As are all other modrons, the forty-nine septons 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 septons' many and various ascendant 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. Septons are no exception to this rule, and have access to these powerful abilities as a result:
* Agelessness (s): 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 (s): both organic and inorganic in nature, all modrons have some manner of resistance to physical attacks. Essentially, the forty-nine septons should be treated as having intensity 4 (+1) protection from attacks of a conventional sort. Which helps whenever anyone is brave - or foolish - enough to face them in melee.
* Clairsentience (w): the modron high-ups have unbelievably acute sensory apparatus, allowing them to sense anything within the plane they currently occupy. Distance isn't a factor, but simply knowing where to look / listen / taste / touch / smell is. This power functions for septons at intensity 10, allowing them an unheard of awareness of their surroundings.
* Dimensional Transit (i): an offshoot of the hierarch modron's ability to teleport, this supernatural power allows a septon to transport itself to another plane of existence altogether. However, this power only works at intensity 10, and has the risk of materializing the septon in solid matter unless it intimately knows the area it is traveling to. Thus, this power is normally used sparingly.
* Force Field (i): 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 force field acts as an intensity 10 barrier against any incoming damage - even magical attacks! However, a determined opponent can teleport through it with ease, but then, that's what a septon's other powers are for.
* Invulnerability to Emotion Control, Illusion, Mind Control, Paralysis / Sleep, and Vampirism (s): all modrons, especially the forty-nine septons, 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 (w): though limited in scope, hierarch modrons can use this to great effect when confronted with non-modrons. Working at intensity 10, this power allows a hierarch to attempt an easy difficulty Mesmerism action (opposed by the target's Willpower score). If successful, this action allows a modron to force its opponent to execute (or at least attempt) a one word command.
* Resistance to Acid, Cold, and Fire attacks (s): 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 intensity 4 (+1) 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.
* Resistance to Magic (s): 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. The septon, for instance, has intensity 12 (+3) resistance to sorcery. While this does not make them immune to the use of anomalous energies against them, this power lets septons face down magic-wielding foes with ease.
* Telepathy (w): while all hierarch modrons have telepathy as a general matter of course, it must be noted that a septon can use it on non-modrons, as well as the regular targets of this ability. Being able to telepathically communicate with all sentient beings, in addition to 'mere' modrons, helps nonatons in their duties as messengers considerably - despite this power's intensity of but 8.
* Teleportation (i): all hierarch modrons have the innate ability to teleport at will, transporting themselves to just about any place they know of within their current plane of existence. This essentially translates into intensity 20 teleportation, and septons using this power have no chance whatsoever of materializing in a solid object - this supernatural power is that precise!
Additional Limbs / Arms (a): a septon has seven powerful, bony arms, which it can readily bring to bear on its foes in battle. Thanks to an inherent skill with multiple attacks, septons can make up to three melee attacks in one exchange, the last two of which will occur after everybody else has attempted their primary actions in said exchange.
Magic Sense (w): 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, requiring no action or declaration to activate.
Super Swimming (a): thanks to a peculiar collar resting at shoulder level on a septon's body, it can 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 propel itself underwater with intensity 2 ability (at about 60 miles per hour).
Schooling: Novice / Order (both Philosophical and Clerical)
Septons can wield order magic at intensity 14. Unlike previous hierarchs, their inherent mastery of order allows them to wield both clerical and philosophical magic for order simultaneously, despite their lower level of mystic mastery (which prevents others from doing the same). They can wield anywhere from one to four spells from each school, most (but not all) of which should be determined in advance.
Hindrances / Augmentations:
Law (i): 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 should make any Intellect action based on the knowledge of orderly systems at one difficulty level lower than normal, using either Intellect or Willpower if regarding Mechanus, and with an autotrump concerning Regulus.
Leadership (w): knowing how to spread resources around and delegate tasks like no other beings alive, all hierarchs have this skill as a general matter of course. If they can pass an average difficulty Willpower action, these modrons can add a +1 to the action scores of anybody they lead. If the modron loses its ability to lead, however, this bonus turns into a -1 penalty.
Repair / Tinkering (a): furthermore, in their capacity as the caretakers of Mechanus (as far as they are concerned, at least), modrons have a preternatural knowledge of mechanical systems. In addition to allowing them to keep the gears of their home plane running smoothly, this skill doubles as an effective first aid skill for modrons, letting them utilize basic medicinal skills on their brethren.
Soldier: more so 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.
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.
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.
The forty-nine 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 thirty-six), 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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