Modron, Septon

F
In 40
A
Ex 20
S
Ex 20
E
In 40
R
In 40
I
In 40
P
Mn 75
Res
In 40
Pop
n/a


Health:
Karma:
120
155

Origin:

Like all modrons, the forty nine septons 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: a septon has seven powerful, bony arms, and can bring all of them to bear at once. Thanks to an inherent talent with multiple attacks, each and every septon can attempt up to seven melee attacks in one turn, the last six of which will occur after everybody else has made their primary actions in said turn.

Magic Detection: septons have the inherent ability to sense magical and / or supernatural forces active in the world around them. Whether they be inherent to an item, person, or a hero's spellcasting, the septon can detect the presence of magical forces with Incredible (40) ability; this sense is automatic (requires no action or declaration to activate).

Super Swimming: thanks to a peculiar collar resting at shoulder level on a septon's body, the odd creatures can move underwater as if they were actually flying, doing so by sucking water into itself and expelling it to generate thrust. While submerged (the only time this power functions), a septon can 'fly' underwater with Typical (6) ability (60 miles per hour).

Telepathy: though this power is listed for all hierarch modrons, it must be noted that a septon can use it on non-modrons, as well as the regular target of this ability. It works at Good (10) rank for septons.

Schooling: Disciple - multiple schools of order magic

Septons can wield order magic at Incredible (40) rank. Unlike previous hierarchs, however, their mastery of order allows them to wield both clerical and philosophical magic for order, despite their lower rank of mystic mastery (which prevents others from doing the same). They can wield anywhere from ten to sixteen spells of these types. These ranks may vary by plus or minus 1 CS.

Equipment:

(none)

Quirks:

Fighting Logistics: septons, 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 CS to all fighting FEAT rolls made against a foe after 1d10 rounds (not turns), a bonus that lasts until said opponent radically changes his fighting style.

Talents (in addition to common Hierarch Modron talents):

(no additional talents)

Characteristics:

Though rather highly placed in the modron hierarchy, septons are really just translators between the octons and the hextons, and most of their work involves exchanging orders and reports across Regulus. However, they don't seem to mind their apparent messenger status, as they are nonetheless vital to the continuing order of the modron race.

Appearance:

Septons, unlike modrons of lesser power and rank, wield a primarily humanoid form. They are tall (exactly seven feet tall), rather stocky humanoids, with a large, cog-like collar resting at shoulder level. This collar has seven arms attached to it, bony extremities with rather elongated fingers (three per hand). Septons have two elephantine legs.

Ecological Niche:

The 49 septons of Mechanus serve primarily as mere go-betweens for the octons (who control their own cogs) and the hextons. There is one septon assigned to each hexton (all 36), but the others have special jobs: nine toil at Primus' tower, and the other four serve at the four quarter towers (where the secundus supervise groups of sixteen cogs).

Extra Goodies:

Modron, Monodrone Septon Text File Download

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