Chief Engineer




Male Presenting Soulmech; Age: ?; Height: 6’; Weight: 220lbs
Rank: Seasoned (XP: 30)

Agility d6, Smarts d10, Spirit d8, Strength d6, Vigor d6, Wealth d6, Debt: 0.

Knowledge (Electronics) d8, Knowledge (Engineering) d6, Knowledge (Ship Systems) d8, Knowledge (Computers) d8, Knowledge (Arcana) d6, Fighting (Simple) d6, Notice d8+2, Repair d8, Shooting (Projectile) d6, Investigation d6, Throwing (Grenade) d6.

Charisma: -2; Pace: 8 (d8 Run); Parry: 5; Toughness: 7 (2)

Dependency (Racial, Major) – Soulmechs must recharge via strong electricity at least one hour out of every 24. Failure to do so results in Fatigue each day that can lead to Incapacitation. Each level is recovered with an hour of recharging.
Environmental Weakness (Racial, Minor, Electricity) – Soulmechs suffer + 4 additional damage from electrical attacks, and have a – 4 penalty to resist other electrical effects.
Not Dead, Not Truly Alive (Racial, Major) – A soulmech cannot be Raised or Resurrected. As they do not eat, they cannot benefit from potions, drugs or magical effects that require component ingestion. They cannot increase physical traits (Str, Agil, Vigor) during advancement, although they may still purchase increases as Mods (SFC 38). They cannot be healed by divine magic, nor can they benefit from magic that enhances physical trait scores.
Outsider (Racial, Major) – Organic species often treat soulmechs as property rather than sentient beings. They have no rights in many systems, and suffer – 2 Charisma when dealing with beings who know their artificial nature (and aren’t constructs themselves).
Regular Maintenance (Racial, Major) – Soulmechs must pay maintenance costs like robots (see Maintenance SFC 37). Remember that PC Soulmechs are Wild Cards when calculating base cost.
Curious (Major) – It killed the cat, and it might kill your hero as well. Curious characters are easily dragged into any adventure. They have to check out everything and always want to know what’s behind a potential mystery.
Stubborn (Minor) – This stubborn individual always wants his way and never admits he’s wrong. Even when it’s painfully obvious he’s made a mistake he tries to justify it with half-truths and rationalizations.
Quirk (Minor) – Your hero has some minor foible that is usually humorous, but can occasionally cause him trouble. Bishop carries a rubber ball that he will either bounce of surfaces or squeezes like a stress ball when idle.

Construct (Racial) – Soulmechs add + 2 to recover from being Shaken, don’t breathe or sleep, ignore one level of wound modifiers, and are immune to poison, disease and physical necromatic effects. Soulmechs cannot heal naturally. To heal one requires the Repair skill—which is used like the Healing skill only with no “Golden Hour.”
Flesh is Weak (Racial) – Soulmechs begin with a d6 Strength attribute instead of a d4.
Machine Speed (Racial) – A soulmech’s body is capable of moving extremely fast. They begin the game with a + 2 to their Pace and a running die of d8.
Mods (Racial) – While soulmechs may not use cyber or spellware, they may purchase Modifications from the Robot Modifications Table (SFC 38). Like all robots, they have 5 Mod slots. (The Geared Up Edge, SFC 12, might help you afford these upgrades.) GMs should not normally allow characters to take Increase Size beyond + 3 or the hero will no longer fit into most adventures. Soulmechs may remove or install a Mod with a Repair roll and 1d3 hours (half that with a raise). A critical failure means the Mod is destroyed and must be replaced.
Alertness (Background, Minor) – Not much gets by your hero. He’s very observant and perceptive, and adds + 2 to his Notice rolls to hear, see, or otherwise sense the world around him.

Robotic Mods:
Armor (U): +2 Armor. 1 $5K
Attribute (U): Increase an attribute a die type (Agility d4>d6). 5/1 $5K
Attribute (U): Increase an attribute a die type (Vigor d4>d6). 5/1 $5K
Sensor Suite (1): This functions as the Sensor Suite, Medium (page 16). 1 $5K

flechette gun $600 (5 flechette packs $150)
gyrojet rifle $600 (10 armor piecing, 10 boomer, 10 heat seeker, 10 rocket $300)
grenades (4 frag $200, 2 smoke normal $100, 4 smoke that affect energy weapons $400) total $700




Motes in the Serpent's Eye The_CDM MichaelRake