Typical Playstyle/Strength: Highly Customizable
Species Disposition:
Friendly - Metamorph
Dislikes - None
Droids of the Superunknown. As the newest “species”, Machineheads typically follow simple programming protocols. There are some that malfunction (or are tinkered with) and “spark” some form of intelligence/consciousness. Machineheads can range in different forms but very typically have a humanoid chassis. Since they’re not of nature, they never gain the ability to use Essence. They have no formal settlements are typically found in the newer eastern cities of The Roam (mainland).
Starting Wound Threshold: 10 + Brawn
Starting Strain Threshold: 10 + Willpower
Starting Experience: 175
Starting Skills: After selecting their career, your Machinehead character may train one rank in six of the eight career skills (instead of the usual four).
Special Abilities: Machineheads do not need to eat, sleep, or breathe, and are unaffected by toxins and poisons. If you are using the cybernetics rules from the science fiction setting (see page 177), Machineheads do not reduce their strain threshold when they receive cybernetics (the cybernetics can represent upgraded mechanical components instead of true cybernetics).
Inorganic: Since Machineheads are inorganic, they do not gain the benefits of recovering wounds with painkillers or a Medicine check. Machineheads can recover wounds and strain naturally by resting, as their systems attempt self-repairs. Machineheads can also be “healed” by using the Mechanics skill instead of the Medicine skill, but otherwise following the guidelines detailed on page 116. A Machinehead also increases its soak by one.
Essence Denied: Machineheads cannot take the "Prodigy" career and may not buy ranks in Arcana, Divine, and Primal skills.