Monday 21 August 2023

Monsters: Modrons

Monsters: Modrons

Now that I'm done revising the old monsters, let's make something new. The modrons have been suggested to me, and let me tell - they aren't going to be easy to stat up. First of all, who are the modrons? In the D&D cosmology, they are the paragons of order, the lawful counterparts to the celestials, fiends, and slaadi. If you're used to D&D 3.5, then you might not even know that they exist in that edition, as they are well hidden. First, they appeared in the web enhancement for the Manual of the Planes, and some of them later got updated in Dragon Magazine #354. There's also a fourth-edition article about modrons in Dragon Magazine #414. The lore has changed a little bit between the different editions, but I will try to combine most of the bits into something more or less coherent.

There are fourteen main types of modrons, or fifteen, if you count Primus, their leader, but a few of the fourteen main types have secondary variants. In terms of body plan, abilities, and mentality, the modrons are different, so let's start with their common qualities.

First of all, the most interesting fact about the modron physiology is that they are the so-called living contructs that combine organic and clockwork parts. There are multiple different ways you can go about it, but I decided to do the following: Doesn't Breathe [20], Doesn't Eat or Drink [10], Doesn't Sleep [20], Immunity to Metabolic Hazards [30], Injury Tolerance (No Blood, Unliving) [25], Slow Healing 2 [-10]; Temperature Tolerance 6 [6]; Unaging [15]; Vacuum Support [5]. Thus, unlike the normal constructs, the modrons do heal naturally, but very slowly, and despite being Unliving creatures, they do possess the vitals hit location. Also, they do possess the FP score, unlike proper machines.
    Even though I gave them Doesn't Eat or Drink, the modrons have to imbibe a special psychomorphic substance that can be found on their native plane of Mechanus. They have to do it once every three months, or else they begin to degrade. This is Dependency (Psychomorphic Substance; Rare; Seasonally) [-10].
    Let's do the senses. I gave the modrons Dark Vision [25], No Sense of Smell/Taste [-5], and High Pain Threshold [10]. Their lore says that all of them lack the sense of taste, and most of them lack the sense of smell too, so that'll be the baseline. They do possess tactile sensors, but they can easily disable the feeling of pain, which effectively is equivalent to High Pain Threshold.
    Modrons are covered in rigid armor, but the coverage depends on the modron type in question. Thus, they will have DR, but I will give this DR a Nuisance Effect to represent the possibility of striking unarmored fleshy parts. This integral armor plating is also magnetic, so I will give them the Affected by Magentism quirk. It seems to me that some modrons also have glass lenses over their eyes, and that'll be Nictitating Membrane. Since the limbs always have at least DR 3, I will also give the modrons the Striking Surface perk to increase their punching and kicking damage, as if they were using brass knuckles.

Modron mentality is more difficult. First, they are beings of order and logic - I went with Indomitable [15]; Immunity to Mind Control [30], Unfazeable [15], Clueless [-10], Low Empathy [-20], and No Sense of Humor [-10].
    The main feature of the modron psyche is that they are completely subservient to modrons of the immediate superior rank. At first, I wanted to go with a limited version of Slave Mentality, but that wouldn't work, as they'd have no initiative at all without an order from their superiors. Instead, I went with Extreme Fanaticism (Modron Hierarchy) [-15].
    There's another gimmick. Modrons are completely unable to comprehend the existence of modrons that do not belong to the adjacent ranks. Modrons of other ranks are just incomprehensible beings of order to them. I went with Delusions (No modrons outside the adjacent ranks exist) [-5], because it makes communication and chain of command difficult.
    The modrons do have a sense of self and their own personalities, but they find the modronkind in general more important. Thus, I went with Selfless (6).
    Other modrons, depending on their rank, might have other disadvantages, such as Workaholic [-5], Incurious (6) [-10], etc.

Finally, we should not forget that the modrons are an embodiment of order. I will give them the Axiomatic Touch perk and Vulnerability (Anarchic Weapons, x2) [-10]. The perk is based on the Holy Touch perk from GURPS Dungeon Fantasy 20: Slayers and makes all natural weapons count as axiomatic weapons for the purpose of vulnerabilities.

So, let's get to the modrons themselves, starting from the bottom of the rank table. First, we have the monodrone and its messenger monodrone variant. They are small, roughly spherical, have one eye, and are barely intelligent. To represent their utter focus on the task at hand, I gave them Single-Minded [5], Incurious (6) [-10], and Workaholic [-5]. Their armor plating seems to only have a gap in front that can be targeted at -6. Since they have their faces on their torsos, I gave them Injury Tolerance (No Head and No Neck). Messenger monodrones have no arms, but have wings instead.

Monodrone [Dragon Magazine #354, page 44]

 
104 points
Attribute Modifiers: ST-2 [-20]; DX+1 [20]; IQ-3 [-60].

Secondary Characteristic Modifiers: SM-1; Will+5 [25]; Per+5 [25]; Basic Move -1 [-5].
Advantages: Dark Vision [25]; DR 3 (Nuisance Effect, Unarmored parts targeted at -6, -15%) [13]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Immunity to Mind Control [30]; Indomitable [15]; Injury Tolerance (No Blood, No Head, No Neck, Unliving) [37]; Nictitating Membrane 2 [2]; Single-Minded [5]; Temperature Tolerance 6 [6]; Unaging [15]; Unfazeable [15]; Vacuum Support [5].
Disadvantages: Clueless [-10]; Delusions (No modrons beyond the immediate superior rank exist) [-5]; Dependency (Psychomorphic Substance; Rare; Seasonally) [-10]; Extreme Fanaticism (Modron Hierarchy) [-15]; Hidebound [-5]; Incurious (6) [-10]; Low Empathy [-20]; No Sense of Humor [-10]; No Sense of Smell/Taste [-5]; One Eye [-15]; Selfless (6) [-10]; Slow Healing 2 [-10]; Vulnerability (Anarchic Weapons, x2) [-10]; Workaholic [-5].
Perks: Axiomatic Touch [1]; Stiking Surface [1].
Quirks: Affected by Magnetism [-1].
Creature TypeConstruct (Lawful).
 
Typical Stats

ST:

8

HP:

8

Speed:

5.25

DX:

11

Will:

12

Move:

4

IQ:

7

Per:

12

 

 

HT:

10

FP:

10

SM:

-1

Dodge:

8

Parry:

9

DR:

3 (see text)

    Punch (11): thrust 1d-3 crushing (KYOS: 1d-4 crushing), Reach C.
    SM-1 Shortsword swing (12): swing 1d-2 cutting, Reach 1.
    SM-1 Shortsword thrust (12): thrust 1d-2 impaling (KYOS: 1d-3 impaling), Reach 1.
    Armor Plating: The monodrone is covered in light metal plate armor that provides DR 3. A thick glass lens provides DR 2 to the eye. However, when attacking the torso from the front, a character can strike the unarmored fleshy parts at -6.
 
    Traits: Affected by Magnetism; Axiomatic Touch; Clueless; Dark Vision; Delusions (No modrons beyond the immediate superior rank exist); Dependency (Psychomorphic Substance; Rare; Seasonally); Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Extreme Fanaticism (Modron Hierarchy); Hidebound; High Pain Threshold; Immunity to Metabolic Hazards; Immunity to Mind Control; Incurious (6); Indomitable; Injury Tolerance (No Blood, No Head, No Neck, Unliving); Low Empathy; Nictitating Membrane 2; No Sense of Humor; No Sense of Smell/Taste; One Eye; Selfless (6); Single-Minded; Slow Healing 2; Striking Surface; Temperature Tolerance 6; Unaging; Unfazeable; Vacuum Support; Vulnerability (Anarchic Weapons, x2); Workaholic.
    Skills: Shortsword-12.
    Creature Type: Construct (Lawful).
 

Messenger Monodrone [Dragon Magazine #354, page 44]

 
84 points
Attribute Modifiers: ST-2 [-20]; DX+1 (No Fine Manipulators, -40%) [12]; IQ-3 [-60].
Secondary Characteristic Modifiers: SM-1; Will+5 [25]; Per+5 [25]; Basic Move -1 [-5].
Advantages: Dark Vision [25]; DR 3 (Nuisance Effect, Unarmored parts targeted at -6, -15%) [13]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; Flight (Cannot Hover, -15%; Winged, -25%) [24]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Immunity to Mind Control [30]; Indomitable [15]; Injury Tolerance (No Blood, No Head, No Neck, Unliving) [37]; Nictitating Membrane 2 [2]; Single-Minded [5]; Temperature Tolerance 6 [6]; Unaging [15]; Unfazeable [15]; Vacuum Support [5].
Disadvantages: Clueless [-10]; Delusions (No modrons beyond the immediate superior rank exist) [-5]; Dependency (Psychomorphic Substance; Rare; Seasonally) [-10]; Extreme Fanaticism (Modron Hierarchy) [-15]; Foot Manipulators [-6]; Hidebound [-5]; Incurious (6) [-10]; Low Empathy [-20]; No Fine Manipulators [-30]; No Sense of Humor [-10]; No Sense of Smell/Taste [-5]; One Eye [-15]; Selfless (6) [-10]; Slow Healing 2 [-10]; Vulnerability (Anarchic Weapons, x2) [-10]; Workaholic [-5].
Perks: Axiomatic Touch [1]; Stiking Surface [1].
Quirks: Affected by Magnetism [-1].
Creature TypeConstruct (Lawful).
 
Typical Stats

ST:

8

HP:

8

Speed:

5.25

DX:

11

Will:

12

Move:

4 ground, 10 air

IQ:

7

Per:

12

 

 

HT:

10

FP:

10

SM:

-1

Dodge:

8

Parry:

N/A

DR:

3 (see text)

    Kick (11): thrust 1d-2 crushing (KYOS: 1d-3 crushing), Reach C-1.
    Armor Plating: The monodrone is covered in light metal plate armor that provides DR 3. A thick glass lens provides DR 2 to the eye. However, when attacking the torso from the front, a character can strike the unarmored fleshy parts at -6.
 
    Traits: Affected by Magnetism; Axiomatic Touch; Clueless; Dark Vision; Delusions (No modrons beyond the immediate superior rank exist); Dependency (Psychomorphic Substance; Rare; Seasonally); Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Extreme Fanaticism (Modron Hierarchy); Flight (Cannot Hover; Winged); Foot Manipulators; Hidebound; High Pain Threshold; Immunity to Metabolic Hazards; Immunity to Mind Control; Incurious (6); Indomitable; Injury Tolerance (No Blood, No Head, No Neck, Unliving); Low Empathy; Nictitating Membrane 2; No Fine Manipulators; No Sense of Humor; No Sense of Smell/Taste; One Eye; Selfless (6); Single-Minded; Slow Healing 2; Striking Surface; Temperature Tolerance 6; Unaging; Unfazeable; Vacuum Support; Vulnerability (Anarchic Weapons, x2); Workaholic.
    Creature Type: Construct (Lawful).

Duodrones are next. While it seems that they have heads, I believe that this is closer to a segmented torso, as the arms are coming out of the top part, and both parts are of the same size, so I will keep Injury Tolerance (No Head and No Neck). Duodrones are stonger, slightly smarter, but less agile. Since their attention is not as focused, I increased the self-control number for Incurious from 6 to 9.

 

Duodrone [Dragon Magazine #354, page 45]

 
132 points
Attribute Modifiers: IQ-2 [-40].

Secondary Characteristic Modifiers: SM-1; Will+4 [20]; Per+4 [20]; Basic Move -1 [-5].
Advantages: Dark Vision [25]; DR 3 (Nuisance Effect, Unarmored parts targeted at -6, -15%) [13]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Immunity to Mind Control [30]; Indomitable [15]; Injury Tolerance (No Blood, No Head, No Neck, Unliving) [37]; Nictitating Membrane 2 [2]; Single-Minded [5]; Temperature Tolerance 6 [6]; Unaging [15]; Unfazeable [15]; Vacuum Support [5].
Disadvantages: Clueless [-10]; Delusions (No modrons beyond the adjacent ranks exist) [-5]; Dependency (Psychomorphic Substance; Rare; Seasonally) [-10]; Extreme Fanaticism (Modron Hierarchy) [-15]; Hidebound [-5]; Incurious (9) [-7]; Low Empathy [-20]; No Sense of Humor [-10]; No Sense of Smell/Taste [-5]; Selfless (6) [-10]; Slow Healing 2 [-10]; Vulnerability (Anarchic Weapons, x2) [-10]; Workaholic [-5].
Perks: Axiomatic Touch [1]; Stiking Surface [1].
Quirks: Affected by Magnetism [-1].
Creature TypeConstruct (Lawful).
 
Typical Stats

ST:

10

HP:

10

Speed:

5

DX:

10

Will:

12

Move:

4

IQ:

8

Per:

12

 

 

HT:

10

FP:

10

SM:

-1

Dodge:

8

Parry:

9

DR:

3 (see text)

    Punch (10): thrust 1d-2 crushing, Reach C.
    SM-1 Spear thrust (one-handed) (12): thrust 1d impaling, Reach 1.
    SM-1 Spear thrust (two-handed) (12): thrust 1d impaling, Reach 1-2*.
    Armor Plating: The duodrone is covered in light metal plate armor that provides DR 3. A thick glass lens provides DR 2 to the eye. However, when attacking the torso from the front, a character can strike the unarmored fleshy parts at -6.
 
    Traits: Affected by Magnetism; Axiomatic Touch; Clueless; Dark Vision; Delusions (No modrons beyond the adjacent ranks exist); Dependency (Psychomorphic Substance; Rare; Seasonally); Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Extreme Fanaticism (Modron Hierarchy); Hidebound; High Pain Threshold; Immunity to Metabolic Hazards; Immunity to Mind Control; Incurious (9); Indomitable; Injury Tolerance (No Blood, No Head, No Neck, Unliving); Low Empathy; Nictitating Membrane 2; No Sense of Humor; No Sense of Smell/Taste; Selfless (6); Single-Minded; Slow Healing 2; Striking Surface; Temperature Tolerance 6; Unaging; Unfazeable; Vacuum Support; Vulnerability (Anarchic Weapons, x2); Workaholic.
    Skills: Spear-12.
    Creature Type: Construct (Lawful).
 

The tridrones finally graduate to being SM+0 creatures and having human-tier intelligence. They look like a d4 upside down with six legs and three arms. I gave them Extra Arm 1, Extra Legs (Six Legs), and Extra Attack 1.  Since the arms are all primary, I also gave the tridrone Ambidexterity. They have one eye and one mouth on each side. This means Extra Mouth 2 and 360° Vision, but with No Depth Perception, as they cannot perceive something with two eyes at the same time. They seem to be less fully covered in armor, so I decreased the penalty to target the fleshy parts from -6 to -4, and removed the frontal attack requirement. In terms of mentality, I increased the self-control number for Incurious from 9 to 12.

 

Tridrone [Dragon Magazine #354, page 45]

 
266 points
Attribute Modifiers: ST+2 [20]; DX+1 [20].

Secondary Characteristic Modifiers: Will+2 [10]; Per+2 [10].
Advantages: 360° Vision [25]; Ambidexterity [5]; Dark Vision [25]; DR 3 (Nuisance Effect, Unarmored parts targeted at -4, -25%) [12]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; Extra Arm 1 [10]; Extra Attack 1 [25]; Extra Legs (Six Legs) [10]; Extra Mouth 2 [10]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Immunity to Mind Control [30]; Indomitable [15]; Injury Tolerance (No Blood, No Head, No Neck, Unliving) [37]; Single-Minded [5]; Temperature Tolerance 6 [6]; Unaging [15]; Unfazeable [15]; Vacuum Support [5].
Disadvantages: Clueless [-10]; Delusions (No modrons beyond the adjacent ranks exist) [-5]; Dependency (Psychomorphic Substance; Rare; Seasonally) [-10]; Extreme Fanaticism (Modron Hierarchy) [-15]; Hidebound [-5]; Incurious (12) [-5]; Low Empathy [-20]; No Depth Perception [-15]; No Sense of Humor [-10]; No Sense of Smell/Taste [-5]; Selfless (6) [-10]; Slow Healing 2 [-10]; Vulnerability (Anarchic Weapons, x2) [-10]; Workaholic [-5].
Perks: Axiomatic Touch [1]; Stiking Surface [1].
Quirks: Affected by Magnetism [-1].
Creature TypeConstruct (Lawful).
 
Typical Stats

ST:

12

HP:

12

Speed:

5.25

DX:

11

Will:

12

Move:

5

IQ:

10

Per:

12

 

 

HT:

10

FP:

10

SM:

+0

Dodge:

8

Parry:

10

DR:

3 (see text)

    Punch (11): thrust 1d-1 crushing (KYOS: 1d crushing), Reach C.
    Spear thrust (one-handed) (14): thrust 1d+1 impaling (KYOS: 1d+2 impaling), Reach 1.
    Armor Plating: The tridrone is covered in light metal plate armor that provides DR 3. However, when attacking the torso, a character can strike the unarmored fleshy parts at -4.
 
    Traits: 360° Vision; Affected by Magnetism; Ambidexterity; Axiomatic Touch; Clueless; Dark Vision; Delusions (No modrons beyond the adjacent ranks exist); Dependency (Psychomorphic Substance; Rare; Seasonally); Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Extra Arm 1; Extra Attack 1; Extra Legs (Six Legs); Extra Mouth 2; Extreme Fanaticism (Modron Hierarchy); Hidebound; High Pain Threshold; Immunity to Metabolic Hazards; Immunity to Mind Control; Incurious (12); Indomitable; Injury Tolerance (No Blood, No Head, No Neck, Unliving); Low Empathy; No Depth Perception; No Sense of Humor; No Sense of Smell/Taste; Selfless (6); Single-Minded; Slow Healing 2; Striking Surface; Temperature Tolerance 6; Unaging; Unfazeable; Vacuum Support; Vulnerability (Anarchic Weapons, x2); Workaholic.
    Skills: Spear-14.
    Creature Type: Construct (Lawful).
 

Quadrones are cube-shaped, but they have sensory organs on all sides, so they retain 360° Vision. They are as armored as duodrones and have armored lenses. They are as intelligent as humans, and not as focused as tridrones, so I removed Single-Minded and Hidebound. Some quadrones have vestigial wings, but some of them have fully functional wings.

 

Quadrone [Dragon Magazine #354, page 45]

 
249 points

Attribute Modifiers: ST+2 [20]; DX+2 [40].
Secondary Characteristic Modifiers: SM-1; Will+2 [10]; Per+2 [10].
Advantages: 360° Vision [25]; Dark Vision [25]; DR 3 (Nuisance Effect, Unarmored parts targeted at -6, -15%) [13]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Immunity to Mind Control [30]; Indomitable [15]; Injury Tolerance (No Blood, No Head, No Neck, Unliving) [37]; Nictitating Membrane 2 [2]; Temperature Tolerance 6 [6]; Unaging [15]; Unfazeable [15]; Vacuum Support [5].
Disadvantages: Clueless [-10]; Delusions (No modrons beyond the adjacent ranks exist) [-5]; Dependency (Psychomorphic Substance; Rare; Seasonally) [-10]; Extreme Fanaticism (Modron Hierarchy) [-15]; Incurious (12) [-5]; Low Empathy [-20]; No Sense of Humor [-10]; No Sense of Smell/Taste [-5]; Selfless (6) [-10]; Slow Healing 2 [-10]; Vulnerability (Anarchic Weapons, x2) [-10].
Perks: Axiomatic Touch [1]; Stiking Surface [1].
Quirks: Affected by Magnetism [-1].
Creature TypeConstruct (Lawful).
 
Typical Stats

ST:

12

HP:

12

Speed:

5.5

DX:

12

Will:

12

Move:

5

IQ:

10

Per:

12

 

 

HT:

10

FP:

10

SM:

+0

Dodge:

8

Parry:

10

DR:

3 (see text)

    Punch (12): thrust 1d-1 crushing (KYOS: 1d crushing), Reach C.
    Longsword swing (14): swing 2d-1 cutting, Reach 1.
    Longsword thrust (14): thrust 1d+1 impaling (KYOS: 1d+2 impaling), Reach 1-2.
    Armor Plating: The quadrone is covered in light metal plate armor that provides DR 3. A thick glass lens provides DR 2 to the eye. However, when attacking the torso from the front, a character can strike the unarmored fleshy parts at -6.
 
    Traits: 360° Vision; Affected by Magnetism; Axiomatic Touch; Clueless; Dark Vision; Delusions (No modrons beyond the adjacent ranks exist); Dependency (Psychomorphic Substance; Rare; Seasonally); Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Extreme Fanaticism (Modron Hierarchy); High Pain Threshold; Immunity to Metabolic Hazards; Immunity to Mind Control; Incurious (12); Indomitable; Injury Tolerance (No Blood, No Head, No Neck, Unliving); Low Empathy; Nictitating Membrane 2; No Sense of Humor; No Sense of Smell/Taste; Selfless (6); Slow Healing 2; Striking Surface; Temperature Tolerance 6; Unaging; Unfazeable; Vacuum Support; Vulnerability (Anarchic Weapons, x2).
    Skills: Broadsword-14.
    Creature Type: Construct (Lawful).
  

Winged Quadrone [Dragon Magazine #354, page 45]

 
273 points
Attribute Modifiers: ST+2 [20]; DX+2 [40].
Secondary Characteristic Modifiers: SM-1; Will+2 [10]; Per+2 [10].
Advantages: 360° Vision [25]; Dark Vision [25]; DR 3 (Nuisance Effect, Unarmored parts targeted at -6, -15%) [13]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; Flight (Cannot Hover, -15%; Winged, -25%) [24]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Immunity to Mind Control [30]; Indomitable [15]; Injury Tolerance (No Blood, No Head, No Neck, Unliving) [37]; Nictitating Membrane 2 [2]; Temperature Tolerance 6 [6]; Unaging [15]; Unfazeable [15]; Vacuum Support [5].
Disadvantages: Clueless [-10]; Delusions (No modrons beyond the adjacent ranks exist) [-5]; Dependency (Psychomorphic Substance; Rare; Seasonally) [-10]; Extreme Fanaticism (Modron Hierarchy) [-15]; Incurious (12) [-5]; Low Empathy [-20]; No Sense of Humor [-10]; No Sense of Smell/Taste [-5]; Selfless (6) [-10]; Slow Healing 2 [-10]; Vulnerability (Anarchic Weapons, x2) [-10].
Perks: Axiomatic Touch [1]; Stiking Surface [1].
Quirks: Affected by Magnetism [-1].
Creature TypeConstruct (Lawful).
 
Typical Stats

ST:

12

HP:

12

Speed:

5.5

DX:

12

Will:

12

Move:

5 ground, 11 air

IQ:

10

Per:

12

 

 

HT:

10

FP:

10

SM:

+0

Dodge:

8

Parry:

10

DR:

3 (see text)

    Punch (12): thrust 1d-1 crushing (KYOS: 1d crushing), Reach C.
    Longsword swing (14): swing 2d-1 cutting, Reach 1.
    Longsword thrust (14): thrust 1d+1 impaling (KYOS: 1d+2 impaling), Reach 1-2.
    Longbow (14): thrust 1d+1 impaling (KYOS: 1d+2 impaling), Acc 3, Range 180/240, RoF 1, Shots 1(2).
    Armor Plating: The quadrone is covered in light metal plate armor that provides DR 3. A thick glass lens provides DR 2 to the eye. However, when attacking the torso from the front, a character can strike the unarmored fleshy parts at -6.
 
    Traits: 360° Vision; Affected by Magnetism; Axiomatic Touch; Clueless; Dark Vision; Delusions (No modrons beyond the adjacent ranks exist); Dependency (Psychomorphic Substance; Rare; Seasonally); Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Extreme Fanaticism (Modron Hierarchy); Flight (Cannot Hover; Winged); High Pain Threshold; Immunity to Metabolic Hazards; Immunity to Mind Control; Incurious (12); Indomitable; Injury Tolerance (No Blood, No Head, No Neck, Unliving); Low Empathy; Nictitating Membrane 2; No Sense of Humor; No Sense of Smell/Taste; Selfless (6); Slow Healing 2; Striking Surface; Temperature Tolerance 6; Unaging; Unfazeable; Vacuum Support; Vulnerability (Anarchic Weapons, x2).
    Skills: Bow-14; Broadsword-14.
    Creature Type: Construct (Lawful).

Now, let me digress a bit. A modron of any rank can go rogue for one reason or another. Such modrons are hated by the normal modrons and are exterminated on sight. However, some modrons realize that they have gone rogue and petition to be exiled instead. Such modrons are transformed into a creature that resembles a quadrone and are set free. They are cut off from their psychomorphic energy source and are removed from the modron hierarchy. As such, they lose some advantages, but they also lose many disadvantages. For some reason, they only have two eyes, unlike the normal quadrones, and they also get the Combat Paralysis disadvantage. In D&D, they were supposed to be a playable character race, but in GURPS, they end up being way too expensive.

Exiled Modron [Dragon Magazine #354, page 43]

 
229 points

Attribute Modifiers: ST+2 [20]; DX+2 [40].
Secondary Characteristic Modifiers: SM-1; Will+2 [10]; Per+2 [10].
Advantages: Dark Vision [25]; DR 3 (Nuisance Effect, Unarmored parts targeted at -6, -15%) [13]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Injury Tolerance (No Blood, No Head, No Neck, Unliving) [37]; Nictitating Membrane 2 [2]; Resistant to Mind Control (+3) [10]; Temperature Tolerance 6 [6]; Unaging [15]; Vacuum Support [5].
Disadvantages: Clueless [-10]; Combat Paralysis [-15]; No Sense of Smell/Taste [-5]; Selfless (12) [-5]; Slow Healing 2 [-10]; Vulnerability (Anarchic Weapons, x2) [-10].
Perks: Axiomatic Touch [1]; Stiking Surface [1].
Quirks: Affected by Magnetism [-1].
Creature Type: Construct (Lawful).
 
Typical Stats

ST:

12

HP:

12

Speed:

5.5

DX:

12

Will:

12

Move:

5

IQ:

10

Per:

12

 

 

HT:

10

FP:

10

SM:

+0

Dodge:

8

Parry:

10

DR:

3 (see text)

    Punch (12): thrust 1d-1 crushing (KYOS: 1d crushing), Reach C.
    Longsword swing (14): swing 2d-1 cutting, Reach 1.
    Longsword thrust (14): thrust 1d+1 impaling (KYOS: 1d+2 impaling), Reach 1-2.
    Armor Plating: The exiled modron is covered in light metal plate armor that provides DR 3. A thick glass lens provides DR 2 to the eye. However, when attacking the torso from the front, a character can strike the unarmored fleshy parts at -6.
 
    Traits: Affected by Magnetism; Axiomatic Touch; Clueless; Combat Paralysis; Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; High Pain Threshold; Immunity to Metabolic Hazards; Injury Tolerance (No Blood, No Head, No Neck, Unliving); Nictitating Membrane 2; No Sense of Smell/Taste; Resistant to Mind Control (+3); Selfless (12); Slow Healing 2; Striking Surface; Temperature Tolerance 6; Unaging; Unfazeable; Vacuum Support; Vulnerability (Anarchic Weapons, x2).
    Skills: Broadsword-14.
    Creature Type: Construct (Lawful).
 

Pentadrones are the highest-ranked modrons of the base caste. They look like clockwork starfish on five legs. Each arms of the starfish has an eye and a mouth. For the purpose of mechanics, I will treat each arm as an actual arm with Extra-Flexible and No Fine Manipulators. The number of mouths is increased to four. I decided to give them thicker armor in addition to large size and ST bonus. Pentadrones also possess an ability exude a cloud of paralysis gas or use the gas as a reactive thruster.

 

Pentadrone [Dragon Magazine #354, page 46]

450 points
Attribute Modifiers: ST+7 (No Fine Manipulators, -40%; Size Modifier, -10%) [35]; DX+1 [20]; IQ+1 [20]; HT+1 [10].
Secondary Characteristic Modifiers: SM+1; Will+2 [10]; Per+2 [10]; Basic Move +1 [5].
Advantages: 360° Vision [25]; Ambidexterity [5]; Dark Vision [25]; DR 5 (Nuisance Effect, Unarmored parts targeted at -6, -10%) [23]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; Extra Arm 3 (Extra-Flexible, +50%) [45]; Extra Attack 1 [25]; Extra Legs (Five Legs) [10]; Extra Mouth 4 [20]; Extra-Flexible Arms [10]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Immunity to Mind Control [30]; Indomitable [15]; Injury Tolerance (No Blood, No Head, No Neck, Unliving) [37]; Temperature Tolerance 6 [6]; Unaging [15]; Unfazeable [15]; Vacuum Support [5].
    Gas Thrust: Flight (Costs Fatigue, 1 FP/second, -10%; Low Ceiling, 30-foot, -10%; Magical, -10%; Slow, -25%) [18].
    Paralysis Gas: Affliction 1 (HT; Cone 1, +60%; Costs Fatigue, 2 FP, -10%; Increased 1/2D, 10x, +15%; Magical, -10%; Paralysis, +150%; Reduced Duration, 1/30, -30%; Reduced Range, 1/10, -30%; Respiratory Agent, +50%) [30].
Disadvantages: Clueless [-10]; Delusions (No modrons beyond the adjacent ranks exist) [-5]; Dependency (Psychomorphic Substance; Rare; Seasonally) [-10]; Extreme Fanaticism (Modron Hierarchy) [-15]; Incurious (12) [-5]; Low Empathy [-20]; No Sense of Humor [-10]; No Sense of Smell/Taste [-5]; Selfless (6) [-10]; Slow Healing 2 [-10]; Vulnerability (Anarchic Weapons, x2) [-10].
Perks: Axiomatic Touch [1]; Stiking Surface [1].
Quirks: Affected by Magnetism [-1].
Creature Type: Construct (Lawful).

Knowing Your Own Strength [485]
Replace ST+7 (No Fine Manipulators, -40%; Size Modifier, -10%) [35] with ST+7 [70]

Typical Stats

ST:

17

HP:

17

Speed:

5.5

DX:

11

Will:

13

Move:

6

IQ:

11

Per:

13

 

 

HT:

11

FP:

11

SM:

+1

Dodge:

8

Parry:

10 (unarmed)

DR:

5 (see text)

    Arm Slam (14): thrust 2d-1 crushing (KYOS: 3d-1 crushing), Reach C-1.
    Armor Plating: The pentadrone is covered in metal plate armor that provides DR 5. However, when attacking the torso or arms, a character can strike the unarmored fleshy parts at -6.
    Gas Thrust: The pentadrone can emit gas downwards to propel itself in the air. It can fly with Air Move 6 with a flight ceiling of 10 yards, and each second of flight costs 1 FP.
    Paralysis Gas (12): The pentadrone may emit a stream of paralyzing gas. This is a cone attack that uses rules from Area and Spreading Attacks (pp. B413-414). The cone is 1-yard wide and has a length of 10 yards. Each use costs 2 FP. It is possible to make the cone wider by using the rules from Cones of Power (GURPS Dungeon Fantasy Monsters 4: Dragons, p. 10). Creatures who breathe the gas must roll against HT or be paralyzed for 2 seconds times margin of failure. After that, the subject is stunned (p. B420) and may roll vs. HT once per second to recover.

    Traits: 360° Vision; Affected by Magnetism; Ambidexterity; Axiomatic Touch; Clueless; Dark Vision; Delusions (No modrons beyond the adjacent ranks exist); Dependency (Psychomorphic Substance; Rare; Seasonally); Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Extra Arms 3 (Extra-Flexible); Extra Attack 1; Extra Legs (Five Legs); Extra Mouth 4; Extra-Flexible Arms; Extreme Fanaticism (Modron Hierarchy); High Pain Threshold; Immunity to Metabolic Hazards; Immunity to Mind Control; Incurious (12); Indomitable; Injury Tolerance (No Blood, No Head, No Neck, Unliving); Low Empathy; No Sense of Humor; No Sense of Smell/Taste; Selfless (6); Single-Minded; Slow Healing 2; Striking Surface; Temperature Tolerance 6; Unaging; Unfazeable; Vacuum Support; Vulnerability (Anarchic Weapons, x2).
    Skills: Brawling-14; Innate Attack (Breath)-12.
    Creature Type: Construct (Lawful).

Now we're done with the base modrons. The high caste of the modron society is the hierarch modrons. The higher the rank, the more humanoid they are, and they possess many different abilities. The lowest hierarch modron is the decaton that looks like a sphere on two legs with ten eyes and ten tentacles, and one mouth on the top. For hierarch modrons, I decided to remove Incurious and decrease Slow Healing 2 to Slow Healing 1. Finally, they can communicate telepathically via the Telesend advantage and have some spell-like abilities - Command, Minor Healing, Repair, and Teleport.

 

Decaton [Manual of the Planes WE, page 10]

655 points
Attribute Modifiers: DX+2 [40]; IQ+2 [40]; HT+2 [20].
Secondary Characteristic Modifiers: Will+2 [10]; Per+2 [10].
Advantages: 360° Vision [25]; Ambidexterity [5]; Dark Vision [25]; DR 3 (Nuisance Effect, Unarmored parts targeted at -6, -10%) [14]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; Extra Arms 8 (Extra-Flexible, +50%) [120]; Extra Attack 2 [50]; Extra-Flexible Arms [10]; Flight (Lighter Than Air, -10%; Slow, Move 1, -45%) [18]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Immunity to Mind Control [30]; Indomitable [15]; Injury Tolerance (No Blood, No Head, No Neck, Unliving) [37]; Nictitating Membrane 2 [2]; Telesend (Magical, -10%; Universal, +50%) [42]; Temperature Tolerance 6 [6]; Unaging [15]; Unfazeable [15]; Vacuum Support [5].
    Spell-Like Abilities (Alternative Abilities) [110]:
    Command [43/5=9];
    Minor Healing [32/5=7] - see GURPS Thaumatology: Sorcery, page 17;
    Repair [17/5=4];
    Teleport [90].
Disadvantages: Clueless [-10]; Delusions (No modrons beyond the adjacent ranks exist) [-5]; Dependency (Psychomorphic Substance; Rare; Seasonally) [-10]; Extreme Fanaticism (Modron Hierarchy) [-15]; Low Empathy [-20]; No Sense of Humor [-10]; No Sense of Smell/Taste [-5]; Selfless (6) [-10]; Slow Healing 1 [-5]; Vulnerability (Anarchic Weapons, x2) [-10].
Perks: Axiomatic Touch [1]; Stiking Surface [1].
Quirks: Affected by Magnetism [-1].
Creature Type: Construct (Lawful).

Typical Stats

ST:

10

HP:

10

Speed:

6

DX:

12

Will:

14

Move:

6 ground, 1 air

IQ:

12

Per:

14

 

 

HT:

12

FP:

12

SM:

+0

Dodge:

9

Parry:

9 (unarmed)

DR:

3 (see text)

    Tentacle (12): thrust 1d-2 crushing, Reach C.
    Armor Plating: The decaton is covered in light metal plate armor that provides DR 3. Thick glass lenses provide DR 2 to the eyes. However, when attacking the torso, a character can strike the unarmored fleshy parts at -6.
    Spell-Like Abilities (Alternative Abilities):
    Command (12);
    Minor Healing (12)
- see GURPS Thaumatology: Sorcery, page 17;
    Repair (12);
    Teleport (12).


    Traits: 360° Vision; Affected by Magnetism; Ambidexterity; Axiomatic Touch; Clueless; Dark Vision; Delusions (No modrons beyond the adjacent ranks exist); Dependency (Psychomorphic Substance; Rare; Seasonally); Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Extra Arms 8 (Extra-Flexible); Extra Attack 2; Extra-Flexible Arms; Extreme Fanaticism (Modron Hierarchy); Flight (Lighter Than Air; Slow, Move 1); High Pain Threshold; Immunity to Metabolic Hazards; Immunity to Mind Control; Indomitable; Injury Tolerance (No Blood, No Head, No Neck, Unliving); Low Empathy; Nictitating Membrane 2; No Sense of Humor; No Sense of Smell/Taste; Selfless (6); Slow Healing 1; Striking Surface; Telesend (Magical; Universal); Temperature Tolerance 6; Unaging; Unfazeable; Vacuum Support; Vulnerability (Anarchic Weapons, x2).
    Skills: Administration-13; Leadership-13; Mechanic (Clockwork)-13; Strategy (Land)-13; Tactics-13.
    Creature Type: Construct (Lawful).

Nonatons are next on the rank ladder. They have cylindrical bodies with two eyes and two mouths. Yet again, I have to return No Depth Perception. They have three legs and nine tentacles. Unlike the decatons, they cannot fly, and their set of spell-like abilities is aimed at detecting alignment auras and planeshifting instead of mending wounds.

Nonaton [Manual of the Planes WE, page 11]

707 points
Attribute Modifiers: ST+4 (Size Modifier, -10%) [36]; DX+2 [40]; IQ+2 [40]; HT+3 [30].
Secondary Characteristic Modifiers: SM+1; Will+2 [10]; Per+2 [10]; Basic Move +2 [10].
Advantages: 360° Vision [25]; Ambidexterity [5]; Dark Vision [25]; DR 5 (Nuisance Effect, Unarmored parts targeted at -6, -10%) [23]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; Extra Arms 7 (Extra-Flexible, +50%) [105]; Extra Attack 2 [50]; Extra Legs (Three Legs) [5]; Extra Mouth 1 [5]; Extra-Flexible Arms [10]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Immunity to Mind Control [30]; Indomitable [15]; Injury Tolerance (No Blood, No Head, No Neck, Unliving) [37]; Nictitating Membrane 2 [2]; Telesend (Magical, -10%; Universal, +50%) [42]; Temperature Tolerance 6 [6]; Unaging [15]; Unfazeable [15]; Vacuum Support [5].
    Spell-Like Abilities (Alternative Abilities) [135]:
    Command [43/5=9];
    Mind-Reading [26/5=6];
    Plane Shift [50/5=10];
    Seek Chaos [21/5=5];
    Seek Evil [21/5=5];
    Seek Good [21/5=5];
    Seek Law [21/5=5];
    Teleport [90].
Disadvantages: Clueless [-10]; Delusions (No modrons beyond the adjacent ranks exist) [-5]; Dependency (Psychomorphic Substance; Rare; Seasonally) [-10]; Extreme Fanaticism (Modron Hierarchy) [-15]; Low Empathy [-20]; No Depth Perception [-15]; No Sense of Humor [-10]; No Sense of Smell/Taste [-5]; Selfless (6) [-10]; Slow Healing 1 [-5]; Vulnerability (Anarchic Weapons, x2) [-10].
Perks: Axiomatic Touch [1]; Stiking Surface [1].
Quirks: Affected by Magnetism [-1].
Creature Type: Construct (Lawful).

Knowing Your Own Strength [711]
Replace ST+4 (Size Modifier, -10%) [36] with ST+4 [40]

Typical Stats

ST:

14

HP:

14

Speed:

6.25

DX:

12

Will:

14

Move:

8

IQ:

12

Per:

14

 

 

HT:

13

FP:

13

SM:

+1

Dodge:

9

Parry:

10 (unarmed)

DR:

5 (see text)

    Tentacle (14): thrust 1d+1 crushing (KYOS: 2d-1 crushing), Reach C-1.
    Armor Plating: The nonaton is covered in metal plate armor that provides DR 5. Thick glass lenses provide DR 2 to the eyes. However, when attacking the torso, a character can strike the unarmored fleshy parts at -6.
    Spell-Like Abilities (Alternative Abilities):
    Command (12);
    Mind-Reading (12);
    Plane Shift (12);
    Seek Chaos (14);
    Seek Evil (14);
    Seek Good (14);
    Seek Law (14);
    Teleport (12).


    Traits: 360° Vision; Affected by Magnetism; Ambidexterity; Axiomatic Touch; Clueless; Dark Vision; Delusions (No modrons beyond the adjacent ranks exist); Dependency (Psychomorphic Substance; Rare; Seasonally); Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Extra Arms 7 (Extra-Flexible); Extra Attack 2; Extra Legs (Three Legs); Extra Mouth 1; Extra-Flexible Arms; Extreme Fanaticism (Modron Hierarchy); High Pain Threshold; Immunity to Metabolic Hazards; Immunity to Mind Control; Indomitable; Injury Tolerance (No Blood, No Head, No Neck, Unliving); Low Empathy; Nictitating Membrane 2; No Depth Perception; No Sense of Humor; No Sense of Smell/Taste; Selfless (6); Slow Healing 1; Striking Surface; Telesend (Magical; Universal); Temperature Tolerance 6; Unaging; Unfazeable; Vacuum Support; Vulnerability (Anarchic Weapons, x2).
    Skills: Administration-14; Brawling-14; Leadership-14; Mechanic (Clockwork)-14; Observation-16; Strategy (Land)-14; Tactics-14.
    Creature Type: Construct (Lawful).

Octons are very similar. In terms of the body plan, they have a ring that houses eight tentacles instead of nine, and they have two legs. Their spell-like abilities are fewer in number, and for some reason they get Static (Psi). I don't mind that.

Octon [Manual of the Planes WE, page 12]

717 points
Attribute Modifiers: ST+4 (Size Modifier, -10%) [36]; DX+2 [40]; IQ+2 [40]; HT+3 [30].
Secondary Characteristic Modifiers: SM+1; Will+2 [10]; Per+2 [10].
Advantages: 360° Vision [25]; Ambidexterity [5]; Amphibious [10]; Dark Vision [25]; DR 5 (Nuisance Effect, Unarmored parts targeted at -6, -10%) [23]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; Extra Arms 6 (Extra-Flexible, +50%) [90]; Extra Attack 2 [50]; Extra Mouth 1 [5]; Extra-Flexible Arms [10]; Flight (Lighter Than Air, -10%; Slow, -25%) [26]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Immunity to Mind Control [30]; Indomitable [15]; Injury Tolerance (No Blood, No Head, No Neck, Unliving) [37]; Nictitating Membrane 2 [2]; Static (Psi) [30]; Telesend (Magical, -10%; Universal, +50%) [42]; Temperature Tolerance 6 [6]; Unaging [15]; Unfazeable [15]; Vacuum Support [5].
    Spell-Like Abilities (Alternative Abilities) [109]:
    Command [43/5=9];
    Seek Evil [21/5=5];
    Seek Good [21/5=5];
    Teleport [90].
Disadvantages: Clueless [-10]; Delusions (No modrons beyond the adjacent ranks exist) [-5]; Dependency (Psychomorphic Substance; Rare; Seasonally) [-10]; Extreme Fanaticism (Modron Hierarchy) [-15]; Low Empathy [-20]; No Depth Perception [-15]; No Sense of Humor [-10]; No Sense of Smell/Taste [-5]; Selfless (6) [-10]; Slow Healing 1 [-5]; Vulnerability (Anarchic Weapons, x2) [-10].
Perks: Axiomatic Touch [1]; Stiking Surface [1].
Quirks: Affected by Magnetism [-1].
Creature Type: Construct (Lawful).

Knowing Your Own Strength [721]
Replace ST+4 (Size Modifier, -10%) [36] with ST+4 [40]

Typical Stats

ST:

14

HP:

14

Speed:

6.25

DX:

12

Will:

14

Move:

6 ground, 6 water, 6 air

IQ:

12

Per:

14

 

 

HT:

13

FP:

13

SM:

+1

Dodge:

9

Parry:

10 (unarmed)

DR:

5 (see text)

    Tentacle (14): thrust 1d+1 crushing (KYOS: 2d-1 crushing), Reach C-1.
    Armor Plating: The octon is covered in metal plate armor that provides DR 5. Thick glass lenses provide DR 2 to the eyes. However, when attacking the torso, a character can strike the unarmored fleshy parts at -6.
    Spell-Like Abilities (Alternative Abilities):
    Command (12);
    Seek Evil (14);
    Seek Good (14);
    Teleport (12).


    Traits: 360° Vision; Affected by Magnetism; Ambidexterity; Amphibiuos; Axiomatic Touch; Clueless; Dark Vision; Delusions (No modrons beyond the adjacent ranks exist); Dependency (Psychomorphic Substance; Rare; Seasonally); Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Extra Arms 6 (Extra-Flexible); Extra Attack 2; Extra Mouth 1; Extra-Flexible Arms; Extreme Fanaticism (Modron Hierarchy); Flight (Lighter Than Air; Slow); High Pain Threshold; Immunity to Metabolic Hazards; Immunity to Mind Control; Indomitable; Injury Tolerance (No Blood, No Head, No Neck, Unliving); Low Empathy; Nictitating Membrane 2; No Depth Perception; No Sense of Humor; No Sense of Smell/Taste; Selfless (6); Slow Healing 1; Static (Psi); Striking Surface; Telesend (Magical; Universal); Temperature Tolerance 6; Unaging; Unfazeable; Vacuum Support; Vulnerability (Anarchic Weapons, x2).
    Skills: Administration-14; Brawling-14; Leadership-14; Mechanic (Clockwork)-14; Observation-16; Strategy (Land)-14; Tactics-14.
    Creature Type: Construct (Lawful).

Septons is where hierarch modrons become more or less humanoid. They have a proper head and face now, but still no neck. We abolish the all-around vision, lose the ability to fly, but retain psionics immunity. Finally, septons get a nose! So, while they still have no sense of taste, now at least they can smell. In addition, septons get a constantly active ability to see magic auras.

Septon [Manual of the Planes WE, page 13]

650 points
Attribute Modifiers: ST+4 [40]; DX+2 [40]; IQ+3 [60]; HT+3 [30].
Secondary Characteristic Modifiers: Will+2 [10]; Per+2 [10].
Advantages: Ambidexterity [5]; Amphibious [10]; Dark Vision [25]; Detect (Magic; Magical, -10%; Reflexive, +40%) [13]; DR 5 (Nuisance Effect, Unarmored parts targeted at -6, -10%) [23]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; Extra Arms 5 (Extra-Flexible, +50%) [75]; Extra Attack 2 [50]; Extra-Flexible Arms [10]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Immunity to Mind Control [30]; Indomitable [15]; Injury Tolerance (No Blood, No Neck, Unliving) [30]; Nictitating Membrane 2 [2]; Static (Psi) [30]; Telesend (Magical, -10%; Universal, +50%) [42]; Temperature Tolerance 6 [6]; Unaging [15]; Unfazeable [15]; Vacuum Support [5].
    Spell-Like Abilities (Alternative Abilities) [105]:
    Command [43/5=9];
    Mind-Reading [26/5=6];
    Teleport [90].
Disadvantages: Clueless [-10]; Delusions (No modrons beyond the adjacent ranks exist) [-5]; Dependency (Psychomorphic Substance; Rare; Seasonally) [-10]; Extreme Fanaticism (Modron Hierarchy) [-15]; Low Empathy [-20]; No Sense of Humor [-10]; No Sense of Smell/Taste (Taste Only, -50%) [-2]; Selfless (6) [-10]; Slow Healing 1 [-5]; Vulnerability (Anarchic Weapons, x2) [-10].
Perks: Axiomatic Touch [1]; Stiking Surface [1].
Quirks: Affected by Magnetism [-1].
Creature Type: Construct (Lawful).

Typical Stats

ST:

14

HP:

14

Speed:

6.25

DX:

12

Will:

15

Move:

6 ground, 6 water

IQ:

13

Per:

15

 

 

HT:

13

FP:

13

SM:

+0

Dodge:

9

Parry:

10 (unarmed)

DR:

5 (see text)

    Punch (14): thrust 1d+1 crushing (KYOS: 2d-1 crushing), Reach C.
    Armor Plating: The septon is covered in metal plate armor that provides DR 5. Thick glass lenses provide DR 2 to the eyes. However, when attacking the torso, a character can strike the unarmored fleshy parts at -6.
    Spell-Like Abilities (Alternative Abilities):
    Command (13);
    Mind-Reading (13);
    Teleport (13).


    Traits: Affected by Magnetism; Ambidexterity; Amphibiuos; Axiomatic Touch; Clueless; Dark Vision; Delusions (No modrons beyond the adjacent ranks exist); Dependency (Psychomorphic Substance; Rare; Seasonally); Detect (Magic; Magical; Reflexive); Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Extra Arms 5 (Extra-Flexible); Extra Attack 2; Extra-Flexible Arms; Extreme Fanaticism (Modron Hierarchy); High Pain Threshold; Immunity to Metabolic Hazards; Immunity to Mind Control; Indomitable; Injury Tolerance (No Blood, No Neck, Unliving); Low Empathy; Nictitating Membrane 2; No Sense of Humor; No Sense of Smell/Taste (Taste Only); Selfless (6); Slow Healing 1; Static (Psi); Striking Surface; Telesend (Magical; Universal); Temperature Tolerance 6; Unaging; Unfazeable; Vacuum Support; Vulnerability (Anarchic Weapons, x2).
    Skills: Administration-16; Brawling-14; Law-16; Leadership-16; Mechanic (Clockwork)-16; Observation-16; Strategy (Land)-16; Tactics-16.
    Creature Type: Construct (Lawful).

Hextons become even more humanoid. They lose the tentacled collar, gain a neck, and in addition to two normal arms get four clawed tentacles sprouting from their backs and a pair of wings.

Hexton [Manual of the Planes WE, page 13]

691 points
Attribute Modifiers: ST+5 (Size Modifier, -10%) [45]; DX+3 [60]; IQ+3 [60]; HT+3 [30].
Secondary Characteristic Modifiers: SM+1; Will+2 [10]; Per+2 [10].
Advantages: Ambidexterity [5]; Dark Vision [25]; DR 5 (Nuisance Effect, Unarmored parts targeted at -6, -10%) [23]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; Extra Arms 4 (Extra-Flexible, +50%) [60]; Extra Attack 2 [50]; Flight (Cannot Hover, -15%; Winged, -25%) [24]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Immunity to Mind Control [30]; Indomitable [15]; Injury Tolerance (No Blood, Unliving) [25]; Nictitating Membrane 2 [2]; Sharp Claws [5]; Static (Psi) [30]; Telesend (Magical, -10%; Universal, +50%) [42]; Temperature Tolerance 6 [6]; Unaging [15]; Unfazeable [15]; Vacuum Support [5].
    Spell-Like Abilities (Alternative Abilities) [105]:
    Command [43/5=9];
    Mind-Reading [26/5=6];
    Teleport [90].
Disadvantages: Clueless [-10]; Delusions (No modrons beyond the adjacent ranks exist) [-5]; Dependency (Psychomorphic Substance; Rare; Seasonally) [-10]; Extreme Fanaticism (Modron Hierarchy) [-15]; Low Empathy [-20]; No Sense of Humor [-10]; No Sense of Smell/Taste (Taste Only, -50%) [-2]; Selfless (6) [-10]; Slow Healing 1 [-5]; Vulnerability (Anarchic Weapons, x2) [-10].
Perks: Axiomatic Touch [1]; Stiking Surface [1].
Quirks: Affected by Magnetism [-1].
Creature Type: Construct (Lawful).

Knowing Your Own Strength [696]
Replace ST+5 (Size Modifier, -10%) [45] with ST+4 [50]

Typical Stats

ST:

15

HP:

15

Speed:

6.5

DX:

13

Will:

15

Move:

6 ground, 13 air

IQ:

13

Per:

15

 

 

HT:

13

FP:

13

SM:

+1

Dodge:

9

Parry:

11 (unarmed)

DR:

5 (see text)

    Punch (16): thrust 1d+2 crushing (KYOS: 2d crushing), Reach C-1.
    Clawed Tentacle (16): thrust 1d+2 cutting (KYOS: 2d cutting), Reach C-1.
    Armor Plating: The hexton is covered in metal plate armor that provides DR 5. Thick glass lenses provide DR 2 to the eyes. However, when attacking the torso, a character can strike the unarmored fleshy parts at -6.
    Spell-Like Abilities (Alternative Abilities):
    Command (13);
    Mind-Reading (13);
    Teleport (13).


    Traits: Affected by Magnetism; Ambidexterity; Axiomatic Touch; Clueless; Dark Vision; Delusions (No modrons beyond the adjacent ranks exist); Dependency (Psychomorphic Substance; Rare; Seasonally); Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Extra Arms 4 (Extra-Flexible); Extra Attack 2; Extreme Fanaticism (Modron Hierarchy); Flight (Cannot Hover; Winged); High Pain Threshold; Immunity to Metabolic Hazards; Immunity to Mind Control; Indomitable; Injury Tolerance (No Blood, Unliving); Low Empathy; Nictitating Membrane 2; No Sense of Humor; No Sense of Smell/Taste (Taste Only); Selfless (6); Slow Healing 1; Static (Psi); Striking Surface; Telesend (Magical; Universal); Temperature Tolerance 6; Unaging; Unfazeable; Vacuum Support; Vulnerability (Anarchic Weapons, x2).
    Skills: Administration-16; Brawling-16; Law-16; Leadership-16; Mechanic (Clockwork)-16; Observation-16; Strategy (Land)-16; Tactics-16.
    Creature Type: Construct (Lawful).

Quintons become four-armed humanoids with a prehensile tail. They get an extra IQ bonus and heavier armor plating. In terms of special abilities, they regain their ability to see magical, evil, and good auras.

Quinton [Manual of the Planes WE, page 14]

685 points
Attribute Modifiers: ST+5 (Size Modifier, -10%) [45]; DX+2 [40]; IQ+4 [80]; HT+4 [40].
Secondary Characteristic Modifiers: SM+1; Will+2 [10]; Per+2 [10]; Basic Move -2 [-10].
Advantages: Ambidexterity [5]; Dark Vision [25]; Detect (Magic; Magical, -10%; Reflexive, +40%) [13]; DR 7 (Nuisance Effect, Chinks in armor, -5%) [34]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; Extra Arms 2 [20]; Extra Arm 1 (Prehensile Tail; Extra-Flexible, +50%) [15]; Extra Attack 2 [50]; Flight (Cannot Hover, -15%; Slow, -25%; Winged, -25%) [14]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Immunity to Mind Control [30]; Indomitable [15]; Injury Tolerance (No Blood, Unliving) [25]; Nictitating Membrane 2 [2]; Static (Psi) [30]; Telesend (Magical, -10%; Universal, +50%) [42]; Temperature Tolerance 6 [6]; Unaging [15]; Unfazeable [15]; Vacuum Support [5].
    Spell-Like Abilities (Alternative Abilities) [115]:
    Command [43/5=9];
    Mind-Reading [26/5=6];
    Seek Evil [21/5=5];
    Seek Good [21/5=5];
    Teleport [90].
Disadvantages: Clueless [-10]; Delusions (No modrons beyond the adjacent ranks exist) [-5]; Dependency (Psychomorphic Substance; Rare; Seasonally) [-10]; Extreme Fanaticism (Modron Hierarchy) [-15]; Low Empathy [-20]; No Sense of Humor [-10]; No Sense of Smell/Taste (Taste Only, -50%) [-2]; Selfless (6) [-10]; Slow Healing 1 [-5]; Vulnerability (Anarchic Weapons, x2) [-10].
Perks: Axiomatic Touch [1]; Stiking Surface [1].
Quirks: Affected by Magnetism [-1].
Creature Type: Construct (Lawful).

Knowing Your Own Strength [690]
Replace ST+5 (Size Modifier, -10%) [45] with ST+4 [50]

Typical Stats

ST:

15

HP:

15

Speed:

6.5

DX:

12

Will:

16

Move:

4 ground, 6 air

IQ:

14

Per:

16

 

 

HT:

14

FP:

14

SM:

+1

Dodge:

9

Parry:

11 (unarmed)

DR:

7 (see text)

    Punch (16): thrust 1d+2 crushing (KYOS: 2d crushing), Reach C-1.
    Armor Plating: The quinton is covered in metal plate armor that provides DR 7. Thick glass lenses provide DR 2 to the eyes. Chinks in armor can be targeted at -8 to halve DR.
    Spell-Like Abilities (Alternative Abilities):
    Command (14);
    Mind-Reading (14);
    Seek Evil (16);
    Seek Good (16);
    Teleport (14).


    Traits: Affected by Magnetism; Ambidexterity; Axiomatic Touch; Clueless; Dark Vision; Delusions (No modrons beyond the adjacent ranks exist); Dependency (Psychomorphic Substance; Rare; Seasonally); Detect (Magic; Magical; Reflexive); Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Extra Arms 2; Extra Arm 1 (Prehensile Tail; Extra-Flexible); Extra Attack 2; Extreme Fanaticism (Modron Hierarchy); Flight (Cannot Hover; Slow; Winged); High Pain Threshold; Immunity to Metabolic Hazards; Immunity to Mind Control; Indomitable; Injury Tolerance (No Blood, Unliving); Low Empathy; Nictitating Membrane 2; No Sense of Humor; No Sense of Smell/Taste (Taste Only); Selfless (6); Slow Healing 1; Static (Psi); Striking Surface; Telesend (Magical; Universal); Temperature Tolerance 6; Unaging; Unfazeable; Vacuum Support; Vulnerability (Anarchic Weapons, x2).
    Skills: Administration-18; Brawling-16; Law-16; Leadership-16; Mechanic (Clockwork)-16; Observation-16; Strategy (Land)-16; Tactics-16.
    Creature Type: Construct (Lawful).

Quartons lose their prehensile tail, become faster fliers, lose their aura sight ability, and gain an ability to project force walls. Technically speaking, all the hierarch modrons were supposed to have this ability, but I decided to reserve it for the high rank ones.

 

Quarton [Manual of the Planes WE, page 15]

752 points
Attribute Modifiers: ST+15 (Size Modifier, -20%) [120]; DX+2 [40]; IQ+4 [80]; HT+4 [40].
Secondary Characteristic Modifiers: SM+2; Will+2 [10]; Per+2 [10].
Advantages: Ambidexterity [5]; Dark Vision [25]; DR 7 (Nuisance Effect, Chinks in armor, -5%) [34]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; Extra Arms 2 [20]; Extra Attack 2 [50]; Flight (Cannot Hover, -15%; Winged, -25%) [24]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Immunity to Mind Control [30]; Indomitable [15]; Injury Tolerance (No Blood, Unliving) [25]; Nictitating Membrane 2 [2]; Static (Psi) [30]; Telesend (Magical, -10%; Universal, +50%) [42]; Temperature Tolerance 6 [6]; Unaging [15]; Unfazeable [15]; Vacuum Support [5].
    Spell-Like Abilities (Alternative Abilities) [115]:
    Command [43/5=9];
    Force Wall 1 (DR 12) [47/5=10] - see GURPS Sorcery: Protection and Warning Spells, page 7;
    Mind-Reading [26/5=6];
    Teleport [90].
Disadvantages: Clueless [-10]; Delusions (No modrons beyond the adjacent ranks exist) [-5]; Dependency (Psychomorphic Substance; Rare; Seasonally) [-10]; Extreme Fanaticism (Modron Hierarchy) [-15]; Low Empathy [-20]; No Sense of Humor [-10]; No Sense of Smell/Taste (Taste Only, -50%) [-2]; Selfless (6) [-10]; Slow Healing 1 [-5]; Vulnerability (Anarchic Weapons, x2) [-10].
Perks: Axiomatic Touch [1]; Stiking Surface [1].
Quirks: Affected by Magnetism [-1].
Creature Type: Construct (Lawful).

Knowing Your Own Strength [758]
Replace ST+15 (Size Modifier, -10%) [120] with ST+12 [120]
Add HP+3 [6]

Typical Stats

ST:

25 (KYOS: 22)

HP:

25

Speed:

6.5

DX:

12

Will:

16

Move:

6 ground, 13 air

IQ:

14

Per:

16

 

 

HT:

14

FP:

14

SM:

+2

Dodge:

9

Parry:

11 (unarmed)

DR:

7 (see text)

    Punch (16): thrust 3d crushing (KYOS: 4d+1 crushing), Reach C-1.
    Armor Plating: The quarton is covered in metal plate armor that provides DR 7. Thick glass lenses provide DR 2 to the eyes. Chinks in armor can be targeted at -8 to halve DR.
    Spell-Like Abilities (Alternative Abilities):
    Command (14);
    Force Wall 1 (DR 12) (18)
- see GURPS Sorcery: Protection and Warning Spells, page 7;
    Mind-Reading (14);
    Teleport (14).


    Traits: Affected by Magnetism; Ambidexterity; Axiomatic Touch; Clueless; Dark Vision; Delusions (No modrons beyond the adjacent ranks exist); Dependency (Psychomorphic Substance; Rare; Seasonally); Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Extra Arms 2; Extra Attack 2; Extreme Fanaticism (Modron Hierarchy); Flight (Cannot Hover; Winged); High Pain Threshold; Immunity to Metabolic Hazards; Immunity to Mind Control; Indomitable; Injury Tolerance (No Blood, Unliving); Low Empathy; Nictitating Membrane 2; No Sense of Humor; No Sense of Smell/Taste (Taste Only); Selfless (6); Slow Healing 1; Static (Psi); Striking Surface; Telesend (Magical; Universal); Temperature Tolerance 6; Unaging; Unfazeable; Vacuum Support; Vulnerability (Anarchic Weapons, x2).
    Skills: Administration-18; Brawling-16; Innate Attack (Gaze)-18; Law-18; Leadership-18; Mechanic (Clockwork)-18; Observation-18; Strategy (Land)-18; Tactics-18.
    Creature Type: Construct (Lawful).

Tertians have only two arms and a tail that ends in a mace-like growth. They are more intelligent than the quartons, but have lost their ability to fly.

Tertian [Manual of the Planes WE, page 16]

762 points
Attribute Modifiers: ST+15 (Size Modifier, -20%) [120]; DX+3 [60]; IQ+5 [100]; HT+4 [40].
Secondary Characteristic Modifiers: SM+2; Will+2 [10]; Per+2 [10]; Basic Move +2 [10].
Advantages: Ambidexterity [5]; Dark Vision [25]; DR 7 (Nuisance Effect, Chinks in armor, -5%) [34]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; Extra Attack 2 [50]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Immunity to Mind Control [30]; Indomitable [15]; Injury Tolerance (No Blood, Unliving) [25]; Nictitating Membrane 2 [2]; Static (Psi) [30]; Striker (Tail; Crushing; Cannot Parry, -40%; Clumsy 2, -40%; Long 1, +100%; Weak, -50%) [4]; Telesend (Magical, -10%; Universal, +50%) [42]; Temperature Tolerance 6 [6]; Unaging [15]; Unfazeable [15]; Vacuum Support [5].
    Spell-Like Abilities (Alternative Abilities) [115]:
    Command [43/5=9];
    Force Wall 1 (DR 12) [47/5=10] - see GURPS Sorcery: Protection and Warning Spells, page 7;
    Mind-Reading [26/5=6];
    Teleport [90].
Disadvantages: Clueless [-10]; Delusions (No modrons beyond the adjacent ranks exist) [-5]; Dependency (Psychomorphic Substance; Rare; Seasonally) [-10]; Extreme Fanaticism (Modron Hierarchy) [-15]; Low Empathy [-20]; No Sense of Humor [-10]; No Sense of Smell/Taste (Taste Only, -50%) [-2]; Selfless (6) [-10]; Slow Healing 1 [-5]; Vulnerability (Anarchic Weapons, x2) [-10].
Perks: Axiomatic Touch [1]; Stiking Surface [1].
Quirks: Affected by Magnetism [-1].
Creature Type: Construct (Lawful).

Knowing Your Own Strength [768]
Replace ST+15 (Size Modifier, -10%) [120] with ST+12 [120]
Add HP+3 [6]

Typical Stats

ST:

25 (KYOS: 22)

HP:

25

Speed:

6.75

DX:

13

Will:

17

Move:

8

IQ:

15

Per:

17

 

 

HT:

14

FP:

14

SM:

+2

Dodge:

9

Parry:

12 (unarmed)

DR:

7 (see text)

    Punch (18): thrust 3d crushing (KYOS: 4d+1 crushing), Reach C-1.
    Tail Club (16): thrust 4d-1 crushing (KYOS: 5d+1 crushing), Reach C-2.
    Armor Plating: The tertian is covered in metal plate armor that provides DR 7. Thick glass lenses provide DR 2 to the eyes. Chinks in armor can be targeted at -8 to halve DR.
    Spell-Like Abilities (Alternative Abilities):
    Command (15);
    Force Wall 1 (DR 12) (18)
- see GURPS Sorcery: Protection and Warning Spells, page 7;
    Mind-Reading (15);
    Teleport (15).


    Traits: Affected by Magnetism; Ambidexterity; Axiomatic Touch; Clueless; Dark Vision; Delusions (No modrons beyond the adjacent ranks exist); Dependency (Psychomorphic Substance; Rare; Seasonally); Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Extra Attack 2; Extreme Fanaticism (Modron Hierarchy); High Pain Threshold; Immunity to Metabolic Hazards; Immunity to Mind Control; Indomitable; Injury Tolerance (No Blood, Unliving); Low Empathy; Nictitating Membrane 2; No Sense of Humor; No Sense of Smell/Taste (Taste Only); Selfless (6); Slow Healing 1; Static (Psi); Striking Surface; Telesend (Magical; Universal); Temperature Tolerance 6; Unaging; Unfazeable; Vacuum Support; Vulnerability (Anarchic Weapons, x2).
    Skills: Administration-18; Brawling-18; Innate Attack (Gaze)-18; Law-18; Leadership-18; Mechanic (Clockwork)-18; Observation-18; Strategy (Land)-18; Tactics-18.
    Creature Type: Construct (Lawful).

The secundi lose the tail, regain the ability to fly, but without wings this time, and expand their array of spell-like abilities with something you've already seen before. They are at the top of the ladder, second only to Primus, the quasi-divine entity that rules the modrons.

Secundus [Manual of the Planes WE, page 17]

824 points
Attribute Modifiers: ST+15 (Size Modifier, -20%) [120]; DX+3 [60]; IQ+5 [100]; HT+4 [40].
Secondary Characteristic Modifiers: SM+2; Will+2 [10]; Per+2 [10]; Basic Move +2 [10].
Advantages: Ambidexterity [5]; Dark Vision [25]; DR 7 (Nuisance Effect, Chinks in armor, -5%) [34]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; Extra Attack 2 [50]; Flight (Magical, -10%) [36]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Immunity to Mind Control [30]; Indomitable [15]; Injury Tolerance (No Blood, Unliving) [25]; Nictitating Membrane 2 [2]; Static (Psi) [30]; Telesend (Magical, -10%; Universal, +50%) [42]; Temperature Tolerance 6 [6]; Unaging [15]; Unfazeable [15]; Vacuum Support [5].
    Spell-Like Abilities (Alternative Abilities) [145]:
    Command [43/5=9];
    Force Wall 1 (DR 12) [47/5=10] - see GURPS Sorcery: Protection and Warning Spells, page 7;
    Mind-Reading [26/5=6];
    Plane Shift [50/5=10];
    Seek Chaos [21/5=5];
    Seek Evil [21/5=5];
    Seek Good [21/5=5];
    Seek Law [21/5=5];
    Teleport [90].
Disadvantages: Clueless [-10]; Delusions (No modrons beyond the adjacent ranks exist) [-5]; Dependency (Psychomorphic Substance; Rare; Seasonally) [-10]; Extreme Fanaticism (Modron Hierarchy) [-15]; Low Empathy [-20]; No Sense of Humor [-10]; No Sense of Smell/Taste (Taste Only, -50%) [-2]; Selfless (6) [-10]; Slow Healing 1 [-5]; Vulnerability (Anarchic Weapons, x2) [-10].
Perks: Axiomatic Touch [1]; Stiking Surface [1].
Quirks: Affected by Magnetism [-1].
Creature Type: Construct (Lawful).

Knowing Your Own Strength [830]
Replace ST+15 (Size Modifier, -10%) [120] with ST+12 [120]
Add HP+3 [6]

Typical Stats

ST:

25 (KYOS: 22)

HP:

25

Speed:

6.75

DX:

13

Will:

17

Move:

8 ground, 13 air

IQ:

15

Per:

17

 

 

HT:

14

FP:

14

SM:

+2

Dodge:

9

Parry:

12 (unarmed)

DR:

7 (see text)

    Punch (18): thrust 3d crushing (KYOS: 4d+1 crushing), Reach C-1.
    Armor Plating: The secundus is covered in metal plate armor that provides DR 7. Thick glass lenses provide DR 2 to the eyes. Chinks in armor can be targeted at -8 to halve DR.
    Spell-Like Abilities (Alternative Abilities):
    Command (15);
    Force Wall 1 (DR 12) (18)
- see GURPS Sorcery: Protection and Warning Spells, page 7;
    Mind-Reading (15);
    Plane Shift (15);
    Seek Chaos (17);
    Seek Evil (17);
    Seek Good (17);
    Seek Law (17);
    Teleport (15).


    Traits: Affected by Magnetism; Ambidexterity; Axiomatic Touch; Clueless; Dark Vision; Delusions (No modrons beyond the adjacent ranks exist); Dependency (Psychomorphic Substance; Rare; Seasonally); Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Extra Attack 2; Extreme Fanaticism (Modron Hierarchy); Flight (Magical); High Pain Threshold; Immunity to Metabolic Hazards; Immunity to Mind Control; Indomitable; Injury Tolerance (No Blood, Unliving); Low Empathy; Nictitating Membrane 2; No Sense of Humor; No Sense of Smell/Taste (Taste Only); Selfless (6); Slow Healing 1; Static (Psi); Striking Surface; Telesend (Magical; Universal); Temperature Tolerance 6; Unaging; Unfazeable; Vacuum Support; Vulnerability (Anarchic Weapons, x2).
    Skills: Administration-20; Brawling-18; Innate Attack (Gaze)-18; Law-18; Leadership-18; Mechanic (Clockwork)-18; Observation-18; Strategy (Land)-18; Tactics-18.
    Creature Type: Construct (Lawful).

Personally, I've never used modrons in my games before, but I have always liked them. Have fun!

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