Mechanon: A mysterious species of steel and plastics, bearings and servos. Easily mistaken for conventional robots on first meeting, they move and speak with a grace that surprises most people. This is because, despite looking just like robots, Mechanon are living, sentient beings. Unlike other living beings, Mechanon do not eat, but they do need to drink water, breath oxygen and rest each day. Mechanons evolved from Sathar robots. Through a series of incredible coincidences they eventually became a sentient, sapient race of creatures which could propagate as most races do. The robots used in everyday life are to the Mechanons what baboons are to the Yazirians: there is a certain similarity, but the differences are far greater.
Little is known about Mechanon society. What is known indicates that it has a complex and strict caste system which does not allow for advancement from a lower caste to a higher one. The more intelligent Mechanons occupy higher castes. It is known that an aggressive tendency to dominate and destroy organic, intelligent life was once a strong factor in Mechanon society. Indeed, it resulted in the famous Mechanon revolution from the Sathar and the eventual mass exodus of Mechanons everywhere. But recent studies have shown that this is no longer a primary drive within the majority of Mechanons encountered. In fact, of 100 randomly tested Mechanons, only five showed any signs of animosity or superiority complexes relating to organic sentients. Other than having a vast intellect, Mechanons are very different from each other, and some experts have noted that many have reached out to ‘escape’ from their highly regimented lives by embracing other races and cultures.
Mechanon –Live free, Robots-Endurance-Perfectionist
+4 Physique, +2 Dex, +2 Int, -6 Chr
Bonus to Perception, Computer Use, Engineering
Armor: A biodroid hero can wear a suit of armor or have certain types of integrated armor attached to its frame (see Armor, below).
Critical Systems: Although they are constructs, biodroids have vital areas and critical systems. Consequently, they are subject to critical hits.
Cybernetic Incompatibility: A biodroid cannot be fitted with cybernetic attachments.
Immunities: Biodroids are immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, necromancy effects, and any effect that requires a Fortitude save unless the effect also works on objects or is harmless. They are not subject to nonlethal damage, ability damage, ability drain (except as noted under Destruction/Restoration, below), energy drain, or the effects of massive damage. They cannot be raised from the dead (but again, see below).
Rejuvenation Cycle: A biodroid runs on energy cells that need to rejuvenate regularly. During a 24-hour period, it must shut down for 8 hours to replenish its energy supply. During its rejuvenation cycle, the biodroid is essentially asleep. If it fails to rejuvenate, it suffers a cumulative –1 penalty on attack rolls, ability checks, skill checks, and saving throws each day until it fully recharges itself.
Repairable: Biodroids cannot heal damage on their own but can be repaired using the Engineering or Mechanics skill. A successful check (DC 15) heals 10 points of damage +2 more for every 5 over the DC that is rolled. Each check represents 1 hour of work.
Robot Resurrection: A biodroid reduced to 0 hit points is immediately destroyed and cannot be repaired, although its “brain” may be removed and installed in an similar but intact frame.
Sensors: A biodroid hero begins play with a Class IV sensor system. For more information on robot sensor systems, see Sensors, below.
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