Rogue Modron

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Personality: Modrons are the clockwork caretakers of the gears of Mechanus, virtually unthinking in their strict hierarchical order. No being's minds are as focused on law, stability, repetition, and the security of harmonious regulation. But the multiverse isn't perfect – not even in Mechanus – and sometimes things go wrong. Sometimes a modron receives conflicting orders from two or more superiors, or is confronted with incontrovertible proof that all is not orderly. Sometimes a modron's mind just snaps. These circumstances create rogue modrons. When modrons go rogue, they lose most of their special abilities and even the normal modron form that designates their position within the clockwork hierarchy. They find themselves cast out of Mechanus, the heart of law and the only world they have ever known, and plunged into the cold, lonely, and (worst of all) chaotic multiverse. Rogue modrons have the forbidden and reprehensible glimmerings of self, the only thing that allows them to survive in this new sphere. Most rogue modrons are not crazed lunatics craving chaos and destruction. On the contrary, most folks can't tell a rogue modron from a "normal" one just by listening to it talk about the multiverse. It is still an extremely ordered being, with law at the centre of all its thoughts and ingrained in the way it feels, acts, and reacts. To another modron, the differences are obvious, and the rogue is some sort of chaotic wild-child; but to other folks, the rogue modron still seems the epitome of order. As beings of near-absolute order, they need organisation, rank, authority, regulation, and harmony to be content. Modrons would never join a group that didn't make its organisation and hierarchy clear, including an adventuring group. Modrons need to know exactly where they stand in a group – who ranks above them, and who below. While not as interested in being on top as some, they don't necessarily follow orders blindly and won't appreciate being taken advantage of by someone who thinks he understands how modrons operate. Once modrons set a course of action, it's difficult to divert them. They don't become sidetracked or distracted. Modrons have a focus that no human can match in intensity. Most modrons also have no concept of self, but this is only partially true of rogues. Though still less motivated by concepts such as greed, personal happiness, and even self-preservation than a human would be, they do recognise and (vaguely) comprehend such ideas. Emotions, humour, friendship, and many other concepts familiar to humans and other humanoids are new and very strange to modrons (at least until they find or impose order within or upon them). Rogue modrons don't believe in, or even understand, the concept of chance. They never use words or embrace ideas like "luck." To modrons, everything is structured, nothing is random. All creatures abide by a set of rules and regulations – whether they realise it or not. In fact, while modrons might not be able to describe exactly what the "rules of the cosmos" are, they may try to figure the rules out – a lifelong task at best. Essentially, rogue modrons are refugees from a completely alien society and world, with completely different outlooks – at least at first. These beings had no childhood, family, social rank, or even any real history. In fact, rogue modrons begin to lose what memories they have of Mechanus as time passes; they have even forgotten what rank they once held in the modron order. By: Devon BarlowImported 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, adorned with two thin 3-ft.-long legs, two 3-ft.-long arms, and a pair of small, non–operational wings on 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. Both mechanical and fleshy parts comprise a modron, but the parts meld together to form an orderly whole. In fact, modron bodies aren't intrinsically different from those of other living beings – cure 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. as creatures of chaos, elves and githzerai serve only to confuse the orderly rogues.
Alignment: Lawful Good
Lands: None
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.
Male Names: Please enter your race's male names here, if none, then enter "None".
Female Names: Please enter your race's female names here, if none, then enter "None".
Family Names: Please enter your race's family names here, if none, then enter "None".
Adventurers: Rogues adventure to try to understand the Multiverse and their place in it.
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. 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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