Mechalus
(Medium Humanoid)
Hit Dice: 2d8 (8 hp’s)
Initiative: +0
Speed: 30 ft
Armor Class:
Attacks: By Weapon +2 melee  or +1 ranged
Damage: By Weapon +1 (Str)
Face/Reach: 5ft x 5ft/5ft
Special Attacks: None
Special Qualities: Part Machine
Saves: Fort +3, Ref +0, Will +0
Abilities: Str 13, Dex 11, Con 10, Int 15, Wis 11, Chr 10
Skills: Diplomacy +3, Disable Device +4, Knowledge (Computers) +6, Listen +2
Feats: Alertness, Cybertech (free)
Climate/Terrain: Any
Organization: Colony
Challenge Rating: 1
Treasure: Gear
Alignment: Usually Lawful Neutral
Advancement Range: By Character Class

See Alternity PHB and the Alien Compendium 1 for more information.

Combat:
Mechalus deplore violence, but will fight with any available weaponry if attacked.

Part Machine (Ex): All mechalus are born part machine.  This allows them to be easily installed with new cybernetic parts (see my conversion of cybergear), giving them two free neural data slots and a Good quality nanocomputer for free.  Also, they figure their cybertolerance score as Constitution +4 and have no chance of a cybernetic implant being rejected by their bodies.  They also get the Cybertech feat for free.

Society:
See Alternity PHB and the Alien Compendium 1 for more information.

Characters:
Mechalus have the prefered multiclass of rogues (do to their natural ability for knowing the inner workings of devices), though they do make excellent warriors as well.  Also remember the rules governing their cyber abilities.