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        The Machines, capitalized to identify the self-aware variety, are the fighting engines built by the Creators to take their place on the battlefield. Two classes of Machines exist; the lawful, warlike followers of the City Mind's UPM code, and the smaller, more intelligent civilian models that have adapted their own neutral logic code. All machines are built from dark adamant alloys, usually with regal golden trim, and few if any look even remotely human. Most have an insectoid aspect, and humanoid animal or dragon shapes are not uncommon. Regardless, Machines tend to be roughly human-sized, spindly and graceful, moving on silent magnetic pistons and emitting the occasional delicate plume of steam from brass vents or pipes. They speak their own language, a cacophany of rapid tone combinations. This is the language of all Machines and Creator devices.

        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.


Social Alignment: Machines do not have a society to speak off. The two different Machine factions, the NLUs and the UPMs, follow built-in logic codes, some of which emulate social behavior, but they remain as they once were - a race of servants. The rigid-thinking UPMs follow the City Mind's autocracy with blind insect zeal, never forming friendships or searching for higher purpose. The NLUs, independant by nature, rarely work well with other Machines, and fit in reasonably well with others, but often drop all pretense of 'society' when on their own.
Economic Structure: Machines are forced to use money just like everyone else, and will go about the usual means of collecting it when necessary. However, as they have no real material needs or desires for comfort, they're quite a hard sell. Machines will generally look for the best possible deal in their constant attempts to be efficient, and have even been known to sell their services as body guards, tax collectors, and guides on occasion. Their small numbers, lack of infrastructure, and minimal needs make them a relatively insignificant market force, though the gorgs are more than happy to employ them as accountants.
Family Structure: Machines do not have families, though they will occasionally adopt a certain species, town, or group. They do not reproduce, and their lack of passion makes it difficult to imagine them in the role of a parent. However, once a Machine has chosen its friends, it will die to protect them. The same lack of passion makes them fearless defenders, uncorruptable and ever-vigilant, and woe be it to any being who risks facing down one of these killing engines when its priorities are fized.
Taboos: There are very few supersitions among Machines, though some have developed unusual quirks in their thinking routines over the centuries. They are leery of large bodies of water and loose electrical energy, as both can be rather harmful to the mechanical race. Gambling and risk-taking are also deemed foolish if they are even slightly in favor of the wrong side - Machines are leery of all forms of chaos. Acting in a strange and unpredictable way is often enough to confuse Machines, but rarely for long.
MACHINE RACIAL TRAITS

  • +2 to any attribute, -2 to any attribute: Machines tend to be specially built to handle a set serries of tasks. This specialization is offset by a slight lack of versatility.
  • Medium-size: As Medium-size creatures, Machines have no special bonuses or penalties due to their size.
  • Machine base speed is 40 feet.
  • Construct. See Monster Manual. No Constitution score. No bonus HP or Fortitude.
  • Darkvision: Machines can activate an internal light-amplifier that allows them to see in total darkness (60 ft. range). Unfortunately, their glowing eyes tend to give them away in the dark.
  • +3 racial bonus on Spot and Search checks. Machines are very perceptive, and can amplify their vision to study an area more closely.
  • Automatic Languages: Trinary, a language spoken at incredible speed. Two or more Machines can converse as long as they wish as a free action. Bonus Languages: Any
  • Restrictions: Must be lawful. Cannot learn arcane or divine spells, or use magic items of any kind. Does not heal naturally.
    MACHINE FEATS

    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.


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