H1-R0: Criminal Profiler, Gambler Extaordinaire, Droid.

SCORE 10 14 21 19 10
BONUS +0 +2 +5 +4 +0
  • Scoundrel: 3
  • Independent Droid: 6
Hit Points
  • Maximum HP: 83
  • Base Attack Bonus: +4
  • Melee: +4
  • Ranged: +6
FORTITUDE 18 +10 +8 +0 CON
REFLEX 25 +10 +8 +2 +5 INT
WILL 26 +10 +8 +4 +4 WIS -
  • +2 Int, +2 Wis, -2 Str
  • 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).
DECEPTION 9 +4 +0 CHA +5
INITIATIVE 12 +3 +4 DEX +5 -
MECHANICS 14 +4 +5 INT +5
PERCEPTION 15 +4 +4 WIS +5 +2
PILOT 11 +4 +2 DEX +5 -
  • SAPIENCE: You can choose to have your droid immunities not apply to any mind-affecting effect, allowing you to benefit from mind-affecting effects that provide positive effects. Additionally, you have permanently disabled your behavioral inhibitor, enabling you to take any desired action. Furthermore, you are immune to the effects of restraining bolts.
  • INDEPENDENT SPIRIT: At 2nd level, you gain the ability to assert your independence and protect yourself from harm. Once per encounter, you can grant yourself a morale bonus to any defense score (your choice) as a reaction. This bonus is equal to one-half your class level (rounded down).
  • WEAPON PROFICIENCY: Pistol, Simple.
  • SKILL FOCUS (USE COMPUTER): +5 Proficiency bonus to Use Computer checks.
  • TECH SPECIALIST: You can modify a device, suit of armor, weapon, vehicle, or droid so that it gains a special trait. You may perform only one modification at a time. Unless noted otherwise, you cannot grant more than one benefit to a single object, and you cannot apply the same benefit twice. (See Starships of the Galaxy pg. 21 for table).
  • PREDICTIVE DEFENSE: The sharpness of your mind, not the speed of your reactions, allows you to avoid incoming attacks. BENEFIT: You can use either your DEX modifier or your INT modifier to determine your REFLEX defense.
  • GEARHEAD: Once per encounter, you can make Mechanics and Use Computer checks more quickly than normal. A check requiring a full-round action can be attempted as a standard action, etc. Checks requiring multiple swift actions can be reduced by one swift action. Checks requiring more than one full round action can be attempted in one-half the amount of time required at a -10 penalty.
  • SENSOR LINK: As a swift action, you can broadcast the input from your audio, visual, and any special sensors to a droid ally, comlink, communications system, or holographic receiver within 24 squares. That ally is aware of anything you are aware of, and can use the aid another action to aid on your Perception checks even if you do not have line of sight to one another. If both you and your ally have Sensor Link, you share information simultaneously, granting a +2 bonus to Perception checks.
  • ELECTRONIC FORGERY: You can use your Use Computer modifier in place of your Deception modifier to create a deceptive appearance with forged electronic documents.
  • SECURITY SLICER: You are an expert in electronic security. When you make a Mechanics check to disable a security system, you can do so without the help of a security kit. Additionally, something goes wrong only when you fail the Mechanics check by 10 or more.
  • COMPUTER MASTER: You can reroll any opposed Use Computer check, using the better result.
  • MODIFICATION SPECIALIST: You have become skilled at reprogramming and modifying your own systems. You do not incur the normal -5 penalty on Mechanics and Use Computer checks to reprogram yourself or perform self-modifications.
  • HOTWIRED PROCESSOR: You gain temporary processing power, enhancing your mental attributes. When you hotwire your processor (a swift action), you gain a +5 circumstance bonus on Intelligence and Wisdom-based skill checks and a +1 circumstance bonus on ranged attack rolls. A hotwiring lasts for a number of rounds equal to one-half your level (rounded down).
  • Vocabulator
  • Integrated Comlink
  • Locked Access
  • Improved Sensor Package: +2 equipment bonus on Perception checks. In addition, the droid gains low-light vision, ignoring concealment (but not total concealment) from darkness.
  • Darkvision: The droid ignores concealment (including total concealment) from darkness.
  • Translator Unit (DC 15): 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.
  • Compartment Space (2kg)
  • Diagnostics Package: Some droids are equipped to perform diagnostics, either as an aid to a technician or as a general safety feature. The diagnostic package gives a droid a +2 equipment bonus on Mechanics checks to diagnose problems.
  • Multispectrum Searchlight (Eyes): This accessory is a powerful spotlight that shines visible, infrared, or ultraviolet light. It has a 6-km range and is powered by the droid’s internal power supply. Droids able to see the projected light gain a +2 equipment bonus to Perception checks to Search and Notice Targets. This bonus stacks with bonues granted by helmet packages and improved sensor packages. The light can also be used to blind targets in a 6-square cone. All targets within the cone receive a -10 penalty to Stealth checks. As a standard action, the droid makes a ranged attack against each target’s Fortitude Defense. If the attack is successful, the target receives a -5 penalty to attack rolls, Perception checks, Pilot checks, and other skill checks until the end of the droid’s next turn. If the attack does not exceed a target’s Fort Def, the target receives a -2 penalty instead.
  • 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 1d20+5 attack against the character’s Fortitude Defense. If the attack succeeds, the character receives damage equal to 1d8+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.
  • Repulsorcam: An audio and video recorder mounted on a tiny repulsorlift. The device can detach from a droid’s chassis, float to where its droid desires, up to 12 squares away, and record events. It can record up to 2 hours of audio and video data to its own memory. It has a speed of 4, a Ref Def of 16, and Fort Def of 10. A single energy cell powers the cam for 4 hours, recharging when it reattaches to the droid.
  • Hidden Core: The droid has a concealed back-up copy of its personality and the data, skills, and memories it regards as critical to its mission or operation. The copy can be concealed within the droid’s main processor or be installed as a hidden secondary data store elsewhere within the droid. The backup restores itself 1d6 days after a memory wipe with a successful DC20 Use Computer check (roll 1d20+10, or 1d20+the droid’s current Use Computer mod, whichever is greater). If unsuccessful, the core tries to restore itself again every 1d6 days. Discovering a Hidden Core requires a Use Computer check against the droid’s Will Defense. The character making the Use Computer check must state that he or she is looking for a Hidden Core or for anything suspicious.
HOLD-OUT BLASTER 7 3d4/- 20 S - 1kg.
STUN BATON 5 1d6/2d6 20 M - 1kg.
  • Datapad:+1 Use Computer, Recognition System Cost: 1000, Weight: .5kg
  • Tool Kit Weight: 1kg
  • Binder Cuffs Weight: .5kg
  • Mesh Tape
  • Recording Unit (Holo)


  • Light -
  • Medium -
  • Heavy -
  • Lift over Head -
  • Lift off Ground -
  • Drag or Push -
  • Credits:

MerenData Model H1 Analysis Droid
Unit Designation H1-R0

The MerenData H1 Analysis Droid has a murky history at best. Like many of MerenData’s droids, it had a very limited production run because of an extremely high return rate due to what was believed to be a faulty logic processor. The reality is quite different though.

The role of the H1 was to act as support for Jedi investigators and Senate Guard investigations, replacing the popular JN-66 and the SP-4 Analysis Droids. These droids, produced by Cybot Galactica, were designed to work in teams so as to maximize their analysis of data. The H1 was twice the size of both the JN-66 and the SP-4, and with this larger size MerenData filled every additional cubic centimeter with more processing power, so that a single H1 unit would replace three similar droids. The more humanoid design was also intended so that, much like a protocol droid, it could accompany a Jedi or police officer in their duties, putting witnesses and potential suspects at ease.

But the highly advanced nature of the H1’s Optimized Heuristic Verbobrain, which was barely out of prototype stages when put into production, caused a series of unforeseen problems in the droid’s programming. When given a direct order, many times the H1 would simply ignore it, using its Heuristic processor to actually find faults in the order that would conflict with its base programming. Basically, it would find loopholes in any directive it was given and didn’t want to perform. This resulted in a 90% return rate. The only forums where this became an advantage was in law firms across the galaxy, where the suddenly rare model became highly sought after for work as assistants and consultants in court cases. Many even were able to obtain their own freedom, actually opening up their own law firms or becoming partners in existing enterprises, though this was frowned upon by Imperial authorities.

This brings us to one model in particular, an oddity born of a whole line of oddities. Model designation H1-R0, or “Hiro” as it went by, was originally sold to a certain Bothan Jedi Knight named Tav Aik’kla. Knight Tav took Hiro on happily, eager to try out the droid’s slicing capabilities. The two became quick friends, though Hiro brought about a great deal of conflict exceedingly often; Tav was often heard mumbling about the Force’s dislike for Hiro. Hiro was found without a master after the destruction of the Jedi Order at the end of the Clone Wars, and was actually able to sell himself to a police department on Kuat while posing as his former master Tav, so that he would escape the Imperial junkyards. It wasn’t long before he had overstayed his welcome, and was sold off to a trader traveling to Nar Shadaa. It was during this time that Hiro became weary of his lot, and decided to strike out on his own, actually posing as a Trandoshan buyer on the Holonet, using funds that he had won gambling to purchase himself from the Toydarian that had had little to no luck finding somebody to buy the droid. He wandered the streets of the Vertical City for weeks before he ran into the man who called himself Salden Xero, a private investigator. On a whim, Hiro hired Xero to investigate his past, claiming to have had his memory wiped by the Empire. Much to Hiro’s surprise, Xero actually found a few leads. Strange whisperings of Taz’s true allegiance, his activities with the Separatists, mysterious Clone Commando raids and the like. None of it matched Hiro’s memory. But just as suddenly as the clues began to appear, they dried up. They had hit a dead end. Xero said that the case was most likely unsolvable, covered up by the Empire, and that digging any furhter would just end with both of their deaths.

So they closed the case. Or, at least Xero did. Hiro is still on the lookout for any leads, but in the meantime has transferred his ownership to Xero, joining him in his personal enterprises. After all, he’d solved a crime or two in his time. Or, at least, he thought he had.

An H1 model in action


Drift Dholcrist