Modron, Pentadrone - Classic Style
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Modron, Pentadrone

F
Rm 30
A
Gd 10
S
Ex 20
E
Ex 20
R
Ex 20
I
Ex 20
P
Am 50
Res
Ex 20
Pop
n/a


Health:
Karma:
80
90

Origin:

Like all modrons, the countless pentadrones 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 Base Modron powers):

Circular Vision:
pentadrones, having a 'face' 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). This power has no rank, per se, but similarly, it can't be negated, either. So this, in the end, isn't really a bad thing when you get down to it...

Enhanced Senses (general): pentadrones have extremely acute sensory organs, granting them have the ability to use all five 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 a +2 CS) as compared to other beings, or even other modrons.

Infravision: pentadrones, like many other modrons, have the ability to see into the infrared spectrum of light. Working at Excellent (20) rank, this lets them peer up to 180 feet into the dark, whether it be natural or artificially generated. While rarely necessary on Mechanus, it definitely comes handy in off-plane work, as several of the... lower... planes are utterly dark to standard vision.

Levitation: 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, which allows it to raise up in the air as high as it pleases, doing so at Feeble (2) rank (pretty much just enough to get its metal frame going up - and that's what counts).

Multiple Limbs / Arms: pentadrones have five tentacular 'arms', and can bring all five to bear at once. Thanks to an inherent talent with multiple attacks, pentadrones can make up to five attacks in one turn, the last four of which will occur after everybody else has made their primary actions in said turn. This makes them extremely dangerous in battle with mortal-types...

Paralysis: pentadrones have a sort of gas blaster mounted on top of their bodies, which allows them to spray a gas that induces paralysis in an opponent. Usable only once per fight, this gas can partially or fully incapacitate opponents for 1d10 turns, at Remarkable (30) rank; opponents receive an Endurance FEAT roll to resist this effect.

Resistance to Mortal Attacks: pentadrones, unlike the rest of the base modrons, are especially resistant to ordinary, mundane weaponry. In essence, they receive a +1 CS bonus to their defense when dealing with any 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.

Equipment:

Modrons, if on a special mission, can be equipped with just about any type of necessary device. Modron pentadrones, however, are typically without armament of any variety, in that they have more than enough physical power and weaponry 'built in' to their bodies to deal with any opponent who would be stopped by a sword, spear, axe, etc...

Quirks:

Fighting Logistics:
pentadrones, 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 Base Modron talents):

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 of their own kind, 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 whenever possible.

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. As such, any group that they are actively leading receives a 50 point boost to its karma pool - assuming it has one - even if the pentadrone is simply leading other pentadrones.

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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