|
Modron, Nonaton
Strength 9d |
Agility 6x |
Intellect 9c |
Willpower 11c |
Known Powers (in addition to common Hierarch Modron powers):
Additional Limbs / Tentacles: a nonaton has nine powerful, whip-thin tentacles, all of which it can bring to bear on an opponent within a given exchange. Combined with its inherent boxing talent, a nonaton can then make nine (!) melee attacks, the last eight of which will occur as contingent actions (if at a very, very low resultant action score).
Detection: a nonaton has several rather exceptional sensory abilities, all of which work at intensity 11. These include:
* Charm Detection: a nonaton can, at any time, tell whether or not a target is the victim of mind control, emotion control, or any similar powers (like hypnosis, etc...).
* Lie Detection: a nonaton, if it passes an average intensity detection action vs its opponent's Willpower score, can tell whether or not it is lying.
* Philosophical Awareness: a nonaton, if it passes an average intensity detection action vs its opponent's Willpower score, tell if said person is inclined towards good, evil, order, chaos, or balance.
Illusion: oddly, nonatons wield this power at intensity 11, which allows them to generate from 2 to 8 false images of themselves at any given time. These illusory nonatons are quite convincing, and anybody targeting the nonaton will have equal odds of striking a false nonaton instead of the real one. Each false nonaton, once hit, disappears.
The strange bit is that illusory powers are totally nullified in Mechanus, so it is odd that nonatons wield this power - especially since they rarely leave the plane of their birth. Interesting...
Magic: nonatons are competent users of magic, doing so at intensity 11. 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 nonaton will only utilize spell effects that are conducive to the spread of order (or the destruction of chaos).
Stun Blast: this power allows a nonaton to neutralize (or at least attempt to) a target at firing distance. This power works at intensity 11, and acts against a target's Willpower score (instead of their health / hand). Said target's Willpower acts as though it were Strength for the purpose of defending himself from it, which allows nonatons to easily deal with less... stubborn opponents easily.
Telepathy: though this power is listed for all hierarch modrons, it must be noted that a nonaton can use it on non-modrons, as well as the regular target of this ability. It works at intensity 4 for nonatons.
Time Control: nonatons wield this intensity 11 power in a very limited fasion, one that basically allows them to use the time twisting power stunt on an opponent. Basically, this effect slows down an opponent if the nonaton can pass a time control action opposed by the target's Willpower score), effectively reducing their Agility by half.
Furthermore, targets so slowed must declare their action first in a given exchange, which can be quite a nuisance in any event. This effect lasts for one aura duration.
Web-Slinging: a nonaton can use this intensity 11 power to bind a target in a mass of sticky web-like materials. This magically enhanced web will ensnare a target (per ensnarement) if the nonaton can pass an an easy Agility action (opposed by its target's Agility score) and hold him until he can pass an average Strength (Web-Slinging) action.
Equipment
(none)
Hindrances:
(none)
Skills (in addition to common Hierarch Modron skills):
Law Enforcement: as the second level of modron law enforcement, the nonatons are required to supervise the pentadrones (via their decaton minions) in their efforts to cleanse Mechanus of all things chaotic. As such, they have the authority to detain or neutralize these beings as is necessary, though they prefer to capture them for trial - it shows the triumph of order, after all...
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:
Being charged with the task of maintaining the security of Regulus (and Mechanus itself, to a lesser extent), nonatons often come across as somewhat paranoid in their behavior, questioning any and all non-modrons they encounter. If they decide such visitors are a threat, they will happily expel or eradicate the source of danger to their home.
Appearance:
Nonaton appearance is a quandary, in that they have two possible forms, depending on artists' interpretation. The original portrays nonatons as large, nine foot tall cylindrical beings. Standing on three elephantine legs, the nonatons possess nine whip-like tentacles situated around the center of their steel plated bodies, and have the standard modron face.
A fleshy, vaguely humanoid face with one over-sized eye.
A second interpretation has the nonatons appearing like some sort of centipede, composed of nine metallic, spherical parts attached together by cog-like apparatus. The front sphere appears just like a monodrone (without the wings), and the creature has mechanical legs on its first, fifth, and ninth segments. A nonaton's tentacles issue forth from their mouths.
You know, the ones described above.
Ecological Niche:
Nonatons primarily serve as intermediaries between the octons, each of which controls one of Regulus' cogs, and the decatons who lord over the base modrons working on each cog. Sixty four of the nonatons serve in this role, eight more monitor the loyalties of the decaton-led armies of Mechanus, and the remaining nine carry the orders of the octons.
Return to the Denizens of Mechanus main page!
|