Android

Xyzzy-13's page

4 posts. Alias of Samnell.


About Xyzzy-13

Xyzzy-13
Android Outlaw Operative (Hacker) 1
CG Medium Humanoid (Android) Homeworld Somewhere in the Tabori Cluster
Init +3; Senses Perception +5, low-light vision, darkvision 60 ft.

DEFENSE
EAC 14, KAC 15, AC vs CM 23 (+3 Dex, +1/+2 Armor)
Stamina 7, HP 10, Resolve 4
Fort +0, Ref +0, Will +2; +2 racial bonus to saving throws against disease, mind-affecting effects, poison, and sleep
Defensive Abilities Constructed
Weaknesses Treated as construct or humanoid, whichever is worse

OFFENSE
Speed 30’
Melee survival knife +3 (1d4 slashing, analog, operative)
Ranged azimuth laser pistol +3 (1d4 fire, burn 1d4 on crit)
Offensive Abilities Trick Attack +1d4

STATISTICS
Str 10 (0), Dex 16 (+3), Con 12 (+1), Int 16 (+3), Wis 10 (0), Cha 8 (-1)
Base Atk +0; Melee +0; Range +3; Thrown +0
Proficiencies Light armor, basic melee weapons, small arms, sniper weapons
Feats Skill Focus (Computers & Engineering) (B)
Skills Acrobatics +8, Bluff +4, Computers +11, Culture +8, Engineering +11, Perception +5, Piloting +8, Sense Motive +3, Sleight of Hand +9, Stealth +8 , Survival +5 (Computers +3, Engineering +3, Sleight of Hand +1, Sense Motive -2, +1 all)
Languages Common, Drow (H), Eoxian, Lashunta, Vesk, Ysoki
Other Racial Abilities Constructed, Exceptional Vision, Flat Affect, Upgrade Slot
Class Abilities Operative’s Edge, Specialization (Hacker), Trick Attack
Gear Azimuth Laser Pistol, 2 Batteries Engineering Kit, Hacking Kit, Personal Comm, Second Skin, Survival Knife; 118 credits

SPECIAL ABILITIES

Outlaw Theme:

Whether you are guilty or not, you are a wanted criminal in a city, on a planet, or even throughout the galaxy.
Due to the sins of your past or your current unlawful behavior, you are a wanted individual somewhere. You might not even be guilty and are striving to clear your good name. or you might fully admit to being a criminal but believe the laws you break are unjust. Whatever the case, boarding a starship headed to deep space might be just the thing you need until the heat dies down—or until you’re dragged off to prison.
Theme Knowledge (1st)
You are well connected to shadowy secrets and back-alley deals, and you both know about key players and have handy skills of your own. Reduce the DC of Culture checks to recall knowledge about the criminal underworld by 5. Sleight of Hand 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 Sleight of Hand checks. In addition, you gain an ability adjustment of +1 to Dexterity at character creation.
Legal Corruption (6th)
Your underworld contacts have serious pull with the corporations and the authorities and can get you out of just about any legal trouble—as long as you’re willing to pay the right price. Depending on the severity of the crime, this can be anywhere between 500 credits × your character level and 10,000 credits × your character level.
Black Market Connections (12th)
You have contacts who can move goods of all manner discreetly and quietly just about anywhere to nearly any destination you can imagine. You can sell goods in any city for their usual price, even if the goods are illegal or too luxurious for the locals to afford. Additionally, for 10% more than the usual price, you can purchase goods to be delivered to a remote drop-off point (possibly near an adventure location) in the same Solar system as a familiar city. The delivery always takes at least as long as the journey between the city and the drop-off point—and usually longer.
Master Outlaw (18th)
Organizing shady plans is one of your specialties, and doing so is like a sweet shot of adrenaline. Up to twice per day, after you spend at least 10 minutes to plan a significant heist, caper, or other crime (this doesn’t count as resting to regain Stamina Points) and successfully complete at least one action toward enacting that plan, you regain 1 Resolve Point.

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.

Operative’s Edge Your diverse training as an operative grants you a +1 insight bonus to initiative checks and to skill checks. This bonus increases by 1 at 3rd level and every 4 levels thereafter.

Specialization Your specialization represents your primary area of expertise. Pick one specialization upon taking your 1st level of the operative class. Once made, this choice cannot be changed. Your specialization grants you the Skill Focus feat in your specialization’s associated skills, and you gain a free skill rank in each of those skills at each operative level (this does not allow you to exceed the maximum number of skill ranks in a single skill).

Hacker Specialization:

Whether it’s a computer system or a mechanical device, you can hack it.
Associated Skills: Computers and Engineering. You can attempt a Computers check with a +4 bonus to make a trick attack by creating a computerized distraction (you can’t use this option if stripped of all computerized gear in an area with no computers).
Specialization Exploit: Elusive hacker.
Control Hack (Ex): At 11th level, when you exceed the DC of a Computers or Engineering check to disable a device or computer system by 5 or more, you can instead take control of the device or system. For every 5 by which you exceed the DC, you can typically make the device or system perform one task, at the GM’s discretion. Once the device or system has done what you commanded, you choose whether the device deactivates or returns to normal.

Trick Attack (Ex) You can trick or startle a foe and then attack when she drops her guard. 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.

Upgrade Slott 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.

Backstory:

Kocorp may have lied to the first androids it brought into the Vast or may have bought them fair and square. By the time Xyzzy-13 instantiated, it didn’t matter. He grew up on a mining colony at the edge of the Tabori Cluster, far enough in to have worthwhile ore and not so far in that most ships suffered systems failure before finding it. There he and thousands of other androids never heard a word about emancipation. They were machines, owned and operated by the Company for its benefit. If anyone objected to that, they would take it up with the drow enforcers.

It was a hard, miserable life. Xyzzy-13 had no hope of better until an brawl distracted the guards while his crew was unloading their carts. Someone had a gun and that drew enough eyes away from the androids for him to take his chance. It wasn’t a matter of planning, just an open gate. He ran. For more than a year, he found out every day that the burned out mudball of his birth had nothing to offer a living being on his own. He sneaked and stole enough to get by, barely, and stay one step ahead of the patrols.

The stealing got Xyzzy-13 in the end. He slipped on board a supply ship for a quick grab and go, misjudged the schedule, and ended up off-world with it. The crew found him soon enough -not a lot of places to hide on a strange ship- and cut him a deal. They were a person down and not planning to make another run to the Cluster for a long time. If he agreed to work for them for a while, they’d consider his passage paid.

Relieved, Xyzzy-13 agreed. He worked hard, discovering a natural aptitude for computers and soon taking on jobs well beyond his original role as a laborer. For a few years, it was nice. He asked how much time he had left on his contract and could never quite get a straight answer out of the captain. So he set a date, the first time they docked somewhere that seemed halfway decent after the fifth anniversary of his coming on board.

Opportunity knocked at Absalom Station and he took it, arranging a series of debilitating system failures on the ship to keep everyone busy. Xyzzy-13 vanished into the crowd, which left him again at loose ends. He doesn't actually care about the Gap, exploration, or any of that, but the Starfinder Society didn’t ask too many questions about where he came from and that made it convenient. He was in. That and he’s pretty sure that either his old crew wants their property back, maybe including his body, or Kocorp is going to come looking eventually.

Gear:
1000 credits
-250 second skin
-20 hacking kit
-20 engineering kit
-7 personal comm
-95 survival knife
-350 azimuth laser pistol
-120 2 batteries
118 credits