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Modron, Nonaton
F In 40 |
A Ex 20 |
S Ex 20 |
E Rm 30 |
R Rm 30 |
I Rm 30 |
P Am 50 |
Res Rm 30 |
Pop n/a
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Origin:
Like all modrons, the eighty one nonatons 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: all nonatons have nine powerful, whip-thin tentacles, and have the ability to bring all of them to bear at once. Thanks to an inherent talent with multiple attacks, nonatons can make up to nine attacks in one turn, the last eight of which will occur after everybody else has made their primary actions in said turn.
Charm Detection: nonatons have the power to look at any being, sentient or not, and to see whether or not the person in question is under the sway of a charm of any sort, this being defined as any mind control, forced summoning, geas, or quest effect of any variety. This power works at Remarkable (30) rank, and helps to determine blame in quite a few legal situations.
Illusion: oddly, nonatons wield this power at Remarkable (30) rank, allowing 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. Very interesting...
Lie Detection: when conversing with others, a nonaton has the power to determine whether or not it is being lied to. If the other end of this conversation fails a psyche FEAT roll against this power rank - Remarkable (30) - their falsehoods will be laid bare before the nonaton. Of course, this doesn't help to determine truth, at least not directly.
Philosophical Awareness: when looking at any sentient being, a nonaton has the ability to determine, if said being fails a psyche FEAT roll against this power rank - Remarkable (30) - whether he or she leans towards an orderly, chaotic, good, evil, or balanced mindset. The nonatons' role as Mechanus' security force is greatly aided by this power.
Stuning Blast: this power allows a nonaton to neutralize (or at least seriously attempt to do so) a target within its vicinity. This handy power works at Remarkable (30) rank, and opponents struck by it suffer like Stunning damage, which is non-lethal, and fades after 1d10 turns. Of course, if a body is brought to zero health by this attack, he will still fall unconscious...
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 Poor (4) rank for nonatons. Of course, being able to telepathically communicate with all sentient beings, in addition to 'mere' modrons, helps nonatons in their law enforcement duties considerably.
Time Control: nonatons wield this Remarkable (30) power in a very limited fasion, one that basically allows them to wrap a target in a temporal bubble that seriously hinders their movement relative to others, if said target fails an Endurance FEAT roll vs this power rank. If affected, the nonaton's opponent may only act every other turn for the next 1d10 turns.
Of course, those affected by this power may attempt a new FEAT roll vs this rank every additional turn they are affected by it.
Webcasting: a nonaton can use this Remarkable (30) ranked power to bind an opponent in a mass of sticky web-like materials. This magically enhanced webbing will ensnare a target if the nonaton can hit them with a successful Agility attack roll, and once bound, said target cannot break free until he can pass a Strength FEAT roll vs this power rank.
Schooling: Disciple - Clerical Magic/Order
Nonatons are competent users of magic, doing so at Remarkable (30) rank. These powers are of a priestly nature, however, venerating the power of order above all else. They can wield between five and eight magical spells of this type, hopefully determined before the nonaton is brought into play, at Remarkable (30) rank; some spells may vary by plus or minus 1 CS.
Equipment:
(none)
Quirks:
Fighting Logistics: nonatons, 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):
Law Enforcement: as the second level of modron law enforcement, the nonatons are required to police the Mechanus for all manner of intruders and potential invasion armies. As such, they have the authority to detain or neutralize these beings as is necessary, and while they prefer trials for such chaotic folk, they will kill if the threat is extreme - though they'd rather try an offender instead...
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 its mouth.
You know, the one 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.
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