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A kender in Mechanus
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<blockquote data-quote="nameless" data-source="post: 462541" data-attributes="member: 1543"><p>Since you allow a kender in a Planescape campaign... you obviously have a good sense of humor *grin*. My off-the-cuff suggestion is that all kender who enter Mechanus automatically become improved invisible for the duration of their stay.</p><p></p><p>First, it's bizarre and seemingly random, and violates the "no illusion magic in Mechanus" rule; these types of twists are staples of Modron ultra-law. But there is an underlying sanity in keeping kender invisible: They cause less trouble that way. I would think that a kender wouldn't have much trouble causing rogue modrons under normal circumstances. By making him invisible, the lower-caste modrons wouldn't be able to figure out what was happening, and therefore probably ignore the kender's presence. But <em>seeing</em> the kender combined with everything else kender do could drive a modron to see a new order in things.</p><p></p><p>Anyways, I'd have the modrons completely ignore the kender in all respects, but NOT ignore the results of his actions. If he moves a chair, then a modron takes note, but only of the fact that a chair moved. Kender love attention (most do anyway), so he will probably devise schemes to convince the modrons that he actually exists. If he succeeds in making a logic trap or somesuch, I would have some havoc ensue, maybe causing all kinds of invisible things to appear all over Mechanus.</p><p></p><p>That's just my 2 cents though. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>-nameless</p></blockquote><p></p>
[QUOTE="nameless, post: 462541, member: 1543"] Since you allow a kender in a Planescape campaign... you obviously have a good sense of humor *grin*. My off-the-cuff suggestion is that all kender who enter Mechanus automatically become improved invisible for the duration of their stay. First, it's bizarre and seemingly random, and violates the "no illusion magic in Mechanus" rule; these types of twists are staples of Modron ultra-law. But there is an underlying sanity in keeping kender invisible: They cause less trouble that way. I would think that a kender wouldn't have much trouble causing rogue modrons under normal circumstances. By making him invisible, the lower-caste modrons wouldn't be able to figure out what was happening, and therefore probably ignore the kender's presence. But [i]seeing[/i] the kender combined with everything else kender do could drive a modron to see a new order in things. Anyways, I'd have the modrons completely ignore the kender in all respects, but NOT ignore the results of his actions. If he moves a chair, then a modron takes note, but only of the fact that a chair moved. Kender love attention (most do anyway), so he will probably devise schemes to convince the modrons that he actually exists. If he succeeds in making a logic trap or somesuch, I would have some havoc ensue, maybe causing all kinds of invisible things to appear all over Mechanus. That's just my 2 cents though. :) -nameless [/QUOTE]
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A kender in Mechanus
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