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<blockquote data-quote="Quickleaf" data-source="post: 6371674" data-attributes="member: 20323"><p><strong>ROGUE MODRON</strong></p><p><img src="http://utrpg.memethief.com/images/thumb/e/e3/Modron.JPG/300px-Modron.JPG" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p>Modrons are clockwork caretakers of the gears of Mechanus, virtually unthinking in their strict hierarchical order. No beings’ minds are as focused on law, stability, repetition and the security of harmonious repetition. 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.</p><p></p><p>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-awareness, the only thing that allows them to survive in this new sphere.</p><p></p><p>Rogue modrons are not crazed lunatics craving chaos and destruction. Most folks can’t tell a rogue modron from a “normal” one just by listening to it talk about the multiverse. It still is an extremely ordered being, with law at the center of all of 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 like the epitome of order.</p><p></p><p><strong>Rogue Modron Names:</strong> Clanker, Cubit, If-Then, Nines, Stripes, Three-by-Three, 2<strong>π</strong> r, Watcher.</p><p></p><p><strong>Traits</strong></p><p><strong>Ability Score Adjustments:</strong> +2 Constitution and +1 Intelligence (or vice versa).</p><p><strong>Age:</strong> Rogue modrons are effectively immortal.</p><p><strong>Alignment: </strong>Rogue modrons tend toward the Lawful Neutral alignment.</p><p><strong>Size: </strong>Rogue modrons measure 3 feet by 3 feet, weigh 500 pounds, and stand 6 feet tall. Your size is Medium.<strong>Speed: </strong>30 feet.</p><p><strong>Darkvision: </strong>You can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of grey.</p><p><strong>Living Construct: </strong>You are both a construct and a humanoid. You are immune to disease, and you do not need to eat or breathe, though you can ingest food and drink if you wish.</p><p><strong>Truesight: </strong>Your darkvision allows you to see in magical darkness as if it were dimlight. Once you reach 3rd level, you gain advantage on saving throws against visual illusions and Intelligence (Investigation) checks to detect a shapechanger or creature transformed by magic. Once you reach 5th level you can cast <em>see invisibility </em>once per day.</p><p><strong>Vestige of Primus:</strong> Choose on of the following features:</p><ul> <li data-xf-list-type="ul"><em>Articulated Legs and Vestigal Wings:</em>Your base speed is 35 feet. When you make a running jump, increasing the distance you cover by 10 feet.</li> <li data-xf-list-type="ul"><em>Built-In Tools:</em> Choose two small pieces of equipment which are built into your construct, such as a hooded lantern and thieves's tools. In addition, you have a small built-in storage space in which you can conceal a small object.</li> <li data-xf-list-type="ul"><em>Hardened Shell:</em> Gain a +1 bonus to AC.</li> <li data-xf-list-type="ul"><em>Modron Investigator:</em>You gain proficiency in Investigation checks, and double your proficiency bonus to active and passive Investigation checks. You also have a built in magnifying lens.</li> <li data-xf-list-type="ul"><em>Quadruple Arms:</em> You can interact with two objects or features of the environment for free on your turn (e.g. draw or stow two weapons).</li> <li data-xf-list-type="ul"><em>Translator:</em> Learn 3 additional languages.</li> </ul><p><strong>Languages:</strong> You can speak, read, and write Common and Modron.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 6371674, member: 20323"] [B]ROGUE MODRON[/B] [IMG]http://utrpg.memethief.com/images/thumb/e/e3/Modron.JPG/300px-Modron.JPG[/IMG] Modrons are clockwork caretakers of the gears of Mechanus, virtually unthinking in their strict hierarchical order. No beings’ minds are as focused on law, stability, repetition and the security of harmonious repetition. 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-awareness, the only thing that allows them to survive in this new sphere. Rogue modrons are not crazed lunatics craving chaos and destruction. Most folks can’t tell a rogue modron from a “normal” one just by listening to it talk about the multiverse. It still is an extremely ordered being, with law at the center of all of 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 like the epitome of order. [B]Rogue Modron Names:[/B] Clanker, Cubit, If-Then, Nines, Stripes, Three-by-Three, 2[B]π[/B] r, Watcher. [B]Traits[/B] [B]Ability Score Adjustments:[/B] +2 Constitution and +1 Intelligence (or vice versa). [B]Age:[/B] Rogue modrons are effectively immortal. [B]Alignment: [/B]Rogue modrons tend toward the Lawful Neutral alignment. [B]Size: [/B]Rogue modrons measure 3 feet by 3 feet, weigh 500 pounds, and stand 6 feet tall. Your size is Medium.[B]Speed: [/B]30 feet. [B]Darkvision: [/B]You can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of grey. [B]Living Construct: [/B]You are both a construct and a humanoid. You are immune to disease, and you do not need to eat or breathe, though you can ingest food and drink if you wish. [B]Truesight: [/B]Your darkvision allows you to see in magical darkness as if it were dimlight. Once you reach 3rd level, you gain advantage on saving throws against visual illusions and Intelligence (Investigation) checks to detect a shapechanger or creature transformed by magic. Once you reach 5th level you can cast [I]see invisibility [/I]once per day. [B]Vestige of Primus:[/B] Choose on of the following features: [LIST] [*][I]Articulated Legs and Vestigal Wings:[/I]Your base speed is 35 feet. When you make a running jump, increasing the distance you cover by 10 feet. [*][I]Built-In Tools:[/I] Choose two small pieces of equipment which are built into your construct, such as a hooded lantern and thieves's tools. In addition, you have a small built-in storage space in which you can conceal a small object. [*][I]Hardened Shell:[/I] Gain a +1 bonus to AC. [*][I]Modron Investigator:[/I]You gain proficiency in Investigation checks, and double your proficiency bonus to active and passive Investigation checks. You also have a built in magnifying lens. [*][I]Quadruple Arms:[/I] You can interact with two objects or features of the environment for free on your turn (e.g. draw or stow two weapons). [*][I]Translator:[/I] Learn 3 additional languages. [/LIST] [B]Languages:[/B] You can speak, read, and write Common and Modron. [/QUOTE]
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