Modron, Octon - Saga Style
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Modron, Octon

Strength
11d
Agility
7x
Intellect
10c
Willpower
12d

Hand Size:
Edge:
4 (25)
2

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

Additional Limbs / Tentacles:
an octon has eight 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, an octon can then make eight (!) melee attacks, the last seven of which will occur as contingent actions (if at a very, very low resultant action score).

Detection / Philosophical Awareness: an octon has the supernatural ability to look at just about any sentient being and, if it can pass an average intensity detection action opposed by said sentient being's Willpower score, tell if said person is inclined towards good, evil, order, chaos, or balance. This detection power functions at intensity 12.

Flight: thanks to a pecuilar, circular collar resting at shoulder level on every octon's body, they can all fly about by sucking air (or water, if it is under water) into the collar and then ejecting it out the other side, almost like a built-in propeller. This flight (or super-swimming, depending) works at intensity 3 (approximately 60 miles per hour).

Lightning Speed: octons all possess this power at intensity 2, which basically allows them to double their operating speed (they can move about at around 45 miles per hour if necessary). Furthermore, an octon can use this power to achieve even more multiple attacks than they already wield, but again, this butchers their total action score.

Magic: octons are competent users of magic, doing so at intensity 12. 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 an octon will only utilize spell effects that are conducive to the spread of order (or the destruction of chaos).

Telekinesis: octons have the ability to manipulate objects in their environment without even touching them. Using this power at intensity 12, octons can lift and move an object at up to firing range with similar strength. Octons can also use this power to support their heavy bodies on water; not flight, or even levitation, but just water walking.

Equipment

(none)

Hindrances:

(none)

Skills (in addition to common Hierarch Modron skills):

(no additional skills)

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:

Lordly and majestic (as most hierarch modrons are), the octons feel great responsiblity for the individual cogs that they oversee. The odd creatures do everything they can to maintain the proper order on their small portion of Mechanus, and are more than willing to send vast forces of modrons against anything the nonatons tell them is a serious threat.

Appearance:

The octon primarily appears as a rectangular steel block, eight feet tall, that walks on two mechanical legs and is wrapped within a large steel collar. This collar has bulges on the corners, each of which hold two of the octon's tentacles. Octons have the standard modron 'fleshy' face (but with two eyes) on the front side of their bodies.

Ecological Niche:

Though the decatons manage the various base modrons that inhabit each of Regulus' 64 cogs, it is the 64 octons who actually rule each piece of the modrons' realm. Via nonaton messengers, the octons make directives to the various base modrons, which (though the decatons see to them directly) the octons see as 'their' charges.

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