That sounds very appropriate for a modron, if you're still leaning that way with Harmony.
I guess I stayed up all night and hashed out this character sheet stuff! Here it is. If you're interested in joining, please PM me the completed sheet with the subject Planescape: (name of your character). You can also post your sheet here if you want to show it off. I know I usually do.
[b]Name: [/b]
[b]Gender & Species:[/b]
[b]Physical Description:[/b]
[b]Occupation:[/b]
[b]Faction:[/b]
[b]Place of Residence:[/b]
[b]Place of Birth:[/b]
[b]Date of Birth:[/b]
[b]Alignment:[/b]
[b]Personality:[/b]
[b]History:[/b]
[b]Ons & Offs:[/b]
[b]What was your last contribution to the Sensorium?[/b]
[b]What experience in the Sensorium have you been intimidated, but curious, to try?[/b]
[b]In what three ways would you most aid an adventuring party?[/b]
[b]In what way might you hinder an adventuring party?[/b]
Gender & Species: Species can be anything commonly found in Dungeons & Dragons, such as human, elf, dwarf, gnome, halfling, half-orc, drow, changeling, etc. There are also a host of planar races found in Sigil. Some of the most common are...
Aasimar are descendents of celestial beings from the Upper Planes. Unlike other plane-touched, aasimar are rarely orphaned or abandoned by their nonhuman parent. They generally manifest some beautific celestial quality, such as golden hair, pearl or emerald skin, piercing voice, commanding height, or even dead giveaways such as angelic wings or saintly halo. Although they are descended from celestials, aasimar are not always good and trustworthy- they have the same freedom of choice of any mortal creature.
Bariaur, centaurlike beings from the Upper Planes, which are a combination of man and ram or woman and ewe. Most hail from the Norse paradise of Ysgard, but the same wanderlust that brings so many bariaur to Sigil has also established populations in the savage Beastlands, the Greek paradise of Arborea, and the fertile fields of Elysium. Among their own kind, they congregate in herds, and build no permanent homes.
Eladrin are fey native to the Greek paradise of Arborea, just as devils are associated with Baator and demons with the Abyss. They're wild and free beings who exult in their own existence and live a life of song and celebration. As creatures made from the essence of a good-alsigned plane, eladrin are born with good hearts, but as creatures of chaos and revelry they are also fiercely individualistic.
Genasi are descendents of some elemental creature, often djinn. The four distinct types of genasi (air, earth, fire, and water) are each associated with a different Inner Plane. Their elemental nature is often evident in signs such as smoldering crimson skin, hair of flowering grass, a constant light wisp of a breeze, or a fine layer of scales always wet to the touch. Genasi are rare creatures, with no culture or kinship of their own, and often alienated from the Inner Planes of their origin due to an inability to survive its hostile climate.
Githyanki are an offshoot of Githzerai (below), now a warlike people who dwell on the void of the Astral Plane and amass great armies for planar invasion. They are much more gaunt and long of limb than humans, with rough, yellow skin and gleaming black eyes. Dress for a githyanki is often baroque, decorated with feathers, beads, and precious objects. The elite warriors of the githyanki, the gish, harmoniously combine both magic and swordplay and wield silver swords capable of severing an astral projection from its host body.
Githzerai are an ancient people, sister to Githyanki along a single line that can be traced back to one gith people who were slave to mind flayers. Githzerai are taller and thinner than humans with sharp features, long faces, and eyes of gray or yellow. Severe and serious, the githzerai tend toward somberness in their clothing and personalities. As a people, they have adopted the ever-changing chaos of Limbo as their new home, and utilize extreme discipline and psionic abilities to calm and control the tumult that surrounds them there.
Modrons, specifically rogue modrons, are members of a living clockwork race with strictly tasked hierarchy and singular focus on law, stability, and harmonious regulation. Sometimes, something goes wrong, and a modron goes rogue and becomes cut off from the clockwork hierarchy. They find themselves cast out of Mechanus, the heart of law and the only world they have ever known, and plunged into the cold, lonely, and chaotic multiverse. Rogue modrons have the forbidden and reprehensible glimmerings of self-awareness, the only thing that allows them to survive in this new sphere.
Tieflings are the mutts of the planar children, part human and part
something else- a something which is usually assumed to be Lower Planar. That stigma follows all tieflings through their lives. Loners by nature, they make their own paths out of necessity; no tiefling culture exists to aid the outcasts, since no two tieflings are alike. A shadow of knife-edge in their face, a little too much fire in their eyes, a scent of ash in their presence- all these things and more describe a tiefling. No planar would mistake a tiefling for a human, and most primes make the mistake only once.
Occupation: What does your character do for money, or what did they do before becoming a Sensate? Was she a humble pastry baker? Was she already a seasoned adventurer, like a paladin or illusionist?
Faction: By default this is assumed to be Society of Sensation. If you'd like to hail from one of the other factions as a special case, shoot me a PM!
Place of Residence: Describe wherever it is you live in Sigil. Have you moved into the Society of Sensation's dorms? Do you hail from an abbey of Saint Cuthbert in The Lady's Ward? A barracks in the Lower Ward? A run-down slum dwelling in the Hive Ward? A gated community in the Clerk's Ward?An inherited book shop in the Market Ward?
Place of Birth: Most who live in Sigil were not born there. If you were originally from a Prime Material world such as Krynn or Faerun or Eberron, or if you come from one of the Outer Planes, like Elysium or Hades, put that here. If your race is modron, then most likely your place of birth is Mechanus. If you were actually born in Sigil, go ahead and put that instead. You can be much more specific than a general plane of existence if you'd like.
A list of the Outer Planes can be found
here. They're a little too involved to describe here, but if you'd like more information on any of them, please send a PM my way.
Date of Birth: The current year is 127 FHR, or Factol Hashkar's Reign. If your character is more than 127 years old, just use a negative number. So if your high elf cobbler is 500 years old, they will have been born in -373 FHR. We can assume the months and days are analogous to our own.
Alignment: Alignment is the moral compass of a Dungeons & Dragons character. In Planescape, where belief shapes reality, it has real and physical effects. The two axes of alignment are Law versus Chaos and Good versus Evil, with neutrality in between. This means you can be Lawful Good, Neutral Good, Chaotic Good, Lawful Neutral, True Neutral, Chaotic Neutral, Lawful Evil, Neutral Evil, or Chaotic Evil.
Alignment is not in place to restrict or dictate how you should play your character. You can be Chaotic Evil and still pay for a sandwich and not murder everyone you meet. (Please don't, in fact, that would be pretty disruptive.)
Personality: Just a little bit about who your character is deep down, beneath the immediately physically obvious!
History: For someone who isn't versed in Planescape or Dungeons & Dragons lore, this is bound to be a challenge. I will be happy to guide you when it comes to history, or you can put together a very general history that might fit in anywhere. Your history doesn't have to be interesting and it doesn't have to be tragic, but I will forgive you if it is.
Ons & Offs: In addition to any character-specific ons and offs, please provide a link to your O&Os thread if you have one.
What was your last contribution to the Sensorium? The Sensorium is a database of sensation and experience. Each year, a Sensate must contribute something they personally have experienced to the recorders there. It could be a wonderful experience or a terrible one, but it must have happened within the past year.
What experience in the Sensorium have you been intimidated, but curious, to try? This could be a forbidden pleasure, a morbid fascination, a religious taboo- something that a satisfying tour of the senses will not be complete without, but something prevents your character from opening up to.
In what three ways would you most aid an adventuring party? If you have a talent, such as being able to cast illusion spells or pick locks, those are definitely beneficial to an adventuring party. Maybe instead you have a magical sword, or a compass that always points the way to the nearest portal. It could just as easily be something mundane, such as plucky charm or friends in unexpected places.
In what way might you hinder an adventuring party? Nobody is perfect. Every character should have some kind of flaw that the villains might exploit. Maybe you're easily wowed by the splendor of the planes, are a staunch pacifist, have an enemy with a grudge, or can't refuse a new experience. The last is especially common to Sensates.