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Rogue Modrons
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Personality: The Modron race is one defined by its adherence to law and order. It is hard to believe that the forces of chaos could ever infiltrate the great machine of Mechanus and throw the proverbial monkey wrench in the works. But it does occasionally happen and when it does the result can be a Rogues Modron. These beings are outcasts in Modron society. They have been tainted with Chaos and therefore have know place in the beutiful order of Mechanus. They are driven out of their homes to wander the Planes. But even then they are not left alone, for with them they take the essence that they were created from. Without this essence, they cannot be replaced in the hierarchy of Mechanus. Therefore they are hunted by their former fellows until they can be returned to the Pool. Rogue Modrons have highly varying personalities due to their chaotically infused psyches. No two of them are alike and their personality will be affected by the circumstances under which they were changed into rogues. Although they are infected with chaos, they still crave the order that they were born in. They are highly logical beings, and usually go about things in a very orderly manner. Their art, literature, and music reflect this, so most races do not enjoy them, thinking them too planned and unoriginal. By: Devon BarlowImported from a previous version of Planewalker.com |
Physical Description: Rogues appear very much like ordinary Modrons. Some enjoy designing unique items for themselves, or creating patterns on their bodies. Occasionally, if they are infused with enough chaos when they go rogue their bodies will 'shift' themselves to accomadate new needs. An extra sword arm, a third eye in the back, that sort of thing. These are very rare though, and usually only happen if the Modron was somehow caught in Limbo for some reason. |
Relations: Rogues have very few relations. Their orderly nature does not aloow them much in the way of social graces. Occasionally, however, one will find a niche that they can fill quite nicely. This is usually in a group, as they are not used to being loners. They will usually take orders quite nicely though, and can be taught to give their opinions and ideas on almost anything. Their orderly minds will usually spot something that everyone else had missed. They get along very poorly with other Rogue Modrons. The reason for this is not known. Some speculate that it reminds them too much of home, thus causing them a sort of grief. |
Alignment: Lawful Good |
Lands: Rogues have no land to call their own. Any gathering of a large group of rogues in one place would invite an attack from the plane of Mechanus. |
Religion: Rogues really have no set religion. Regular Modrons worship Primus, and some Rogues continue this practice. Most however seek out another god. They cannot worship Chaotic gods for the same reason they themselves cannot be chaotic in alignment. |
Language: Rogues speak Common and Modron. |
Names: Rogues have very unimaginative names. They usually will keep their Mechanus names(well, actually numbers). Occasionally they will take the name of an object or person that they find intensely orderly, logical, or impressive. |
Male Names: None |
Female Names: None |
Family Names: None |
Adventurers: Rogues are unique adventurers. each has their own reason for going out into the multiverse to find their 'fortunes'. Usually they do it to expand their programming. The adventuring Rogue's motto is "Someday it'll come in handy". |
Racial Traits: *+2 intelligence, -2 Wisdom *Medium-size *Base speed is 30 feet *+2 racial bonus to search and spot checks due to the scopes they wear above their right eyes. *+3 to all disable Device checks due to their affinity to machines. *+3 racial bonus to all saves against mind-influencing spells (charm, fear, sleep, etc.) as well as to illusions due to the mechanical nature of their minds. *+2 resistance to al spells from the Chaos domain, which increases by +1 every five levels. *+2 non-magical acid, fire, and cold resistance. *+1 magical acid, fire, and cold resistance. *Due to their metallic casing, Rogues have a hardness of 2, shrugging off the first 2 points of damage caused by edged weapons only. *Modrons have a set initiative, rolled when created and when they get a new level. this is due to theordered structure of their minds. *Modrons cannot be Chaotically aligned due the Lawfull planar nature of their creation. *Photographic Memory: Rogue Mages do not need to study their spell book to prepare spells. They merely need a half hour of free time to check the integrity of their memory core and refresh their abilities. How ever if they are changing their prepared spells, they require at least four hours of concentration in order to properly bring the incantations to front of their thoughts *Favored class:wizard. Due to the orderly nature of the modron's mind, they usualy make excellent wizards. |