Moigno
Jun 14, 2022 20:42:02 GMT -6
Post by GuardianTempest on Jun 14, 2022 20:42:02 GMT -6
The Modrons are one of the most powerful enemies in the Wheel but that's all they are, powerful. If you think they're bad now then you should learn what they used to be capable of back during the War in Heaven. Much like how civilizations have livestock and beasts of burden, so too did the Modrons have other beings supporting them. When the Modrons were enslaved, the C'tan created a support structure with four-dimensional constructs of pure logic. The system is alive in the same way as Necrodermis and reduced the need for micromanagement. It complemented Modron assaults with data gathering, spatial transportation, esoteric disruption and so on.
The Syrne retaliated, somehow tearing the support structure to shreds and severing its connection to the Modrons. Most of the fragments disintegrated while the rest that didn't were exposed to the roiling cacophony of the Warp. The missing C'tan influence was replaced with concepts of individuality, mistakes, sensations, flaws, desires, fulfillment, curiosity and so on. The surviving pieces started exploring their newfound self-awareness only to find themselves existentially deficient. At least they still retained just enough functionality from their previous service to reconstruct themselves. They folded inwards and loosely imitated the other creatures based on incomplete data and a poor understanding of life, for they had their own fledgling identities but no concrete forms to express it with. The result was the Moignos: bizarre entities half-tangible and half-unreal, using capabilities meant to support the Modrons for their own self-actualization. They seem powerful and otherworldly to the mundane world but they remain just as vulnerable as they have been at the start.
Static Powers
Four-Dimensional Navigation: Moignos retain their access to the fourth dimension at a greatly diminished state. They can move through and occupy the same space as solid objects and characters, but anything that hits the Moigno also hits whatever they're superimposed on (and vice-versa). They also can't interact with anything they're currently moving through as if it's intangible to them. Characters with Aura, artifact materials, magical barriers and obstacles with spiritual warding are impassable. This ability can't be used while in the Umbra or the Warp.
Recondite Physiology: A Moigno's present form is nothing more than a superficial imitation of other creatures, mere shadow puppetry in three dimensions. This is a good thing in certain situations. They have Stuff of Nightmares and the feat Synesthesia. Body parts can freely contort and detach in unnatural ways, and all critical damage goes to the Body.
Homogeneous Composition: Moignos are less biology and more topology. These person-shaped objects have no internal organs and other physiological inconsistencies - their feet are internally the same as their heads. They are healed through Academic Lore instead of Medicae and cannot benefit from drugs, bionics or cybernetics. Hardy, Sound Constitution and Upgraded may not be purchased and become optional feats on any class tracks.
Divine Light Severed: A Moigno is a deficient automaton animated by quantum fluctuations, naked to all threats beyond conventional physics. Whenever a Moigno causes or is affected by Psychic Phenomena, they are also dealt magical Energy damage with a roll equal to half the d100 result (reduced by Aura). For Perils of the Warp, the damage is equal to the d100 result (also reduced by Aura). Wounds dealt by magical damage and Power Weapons (basically anything that goes through Stuff of Nightmares) cannot be healed by spending resource points or magical healing - only by time.
(image by mylafox on Tumblr)
Power Stat: Aseity
A Moigno's Aseity is the strength to assert their independent manifestation, both as an organism and as an individual. They start out looking like primitive computer graphics but grow more complex as they gather data about the Materium and define themselves further away from their origins.
Resource Stat: Plenum
A Moigno has Plenum equal to their Level plus double their Aseity. Plenum is restored at the same rate as Hit Points from natural healing, including bed rest.
Tell
A Moigno's Tell is the loss of their physical cohesion, unfolding their serviceable vessel and revealing the inner mechanism that is best described as abstract art. At higher levels other nearby objects are affected with distorted shadows, shifting hues and overlapping imagery. The entire room could even get tinted with an entirely different color palette while a pattern of basic shapes and symbols scroll over it. It's ultimately harmless but some people might find it disorienting, terrifying or even fascinating. Snobby critics might be lukewarm at the living art installation throwing a visual tantrum.
Aseity | Power Gained |
■ | Hypergeometric Awareness: The Moigno gains Dark Sight and may also spend 1 Plenum to see everything within three times their Aseity until the end of the scene or when deactivated as a free action. This vision goes through walls and obstacles but can't perceive magic, artifacts, supernatural creatures and characters with Aura - those must be seen directly. |
■■ | Non-Euclidean Grasp: The Moigno's space manipulation and unnatural limb articulation lets them fire non-Pistol ranged weapons while engaged in melee. They can also interact with objects and make melee actions within a very short distance as their reach is extended to Point Blank Range. |
■■■ | Change Vector: Whenever the Moigno is targeted with an effect that includes a test (like a spell's saving throw or the Shocking property), they may redirect it towards someone else within twice their Speed as a reaction. If the target fails the Moigno regains 1 Plenum. If the target succeeds the Moigno loses 1 Plenum and is affected as if they rolled 0 on the test. |
■■■■ | Fractal Thief: When the Moigno deals wounds with an attack, they may spend 1 Plenum to force the target to make a characteristic test of the Moigno's choosing (TN 5 + 5 per dot in Aseity). If the target fails they lose one dot in that Characteristic and the Moigno gains one in the same Characteristic until the end of the scene or when the characteristic dot is released as a free action. Characteristics with one or zero dots cannot be chosen for this ability. Only one Characteristic dot may be siphoned at a time. |
■■■■■ | Mandelbrot Recombinator: The Moigno gains the Hardy feat. Their limbs track critical damage separately but each one still uses the effects of the Body. They also remove a point of critical damage for each Hit Point gained by spending Plenum or healing naturally. |
Moigno Module Assets
Analysis
This module recorded information about enemy encounters. Whenever you are dealt wounds by an attack with special qualities, you may spend 1 Plenum to embed one of the properties into yourself. This affects your natural weapons, unarmed attacks, spells with damage rolls and innate ranged attacks (e.g. breath weapons). The amount of properties stored at a time is limited by your Aseity and you may forsake one of them as a free action to recover 1 Plenum.
Conversion
This module was used to quickly reconfigure Modron parts. Spend a resource point to swap one of the following pairs: Armor and Aura (value differences between hit locations are kept); Size and Resolve; Static Defense and Mental Defense; Fatigue and Critical Damage; Point Blank Range and Speed; current Hit Points and remaining Plenum; or two Characteristics in the same category. These changes last until the end of the scene or when dismissed as a free action. Any situational modifiers are also carried over while this asset is active (e.g. +2 Speed from the Fast asset is added onto Point Blank Range, which is reduced upon wearing Medium or heavier armor).
Maintenance
This module ensured consistent Modron performance until the unit is destroyed. Choose a category (Physical, Mental, Social, Power, Finesse, Resistance). Characteristics in that category cannot be reduced and rolls using them cannot have penalties, unless affected by self-imposed, magical or supernatural sources. Self-imposed sources include penalties from martial maneuvers and feats like Power Attack or Spell Might.
Amplifier
This module acted as a force multiplier, maybe literally. Double the amount of rolled dice, reaction actions and Hit Points gained by spending Plenum.
Transportation
This module allowed the Modrons to attack from unexpected directions. You can cast the spell Blink using Aseity instead of the spell school rank. At Aseity 3 you can cast Porte with this asset. At Aseity 5 you can cast Gate as well. Any Psychic Phenomena caused by casting these spells has no effect other than damage from Divine Light Severed.
Conductor
This module redirected the Syrne's Warp-based attacks away from the Modrons. Whenever Divine Light Severed would deal damage to you, you may spend 1 Plenum to damage someone you are touching instead. If casting a spell would result in Psychic Phenomena, it is delayed until after the spell resolves or you make contact with the target if it has the Touch keyword.