Modron, Septon - Saga Style
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Modron, Septon

Strength
12d
Agility
7x
Intellect
11c
Willpower
13d

Hand Size:
Edge:
4 (25)
2

Known Powers (in addition to common Hierarch Modron powers):

Additional Limbs / Arms:
septons have seven powerful, bony arms, all of which the odd beings can bring to bear on an opponent within a given exchange. Combined with its inherent boxing talent, each and every septon may then make seven (!) melee attacks, the last six of which will occur as contingent actions (if at a very, very low resultant action score).

Detection / Magic: 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 intensity 13 ability; this sense is automatic (requires no action or declaration to activate).

Flight: thanks to a pecuilar collar resting at shoulder level on a septon's body, they can all move underwater as if it were actually flying, by sucking water into itself and expelling it to generate thrust. While submerged (the only time this power functions), a septon can 'fly' (propel itself) underwater with intensity 3 ability (at about 60 miles per hour).

Magic: septons are competent users of magic, doing so at intensity 13. Unlike previous hierarch modrons, septons can utilize magics of both a standard and a priestly nature (allowing them to use their orderly magic without difficulty off-plane). As is usually the case, however, a septon will not use magic of a sort that will advance chaos - period.

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 intensity 8 for septons.

Equipment

(none)

Hindrances:

(none)

Skills (in addition to common Hierarch Modron skills):

(no additional skills)

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:

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).

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