Modron, Octon - Classic Style
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Modron, Octon

F
In 40
A
Ex 20
S
Rm 30
E
Rm 30
R
In 40
I
In 40
P
Mn 75
Res
In 40
Pop
n/a


Health:
Karma:
120
155

Origin:

Like all modrons, the sixty four octons are extradimensional clockwork beings, hailing from the orderly plane of Mechanus. Their alien physiology is a bizarre blend of flesh and gears, and this - combined with their inherent magical nature - is the source of their supernatural powers.

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

Additional Limbs / Tentacles:
each and every octon (all sixty four of 'em) have eight powerful, whip-thin tentacles, and can bring all of them to bear at once. Thanks to an inherent talent with multiple attacks, octons can make up to eight attacks in one turn, the last seven of which will occur after everybody else has made their primary actions in said turn.

Flight: thanks to a pecuilar, cog-like collar resting at shoulder level on the octon 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 as though it were a built-in propeller. This flight (or super-swimming, if submerged) works at Typical (6) rank, or at approximately 60 miles per hour.

Lightning Speed: octons all possess this power at Typical (6) rank, 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, making them exceptionally dangerous in battle.

Philosophical Awareness: when gazing upon any sentient being, an octon has the ability to determine, if said sentient being fails a psyche FEAT roll against this power rank - Remarkable (30) - whether they lean towards an orderly, chaotic, good, evil, or balanced mindset. Their role as the administrators of Mechanus is greatly aided by this power.

Telekinesis: octons have the ability to manipulate objects in their environment without touching them. Using this power at Incredible (40) rank, octons can lift and move an object within their line of sight 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.

Schooling: Disciple - Clerical Magic / Order

Octons are competent users of magic, doing so at Incredible (40) rank. These powers are of a priestly nature, however, venerating the power of order above all else. Octons can wield between five and eight magical spells of this type, hopefully determined before the octon is brought into play; some spells may vary by plus or minus 1 CS.

Equipment:

(none)

Quirks:

Fighting Logistics:
octons, like all modrons, wield naturally organized minds. They can apply their inherent analytical tendecies to combat applications, sizing up a foe rather quickly. This allows them to add a +1 CS to all fighting FEAT rolls made against a foe after 1d10 rounds (not turns), a bouns that lasts until said opponent radically changes his fighing style.

Talents (in addition to common Hierarch Modron talents):

(no additional talents)

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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