Modron, Decaton - Saga Style
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Modron, Decaton

Strength
8d
Agility
6x
Intellect
8b
Willpower
10d

Hand Size:
Edge:
4 (25)
2

Known Powers (in addition to common Hierarch Modron powers):

Additional Limbs / Tentacles:
a decaton has ten powerful, whip-thin tentacles, all of which it can bring to bear on an opponent within a given exchange. Combined with its inherent boxing talent, a decaton can then make ten (!) melee attacks, the last nine of which will occur as contingent actions (if at a very, very low resultant action score).

Enhanced Senses / Circular Vision: decatons, thanks to the ten large eyes they use to take in their immediate area, are able to see everything around them. They can see in 360 degrees both horizontally and vertically in their surroundings. This power has no intensity, but then, it is unaffected by power negating abilities - so it all works out in the end.

Healing: a decaton is a powerful healer, though its abilities are limited only to modrons. At will, a decaton can heal (at intensity 15) any modron it can touch (and with its tentacles, it can nab up to ten at a time). Decatons can also cure disease and remove paralysis effects at a similar intensity, which helps them in their role of the caretakers of the base modrons.

Flight: like the pentadrone, a decaton can fly into the air by generating a lighter-than-air gas within itself. Functioning only at intensity 1, this power is also bound by the levitation limitation; a decaton cannot fly, per se, simply defy gravity. It can be moved by roving air currents, however, so decatons only use this power to supervise their minions in action.

Magic: decatons are competent users of magic, doing so at intensity 10. These powers are of a priestly nature, however, venerating the power of order above all else. There is no real game mechanic to represent this; simply keep in mind that a decaton will only utilize spell effects that are conducive to the spread of order (or the destruction of chaos).

Equipment

(none)

Hindrances:

(none)

Skills (in addition to common Hierarch Modron skills):

Medicine:
as caretakers of the base modrons charged to their care (and they have a lot), the decatons need to know how to piece them back together should something go wrong. Sure, they have their extensive healing powers, but should they fail, a decaton can repair and / or mend a broken modron / wounded modron, helping them to recover a lost card per exchange if treated right away.

Calling:

Soldier:
moreso than any other beings in the multiverse, modrons live to further the influence of law and order. They follow the orders of their superiors instinctively, for to do otherwise is incomprehensible. While this calling sounds more militant than modrons really are, it should be noted that they are virtual exemplars of the soldier mindset.

Personality:

The communication apparatus between the base and hierarch modrons, all decatons are generally concerned about their charges, the uncounted hordes of base modrons that are truly what makes Mechanus go (or so it is believed). They will do what they must to protect the base modrons, unless orders from higher up demand that they do not.

Appearance:

Rather peculiar in appearance, the seven foot tall decatons basically consist of a five foot diameter sphere, mostly metal, ringed with ten organic eyes (on steel eye stalks) and ten fleshy, whip-like tentacles. It also stands on two thick, elephantine legs. Decatons also have a rather large, human-like mouth on what is arguably called its 'front'.

Ecological Niche:

Caretakers of all the base modrons, decatons (all 100 of them) are the link between such beings and the other modron hierarchs, usually by relaying orders passed down through the chain of command from Primus itself. There is one decaton assigned to each cog of Regulus, and the other 36 oversee the, well, 36 great armies of the modrons.

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