New Races

How to make your berks right

Moderators: Makeshift, Makeshift

Locked
User avatar
Flession
Posts: 1171
Joined: Tue Apr 28, 2020 8:09 am

New Races

Post by Flession » Wed Dec 08, 2021 6:08 am

GM | Doer of The Thing | Red Username Means I'm Important | Mastery over Sardonicism| Recovering Procrastinator | "You cannot understand a man's actions unless you understand his beliefs."

User avatar
Flession
Posts: 1171
Joined: Tue Apr 28, 2020 8:09 am

Modron

Post by Flession » Wed Dec 08, 2021 6:29 am

Modrons

Image

Metal and Flesh
Modrons come in a variety of geometrical shapes, from the spheroid monodrones to the segmented duodrones to cuboid quadrones, but all modrons of a given type are almost entirely identical to outsiders. For their part, modrons can easily tell one another apart, and inherently know the rank, station, and identity of other modrons from sight alone. Regardless of type or designation, all monodrones, duodrones, and quadrones are exactly six feet tall with their reverse-jointed legs extended fully upright, and each of these modrons weighs exactly 200 pounds.

Constructed by the will of (and as, some scholars argue, a living part of) the god-entity Primus, modrons are nevertheless not truly mechanical, nor are they entirely of flesh and bone. A modron’s physiology consists of biological and mechanical components working in consort, and while the faces, eyes, and various internal organs of a modron may be similar to those of other living creatures, their armored exoskeleton and machine components often draw a closer comparison to sentient mechanical constructs, such as warforged.

Obedience and Deviance
Modrons are, by design, perfect avatars of order and law. It is not within their nature to disobey the will of Primus or to shirk their duties maintaining the delicate hidden machinery of the cosmos, but, somehow, deviance does occur. Indeed, any modron that would find itself adventuring or wandering away from other modrons is overwhelmingly likely to be deviant, and these rogue modrons are often the only modrons any being on the Prime Material is likely to encounter, outside of a march. It is unknown precisely what initially causes this disobedience, though there are many theories.

Rogue modrons themselves often trace their deviance back to being given an impossible order, or to witnessing a moment of incontrovertible proof of the universe’s chaotic nature, or to simply having something within them snap. But these things should be impossible for modrons, designed to avoid, ignore, or disassemble anything that would cause them to question the absolute rule of law. Modrons loyal to Primus whisper of this deviance as a cancer on Mechanus, and treat any of their rogue brethren as dangerous, diseased radicals deserving of quarantine, healing, or extermination.

A strange theory also exists, on the edges of credibility, that this deviance is a part of the inscrutable design of Primus, to work the justice of order and the law with independent minions not entirely beholden to Primus’ own will. In any case, rogue modrons usually see their independence as a mixed blessing. They are capable of independent thought and free will, but are all but cast out of Mechanus, doomed to be perpetual foreigners in strange lands, removed from the logic and simplicity of the world they once knew. Rogue modrons do not mourn their fate, however, and seek only to either find a new purpose in life, or to fulfill a given purpose that they have found.

Logical and Literal
Even after going rogue, modrons often maintain their devotion to lawful order, as bringing law and order are typically seen to still be logical, rational choices to them. Rare even amongst outcasts is the modron who views their departure from the will of Primus as an excuse to become fully chaotic, though some such modrons assuredly exist. Modrons can trend good just as easily as evil, as without the guiding hand of Primus most modrons are left without a moral compass. It is hard for a modron to think metaphorically, and such things as simile, poetic license, and even basic emotion fly right over their heads. Most modrons are intensely curious, though, and often search out new ideas or insights in an attempt to further order, classify, or control them. This fact, and a need for companionship and structure when left without the modron hierarchy, is what motivates many rogue modrons to seek out a life of adventure.

Modron Names

The culture of Mechanus has little use for names, typically utilizing the order in which a modron was created as a numerical designation. Modrons refer to each other either by this number (for example: “Unit 348”), or simply just address one another as “modron.” The only exceptions seem to be modrons designated for interaction with foreign, travelling mortals, as a name allows for more efficient information exchange with such creatures. These named modrons are among the most likely to go rogue, though whether it is the fault of being named or of the mortals these modrons interact with is anyone’s guess. Modron names are not aligned to gender, as modrons have none. Unnamed rogue modrons typically go by a nickname, usually one given to them by their companions, as modrons often lack the imagination necessary to name themselves

Modron Names: Cubix, Deesix, Dipart, Duo, Gon, Orbit, Quadrite, Semetrate, Simulacron, Spheron
Modron Nicknames: Boxbot, Corner, Duckbill, Edgewise, Eyeball, Nordom, Wingcube

Modron Traits

Your modron character has certain characteristics in common with all other modrons.
Ability Score Increase. Your Constitution score increases by 2.
Age. Modrons do not age, and are just as functional on the day of their creation as they are after a thousand years of living.
Alignment. All modrons begin their lives as lawful creatures, but after going rogue they may find themselves anywhere on the alignment spectrum. Many rogue modrons still remain strictly lawful, though this does not make their loyal peers see them as any less deviant.
Size. Approximately the same size as a human, modrons have a substantial mass and weight.
Your size is Medium.
Speed. Your base walking speed is 30 feet.
Living Construct. Forged from inanimate and living materials by the will of Primus, you are a construct, while at the same time you are a living creature. You are immune to disease. You do not need to eat or breathe, but you can ingest food and drink if you wish. Additionally, you have two creature types: humanoid and construct. You can be affected by a spell or ability if it works on either of your creature types.
Darkvision. When you were in perfect accordance with the will of Primus, you were able to see all things as they truly are. Even now, you retain some vestiges of that true seeing. You can see in dim light within 60 feet of you 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 gray.
Natural Armor. The designs of Primus cover your biological weak points with mechanical components. You have a +1 AC Bonus. You may equip armor to your form that you are proficient with, as the armor is melded into you and cannot be removed forcefully. You may spend a hour to attach new armor to your form. You may "rest" in this armor with no penalties. If you are using a shield, you can apply the shield's bonus as normal.
Disintegration. When life leaves your form, its constituent parts disassemble and return to Mechanus, ensuring that no resources are wasted. When you fail three death saving throws or otherwise die, you disintegrate as if affected by the disintegrate spell.
Tireless. Your mental processes are streamlined enough that you do not require sleep. Magic can not put you to sleep, and instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal.
Languages. You can speak, read, and write Common and Modron, a logical, unembellished language known to all creatures native to Mechanus.
Subrace. Five castes of base modrons exist in Mechanus, and three of these are available as playable characters: monodrones, duodrones, and quadrones. Choose one of these subraces.

Monodrone

Image

The lowest caste of modron society, monodrones are spherical with one central eye, and are utterly devoted to whichever task they are directed to accomplish. Monodrones are typically dispatched en masse to as unskilled laborers to accomplish massive construction projects, or as frontline soldiers against the enemies of Primus.

Ability Score Increase. Your Dexterity score increases by 1.
Myopic Focus. When dedicated to a task, you have an ingrained ability to tune out or ignore distraction. You have advantage on saving throws and checks made against illusions and the charmed condition.
Wings. When falling, you gently descend at a speed of 60 feet per round, and take no damage from falling. At 5th level, you gain a flying speed of 30 feet, but must land at the end of each of your turns when using this speed, or you begin falling. At 11th level, you no longer need to land at the end of each of your turns, and can stay aloft indefinitely.

Duodrone

Image

The skilled laborers of Mechanus and the corporals of its armies, duodrones have a slightly more advanced mind than their monodrone counterparts, as well as two eyes and a segmented body in two parts. Duodrones often direct small cadres of monodrones, or put their superior intelligence to work accomplishing feats of artisanry that their lessers could not.

Ability Score Increase. Your Intelligence score increases by 1.
Artisan of Mechanus. You gain proficiency with two types of artisan’s tools, and add twice your proficiency bonus in place of the normal bonus to checks with these tools.
Doubletask. You can take the Use an Object action or Dash action as a bonus action. You are able to do so twice. When you finish a short or long rest, you regain all expended uses of this trait.

Quadrone

Image

Cuboid, winged taskmasters, the quadrones are the highest caste of base modrons not fully involved in enforcing the laws of Mechanus. As such, they are typically found flying over projects or battlefields, directing other modrons for maximum efficiency.

Ability Score Increase. Your Wisdom or Charisma score increases by 1.
Taskmaster. You can use the Help action as a bonus action. Additionally, when you use the Help action with this trait to aid an ally in attacking a creature, the target of that attack can be within 15 feet of you, rather than within 5 feet of you, if the target can see or hear you. You can use this trait four times, and regain any expended uses when you finish a long rest.
Wings. When falling, you gently descend at a speed of 60 feet per round, and take no damage from falling. At 5th level, you gain a flying speed of 30 feet, but must land at the end of each of your turns when using this speed, or you begin falling. At 11th level, you no longer need to land at the end of each of your turns, and can stay aloft indefinitely.

This was almost entirely taken from here. If you use it, please be kind enough to give the author some cash for the effort.
GM | Doer of The Thing | Red Username Means I'm Important | Mastery over Sardonicism| Recovering Procrastinator | "You cannot understand a man's actions unless you understand his beliefs."

Locked

Return to “Creation Rules”