Bastion

S.E.T.'s page

243 posts. Alias of SnowHeart.


Race

SRO Ghost Operative (2) | SP 14/14 HP 14/14 RP 5/5 | EAC 15 KAC 16 | F+1; R+7; W+3 | Init +5 Perc +6 (darkvision)

Classes/Levels

Attack Rolls:
[dice=Trick Attack (DC 20+CR)]1d20+13[/dice] [dice=Attack (Pistol)]1d20+6[/dice] [dice=Dmg]1d6[/dice] [dice=Trick Attack Dmg]1d4[/dice]

Size

Small

Alignment

CG

Strength 11
Dexterity 18
Constitution 12
Intelligence 12
Wisdom 10
Charisma 10

About S.E.T.

Smaller than an average human and unassuming in stature, the robot before you is festooned with garishly colored pieces of armor. On one shoulder is an etching of a winking Jolly Roger accented with gold paint. On the other shoulder is a painting of the starburst and sun emblem of the Starfinder Society. A single optic sensor in an armored and slightly recessed mount at the center of its head glows, the color of which changes based on the robot’s “mood”.

A backpack is casually slung behind it, carrying odds and ends that jangle and clank within. A pair of small, scuffed computers hang from its waist, one of which has a cracked screen and appears inoperable. With the exception of a pair of smoke grenades hanging precariously from its torso, it appears to be unarmed.

Stat Block:

S.E.T.
Male SRO space pirate[pw] (ghost) operative 2 Pact Worlds 213
CG Small construct (technological)
Init +5; Senses darkvision 60 ft.; Perception +6
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Defense SP 14 HP 14 RP 5
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EAC 15; KAC 16
Fort +1; Ref +7; Will +3; +4 vs. effects that target only humanoids
Defensive Abilities evasion
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Offense
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Speed 30 ft.
Melee called survival knife +5 (1d4 S; analog, operative)
Ranged glamered tactical semi-auto pistol +6 (1d6 P; analog) or
. . frag grenade I -3 (explode [15 ft., 1d6 P, DC 10]) or
. . smoke grenade -3 (explode [20 ft., smoke cloud 1 minute, DC 21])
Offensive Abilities trick attack +1d4
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Statistics
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Str 11 (+0); Dex 18 (+4); Con 12 (+1); Int 12 (+1); Wis 10 (+0); Cha 10 (+0)
Skills Acrobatics +12, Athletics +5, Bluff +7, Computers +7 (2 ranks), Culture +6, Disguise +5, Engineering +7 (2 ranks), Intimidate +6, Perception +6, Piloting +10 (2 ranks), Profession (smuggler) +5, Sleight Of Hand +10 (+15 when hiding items on body), Stealth +12 (+13 when using trick attack); (reduce the DC of Culture checks by 5 when recalling information about black market locations, known smugglers, and notorious space pirates)
Feats Skill Focus (Acrobatics), Skill Focus (Stealth), Weapon Focus (small arms)
Languages Common, Drow, Ysoki
Other Abilities ghost specialization, healing circuit[PW], robotic[PW], without a trace[COM]
Combat Gear detonator, frag grenade I, mk I serums of healing (2), smoke grenades (2); Other Gear second skin (upgrade: concealed compartments), called survival knife, glamered tactical semi-auto pistol with 9 small arm rounds, computer (tier 1, miniaturization, miniaturization, range II [1 mile]), consumer backpack, engineering tool kit, fire extinguisher, ion tape (50 ft.)[AR], personal comm unit, rope (50 ft.)[AR], small arm rounds (30), starstone compass, zipstick[AR], credstick (12 credits); Augmentations arm hideaway limb, datajack, voice amplifier

Storage
Concealed Compartments (Armor): Frag Grenade
Hideaway Limb (Arm): Called Survival Knife
Glamered Semi-Auto Pistol: Appears as a broken computer

Selected Ability Descriptions:

Trick Attack: As a full action, you can move up to your speed. Whether or not you moved, you can then make an attack with a melee weapon with the operative special property or with any small arm. Just before making your attack, attempt a Bluff, Intimidate, or Stealth check (or a check associated with your specialization) with a DC equal to 20 + your target’s CR. If you succeed at the check, you deal 1d4 additional damage and the target is flat-footed. This damage increases to 1d8 at 3rd level, to 3d8 at 5th level, and by an additional 1d8 every 2 levels thereafter. You can’t use this ability with a weapon that has the unwieldy special property or that requires a full action to make a single attack.

Without a Trace: When you attempt a skill check opposed by a foe’s Perception check (e.g., Stealth, Sleight of Hand), you gain a +2 enhancement bonus to your skill check’s result. In addition, the DC to follow your tracks with the Survival skill increases by 4.

Background:

The "Security Enhancement Technician" began its existence on Akiton in service to an ysoki gangster. During those first few decades of its existence, the robot had little in the way of sentient thought or higher order thinking. It and its “siblings” had a solitary purpose: to defend their owner against all threats. Unfortunately for their owner, the design had a significant flaw that left them vulnerable to remote hacking. One of her enemies discovered the flaw and conceived of a way to shut down her robotic protection detail remotely before killing her and taking over her territory.

The brute-force hacking effort effectively lobotomized most of the S.E.T.s, but for reasons Set does not understand, it somehow avoided the worst of the effects. While the hack temporarily disabled the Set and did substantial damage, it was not irreversible damage and triggered a self-repair subroutine in its primitive neural network. While the repairs slowly took place on the inside, to all outward appearances the robot was inactive with only a minimally functional power supply and processing capabilities. It was boxed up and sold at auction to some pirates. When unboxed, the S.E.T. found itself in the service of a relatively good-natured and carefree pirate trawling the Diaspora named Lucky Jake.

After its reboot aboard Lucky’s starship, The Lady Fortune, the S.E.T. almost immediately understood something had changed. Its first sensation was curiosity: why was it now surrounded by a mélange of races rather than the predominantly ysoki and humans that had occupied Akiton? It then had the epiphany that it was curious, which nearly sent it into another shutdown. The rapidly evolving neural network adapted, however, and the system quickly stabilized. As Lucky examined his purchase, the S.E.T. asked two questions, “Who are you, and who am I?”

Lucky Jake immediately knew the robot in front of him was something outside the ordinary. While a Free Captain and a pirate, Lucky and his crew were fundamentally decent people that embraced life in all its diverse forms. After some philosophical conversations intended to get a sense of how sentient the S.E.T. had become, Lucky eventually welcomed the SRO as a full member of his crew.

Lucky's outlook on life in the Pact Worlds imprinted heavily on the SRO. The pirate and his crew preyed only on wealthy corporatists, private yachts and corrupt officials. Violence was kept to a minimum and the owners, passengers and crew of their prey were treated relatively well and released after the boarding actions. There was a fundamental respect for life and a sense of fairness in an unfair galaxy, juxtaposed against a carefree attitude and indifference towards external laws and values. The only things that mattered were taking care of your friends and those less fortunate than you while minimizing the harm to others.

The S.E.T. didn’t immediately grasp or understand these concepts. Rather, it took years of observation, learning and conversations with the captain and crew. But, eventually, the robot fully evolved into an SRO and adopted the sobriquet Lucky had given it, "Set".

However, as tends to happen, Lucky’s luck ran out and his pirating career came to abrupt end when a Stewards’ anti-piracy patrol came across The Lady Fortune and detained his crew and property. When the outcome of the encounter was obvious but before the Stewards had boarded, Lucky asked Set if he wanted to take his chances with deactivation with a timed reboot. Set agreed to the gambit and placed his trust in Besmara. It worked. Once again viewed as mere property, the S.E.T. was transported to Absallom Station and, while being moved between the docks and Steward Headquarters for detention as evidence, it managed to escape into the Spire and anonymity.

That was several years ago. Since then, Set has begun working on occasion for the Starfinder Society, viewing the organization as a sort of guild for adventurers and source of promising leads for the repurposing of underutilized property. During this time, its intelligence has continued to expand and “it” has begun to think of itself as a “he”. He has also occasionally tried to find out what happened to Lucky Jake, who he thinks of something like a father, but so far has been stymied in his attempts.