Modron, Tertian - Classic Style
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Modron, Tertian

F
Mn 75
A
In 40
S
Am 50
E
Mn 75
R
Mn 75
I
Mn 75
P
Sh X
Res
Mn 75
Pop
n/a


Health:
Karma:
240
300

Origin:

Like all modrons, the nine tertians 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 Limb / Tail:
tertians, in addition to their two powerful arms, possess a powerful prehensile tail that ends in a nobbly, mace-like ball. Thanks to an inherent talent with multiple attacks, all nine tertians can make up to three attacks in any given turn, the last two of which will occur after everybody else has made their primary actions in said turn.

Horns: in the unlikely event that a tertian must rely upon physical violence, it does have (in addition to its attack tail) two very large horns jutting out of its temples. These metallic horns allow the tertians to inflict their strength +1 CS Edged Attack damage whenever it attacks an opponent with a head-butt or body check (if they hit head first).

Paralysis: if a tertian manages to successfully strike (and cause any damage to) an opponent with its prehensile tail, it has the possibility of also affecting him with a powerful, Monstrous (75) intensity paralytic attack as well. If this savage attack manages to immobilize an opponent, the victim of this paralasys is trapped until the tertian decided to let him go.

Or the victim can pass a new psyche FEAT roll against this power, offered at the beginning of each new turn of action.

Schooling: Master / multiple schools of magic

The nine tertians, in addition to their impressive physical prowess, have uncannily potent magical powers. Being master-level wielders of both the Philosophical and Clerical schools of magic, both in regards to Order, tertians can wield at least 26 spells of these varieties, each at Unearthly (100) rank, give or take plus or minus 1 CS - they're devastatingly powerful sorcerers.

Equipment:

(none)

Quirks:

Fighting Logistics:
tertians, 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):

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. In any FEAT where a tertian needs to understand these matters, their reason rank should be considered +2 CS.

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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