Rogue Modron (JO\'R)

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Personality: As any berk worth their weight in salt knows, the Modrons (the clockwork caretakers of Mechanus) are virtually unthinking in their hierarchical order. No beings' minds are as focused on law, stability, regulation, repetition and security as those of the modrons.

But, nothing is perfect - not even Mechanus - and sometimes things go wrong. Sometimes when a modron receives conflicting orders from two or more of it's superiors or if one is confronted with undeniable proof that not everything is as orderly as it seems, its mind just snaps. These circumstances create rogue modrons. Rogue modrons are not crazed and psychotic creatures that have thrown law to the wind, in fact they are so far from that description that many folks can't tell a "rogue" from a "normal" modron. Rogues are still extremely focused on order with law being the center of it's thoughts and ingrained into it the very way that is feels, acts and reacts. Of course a "normal" modron can spot a rogue at 100 paces, as though it were some kind of chaotic wild-child; but to us other folks, they still appear to be the epitome of law.

By: James O'RanceImported from a previous version of Planewalker.com
Physical Description: Rogue modrons stand exactly two yards tall, with cube–like bodies similar to those of quadrone modrons. The cubes are 3 feet on each face, with two stick-thin 3-ft.-long legs and two 3-ft.-long arms. A pair of small, non–operational wings adorn their backs. A vaguely anthropomorphic face can be found on the front cube face.

Modron are formed from the stuff of order and given clockwork limbs and other parts. Their bodies are comprised of both mechanical and fleshy parts, but the parts meld together to form an orderly whole. In fact, modron bodies aren’t intrinsically different from those of other living beings – healing spells, for example, work on rogue modrons despite their mechanical components.

Otherwise, rogue modrons are genderless, ageless, and very difficult to distinguish from one another. Thankfully, the latter problem is solved by the fact that very, very few rogue modrons wander the planes.

Relations: Rogue modrons usually choose to travel with humans to learn more about mortal society; in turn, humans are the race best able to communicate with a rogue modron and deal with their eccentricities. Creatures of chaos, such as elves and githzerai serve only to confuse the orderly rogues.
Alignment: Lawful Good
Lands: None - rogue modrons flee from their home plane of Mechanus lest they be captured and tried by the modron hierarchy.
Religion: The modron hierarchy pays worship to no deity, and only rarely does a rogue manage to understand this mortal tradition once it leaves Mechanus.
Language: All rogues speak the modron language, a highly complex, rule-bound language that is known to sages for its elaborate precision and exactness. Few others are able to understand Modron, however, and so it is fortunate that rogues are also able to understand Planespeak.
Names: Many rogue modrons have designations that sound like mathematical formulae; these are the last memories of their former existence, when the number of a modron within its unit was the extent of the creature's individuality. Other modrons have cast this designation aside, and renamed themselves with a short phrase describing their pursuit of order, a human name, or even a meaningless word that the modron chose for inexplicable reasons.Example Names: 3 of 64, Correct-Ratiocinator, Disciplined-Questioner, Maxie, Quadranomus, Seven Cubed, Tricalus, Unit 87, Ylem.
Male Names: None
Female Names: None
Family Names: None
Adventurers: Curiosity may be the one downfall of modrons. When presented with an enigma or mystery, no rogue modron will pass up the opportunity to investigate, hoping to learn the reasons and causes for inexplicable events. They lead lives of adventure because there is no other purpose for their existence – no other function that they can perform. Within an adventuring party, rogue modrons attempt to bring order and structure, finding a specific function and role for each member.
Racial Traits:
  • Rogue modrons are Level + 1 characters.
  • +2 Constitution, +2 Intelligence, –2 Dexterity, –2 Charisma. Rogue modrons have structured and keen minds, and solid but boxlike bodies.
  • Medium-size: As Medium-size creatures (barely), rogue modrons have no special bonuses or penalties due to their size.
  • Rogue modron base speed is 40 feet.
  • Darkvision: Rogue modrons can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and rogue modrons can function just fine with no light at all.
  • Outsider: Rogue Modrons cannot be brought back from the dead by raise dead or resurrection spells; upon death, their spirits are either absorbed by the energy pool or forever lost.
  • Metallic Body: Rogue modrons gain a +2 natural armour bonus to AC, due to the fact that they are partially constructed of metal.
  • +3 racial bonus on Search and Spot checks. Rogue modrons have an uncanny ability to detect secret doors and other minutiae.
  • Rogue modrons have acid, cold, and fire resistance 5.
  • +2 racial bonus to saving throws against illusions, energy drain, and Chaos spells.
  • Structured Minds: Always acting and responding in the same way, a modron rolls initiative once per level, and uses the same number for every combat until a new level is gained. Rogue modrons can delay, focus, or ready actions as usual. Furthermore, rogue modrons don’t respond to surprise situations very well. If a rogue modron is surprised, in the following round it may only make a partial action, and does not benefit from a positive Dexterity modifier to AC in that round.
  • Automatic Languages: Modron, Planespeak. Bonus Languages: Archon, Baatezu, Bladeling, Formian, Tso. Modrons learn the languages of powerful lawful planar races.
  • Favoured Class: None. Rogue modrons are too focused to easily pursue personal diversity, and suffer accordingly.
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