Modron, Quarton - Classic Style
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Modron, Quarton

F
Mn 75
A
Rm 30
S
Am 50
E
Am 50
R
Mn 75
I
Mn 75
P
Un 100
Res
Mn 75
Pop
n/a


Health:
Karma:
205
250

Origin:

Like all modrons, the sixteen quartons 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 / Arms:
the quartons of Mechanus have four arms, and have the ability to bring all of them to bear at once - on one opponent or several. Thanks to an inherent talent with multiple attacks, quartons can make up to four attacks in one turn, the last three of which will occur after everybody else has made their primary actions in said turn.

Flight: like many other hierarch modrons, the quartons are blessed with the use of two exceptionally large, metallic wings that are joined together at their shoulders. These chrome, fanlike wings allow a quarton to fly with Excellent (20) speed (moving about at around one hundred fifty miles per hour). When not in use, these wings can fold together nicely.

Schooling: Adept - Clerical Magic / Order

Quartons are competent users of magic, doing so at Monstrous (75) rank. These powers are of a priestly nature, however, venerating the power of order above all else. They can wield between nine and twelve magical spells of this type, hopefully determined before the quinton is brought into play; some spells may vary by plus or minus 1 CS.

Equipment:

(none)

Quirks:

Fighting Logistics:
quartons, 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 skills)

Personality:

Quartons are are supremely logical beings, and detest being bothered by those sentient entities that are not as perfectly logical as themselves (read: non-modrons). They prefer to leave such chaotic beings to their underlings to be dealt with, but this is not always possible (as all manner of beings visit Mechanus on a regular basis...).

Appearance:

Quartons are simply huge in appearance, towering over mere mortals; they are twelve feet tall. Furthermore, they have four powerful arms that they may bring to bear on anyone foolish enough to irk their ire, and large, metallic wings that are joined together at the shoulder. Like quintons, quartons also have a large, 'built-in' metallic helmet, too.

Ecological Niche:

The sixteen quartons of Mechanus are charged with the management of the sixteen regions (each region being four cogs) of Regulus. Occasionally, one quarton will assist in the translation of orders from tertians to quintons in either the towers of the secundus or Primus itself, but otherwise, all they do is manage their respective territories as efficiently as possible.

It should be noted that, in addition to their own considerable powers, a quarton is guarded at all times by 36 fanatical pentadrones; these beings may not be able to tell just what it is that they are protecting, but they will gladly give their lives to keep this (in their eyes) inexplicable being from harm of any type.

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