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Modron, Hexton
F Am 50 |
A Rm 30 |
S In 40 |
E In 40 |
R Am 50 |
I Am 50 |
P Un 100 |
Res Am 50 |
Pop n/a
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Origin:
Like all modrons, the thirty six hextons 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 / Tentacles: hextons, in addition to their two normal arms, have four powerful tentacles, and can bring all of them to bear at once. Thanks to an inherent talent with multiple attacks, hextons can make up to six attacks in one turn, the last five of which will occur after everybody else has made their primary actions in said turn.
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 allow hextons to inflict +1 CS Edged Attack damage per strike with their hands, if desired, making hextons particularly deadly in a fight (as if the other hierarch modrons aren't to be trifled with already...).
Flight: like many other hierarch modrons, hextons are blessed with the use of two large, metallic wings that are joined together at their shoulders. These wings allow a hexton to fly at Good (10) air speeds (moving about at around one hundred twenty miles per hour). When not in use, these wings can fold together nicely.
Schooling: Adept - Clerical Magic / Order
Hextons are competent users of magic, doing so at Amazing (50) rank. These powers are of a priestly nature, however, venerating the power of order above all else. They can wield between nine and twelve magical spells of this type, hopefully determined before the hexton is brought into play; some spells may vary by plus or minus 1 CS.
Equipment:
(none)
Quirks:
Fighting Logistics: hextons, 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):
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 +1 CS to all reason FEAT rolls, whether they be on the winning or losing side of a fight.
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 tertian (communicating indirectly, of course), and two serve at each of the secundus' control towers.
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