Modron, Rogue

Base Cost: 28.5 points

Strength
6x
Agility
3x
Intellect
4d
Willpower
3x

Hand Size:
Edge:
2 (10)
0

Origin:

Like all modrons, the rogues of Mechanus are inherently alien beings, their extraplanar physiologies being a bizarre blend of flesh and gears, and this - combined with their inherent magical nature - is the source of their physical and metaphysical abilities. Of course, while chaotic by modron standards, all rogues are nonetheless quite orderly, and may readily pursue many paths of power.

Powers:

Agelessness (s): like all modrons, the rogues of Mechanus do not have an extended lifespan so much as a total lack of an aging process altogether. In fact, if not slain by accident or design, a rogue modron may effectively live forever, continuing its quest for identity until the end of time. Few manage to last that long, however, for their curiosity usually does them in before too long.

Body Armor (s): both organic and inorganic in nature, all modrons - even the rogues - have some manner of resistance to damage. Rogue modrons benefit from intensity 4 (+1) protection from conventional (physical and energy) attacks, but lack protection versus magic, psionic, or deionic assault altogether.

Resistance to Acid, Cold, Fire, Emotion Control, Illusion, Life Drain, Psionic Attack, Paralysis / Sleep, and Vampiric Attacks (s): though not as immune to these attack forms as are regular modrons, rogues do possess intensity 4 (+1) resistance to assaults utilizing these effects. This helps rogues greatly on their quests for identities, as the road they must travel is a very harsh one.

Wings (a): rogue modrons are equipped with two metallic wing things that sprout out the back of their cubical bodies, allowing them to take to the air if the situation requires them to do so. These curious appendages allow them to flutter through the sky at intensity 1, which translates into approximately thirty miles per hour. It's not very quick, to be sure, but it works - especially when you consider how heavy they are!

Hindrances / Augmentations:

(none)

Equipment:

(none)

Skills:

Law (i): despite being branded rogues, these independent modrons retain their inherent understanding of orderly systems. In fact, as soon as they move into an area, rogues will comprehend its entire legal system within one to ten days (the time determined by the result of a simple, random card draw), helping them to assimilate the nature of their new society with ease.

Calling:

Soldier: more so than any other beings in the multiverse, modrons live to further the influence of law and order. Even rogues primarily find themselves compelled to bring order to their surroundings. However, as they grow and become more individual, rogue modrons (even though quintessentially ordered beings) can eventually adopt a new, more fitting calling to call their very own.

Characteristics:

Though exceptionally ordered and regulated beings, rogue modrons are those that have somehow acquired a sense of individuality, and wish to express this spark of uniqueness to its fullest extent. This often leads to all kind of troubles as the rogue tries to fit in to whatever world it adopts as its home, and can even be tainted with good, evil, or balanced ideas.

Through it all, rogues nonetheless maintain their overwhelming streak of order, and often have trouble adjusting to chaotic situations. Furthermore, they are often rather intransigent once they decide on a course of action, as they are rarely distracted or sidetracked, so it may take one heck of an argument to dissuade a busy rogue.

Appearance:

When they first go rogue, modrons retain their original shape, whatever type of modron they may be. Eventually, however, they adopt a form similar to the two-armed quadrone, being six foot tall, most of which is a cube three foot to a side. Though they have functional quadrone wings, rogues lack the sensory organs on all six sides of their bodies.

Ecological Niche:

In Mechanus, rogues are anathema, captured and destroyed lest they spread the deadly plague of chaos. While they resemble other modrons visually (especially at first), modrons of higher rank can spot a rogue on sight, and react accordingly. As such, most rogues flee Mechanus for the multiverse at large as soon as they are discovered.

Once they adopt a new home, rogues tend to break down the order of their world to better understand it. This often leads to their making all manner of confusing, inconsequential connections about cause and effect. Just because it makes no sense doesn't mean that it isn't orderly. They eventually grow out of most such assumptions, however.

While modrons in general may not be appropriate for player characters, as their fanatic obsession with law and order severely limits role-playing opportunities, rogue modrons are perfect for such a choice. They are orderly, but not so orderly as to hamper the creation of a unique, if quirky, personality for a player to utilize in a campaign.

Extra Goodies:

Modron, Rogue Saga System 13 Text File Download

Return to the Bestiary main page!

Interested in using Technoholic content in your own project? Please read this beforehand!