When the Terrans abandoned their homeworld, there were those who knew the risks involved. The Government had actually planned for something like this to happen the moment the Rinn first came. After all, if the Rinn could come here, why not something less peaceful, more malevolent? They had set up secret bases, maintained entirely by computers, where clones would grow. They could not duplicate the mind without a base being, however, and wanted to give each being individuality, so they turned to machines. They designed a few of these beings, deemed “Technological Humanoids,” or “Technoids,” outside of the public eye. The computers would create and raise these clones, starting 50 years after the codes that reset the computers stopped. If humanity couldn’t survive, perhaps it’s children could. Most who knew about the Technological Humanoids didn’t survive, and of those who did, none said anything.
Then, when the Terran homeworld was rediscovered, the Mutant populace told them of cities where purely mechanical beings existed, and the “defects,” as the Mutants were called, were not allowed within. The Terrans found these cities and were able to enter, as they did not appear to be “defective.” After a small debate over whether this new race should be considered a person, ironically enough with the Rinn (who were usually for considering any new being a person) against the Technoids and the Burgunns (typically reclusive) for them. Burgunns and Technoids have shared a strange understanding since that day, and if any two races seemed to think along similar lines, it would be these two. There is a racial secret, which even most Technoids do not know, and that is the location of the Technoid breeding-ground and master computer, which leads the decisions of Technoid society as a whole and raises them from birth.
Technoids think in logical terms, constantly assessing probabilities and never taking great risks. They think in terms of “acceptable casualties,” and how likely they are to win in combat situations. It is said that Technoids wouldn’t even have left the homeworld, but some think that the master computer decided that Technoids should explore the universe. They tend to favor practical clothing, whatever works best for their current situation. If they are trying to blend-in in a city, T-shirt and jeans. If they are on a strange alien world, body armor. This logic is present in all manner of Technoid life, food, clothing, mannerisms, etc. When in doubt, act as those around you act. Technoids have wires that show up on their skin. (A little face paint put into lines across your face and hands will suffice, though you can actually pick up wires and turn them into costuming if you wish.)
Most Technoids are Engineers, but many in frontier areas are Soldiers. Spies and Mystics are the next most common, but both are very rare. While Technoids can easily learn to use melee weaponry, few Technoids do because of the inherent risk that is presented. Technoids do not have names, they have 12 digit serial numbers that use 0-9 and a-z. Most non-Technoids refer to them by their first few digits, but most Technoids insist on knowing a Technoid’s full bar code.
Technoids are generally designed along specific technical knowledge standards. As such, the first three technical skills they learn are purchased for one less skill point. As well, their understanding of technology makes ranged weapons overall easier to learn, and thus they expend 1 less skill point learning Ranged Specialist. However, their innate machinery interferes with their ability to tune in with nature, so Mental Focus, Barrier, and Tuning cost them one point more each. Lastly, their highly analytical nature and ability to adapt manifest themselves as Adaptation. This skill allows the Technoid to modify, though innate bio-nanite technology, their weapons for the briefest of moments, allowing them to strike with melee weapon or ranged weapon using the optimal method: Creature Type-carrier.
Costuming/Makeup:
Technoids all have wires on the surface of the skin. This is more pronounced in some individuals than others. This must be represented by actual wires or makeup resembling wires.
Race Opinions:
- Terrans: They were our creators; we are their children. But each generation should surpass its predecessors, and we have done this.
- Rinn: Strange beings. However, terminating their program is not beneficial.
- Burgunns: They understand technology almost as well as we do.
- Mutant: Defects. They must be dealt with, however it is ill advised to do so at the moment, as the other races seem to be weaker at the prospect of their elimination.
- Furries: Too many types to make an accurate designation.
- Ork: The termination of their program and backups is advised if they become hostile.
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