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
Weapons: Any
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:

Level 1

Analyze
Detect Magic
Floating Disc
Hold Portal
Light
Magic Missile
Read Languages
Read Magic
Shield

Level 2

Continual Light
Detect Invisible
Entangle
Invisibility
Knock
Levitate
Locate Object
Web
Wizard Lock

Level 3

Create Air
Dispel Magic
Fireball
Fly
Haste
Hold Person
Infravision
Invisibility 10' Radius
Lightning Bolt
Protection from Normal Missiles
Water Breathing

Level 4

Clothform
Dimension Door
Ice Storm/Wall of Ice
Massmorph
Polymorph Other
Wall of Fire
Wizard Eye

Level 5

Cloudkill
Contact Outer Plane
Dissolve
Feeblemind
Hold Monster
Magic Jar
Passwall
Telekinesis
Teleport
Wall of Stone

5 comments:

  1. Thanks for this. People either like 'em or hate 'em and I think Modrons are just so darn nifty. I wish that Wizzo had produced minis for the various types.

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  2. Sweet. I think I'd use the bariaur before the modron, as a personal preference, but your conversion is great.

    I like that you gave them spell progression. It just seems to make sense to me --

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  3. Christian: I didn't use to like Modrons but they've grown on me over the years. If ST:TNG was made into D&D, I think Data would be a Modron.

    Taichara: Next up is Tieflings! The Planescape kind, mind you, not the 4e version.

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  4. I finally got to 'deploy' a modron in an adventure I ran last week, and this is just awesome to see. Thanks.

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  5. Good for you. Keep the Modrons alive. God knows they need the love.

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