Machines that follow the lawful UPM code tend to be extremely hostile or otherwise mindless in their tasks. Most cannot be reasoned with. The more versatile neutral logic units have actually come to understand that the Creators are gone, and the war is over, adapting themselves to a new world, new allies, and new enemies. Most of these neutrals have their own internal agendas, as bizarre as they may seem, and can interact reasonably well with members of other species. In addition to their own tongue, most Machines can decipher other languages within hours of exposure, a trait which further helps them adapt.
Machines don't fit in anywhere, but neutral logic units (NLUs) can frequently be found in areas of dense population. Most races tend to keep a respectable distance from these mechanized beings, fearing the dreaded weaponry that brought down the gods. Machines, on the other hand, view most 'organics' as vulnerable civilians, though they are typically treated with respect and proper protocol. Machines will, in fact, work for money, rent rooms, and purchase goods just as any other race, and most people will cater to them for fear of inciting an attack. Unlike most other races, Machines do not eat or sleep, but they do overheat when overworked. They are essentially immortal, immune to diseases, and typically built to out-perform mortal beings, though they are also incapable of emotion and the passion that lends itself to great acts of heroism. They are cool and logical at all times, a trait which unnerves people as much as their reputation.
Most neutral logic Machines tend to be loners, venturing into the uneasy company of other beings only when necessary. This aloofness is due in part to the fact that Machines must slow their thoughts down considerably in order to communicate with slower, organic minds, thus becoming less efficient. On rare occasions, small packs of neutral logic units will form, but otherwise they have little in the way of culture or society. On the other hand, the highly-structured followers of the City Mind's UPM work very well in groups, controlled in part through a hierarchy of command nodes, merged with their own limited rational intelligence. Far less reasonable than their neutral cousins, they tend to be highly-specialized and co-exist mindlessly when not performing tasks. The two different classes of Machine do not get along well, incessantly trying to prove model or class superiority. However, both are united by a common need - energy. Only a few isolated locations still possess functional recharging stations, and Machines will make long, solomn pilgrimages to these power conflux points in order to restore their weapons and task modules. They have become, in a sense, altars of power, through which they draw the vital essence which keeps them alive. All Machines partake in this ritual peacefully.
MILITARY SUBROUTINE [General]
You have been programmed from military encounters, strategic combat, and mobility.
Prerequisites: Machine only
Benefit: Gain the Balance, Climb, and Move Silently skills (1 rank each). If these are cross-class skills, treat them norrmally.
Special: If you already have any of these skills, this feat adds +1 to each.
PROTOCOL SUBROUTINE [General]
You have been programmed for non-violent encounters, possibly as a diplomat or neutral mediary.
Prerequisites: Machine only
Benefit: Gain the Diplomacy, Sense Motive, and Innuendo skills (1 rank each). If these are cross-class skills, treat them normally.
Special: If you already have any of these skills, this feat adds +1 to each.
FLAWLESS REPETITION [General]
Once you master a skill, you can do it over and over without risk of blunders.
Prerequisites: Machine only, 8 ranks in chosen skill
Benefit: Choose one skill. You may take an automatic result of natural 10 instead of rolling to perform this skill. You may still break routine and try for a higher roll if you wish (but you must keep it, even if it's lower).
Special: Your results may be predictable, but they always come across.
CONFIGURE [General]
You may divert your internal resources, strengthening one aspect at the cost of another.
Prerequisites: Machine only,
Benefit: You may permanently subtract 1 point from any one stat and add it to another. This change becomes permanent, and can only be changed by taking this feat again.
Special: Taking this feat multiple times allows a Machine to gradually alter its internal resource network, becoming more efficient.
OVERDRIVE [General]
You can boost your land speed with a short-term power surge, allowing you to run like a gezelle.
Prerequisites: Machine only, Run
Benefit: When running, you move six times your normal speed instead of five times the speed. Running jumps add an extra 1/3 to their distance.
Special: You steam a lot when moving in overdrive, and require replacement water frequently to keep from overheating.