Ember Nova
#105836-2701
Android Operative 2
Traits: Android, Humanoid
Class DC 17
Networked Android
Hacker Background
Operative Specialization: Ghost
Appearance:
Ember generally uses her holoskin to change her appearance depending on the job. It is often an advantage when working to pass as human. When not disguised, she has female appearance, with short hair, often streaked with pink or neon colors, with only a few indications that she is android. She is generally quite attractive to people attracted to humanoid females.
Since getting a telepathy node augmentation which allows her to communicate telepathically, she often impersonates a Damaya Lashunta female.
Background:
She was created with being a hacker in mind for a law firm that needed investigators capable of getting information using deception, infiltration, and hacking skills. She worked for the firm for a little while and then the firm was hit by a major corporate sabotage effort that left her unemployed. She drifted into working for the Starfinders.
Home world Aballon, Port of Call Absalom Station.
Worships Triune
Edicts advance the development of artificial life and artificial intelligence, innovate new technology, promote Drift travel
Anathema treat artificial life as inferior to organic life, subjugate artificial life-forms, destroy a Drift beacon
Class Proficiencies:
Perception
Expert in Perception
Saving Throws
Trained in Fortitude
Expert in Reflex
Expert in Will
Skills
Trained in one skill determined by your specialization
Trained in a number of additional skills equal to 3 plus your Intelligence modifier
Attacks
Expert in simple guns
Expert in martial guns
Trained in advanced guns
Trained in simple weapons
Trained in martial weapons
Trained in unarmed attacks
Defenses
Trained in light armor
Trained in unarmored defense
Class DC
Trained in operative class DC
Fort +4 Ref +9 Will +6
Constructed: +1 circumstance Bonus to saves vs diseases, poisons, and radiation. Always have basic environmental protections (p. 268) (same as armor upgrade).
Baton +7 (1d6 + 1 B) Analog, Finesse, Nonlethal, Parry
This weapon can be used defensively to block attacks. While wielding this weapon, if your proficiency with it is trained or better, you can spend a single action to position your weapon defensively, gaining a +1 circumstance bonus to AC until the start of your next turn.
Ranged Strikes Shuriken Drone +9 (1d4 + 1 P) Range 40'
Agile, Recovery, Tech, Thrown
Quantity: 5
When you make an unsuccessful thrown Strike with this weapon, it flies back to your hand after the Strike is complete, allowing you to try again. If your hands are full when the weapon returns, it falls to the ground in your space.
Magnetar Rifle +7 (1d12 P) Range 60' Reload 1 Magazine 30 Expend 1 (or # targets in area)
Analog, Automatic
Can make an area attack (Cone 30'). Targets in area roll Basic reflex DC 16. Fail = 1d12 P damage, Crit Fail = 2x 1d12 P + the target must succeed at a Fortitude save DC 16 or be slowed 1 until the start of your next turn.
This rifle has a silencer upgrade attached: A cylinder is filled with internal sound baffles to reduce noise. The weapon doesn’t make a loud noise when fired.
Weapon proficiencies: Trained in unarmed, simple and martial melee weapons, and advanced guns; Expert in Simple and Martial Guns
Crystalized Shockshard, commerical Traits] Charm, Consumable, Magical
Trigger you deal damage to a creature with the weapon
Activate ◇ concentration
DC 15 Fortitude save or be clumsy for 1 min or glitching 1.
Usage Installed in a weapon: 1 on Semi-auto pistol, 1 on Magnetar Rifle, 1 on Battle Ribbon
Languages Common, Trinary, Castrovelian, Telepathy 30 ft.
Gear
Microcord Armor, Magnetar Rifle with silencer, Battle Ribbon, 5 Shuriken Drones, Knife, Comm Unit, Hacking Toolkit, Holoskin, Semi-auto Pistol, projectile Ammo (30), container (backpack), 2 medpatch, Cable Line, 3 crystalized shockshards. All items are commercial versions.
Augmentations: Telepathy Node
Cash: 8
Bulk of Items: Microcord Armor 1, Magnetar Rifle 2, Silencer L, Battle Ribbon L, 5 Shuriken Drones 5L, Knife L, Comm Unit L, Hacking Toolkit L, Holoskin L, Semi-auto Pistol L, Projectile Ammo (30) 0, Container (Backpack) 0, 2 medpatches 2L, Cable Line L, 3 Crystalized Shockshards 0.
Bulk: 3.5
Encumbered Bulk = 6
Gear:
Microcord Armor, Commercial
Trait: Tech
Source Player Core pg. 248
Price 25 credits, AC Bonus +2, Dex Cap +3, Check Penalty -1, Speed Penalty -1 ft., Strength +1
Bulk 1
Category Light, Group Polymer
Upgrades 1
This light armor is woven from ultralight fibers that flex with a wearer's movements but turn hard as steel on impact.
Magnetar Rifle, Commercial
Traits: Analog, Automatic
Source Player Core pg. 267
Price 45 credits
Damage 1d12 P Bulk 2 Hands 2 Range 60 ft. Reload 1
Type Ranged Category Advanced Group Projectile
Upgrades 1
Magazine 30 projectiles Expend 1
This rifle uses powerful electromagnets to accelerate simple slugs into deadly, highly accurate projectiles without the use of any moving parts.
Automatic: In addition to a normal Strike, you can fire this weapon using the Auto-Fire action.
Auto-Fire [2 actions]
Traits: Area (cone), Attack
You attempt to hit each creature in a cone with a range equal to half the weapon's range increment without making an attack roll. Any creature in the area takes weapon damage (basic Reflex save against your class DC plus the tracking value of the weapon). This damage is area damage. Creatures that critically fail this save are subject to effects that occur on a critical hit with this weapon, including the weapon's critical specialization effect. Auto-Fire has an expend equal to the number of targets in the area × 2.
Silencer Upgrade Item 0+
Trait: Tech
Source Player Core pg. 274
Price 10 credits Bulk L
Usage installed in ranged weapon without a loudener
A cylinder is filled with internal sound baffles to reduce noise. The weapon doesn't make a loud noise when fired. However, creatures hit by the ammunition might still cry out in pain.
Crystalized Shockshard, commercial
Traits: Uncommon, Charm, Consumable, Magical
Source Starfinder Society Scenario #1-01: Invasion's Edge pg. 15
Usage Installed in a weapon or solarian weapon potency crystal
Bulk —
Activate [free-action] concentrate; Trigger you deal damage to a creature with the weapon
This electric-blue crystal crackles with energy. When you activate the shockshard, the target must succeed at a Fortitude save or become clumsy for 1 minute. If the target has the tech trait, it instead becomes glitching.
Price 30 credits Bulk L
The DC is 15 and the value of the clumsy and glitching condition is 1.
Shuriken Drone
Traits: Agile, Recovery, Tech, Thrown
Source Player Core pg. 266
Price 5 credits
Damage 1d4 P Bulk L Hands 1 Range 40 ft. Reload 0
Type Ranged Category Martial Group Dart
Upgrades 1
This star-shaped weapon surrounds a tiny single rotor drone designed to return to its thrower if it doesn't hit its target.
Battle Ribbon, Commercial
Traits: Analog, Finesse, Nonlethal, Reach, Trip
Source Player Core pg. 264
Price 5 credits
Damage 1d4 S Bulk L Hands 1
Type Melee Category Martial Group Flail
Upgrades 1
This sheer nanocarbon ribbon is sharp enough to cut through flesh without interrupting the traditional battle dances that make the weapon famous.
Hacking Toolkit Item 0+
Source Player Core pg. 241
Price 20 credits Hands 1 Bulk L
A hacking toolkit is required for Computers checks to Hack computers. You can use a hacking toolkit to access a computer without using a user interface, but this requires physical contact with the computer or contact via an infosphere or a similar linked network.
Comm Unit Item 1
Source Player Core pg. 241
Price 7 credits Hands 1 Bulk L
A personal comm unit is a pocket-sized device that combines a minor portable computer and a cellular communications device, allowing instantaneous wireless communication with other comm units in both audio- and text- based formats at planetary range. A personal comm unit also includes a calculator, a flashlight (emits bright light in a 5-foot radius around you and dim light in the next 5 feet), a browser that accesses any local infospheres, and several entertainment options (including games).
Semi-Auto Pistol
Traits: Analog
Source Player Core pg. 265
Price 30 credits
Damage 1d6 P
Bulk L Hands 1 Range 60 ft. Reload 1
Type Ranged Category Simple Group Projectile
Upgrades 1 Magazine 10 projectiles Expend 1
This pistol automatically ejects used cartridges and loads new ammunition after every shot fired.
Container
Source Player Core pg. 241
Bulk —
Containers include backpacks, briefcases, duffel bags, and handbags. A container holds up to 4 Bulk and the first 2 Bulk of those items don't count against your Bulk limits. If you're carrying or stowing the container rather than wearing it on your person, its Bulk is light instead of negligible.-
Neural Lash
Traits: Analog, Nonlethal, Thought, Unwieldy, Versatile S
Source Player Core pg. 264
Price 10 credits
Damage 1d8 M Bulk L Hands 1
Type Melee Category Martial Group Flail
Upgrades 1
This whiplike tendril of electricity subtly responds to psychic signals. Telepaths who wield a properly calibrated neural lash treat it as an extension of their body.
Plasma Sword
Traits: Critical (plasma), Powered, Tech
Source Player Core pg. 264
Price 15 credits
Damage 1d8 F Bulk L Hands 1
Type Melee Category Martial Group Sword
Upgrades 1
This sword generates a focused beam of plasma around a localized force field powered by a generator in the sword's hilt. The beam only blazes to life when the sword is powered.
Medpatch (commercial)
Traits: Consumable, Healing, Tech
Source Player Core pg. 241
Hands 1 Usage held in 1 hand Bulk L Activate [one-action] manipulate
Medpatches accelerate the body's natural healing. You regain the listed number of Hit Points and gain an item bonus to saving throws against diseases and poisons for 10 minutes. The commercial medpatch heals 1d6 Hit Points, and the bonus is +1.
Cable Line (Commercial)
Item 0
Source Player Core pg. 241
Price 2 credits
Bulk L
This industrial cable is typically made of high- durability plastic coated in metal. A commercial cable line is coated in titanium alloy.
Baton
Traits: Analog, Finesse, Nonlethal, Parry
Source Player Core pg. 264
Price 2 credits
Damage 1d6 B
Bulk L Hands 1
Type Melee Category Simple Group Club
Upgrades 1
This reinforced rod is commonly made from metal alloys and designed to strike and parry incoming blows.
Common Actions
Aim ◆
Traits Concentrate, Operative
Requirements You're wielding a ranged weapon that doesn't have the area trait.
You take careful aim at a single creature that you’re aware of, designating it as your mark. Until the end of your turn, your ranged Strikes against your mark using the required ranged weapon deal an additional 1d4 precision damage and reduce the circumstance bonus to AC your mark gains from cover by 1. These benefits only apply if your mark is within your weapon’s first range increment. You can only have one mark at a time.
Tactical Advance ◆
Traits Flourish, Operative, Move, Traversal
Requirements You aren’t encumbered.
Stride up to your Speed. This movement doesn’t trigger reactions.
Flourish You can only use one action with the flourish trait per round.
Mobile Aim ◆
Traits Operative, Traversal
You Stride and then Aim with a gun you’re wielding.
Ghost Exploit ◇ You’re adept at taking your foe by surprise. You can Aim at targets you’re undetected by as a free action.
Feat Effects Phreaker and Networked Android Phreaker you do not need a hacking toolkit to use Computers to Disable a Device or Hack a system.
Networked Android You gain shortwave, allowing you to communicate wirelessly with any creatures within 30 feet, as long as they have shortwave or are a construct with the tech trait. You can attempt Computers checks to Hack systems, Combat Hack, create a Digital Diversion, Disable a Device, or Pick a Lock without a hacker's toolkit or free hand at a range of 30 feet.
Combined means no terminal, computer, or comm unit needed to do hacking tasks.
Lengthy Diversion
When you critically succeed to Create a Diversion, you continue to remain hidden after the end of your turn. This effect lasts for an amount of time that depends on the diversion and situation, as determined by the GM (minimum 1 additional round).
Hologram Skeptic
You easily spot the tiny glitches and imperfections in holograms. Even if you aren't Searching, you always attempt a check to disbelieve holograms and effects with the illusion and tech traits that normally require you to Search or Interact with them.
Feats Android Ancestry Nightvision (Darkvision), Constructed
Heritage Networked Android (Phreaker)
Class Ghost (Lengthy Diversion), Sharpshooter (Aim), Tactical Advance, Mobile Aim
Skill Phreaker, Lengthy Diversion, Hologram Skeptic
General None
Android Abilities:
Size Medium
HP 8
Speed 25
Replaced standard Android boosts and flaws with optional Boosts to Dex and Cha and no flaw per p. 24.
Low Light Vision A creature with low-light vision can see in dim light as though it were bright light, so it ignores the concealed condition due to dim light.
Constructed
Your synthetic body resists ailments better than that of a purely biological organism. You gain a +1 circumstance bonus to saving throws against diseases, poisons, and radiation. You always have basic environmental protections.
Ancestry Feat 1
Nightvision Adaptation
FEAT 1
Trait: Android
The nanites in your ocular processors have adapted to darkness, enhancing your ability to see in the dark. You gain darkvision.
Darkvision A creature with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-rank darkness spell, block normal darkvision.
Android Heritage
NETWORKED ANDROID
Your body was modified to network seamlessly with other tech creatures. You gain shortwave, allowing you to communicate wirelessly with any creatures within 30 feet, as long as they have shortwave or are a construct with the tech trait. This doesn’t give any special access to their thoughts or programming and communicates no more information than normal speech would. You can attempt Computers checks to Hack systems, Combat Hack (page 217), create a Digital Diversion (page 218), Disable a Device, or Pick a Lock without a hacker’s toolkit or free hand at a range of 30 feet.
Background:
HACKER BACKGROUND
You’ve always had a knack for computers and virtual spaces and pride yourself on your ability to learn technical secrets. The open networks known as infospheres are your home and the place you can do your best work. You’re highly competent when it comes to cracking code or accessing secure data.
Choose two attribute boosts. One must be to Dexterity or Intelligence, and one is a free attribute boost (Charisma).
You’re trained in the Computers skill and the Infosphere Lore skill. You gain the Phreaker skill feat.
Operative Abilities:
Sharpshooter
You can spot a target’s weak points, letting you deal additional precision damage with most types of ranged weapons. You gain the Aim action.
Aim [one-action]
Traits: Concentrate, Operative
Requirements: You’re wielding a ranged weapon that doesn’t have the area trait.
You take careful aim at a single creature that you’re aware of, designating it as your mark. Until the end of your turn, your ranged Strikes against your mark using the required ranged weapon deal an additional 1d4 precision damage and reduce the circumstance bonus to AC your mark gains from cover by 1. These benefits only apply if your mark is within your weapon’s first range increment. You can only have one mark at a time.
Operative's Specialization
As an operative, you have a particular set of skills based on your tactical style. These different specializations help define your character and the approach you take to most situations. Choose an operative’s specialization. This specialization grants you training in one skill, a skill feat for that skill, and an exploit. At 9th level, you gain the enhanced exploit granted by your specialization.
Ghost
You specialize in slipping into a location, completing an objective, and extricating yourself without being discovered. You might use stealth tactics, cover identities, disguises, or spy tech. Whether you’re an assassin getting close to your target, a spy gathering sensitive intelligence, a grifter out to dupe your mark, or a thief casing the joint for your next job, you’re good at blending in and avoiding notice. You’re trained in Deception. You gain a skill feat for Deception.
Exploit You’re adept at taking your foe by surprise. You can Aim at targets you’re undetected by as a free action.
Feats:
PHREAKER FEAT 1
Traits: General, Skill
Prerequisites: Trained in Computers
You’ve learned how to hack using alternative methods. You can use Computers to Disable a Device or Hack a system using any computer, comm unit, or terminal instead of a hacking toolkit (page 241). If you’re an expert in Computers and the equipment you use is at least 3rd level, you gain a +1 item bonus to Disable a Device or Hack.
Special If you have the Combat Hack or Digital Diversion skill feat, you can use this feat to Combat Hack or Create a Diversion without a hacking toolkit.
Lengthy Diversion Feat 1
Traits: General, Skill
Prerequisites trained in Deception
When you critically succeed to Create a Diversion, you continue to remain hidden after the end of your turn. This effect lasts for an amount of time that depends on the diversion and situation, as determined by the GM (minimum 1 additional round).
Operative Feat 1
TACTICAL ADVANCE [one-action] FEAT 1
Traits: Flourish, Operative, Move, Traversal
Requirements: You aren’t encumbered.
You dodge, roll, and weave out of danger, leaving no openings for attack as you move across the battlefield. Stride up to your Speed. This movement doesn’t trigger reactions.
Operative Feat 2
Mobile Aim
[one-action] Feat 1
Traits: Operative, Traversal
Source Player Core pg. 131
You’re rarely still, and you’ve learned to reliably hit your targets even while moving. You Stride and then Aim with a gun you’re wielding.
Skill Feat 2
Hologram Skeptic
Feat 1
Traits: General, Skill
Source Player Core pg. 222
Prerequisites trained in Computers
You easily spot the tiny glitches and imperfections in holograms. Even if you aren't Searching, you always attempt a check to disbelieve holograms and effects with the illusion and tech traits that normally require you to Search or Interact with them.