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Modron, Hexton
Strength 13d |
Agility 8x |
Intellect 13c |
Willpower 14c |
Known Powers (in addition to common Hierarch Modron powers):
Additional Limbs / Tentacles: hextons, in addition to their two normal arms, have four powerful tentacles, and they can bring all six to bear on a foe within a given exchange. Combined with its inherent boxing talent, a hexton may then make six (!) melee attacks, the last five of which occur as contingent actions (if at a rather low action score).
Claws: a hexton's four tentacles end in powerful barbs which it can use like regular claws (if not otherwise grappling a person or object). These are treated as +2 weapons in battle, making hextons particularly deadly in a fight (as if the other hierarch modrons aren't to be trifled with already), as they can use each of them once in an exchange - per the above power.
Magic: hextons are competent users of magic, doing so at intensity 14. These powers are of a priestly nature, however, venerating the power of order above all else. There is no real game mechanic to represent this; simply keep in mind that a hexton will only utilize spell effects that are conducive to the spread of order (or the destruction of chaos).
Wings: like many other hierarch modrons, hextons are blessed with the use of two large, metallic wings, additional limbs that are joined together at their shoulders. These large wings allow a hexton to fly with intensity 4 speed (moving about at around one hundred twenty miles per hour). When not in use, these wings can fold together nicely for ease of movement.
Equipment
(none)
Hindrances:
(none)
Skills (in addition to common Hierarch Modron skills):
Military: as the overall commanders of the 36 grand armies of Mechanus, the various hextons have to know battle tactics like the back of their hands - which they do. In the planning and execution of military maneuvers, hextons should receive a reduction in the difficulty level of actions applicable to such activity - whether they lead from the front or from relative safety.
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 hextons are very busy creatures, constantly 'torn' between their duties to the modron armies and their other posts within Regulus. They somehow manage to juggle these important, time-consuming duties, but probably don't have time for anything else but their work, and are likely to tell anybody attempting to speak to them just that.
Appearance:
Like the septons before them, hextons have a vaguely humanoid apparance. Nine feet tall, they boast a sort of elongated, reptilian face, with big, doglike ears. Rather stocky in build, they are armed with two standard human arms, and four meaty tentacles that are tipped with deadly barbs. They also have large, fan-like steel wings.
Ecological Niche:
Primarily, the 36 hextons that exist at any given point in time are in command of the great armies of Regulus, but they also have secondary duties. Sixteen of them serve at the quarton's regional headquarters (that oversee four cogs), nine serve in Primus' tower, three are assigned to each tertians (communicating indirectly, of course), and two serve at each of the secundus' control towers.
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