DEX 2D PER 1D KNO 1D STR 2D MEC 1D TEC 1DAttachments: Humanoid body (2 arms and 2 auto-balance legs); an auto-sniffer (a sensory array containing audio, infrared, olfactory/chemical, motion, ultraviolet, and visual detectors; in game terms, +3D of Search up to a distance of 30m); a stun-baton (5D stun damage only); body armor (+2D Strength for resisting damage only); a vocabulator; and a broad-band antenna receiver/transmitter.
Building Dice: Because the stun-baton only does stun damage, its attachment cost is reduced to 2D. Thus the sum total of your attributes and attachments is 15D, leaving you with 10D to spend on skills or additional attachments. No more than 4D can be added to any skill, and you must take Melee (why else would you have a stun baton?). Recommended skills include Dodge, Melee Dodge, Streetwise, Command, Search, and Security.
Background: As one of the first security droids Rim Securities produced, you've walked your beat for almost a century-and-a-half. In that time, you've seen fancier patrol bots come and go (the PLR and K4 models come to mind), but you've managed to survive the trend toward lethal force and ranged weaponry. Who knows? Maybe it has something to do with the relationships that grew up between you and the organics in your neighborhood, relationships that came to feel like trans-generational friendships. You protected their grandparents when they were children, and until lately you were doing the same for their grandchildren's children.
The Empire's arrival and takeover of your planet changed matters, however. Imperial Intelligence and COMPNOR operatives arrived in your city and assumed control of police and security matters. You were scheduled to receive a memory wipe and an upgrade to military Droid status (newer, more powerful weaponry and the ability to kill). You didn't like the sound of that, but orders were orders, and your restraining bolt kept you in line. Then, the night before you could be shipped off to the Droid Reassignment Center, several young beings from your neighborhood (mischievous kids you had tried to steer toward the straight-and-narrow) broke into Police Storage, removed your restraining bolt, and turned you over to Alliance operatives who were looking for Droids capable of using force.
You were smuggled off-planet; in the year or so since then, you've been doing guard duty at Rebel Installations and serving as security detail for Alliance VIPs. Now your cell commander has assigned you to this ragtag group of operatives, your job being to keep an eye out and protect them in case of emergency. After all, organics are often quite sloppy, and Rebel Command needs someone who operates by-the-book.
Personality: You don't like violence (the thought of what the Empire intended to make you still overloads your circuits), but you are authorized to use non-lethal force when necessary. You tend to be very protective of those around you, a robotic mother hen, if you will. An action of dubious legality (or an outright illegal one, for that matter) will be met with a lecture on your part. You are thorough: you may not seek adventure, excitement, or danger, but you stick by those who need your aid no matter how tough the going gets.
A Quote: "Just the facts, ma'am." (What else did you expect me to type?)
Connections: Chances are quite good that you used to bring in at least one of the lowlife characters in on a regular basis for "disturbing the peace." Maybe the Kid was a neighborhood trouble-maker or punk you tried to help out. Any of the characters could have lived on your beat, and struck up a friendship with you over the years.
Hope you all enjoy reading these templates as much as I enjoy making them!
Rob
-- Robert W. Barrett, Jr. * "The pellet with the poison's rbarrett@dept.english.upenn.edu * In the flagon with the dragon; Dept. of English / BH 119 * The vessel with the pestle University of Pennsylvania * Has the brew that is true." Phila., PA 19104-6273 * -- from *The Court Jester*