Wednesday, 18 February 2009
BECMI Rogue Modron Class
Prime Requisite: Intelligence and Constitution
Other Requirements: Intelligence of 9
Experience Bonus: +5% XP for Intelligence 13-15; +10% for Intelligence 16 or greater
Hit Dice: 1d8 per level up to 9th; +3 hp per level thereafter
Maximum Level: 9
Armour: Modron Armour only [see below], shields permitted
Special Abilities: Modron Toughness [see below], 30% resistance to illusions, charms, sleep and fear spells, and energy drains; 1 in 3 chance of detecting secret and hidden doors.
Experience Levels: As Elf
Saving Throws: Modrons use the Elf saving throw table
Modrons are clockwork contraptions native to the plane of Mechanus. Their head and body is composed of a cube-like box, to which are attached spindly arms and legs. Ordinarily they are utterly focused on law, stability, conformity and obedience, but very occasionally something goes awry in the highly ordered mind of one of their number. Such an unfortunate is immediately cast out from Mechanus and left to wander the universe. It then becomes known as a Rogue Modron.
Rogue Modrons are still, by comparison to other races, obsessed with rules. Indeed, it is difficult for most non-Modrons to notice a difference between a Rogue and an ordinary example of the race. If there is anything which separates Rogues, it is a certain curiosity about the universe. Once they have left Mechanus their minds seem to open up slightly to the possibility of other ways of being, about which they have hitherto had no interest.
Rogue Modrons do not believe in luck or emotion. They are robotically focused on whatever course of action they wish to pursue, and almost impossible to dissuade once their minds are made up. They try to rationalise everything they come across in terms of strict logical arguments, and cannot understand anything that cannot be explained in such terms. They appreciate magic, however, which they can pursue as a kind of science.
Special Rogue Modron Characteristics
Armour and Modron Toughness: Rogue Modrons have a natural Armour Class of 8 due to the hard outer casing of their box-like body. However, they cannot wear the ordinary armour which other races make. Instead they must either have specialist armour fitted, or discover a suit of (incredibly rare) Mechanus-made Modron-armour. Modron armour improves Armour Class to 6, but costs at least 200 gold pieces if it can be found at all.
Modron Minds: Modron minds are difficult to fool. Rogue Modrons have a 30% chance of resisting spells which rely on mind-alteration, such as sleep, charm person, or those which cause illusion. They are also excellent at cataloguing and analysing physical reality, and have a 1 in 3 chance of spotting secret or hidden doors. However, Modrons also suffer difficulties when reacting to sudden changes. When they are surprised, they remain that way for two rounds instead of the usual one. Modrons also find it hard to communicate with others, and any party containing a Rogue Modron must take a -1 penalty to rolls on the Monster Reaction Table.
Magic: Modrons progress in magical ability as does the elf class. They can choose spells from the following list:
Invisibility 10' Radius
Protection from Normal Missiles
Ice Storm/Wall of Ice
Wall of Fire
Contact Outer Plane
Wall of Stone