Modron, Tertian

Melee
RV 75
Coordination
RV 40
Brawn
RV 40
Fortitude
RV 75
Intellect
RV 75
Awareness
RV 75
Willpower
RV 150
Lifestyle
RV 75
Repute
n/a

Health:
Fortune:
230
300

Origin:

As is every other modron, all nine of the tertians are extradimensional clockwork beings, hailing from the highly orderly plane of Mechanus. Their fantastic alien physiology is a bizarre blend of flesh and gears, and this, combined with their inherently magical nature, is the source of the tertians' many and various ascendant powers.

Known Powers:

Modron Physique: the children of Mechanus, the infinite masses of modrons are a potent blend of organism and mechanism. Modrons seamlessly combine the two diametric designs into a seamless whole, a feat which is made possible by their highly orderly, magically charged bodies. Tertians are no exception to this rule, and have access to these powerful abilities as a result:

* Agelessness: all modrons, regardless of rank or station, are ageless in nature. Instead of having the longevity power, which implies an eventual lifespan, modrons simply do not age whatsoever. In fact, if not slain by accident or design, a modron may effectively live on forever, adopting new and more versatile forms as it ascends the ladder of law.

* Body Armor: both organic and inorganic in nature, all modrons have some manner of resistance to physical attacks. Essentially, the nine tertians extant at any given time should be treated as having rank value 6 protection from physical attacks, and rank value 2 protection from assaults of an energy-based nature. Though judicial in purpose, tertians are more than capable of holding their own in melee.

* Clairsentience: all the modron high-ups have unbelievably acute sensory apparatus, allowing them to perceive just about anything within the plane of existence they currently occupy. Distance isn't a factor, really, but simply knowing where they need to look / listen / taste / touch / smell is. This power functions for all tertians at their Awareness rank value (75).

* Damage Reduction / Cold, Corrosion, and Fire Attacks: the modron physique is highly resistant, albeit not totally immune to, the effects of extreme cold, heat, and corrosives - this despite their partially metallic nature. They possess 2 RS of damage reduction against such attack forms, allowing them to maneuver in most hostile environs with relative ease - which comes in handy during the Modron March.

* Dimensional Transit: an offshoot of the hierarch modron's ability to teleport, this supernatural power allows a tertian to transport itself to another plane of existence altogether. However, this power only works at rank value 30, and has the risk of materializing the tertian in solid matter unless it intimately knows the area it is traveling to. Thus, this power is normally used sparingly.

* Force Field: hierarch modrons have the ability to form a specialized force field in their immediate vicinity, in either a hemispherical or spherical form. Either way, this powerful force field acts as a rank value 20 barrier against incoming damage - even magical attacks! However, a determined opponent can teleport through it with ease. This field offers tertians the following protection:

RV 10 / RV 20 / RV 20 / RV 0 / RV 0

* Invulnerability to Emotion Control, Illusion, Mind Control, Paralysis / Sleep, and Vampirism: all modrons, especially the tertians, are completely immune to these attack forms. As beings of ultimate order, they are able to shrug off such effects with ease - though they can readily perceive when such assaults are used (albeit unsuccessfully) against them.

* Mesmerism: though limited in scope, hierarch modrons can use this mental power to great effect when confronted with non-modrons of any kind. Working at rank value 30, this power allows tertians to force others that fail a Willpower ACT roll versus this rank to obey any one word, non-suicidal command, regardless of the victim's wishes. This helps tertians to easily handle those who would disrupt court proceedings.

* Resistance to Magic: modron hierarchs are resistant to magical powers, whether damaging or otherwise, though each brand of hierarch has a different level of immunity to such power. For instance, the tertian has rank value 50 resistance to sorcery. This massive protection helps to demonstrate that there is no easy escape from the law, and no one can avoid the final judgment of the tertians.

* Telepathy: all modron hierarchs can telepathically contact modrons they may normally converse with at all times. Tertians, for instance, wield this power at rank value 50, at least where other modrons are concerned. As such, they may achieve mind to mind contact with their quarton inferiors, their tertian peers, and their secundus superiors, pretty much at will.

* Teleportation: hierarch modrons have the innate ability to teleport at will, with significant range. Operating at rank value 100, this handy power allows them a vast range of movement, and while on Mechanus, a tertian can teleport anywhere within the plane instantaneously. This allows them to monitor their charges, and any ongoing situations within their jurisdiction, with ease.

Battle Tail: tertians, in addition to their two powerful arms, possess a powerful prehensile tail that ends in a knobbly, mace-like ball. Thanks to this additional appendage, tertians may attempt an extra melee attack in a given turn, as long as this extremity is utilized. Though prehensile in nature, this tail can only be used in the most rudimentary of fashions to grab things, thanks to its end.

Growth: the tertians are huge. They stand at a full twelve feet tall, towering over those before them - which can be more than a little imposing if they're trying you for something or other. This 'power' is always on, functioning at rank value 4, and gives them a size factor of +1. Normal-sized foes hit tertians at a +1 RS, but tertians in turn inflict +1 RS damage against them - and vice versa.

Horns: in the unlikely event that a tertian must rely upon physical violence, it does have (in addition to its battle tail) two very large horns jutting out of its temples. These metallic horns allow a tertian to inflict its Brawn value in Slashing damage whenever it attacks an opponent with a head-butt or body check (if it strikes 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, her, or it with a powerful, rank value 75 paralytic attack as well. Would-be victims are allowed a Willpower ACT to resist this effect, and if this ACT fails, they may attempt to resist again on each subsequent turn.

Schooling: Adept / Order (both Philosophical and Clerical)

The nine tertians, in addition to their impressive physical prowess, have uncannily potent magical powers. Being adept-level wielders of both the Philosophical and Clerical schools of magic, both in regards to Order, tertians can wield from nine to twelve spells of each type, all of which function at rank value 75. Most, but not all of these should be determined before a given tertian is brought into play.

Limitations / Enhancements:

(none)

Equipment:

(none)

Quirks:

Fighting Logistics: tertians, like all modrons, wield naturally organized minds. They can apply their inherent analytical tendencies to combat applications, sizing up a foe rather quickly. This allows them to add a +1 RS to all Melee ACT rolls made against a foe after 1d10 rounds (not turns), a bonus that lasts until said opponent radically changes his or her fighting style.

Skills:

Law: more than anything else, the modrons are ultimate masters of law, knowing their own clockwork plane in and out. They extend this basic knowledge of What Should Be to all aspects of existence, and may attempt Intellect ACTs based on orderly systems of any variety at a +1 RS, +2 RS if it involves their home plane, Mechanus, and +3 RS regarding Regulus itself.

Law Enforcement 3: 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 understanding them. In any ACT where a tertian needs to understand these matters, their Intellect should be considered +3 RS in value.

Leadership: knowing how to spread resources around and delegate tasks like no other beings alive, tertians all have this skill as a general matter of course. Any group they are currently leading receives a 100 point boost to their Fortune pool - even if the hierarch is simply leading other hierarchs. Their leadership leads to success in a given situation almost without fail.

Characteristics:

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, one 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.

Extra Goodies:

Modron, Tertian 4C System: Edition 13 Text File Download

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