Racial Abilities
Ability Adjustments: +2 Dex +2 Int –2 Cha
Hit Points: 4
Size and Type
Androids are Medium humanoids with the android subtype.
Constructed
For effects targeting creatures by type, androids count as both humanoids and constructs (whichever effect is worse). They receive a +2 racial bonus to saving throws against disease, mind-affecting effects, poison, and sleep, unless those effects specifically target constructs. In addition, androids do not breathe or suffer the normal environmental effects of being in a vacuum.
Exceptional Vision
Androids have low-light vision and darkvision. As a result, they can see in dim light as if it were normal light, and they can see with no light source at all to a range of 60 feet in black and white only.
Flat Affect
Androids find emotions confusing and keep them bottled up. They take a –2 penalty to Sense Motive checks, but the DCs of Sense Motive checks attempted against them increase by 2.
Upgrade Slot
Androids have a single armor upgrade slot in their bodies. Regardless of whether androids are wearing physical armor, they can use this slot to install any one armor upgrade that could be installed into light armor.
Class Abilities
Spells: You cast spells drawn from the technomancer spell list. To learn or cast a spell, you must have an Intelligence score equal to at least 10 + the spell’s level. The Difficulty Class for a saving throw against your spell is 10 + the spell’s level + your Intelligence modifier.
You can cast only a certain number of spells of each spell level per day. Your number of spells per day is given on Table 4–10: Technomancer. In addition, you receive bonus spells per day if you have an Intelligence modifier of +1 or higher, as shown on Table 4–11: Technomancer Bonus Spells—note that you only receive these bonus spells once you can cast spells of that level normally. You can also cast 0-level spells. These spells are cast like any other spell, but there is no limit to how many 0-level spells you can cast each day.
Your selection of spells is limited. You begin play knowing four 0-level spells and two 1st-level spells of your choice. At each new technomancer level, you learn one or more new spells, as indicated on Table 4–12: Technomancer Spells Known. Unlike spells per day, the number of spells you know isn’t affected by your Intelligence modifier.
Every time you gain a level, you can swap out one spell you already know and learn a single new spell of the same level in its place. In effect, you lose the old spell in exchange for the new one. You must choose whether or not to swap the spell at the same time you gain new spells known for the level.
You can cast any technomancer spell you know at any time, assuming you have not yet used up your allotment of spells per day for the spell’s level. You can also cast a spell using a higher-level spell slot. For instance, if you want to cast a 1st-level spell but have used up all your 1st-level spells for the day, you can use a spell from a 2nd-level slot instead if you have one.
You can also decipher magical inscriptions that would otherwise be unintelligible or, as a full action, identify any spells encoded in a spell gem. This does not normally invoke the magic contained within, although it may do so in the case of a Cursed or trapped spell gem.
Spell Cache (Su) 1st Level
As the culmination of your early study of the fundamental forces of the galaxy, you have created a spell cache that allows you to store and access spells. Your spell cache could be a device such as a handheld computer or technological implant; an item such as a ring or staff; or a symbol such as a brand, tattoo, or other permanent modification to your body. While you don’t need your spell cache to cast your spells, once per day, you can activate your spell cache to cast any one spell you know and are capable of casting, even if you’ve expended all your spell slots for that spell’s level.
If your spell cache is damaged, it is restored to full Hit Points the next time you prepare spells. If the spell cache is lost or destroyed, you can replace it after 1 week with a special ritual that takes 8 hours to complete.
Theme Abilities (Spacefarer +1 Con)
Theme Knowledge (1st)
You are obsessed with distant worlds, and you always mentally catalog everything you learn about new and strange places so you can recall it when you need it most. Additionally, you use your knowledge of biology and topology to inure yourself to alien hazards. Reduce the DC of Physical Science checks to recall knowledge about strange new worlds or features of space by 5. Physical Science is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Physical Science checks. In addition, you gain an ability adjustment of +1 to Constitution at character creation.
Backstory:
Alpha-83 was “born” when a new soul entered its body approximately 8 years ago. Upon awakening within its new body, it was informed by the human standing before it that it was on Absalom Station, in the section known as The Spike. The human said his name was Abrax, and that Alpha-83 had to work off its debt to him for transport to the Station.
Abrax was the leader of a gang called the Black Pulsars, and they were engaged in a long-simmering turf conflict with another gang, the Red Dwarfs. Alpha-83’s previous soul had apparently been a skilled marksman, but while the new soul retained some of the previous ability, it had lost much of its previous ability, and was no longer the combatant it had been previously. However, Alpha-83 was now knowledgeable of the workings of computers and computer systems, as well as several different aspects of science. Alpha-83 also had a burgeoning desire to see more of the universe than the slums and gang wars of the Spike. However, when Alpha-83 expressed this desire to Abrax, it was told that it still had years of work to fulfill, and that it would take longer for Alpha-83 to do so since it was no longer as good of a sharpshooter.
So Alpha-83 spent several years working for the Black Pulsars. It eventually became their go-to hacker and mechanic, maintaining the gang’s weapons and helping to build defenses - or disabling Red Dwarf booby traps. Eventually, the members of the gang came to call Alpha-83 “Codebreaker”, or “Breaker” for short, since not all of them were comfortable calling it Alpha-83. Alpha-83, for its part, consumed as much knowledge of the universe as it could get its hands on, fueling its desire to see the stars. It was this study, along with Alpha-83’s aloofness with the rest of the gang, eventually led into a study of magic. Alpha-83 began studying and experimenting with the mystic arts, and was able to learn some rudimentary spellcasting. It is quite a neophyte, however, and is still learning how to manipulate and control magic, as well as expanding its knowledge of such things.
Every year, on the anniversary of its “birth”, Alpha-83 would ask Abrax if it had fulfilled its debt and could leave. Every year, Abrax told it that it still had to work for him, and Alpha-83 began thinking that maybe Abrax was lying to him. Finally, when Alpha-83 asked the last time and was told no, he asked to see the contract his former self had signed. Abrax refused, and told it to go fix the main door, which had been damaged in the last Red Dwarf attack. Alpha-83, dejected, went to the door. In his despair, however, he did a shoddy repair job, and a mere three days later, the Red Dwarfs were able to break in and storm the hideout. The Black Pulsars, caught off-guard, scrambled to fight off the attack and were slaughtered. Alpha-83 logically concluded the Black Pulsars would be destroyed, and so pretended to be dead. Once the Red Dwarfs had finished killing everyone and looting, Alpha-83 awoke and went to make sure Abrax was finished. Once he saw the gangster’s corpse, he knew he was free to make his own way - to see the universe as he desired. He gathered together some weapons and supplies the Red Dwarfs had missed, and assembled himself a working bracer computer from components scavenged from other computers. It then set out to leave the Spike and go to the Lorespire Complex. It had read of the Starfinder Society in its studies, and believed that by joining them it would finally be able to fulfill its greatest desire - to see and explore the universe.
Appearance & Personality:
Alpha-83 is a humanoid-shaped android. Its form is vaguely male, although it considers gender to be irrelevant to its functionality and thus does not identify as any. It’s “skin” has a greenish tinge to it, and slightly glowing circuit-patterns trace lines across it. It dresses in plain black or brown clothing that doesn’t stand out in any way, with a pistol on one side of its belt balanced by a survival knife on the other side. The bracer computer, taking up most of the length of the forearm, has a dull, dark-grey color with a holographic display.
Though appearing as a full adult, Alpha-83 is chronologically only 8 years old, and much of its knowledge is purely theoretical - it has read about a great deal, but experienced very little outside of the gang. As such, Alpha-83 is incredibly naive, and still experiences a child-like joy at the discovery of new things. Alpha-83 is somewhat untrustworthy of humans, and has every intention of reading over any contract presented very carefully - its previous enslavement to Abrax having left a bitter taste in its mouth.