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Modron, Pentadrone
Strength 10d |
Agility 5x |
Intellect 9c |
Willpower 10c |
Known Powers (in addition to common Base Modron powers):
Additional Limbs / Arms: pentadrones have five tentacular 'arms', which (combined with their inherent boxing skill) allows them to make up to five melee attacks in one exchange, the last four of which will occur as contingent actions (though this divvies up their action score rather badly). This sounds bad at first, but this makes them quite a handful for mere mortals in combat.
Body Armor: pentadrones, unlike the rest of the base modrons, are especially resistant to ordinary, mundane weaponry. In essence, they receive a +1 bonus to their defense when dealing with any sort of attack produced by a non-magical, low-tech, or non-psionic weapon. Axes and swords are affected by this power, but magic blades and blasters aren't.
Enhanced Senses (general): pentadrones have extremely acute sensory organs, the lot of which grant them the ability to use all five of the standard senses at 200 % of the ability of your average human. In other words, pentadrones wield all five senses at an enhanced level (call it intensity 13), be it sight, hearing, taste, smell, or touch - that comes in pretty handy, you know.
Enhanced Senses / Circular Vision: the anatomically curious pentadrones, having a 'face' of sorts on all five of their tentacular 'arms', benefit from this power at all times (having five eyes, only 72 degrees apart at any given time, is good for at least something you know). This power has no intensity, but on a similar note, cannot be negated, either - so this is ultimately a good thing.
Enhanced Senses / Infravision: pentadrones, like many other modrons, have the ability to see into the infrared spectrum of light. Working at intensity 6, this supernatural sensory power lets them peer up to 180 feet into the dark, whether it be natural or artificially generated. This comes in real handy in off-plane work, epsecially on the... darker... planes of existence.
Flight: pentadrones generate certain gases in their body at all times, and one use of these gases is levitation. While a pentadrone cannot fly, per se, it can levitate (per the flight limitation), which allows it to raise up in the air as high as it pleases, doing so at intensity 1 (pretty much just enough to get its metal frame moving against the forces of gravity).
Paralysis: pentadrones have a sort of gas blaster mounted on top of their bodies, which allows them to spray a gas that induces paralysis at an opponent. Usable only once per encounter, this gas can partially or fully incapacitate particularly powerful opponents, at intensity 10 (very handy against when up against exceptionally powerful foes of law and order).
Resistance to Acid, Cold, and Fire Attacks: like all modrons, the pentadrones are highly resistant, albeit not totally immune to the effects of extreme cold, heat, and acidic attacks (despite their metallic nature). Moreso than most modrons, however, pentadrones have +3 resistance to such attack forms, allowing them to maneuver in most hostile environs with relative ease.
Equipment
Modrons, if on a special mission, can be equipped with just about any type of necessary device. Pentadrones are typically unarmed, mind you, in that their superior strength and paralytic abilities are usually enough to deal with most standard opponents. However, there are chaotic oddities out there, so one never knows what a pentadrone may wield...
Hindrances:
(none)
Skills (in addition to common Base Modron skills):
Law Enforcement: as the first level of modron law enforcement, the pentadrones are required to police the numberless ranks of the base modrons to root out rogues and other chaotic troublemakers. As such, they have the authority to detain or neutralize these beings as is necessary, though they prefer to capture them for trial - it shows the triumph of order, after all...
Leadership: knowing how to spread resources around and delegate tasks like no other beings alive, pentadrones all have this skill as a general matter of course. If they can pass an average difficulty Willpower action, these modrons can add a +1 to the action scores of anybody they lead. If the quadrone loses its ability to lead, however, this bonus turns into a -1 penalty.
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:
Of all the base modrons, the pentadrones are the most intelligent - and by far the most powerful. Having the ability to commuincate, plan, operate, monitor, and manage, pentadrones are five-function beings, and use this ability to manage the numberless modron labor force for the rather finite in number hierarch modrons. They wear their authority like a badge, and expect others to respect it.
Appearance:
Odd even by modron standards, Pentadrones resemble five-armed starfish held up on five stilt-like legs. Each of these 'arms' are really a fat steel tentacle, upon which rests one of the pentadrone's five faces. Each of these tentacles has the generic modron 'face' (one eye, big fleshy mouth). Pentadrones also have a sort of top-mounted gas blaster, and are seven feet tall.
Ecological Niche:
The pentadrones are the police force of the base modrons, acting as a sort of translator between the wishes of the decatons and the actions of the quadrones, and maintaining the lowest levels of order in modron society. Furthermore, a dozen such modrons are often assigned to each of the modron armies in the capacity of maintaining said army's headquarters.
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