Modron, Tertian - Saga Style
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Modron, Tertian

Strength
16d
Agility
9x
Intellect
15c
Willpower
20c

Hand Size:
Edge:
6 (40)
4

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

Additional Limbs / Tail:
the nine tertians, in addition to their two powerful arms, possess a powerful prehensile tail that ends in a nobbly, mace-like ball. Combined with its inherent boxing talent, tertians may then make three melee attacks in a given exchange, the last two of which will occur as contingent actions (if at a somewhat low action score).

Horns: in the unlikely event that a tertian must rely upon physical violence, it does have (in addition to its attack tail) two rather large horns jutting out of its temples. These metallic horns should be considered +2 weapons for all intents and purposes, allowing a tertian to deliver a bone-crunching head-butt or body check to anybody that threatens it up close and personal.

Magic: tertians have devastating magical powers that they are more than happy to wield against anybody that attempts to side-step the forces of law and order. Wielding magical abilities at intensity 20, tertians can (like septons) wield both standard and priestly magics, and can thus cause considerable damage to the forces of chaos on any plane.

Paralysis: if a tertian manages to strike (and cause damage to) an opponent with its prehensile tail, it has the possibility of also affecting him with a powerful paralytic (intensity 17) attack, as well. If this attack managed to immobilize an opponent, the victim of this paralasys is trapped until the tertian lets him go. Or the victim can pass an average difficulty Willpower action against this power, that is.

Equipment

(none)

Hindrances:

(none)

Skills (in addition to common Hierarch Modron skills):

Law Enforcement:
as the ultimate judges of crimes on Mechanus, even if they only hear cases of vital import, the tertians have to know how to enforce the laws of Mechanus, in addition to simply understand them. As such, their knowledge of law enforcement must by definition be world class in scope, allowing them an auto-trump in all actions called for in this area by a given tertian - they know their jobs in and out.

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:

The tertians are proud to serve as the absolute final arm of law enforcement on Regulus, in that it is their charge to judge the many perpetrators of chaos. If it could be said, they must enjoy their task, as they are constantly called upon to deal with the lawbreakers of Mechanus, and they never seem discontent with their roles at all.

Appearance:

Like the quartons before them, tertians are veritable giants, measuring in at twelve feet tall. Furthermore, they are blessed with rather large, metallic horns jutting from the temples of their naturally helmeted (steel covered) heads, and a powerful prehensile tail that ends in a knobbly, mace-like tip (which you really, really don't want to get hit by).

Ecological Niche:

The nine tertians are the absolute arbiters of innocence and guilt in modron society, usually dealing with rogue modrons and other lawbreakers and heretics of both Regulus and Mechanus as a whole. Two are stationed in each of the secundus' towers, though just who the ninth tertian is beholden to is something of a mystery...

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