RAM-53Y "Ramsey"
Star Wars: Dawn of Defiance | |
---|---|
GM | |
Tim | |
Game | |
XP: 15 | |
Rebels | |
Forte Hass RAM-53Y "Ramsey" | |
Key NPCs | |
Captain Sirona Okeefe · Senator Bail Organa |
Ramsey, a shortened form for designation RAM-53Y, was a BX-series commando droid in the service of the Separatist army during the Clone Wars. Unlike most of the droid army, Ramsey didn't catch the shutdown command sent from Mustafar after the death of the Separatist leadership council at the hands of Darth Vader. Ramsey was in a battle with Clone Troopers at the time and had caught an ion grenade at the fateful moment the shutdown command was sent, so he never received it.
Left where he fell, he was recovered by salvagers picking over the droid remains for parts to sell when they recovered his largely intact form. He was patched together - minimally - and re-equipped with the B1/BX droid standard E-5 blaster rifle before being sold off.
Missing at least a couple of years from memory and lacking full context on the changes in galactic governance, Ramsey finds himself in the company of people opposing "Emperor" Palpatine and the new Galactic Empire. He still slips into correcting people that it's "Chancellor" Palpatine in charge of the Galactic "Republic", but either way he's still on a mission to stop Palpatine, whatever new names he's chosen for himself. He won't fool this droid by trying to change a few names around!
Characteristics
Career/Specialization(s): Soldier/Commando
Brawn | Intellect | Willpower | Agility | Cunning | Presence |
3 | 3 | 2 | 2 | 2 | 1 |
Soak | Wounds | Strain | Defense (Melee) |
Defense (Ranged) |
Force Rating |
5 | 15 | 12 | 0 | 0 | N/A |
- Blast Vest & Helmet: +1 Soak
Droid
- Special Abilities: Do not need to eat, sleep or breathe, and are unaffected by toxins and poisons. Cybernetic implant cap of 6 instead of Brawn rating. Train 1 rank in each of 6 Career Skills (opposed to 4), and train 1 rank in each of 3 Specialization Skills (opposed to 2).
- Inorganic: Do not gain benefits of recovering with a bacta tank, stimpack or Medicine skill checks (use Mechanics check instead). Enduring Talent +1.
- Mechanical Being: Droids cannot become force-sensitive or acquire Force Rating by any means. Cannot be affected by mind-altering Force powers.
Obligation | 20 |
Motivation: Relationship | Place of Origin: The character is deeply prideful of where he grew up. This could be a specific planet, town, space station, or ship. The character strives to better the place of origin and its people and will defend it with his life. |
Ambition: Freedom | The character desires the freedom to do what he wants. This could be a passion to overcome one or more of his current Obligations or to see others freed from the shackles of bondage and servitude in all its forms |
Specific Causes: Droid rights | The character believes droids should be accepted as full members of the galactic society, not merely tools or servants. |
XP Total | XP Unspent |
15 | 5 |
Skills
- Soldier Skills: Athletics, Brawl*, Knowledge (Warfare), Medicine*, Melee*, Ranged (Light)*, Ranged (Heavy)*, Survival*
- Commmando Skills: Brawl, Melee*, Resilience*, Survival*
- ✓ denotes class/specialization skill
- ■ denotes one rank in the skill
Talents
Soldier: Commando
Equipment
Credits | Encumbrance | |
Capacity | Current | |
50 | 9 | 3 |
Armour
- Blast Vest and Helmet
- Defence 0, Soak 1, HP 1, Enc 3
Weapons
- E-10 Blaster Rifle
- Ranged (Heavy), Dam 9, Crit 3, Range Long, Enc 4, HP 4, Stun Setting
- Integrated illuminator (remove up to 2 setback dice due to darkness against targets within short range); Mod options: 1 Increase spotlight range to medium Mod, 2 Item Quality (Disorient +1) Mods. [Gadgets and Gears 85]; HP 1
- Frag Grenade (2)
- Ranged (Light), Short, Dam 8, Critical 4, Enc 1, Blast 6, Limited Ammo 1
- E-5 Blaster Rifle
- Base: Energy, Ranged (Heavy), Damage 9, Critical 3, Long, Enc 2, HP 2, Cost 600, Rarity 4, Stun Setting
- When damaged, suffers one additional step of damage.
- A despair or 3 threat results cause weapon to overheat; damaging the weapon and dealing 2 wounds to an organic wielder.
- M8 Combat Knife
- Base: Melee, Damage +1, Critical 3, Engaged, Enc 1, HP 1, Cost 150, Rarity 4, Accurate 1, Pierce 1
- Modified: Melee, Damage +2, Critical 3, Engaged, Enc 1, HP 1, Accurate 1, Pierce 1
- Talent: Feral Strength: +1 damage per rank to Melee or Brawl attacks
- Unarmed Strike
- Base: Damage +0, Critical 5, Disorient, Knockdown
- Modified: Damage +1, Critical 5, Disorient, Knockdown
- Talent: Feral Strength: +1 damage per rank to Melee or Brawl attacks
Equipment
- Storm Trooper utility belt
- Enc +1, ascension cable, 1 ration bar, extra reload
- Comlink, built-in
- Emergency Medpac, Enc 1
- May perform medical check to heal wounds without penalty
- Repair Patch x0
- Stimpak
- Med-Aid Pak x1, Enc 1
- Crash Survival Kit, Enc 5
- a thermal coat
- a multitool or survival knife
- a distress beacon
- two emergency comlinks
- a spool of wire
- ration bars
- a basic medpac
- two respirators
- a water jug with filter
- a glow rod
- fifty meters of high-tensile microfiber line
- ten ration packs
- and an emergency flare gun
Wishlist
Gear
- Creshaldyn Mk. IV Modular Backpack, 75 credits
- Increases encumbrance by 3
- Up to 3 pounches addable, 15 credits each (+1 enc each)
- Imperial Army Military Pack, 60 credits
- Cumbersome 2, +6 Enc
- Modular Backpack Frame, 10 credits
- The metal frame has an upper-left antennae mount that accepts most comlinks and connects them to a hands-free headset. The frame can be fitted with up to two different modules (selected here):
- Power Unit: This portable power can recharge a depleted piece of equipment as an action, or a droid or larger piece of machinery in two hours. Once per encounter, it can allow the wearer of the backpack to ignore an "out of ammo" despair result in the same manner as an extra reload. [Price: 250, Encumbrance: 3, Rarity 3].
- Storage Unit: This empty storage module increases the wearer's encumbrance threshold by 3. [Price: 25, Encumbrance: 0, Rarity: 2].
- 3-MAL Secure Comlink 250 credits
- This comlink transmits up to medium range on the planetary scale. The 3-MAL's encryption adds a setback die to any check made to intercept and unscramble the signal. Monitoring a standard clear frequency on a civilized world can add two boost dice to Knowledge checks related to current events or conditions at the Game Master's discretion.
- Can be attached to Modular Backpack Frame
- DH77 Headcomm 400 credits
- This comlink transmits up to medium range on the planetary scale. The DH77's constantly shifting encryption adds three setback dice to any attempt to intercept and unscramble the signal.
- Can be attached to Modular Backpack Frame
- Taggeco Shockhold Hardened Com 450 credits
- Add 2 failure results to any checks made to decode transmissions. Add 2 success results to any checks user makes to break through a comms jammer.
- Can be attached to Modular Backpack Frame
Medical Gear
- CAPC ECM-598 Medical Backpack 450 credits
- Enc 2
- Add 1 boost dice to all Medicine checks. Decrease difficulty of checks to heal a critical injury by 1 (to a minimum of 1).
- Med-Aid Patches 20 credits each
- Enc 1
- When making a Medicine check to heal wounds from a character, a character can expend up to one med-aid patch to add an automatic success and advantage result to the results of the check. A character cannot use more than one med-aid patch per check.
- Medtech Mini-Med droid 900 credits each (minion group)
- Abilities: Droid, Surgeon's Aid (when assisting a character with a medicine check, count as having +1 rank in Surgeon talent per Mini-Med in the group). Silhouette 0.
Armor
- Type III "Berethron" Personal Modular Armor 1,250 credits
- Verpine Fiber Ultramesh Armor 3,000 credits
- Phase I Clone Trooper Armor 2,000 credits
- Mod: Armor Insert 450 credits
- Mod: Chedak Communications Multi-Band Comlink 200 credits
- Mod: Omniscan 3 Integrated Scanner 1,000 credits
- Mod: Threat Monitor, 750 credits
Weapons
- Retractable Wrist Blades 150 credits
- Vibrosword 750 credits
- IR-5 "Intimidator" Blaster Pistol 750 credits
- BlasTech SE-14r Light Repeating Blaster 1000 credits
- DR-45 "Dragoon" Cavalry Blaster 1,900 credits
- Mod: Custom Grip 500 credits
- Mod: Built-in Blaster Sight 150 credits
- Mod: "Bantha's Eye" Laser Sight 500 credits
- Mod: Electronic Sighting System 500 credits
Droids
- SoroSuub G2 Repair Droid 6,000 credits
- Service Patch Remote 900 credits each (minion group)
- Dum-Series Pit Droid 450 credits each (minion group)
- Butterbug Remote 700 credits each (minion group)
- ID9 Seeker Droid 4,500 credits each (minion group)