are strictly regulated,
Locomotion Appendages Processors

Final Cost

The final cost for you droid cannot exceed 500,000 energy credits. You can add systems and appendages as you see fit, but the final cost cannot exceed this limit. You do not get to keep any unspent credits, but you still gain the appropriate credits for your droids chosen class when selected.

As a caveat to this rule you can spend your accrued race points to create a droid in a higher race tier. Standard droids are race tier 1. For each higher tier your build cost limit is increased based on the table below.

Accessories

Any miscellaneous system that does not fall under one of the above categories can be considered an accessory.

Accessories add functions or improve existing systems on a droid, making them more capable and efficient.


Antitheft Comlink Locator

Some droids are equipped with internal com links to broadcast messages. However, these devices require the droid to speak out loud, and in some situations such an act is inadvisable. A droid equipped with an antitheft comlink locator can send a distress signal to its master's com link with no apparent activity by the droid. The distress signal broadcasts no information, but it can it be tracked. The signal continues to broadcast if the droid is deactivated, but it shuts down if the droid is destroyed.

Audio-Radial Stunner

This defense system protects droids in dangerous situations. As a standard action, the audio-radial stunner broadcasts a short-ranged, high-pitched frequency on all channels, calling attention to the droid and stunning any nearby creatures. Until the end of the droid's next turn, any creature that starts its turn adjacent to the droid must make a DC 20 Fortitude Save. Failure causes the creature to be stunned until the end of the droid's next turn and deafened for 1d4 rounds afterword. The stunner shuts down if the droid is deactivated or destroyed.

Blaster Recharge Interface

This hand accessory enables a droid to recharge a standard blaster pack for its master. As a swift action, the droid can plug in and transfer energy to the power pack. Recharging a power pack depletes energy from the droid. For each recharge, the droid loses hit points equal to the blaster number of damage die. Thus, a droid recharging a power pack for a heavy blaster pistol (3d8) takes 3 points of damage (since the number of die is 3).

Collapsible Construction

A droid sometimes needs to be stowed in places where it usually would not fit. For example, a droid stowed in a smaller cargo space might surprise an enemy. 

The collapsible construction modification allows a droid to lower its Size category by one when it shuts down. The droid brain enters stand-by mode while it compacts itself into a smaller size. The droid can reactivate at any time as a standard action.

Communications Countermeasure System

One of the first things enemy forces do after discovering a droid is prevent the droid from establishing communications to request rescue or call for help from its allies. A communications countermeasure system prevents jamming of a droid's communications. The system broadcasts signals on multiple frequencies to counteract interference. A droid with a communications countermeasure system gains a +5 equipment bonus to all Use Computer checks made to overcome communications jamming.

Courier Compartments

Droids are sometimes used as messengers to deliver important messages and items across the galaxy. To protect items entrusted into their care, these droids can have hidden courier compartments installed in their chassis. Such compartments are also favorites of smugglers who own droids. A droid with a courier compartment might walk right past a starport inspection team that is on the way to tear its master's ship apart.

Courier compartments can be installed in four locations within a droid. A courier compartment in the torso can hold an item that is 3 sizes smaller than the droid's size. A compartment in the arm or leg can hold an item that is 4 sizes smaller than the droid's size. A head compartment can hold an item that is 5 sizes smaller. Detecting a courier compartment requires a successful Perception check with a DC equal to the droid's Will Defense +5.

A common accessory in a courier compartment is a toaster, which destroys the contents of the compartment with a brief blast of plasma energy triggered by the droid. Installing a toaster into a courier compartment doubles the cost of the compartment.

Example: S-3PO, a protacol droid in service to Count Czasiz, has a courier compartment hidden in its left arm. As a Medium droid, the compartment can hold item of up to Fine size, so it can hold the skiftersabacc card the Count needs to guarantee his next win.

Droid Oil Bath

Droids look forward to an oil bath after a long period of work. This standard maintenance procedure lubricates the droid's servos and joints, allowing the droid to move as if it has just come off the assembly line. An oil bath is recommended at least once a week for a droid working in a harsh environment, and once a month for a droid working in a temperate climate or on board a ship. A droid immersed in an oil bath for at least 30 minutes can activate a second wind, even if it has already done so that day. The price of an oil bath depends on the size of the droid: small droids and smaller-100 credits; medium droids-1,000 credits; large droids-5,000 credits; huge droids and larger-10,000 credits.

Earphone Binary-to-Basic Translator 

Binary is the primary language of droids. This translator unit is installed on a droid's Basic-output jack, a standard jack found on most droids that enables them to connect to a terminal or a data pad and to express themselves in written Basic. The translator converts audible Binary into audible Basic, transmitting the spoken words to an earphone receiver. The less expensive version requires a large headphone se t, whi le the more expensive version transmits to an earbud receiver. Detecting the earbud requires a Perception check of DC 20

Electric Defense Grid

Most combat droids are effective at using blasters and other ranged weapons. Some models, however, fail miserably at melee combat and are quickly dispatched by enemies that gain the upper hand in close quarters. To improve a droid 's melee defenses, an electric defense grid can be installed either on top of or as part of the droid's armor or outer shell. Whenever a droid with an electric defense grid is damaged by a melee attack, the attacker automatically takes 5 points of energy damage. Melee weapons that rely on energy to cause damage, such as lightsabers, are immune to the effect of the electric defense grid.

Emergency Oxygen Supply

This accessory is installed on search-and-rescue droids sent to recover pilots who bailout during combat. The small oxygen tank attached to the droid's torso provides enough oxygen for a creature of Medium size for 30 minutes. The tank can be used to recharge a vac suit's supply, or the oxygen can be administered through a breath mask attached to the tank. Connecting the supply to a vac suit is a swift action. Securing the breath mask is a standard action.

Ether Engine

A rare device of extremely advanced Palman design they were originally designed to replace cyber-hearts in Palman's injured in action which birthed the first cyborgs, when they realized those implanted with Cybernetic Hearts could no longer use Chakra, they took to Bio-monster science to grow an artificial organic heart with cybernetic components creating the first Ether Engine, later when androids were being designed a few prototypes were equipped with them out of curiosity creating the first Android Chakra Users.

Overrides Default Chakra modifier, can be taken again to upgrade the effect, Androids can use all five basic elements without problem if they have a Ether Engine installed, Androids gain one Basic Element per Ether Engine Tech level, if factory install (starts with) element is random, if purchased and installed element depends on device. 

200,000 - Reduce chakra modifier to Negative 7. (backtracks)
400,000 - Reduce chakra modifier to Negative 5. (backtracks)

600,000 - Reduce chakra modifier to Negative 3. (backtracks)
800,000  Reduce chakra modifier to Negative 1. (backtracks)

1,000,000  Reduce chakra modifier to Positive 1. (backtracks)

High-Speed Cutting Torch and Welding System

A droid can be equipped with a powerful cutting torch and a welding system for use in repair operations and for cutting materials, doors, or other items. This bulky and heavy device can be installed only on droids of Medium size or larger. The precision welder can be used for small repairs and for large construction welds, typically in half the time required by a normal welding unit. The cutting torch has a range of 5 Feet and deals 4d10 damage. When in contact with an object for two or more consecutive rounds, the torch also ignores 5 points of DR and reduces the object's damage threshold by 10 points.

Holographic Game System

In spite of all the utilitarian functions that a droid can perform, owners might want to use their droids for entertainment. A holographic game system provides fifteen of the galaxy's more 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 a Specialized gaming projector that comes with this purchase and does not require a solid surface for game play, however this mini projector is rather limited to only handling games and cannot be used for more complex tasks. The game- system processor is sufficiently advanced to allow a player to interact with the board as if he or she is actually picking up the holographic playing pieces. The game system is adaptable, allowing ten additional games to be added to its database with a successful DC 15 Computer Use check.

Holographic Image Disguiser

The holographic image disguiser hides a droid's true appearance. A central processor installed in the droid's chassis coordinates several small, full-color, high-resolution holoprojectors installed at various points on the droid's body. The disguiser's processor synchronizes the holographic image with the droid 's movements and its vocabulator, making the disguise particularly lifelike. The basic model is essentially a standard holo shroud, granting the droid a + 10 equipment bonus to Disguise checks. An advanced model, for double the price, includes sensor nodes that track a number of other factors, such as ambient temperature and weather conditions, making the image react to those variables. The advanced model allows the droid to disguise its appearance as a full-round action at no penalty.

Improved Coordination Circuitry

Droid brains work well in concert with each other, and improved coordination circuitry enhances this ability. This accessory links droids' skill routines, allowing them to aid in tasks more effectively. Each circuit is keyed to a specific ski ll. When a droid with improved coordination circuitry aids another droid with the circuitry, the bonus increases to +4. A droid must be trained in the ski ll to gain the +4 bonus.


Improved Sensor Package

A droid with the improved sensor package gains a +2 equipment bonus to perception checks and low-light vision.

Internal Defenses

A droid with internal defenses has built-in defenses that operate independently of the droid. Anyone opening the droid's maintenance or access panels without the droid's permission receives an electric shock as a ld20+5 attack again st the character's Fortitude Defense. If the attack succeeds, the character receives damage equal to ld8 + half the droid 's heroic level. The droid is unharmed. The system remains active until disabled (Mechanics DC 25, 1 hour of work) or is depleted after 10 attacks.

Internal Storage

The droid has a certain amount of open space in its chassis, allowing for the addition of new internal components or compartments for carried items. Droids of Tiny size or smaller cannot have internal storage. For every 5000 credits spent,the droid can carry 2 lbs of material or equipment in internal storage.

A droid's size determines the maximum weight of items stored in internal storage, as noted below:

Droid Size Maximum Weight Limit
Small 10 Lbs
Medium 20 Lbs
Huge 110 Lbs
Gargantuan 1,100 Lbs

Locked Access

A droid with locked access has its shutdown switch secured or located internally, preventing it from being shut off by an opponent. 

The droid must be disabled or otherwise rendered helpless before it can be shut down.

Multifunction Apparatus

Each type of droid appendage performs one specific function. The multifunction apparatus, however, allows up to three tools or weapons to be attached to a single appendage. The multifunction apparatus is commonly used to mount multiple weapons. Only one tool or weapon can be active at a time, but switching to a different tool or weapon requires only a swift action.

Multispectrum Searchlight

This handheld or installed accessory is a powerful spotlight that shines visible, infrared , or ultraviolet light. It has a 3 mile range and is powered by the droid's own internal power supply. Droids able to see the projected light gain a +2 equipment bonus to Perception checks to Search and Notice Targets and to other situations in which the Gamemaster judges that the light provides an advantage. This bonus stacks with bonuses granted by helmet packages and improved sensor packages.

The light can also be used to blind targets in a 30 foot cone if using visible light. All targets within the cone receive a -10 penalty to Stealth checks, and must make a Fortitude save (DC 20) or be blinded for 1d3 rounds. This accessory can be used only by droids of Tiny size or larger.

Radiant Heat Element

This accessory enables a droid to radiate heat from its torso, providing warmth necessary for a master's survival in the wilderness or in deep space.

The heat can be adjusted to provide ambient warmth or to boil water and cook food on the droid's exterior. The heating element can also be used by the droid as a defensive tool. When the radiant heat element is on its highest setting, any character ending its turn in a square adjacent to the droid takes ld4 fire damage from the droid. The droid itself takes 1 point of damage from the heat each turn.

Remote Receiver Signal Booster

Droids that rely on a remote processor for instructions cannot stray too far from that processor without risking losing contact and becoming stranded.

A remote receiver signal booster can prevent this loss of contact. The signal booster increases the receiver's reception strength , extending the range of a droid by 50%. A successful DC 30 Use Computer check made by the droid can further extend the range up to 100% for 1 hour.

Rental Restraining Bolt

Some beings cannot afford to own a droid. The rental restraining bolt works like a standard bolt, except it also has a credit reader. The user must deposit a specific number of credits to the credit reader on the restraining bolt to control the droid for a specified time. At the end of that time, the droid deactivates and does not reactivate until sufficient credits are again deposited.

Scomp Link

A scomp link is a universal data port mounted on an extendable arm, available for many types of droids. Astromech droids have them as standard equipment.

Scomp link ports are standard input/output links, found on computer systems and starships throughout the galaxy. Using a scomp link gives a droid a +2 equipment bonus to Use Computer checks to Access Information when the computer's attitude toward it is helpful or friendly.

Sensor Booster

Probe droids try to coax a little more range out of their sensor equipment to get that extra amount of information about the area they are scanning. A sensor booster is a droid enhancement that extends the range of its sensors to a maximum of 1 mile, if the droid has a sensor pack installed.

Space-Beacon Launcher

Space beacons are used by pilots and flight crews to mark specific locations or to help navigate through hazardous areas of space. A beacon is 1 foot long and can transmit a signal throughout an entire star system, if it is not blocked by nebular gases or signal jamming systems. The space beacon launcher-modeled after a small version of the standard space mine launcher-enables a droid to quickly position space beacons while in flight. The system can carry up to 12 beacons. Additional storage can be added, increasing the cost of the launcher by 10% for each additional beacon (up to a maximum of 24 beacons) . Locating a beacon requires a DC 10 Computer Use check when using a ship's sensor system.

Survival Kit

Droids do not worry about water, food, or the elements, but their masters do. A survival kit is the perfect accessory for long treks into the wilderness. It contains a small refrigeration unit, a water recycler and dispenser, a rechargeable glow rod, and a fire sparker. When aiding a Survival check, a droid with this accessory gives a +4 bonus to the check rather than the normal +2 bonus.

Translator Unit

The droid is equipped with a device that allows it to understand and convey information in a variety of languages, including nonverbal ones. When the droid experiences a form of communication for the first time, it makes an Intelligence check to determine whether it can identify and understand the language.The DC is based on the translator unit's database, with the better units having a lower DC

Vocabulator

The droid is equipped with a speaker that enables it to emulate speech, rather than simply spout machine code.

This device is standard if the droid has ability to speak any language other than Binary.

Voice-print Command Lock

This accessory ensures that a droid is able to obey only its master. With a voice-print command lock installed, a droid fol lows only commands issued by a single source. The droid analyses the voice print of its master and ignores commands from anyone else. A recording of the master's voice can be used, but getting the droid to obey a recorded command requires a Use Computer check against the droid's Will Defense with a +5 bonus to the droid's defense.

(other droid accessories include the same parts used in the Tech lab page for cybernetics.

MODIFYING DROIDS

A droid can be modified to carry additional equipment simply by attaching the new equipment to the droid's chassis and connecting the new component to the droid's processor. Adding equipment increases the droid's weight. Droids suffer from encumbrance penalties the same way organic characters do: They slow down. Adding, removing, or replacing the systems on a droid requires a Mechanics check, the DC set by the type of system

Locomotion:
DC 25 Mechanics check, representing 1 day of work

Processor:
DC 20 Use Computer check and DC 20 Mechanics check, representing 1 day of work.

Appendage:
DC 20 Mechanics check, representing 1 hour of work.

Accessory:
DC 15 Mechanics check, representing 1 hour of work.
Tool, Weapon, or Instrument Mounted on an Appendage:
DC 15 Mechanics check, representing 10 minutes of work.
You take a -5 penalty on your Mechanics check when installing a weapon on a lst-, 2nd-, 3rd-, or 5th-degree droid.

Self-Modification:

A droid may install or replace a locomotion system, appendage, or accessory on itself, but it takes a -5 penalty on its Mechanics check. A droid cannot replace or install a processor on itself.

Storage until sorted: (under review and unusable until repriced]

Android upgrade list - Parts available from factory when repaired or occasionally found in random places.
Pheromonal emitters: The android can produce artificial pheromones that work just like the real thing.
+4 enhancement bonus on skills using charisma.
35,000

Ether Converter
A device Created by Jeffrin during his time working on Palman Androids this device is mounted around a ether engine and allows the device to draw more then one elemental nature and safely combine them without causing the android to explode like a elemental bomb (this was discovered when a Rogue droid attempted to use the uncalibrated prototype)
Bi-element converter 200,000*
Tri-ielement Converter 1,000,000*
- Required Device for Merging basic Elements into more advanced Jutsu.

Enemy Data
+1 for certain enemy type, +3, +5 (Stacks only when continually used on same type: Otherwise it starts at +1 for each new enemy type added).(works like favored enemy, does not stack with favored enemy, Androids with favored enemy feat can create Enemy Data nodes for other androids to install, but cannot copy existing nodes due to copyright security by the Node's creator) a blank Data node is required for this process(7500 EC)
10,000 per Data Node.
2500 upgrade to Tech 2.
5000 Upgrade to Tech 3.

Micro-Sensor: Range 90ft. Grants the android immunity to flanking attacks and negates the +4 to attacks from behind. Also equal to the Blindsight special ability.
30,000


Finger Jack & Data Slot: A wireless ethernet port built inside the android. 

+4 enhancement bonus on all Computer Use checks.The Data Slot is an internal passive storage medium.
It is called passive because such data can't be accessed on its own, requiring the android to connect to a computer first.
18,000

Scent Package:

Scent special ability.
Radiation detector, pinpoints radiation. Range 150 feet.
15,000 per sensory system.