Iron

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Iron
Element
PrefixFe-
Common Armor ColorsMetallic colors, orange, gray
Associated Attribute ScoresSTR, CON, INT
Crafting ProficiencyProficiency in Metallurgy
Skill ProficienciesProficiency in Endurance and Mechanical Engineering
Elemental TypePhysical
Elemental Damage TypeAny Physical
BS01

Iron is an Elemental Power.

Example Usages

  • Creating any type of metal or metallic Protodermis
  • Controlling any type of metal or metallic Protodermis
  • Absorbing any type of metal or metallic Protodermis
  • Unleashing an Iron Nova Blast (Toa exclusive)

Combinations

  • Beings other than Toa and the Krahka cannot combine powers of any sort to create a Protodermis cage. As long as each wields a different Element, and Light and Shadow are not included at the same time, any six Toa can create a Protodermis cage.

In the Doronai Nui

Tribally-Linked Abilities

All beings elementally aligned with Iron have increased endurance. Once per Rest, when they would be affected by something that would cause them to gain Exhaustion, they may instead choose to not gain that Exhaustion.

Additionally, whenever a being elementally aligned with Iron creates an Elemental Item or crafts a metal-based object, they increase its Quality by 1 (to a maximum of Nynrahn Quality). Additionally, if they create a weapon or shield, increase the number of Slots by 2; if they create an Armor Piece, increase its ACS by 4.

Elemental Talents:

Wielders of Iron have access to a variety of Elemental Talents; you begin play with one that lacks a prerequisite, and may unlock the others for their listed SP cost.

Elemental Refinement X - 2SP

You may improve a metallic object’s quality by 1 by expending half the EE it would require to create the same object as an Elemental Item. You may not increase an object’s quality more than X times, up to a maximum of Nynrahn Quality, where X is equal to your Ranks in this Talent. You may unlock this Talent multiple times (noted as Elemental Refinement I, II, or III). When you increase an item’s quality, multiply the EE cost to do so by the Quality level modifier that you are increasing the item to.

Metallic Precision - 4SP

Whenever you perform an Attack Roll with a metallic weapon (including E-Items, Bolts, and E-Strikes), increase the Critical Range of that attack by 1.

Metal Leech - 3SP (Prerequisite: the Transmutation Aspect)

You turn your enemy’s armor against them when using your powers to attack. When you target one or more beings (or an area with one or more beings within it) with an Elemental Attack, if the targeted being or the center of the area is within half the Attack’s maximum Range, the Elemental Attack costs X EE less (to a minimum of 1), where X is equal to double your PROF.

Armor Puppetry - 3SP (Prerequisite: Metal Leech)

As a 2AP action, you may spend 12EE to attempt to Dominate any being wearing metal armor that is within half your maximum Range. The chosen being must make a FORT save against your E-Save DC; on a failure, they become Dominated, though you only control their physical actions. They may take purely mental actions as normal, and gain their own turn for mental actions. All actions that you force them to take are made with DADV1. At the beginning of each turn that they are Dominated, you must spend 6EE, and the being must make another FORT Save; on a success, they suffer damage equal to three times your PROF, and the Dominated condition ends. Both the initial and upkeep costs of this power are doubled for each Size Category a being is larger than Medium, and halved for each size category a being is smaller than Medium. When a being would become Dominated, you may instead choose to Paralyze them. Note: When used to apply the Dominated condition, Armor Puppetry is an immoral power and using it breaks the Toa Code.

Metallic Durability - 1SP

You gain DR X/Physical, where X is equal to (half the number of times you have purchased this Talent, rounded up). You may purchase this Elemental Talent a maximum number of times equal to your Level.

Area of Effect

Metallic Protodermis is conjured from thin air, coalescing in a thick fog of shrapnel and iron. All beings within the AoE must make a FORT Save at the start of your turn while the AoE is active, or whenever they enter the AoE; on a failure, they are treated as Crippled and suffer a -Y DEX Penalty. A being may repeat this Save; on a further success, they aren’t treated as Crippled and do not have their DEX reduced until the start of their next turn, but suffer X Piercing Damage equal to your Intensity.

Elemental Armor

Metallic Protodermis in its most unrefined state rapidly spreads across your body and cools, forming a protective barrier that seals the gaps in your armor and Kanohi. You gain DR (2*X) to X number of Damage Types of your choice (excluding Psionics), where X is equal to your Intensity. You also cannot choose Corrosive, Electric, Cold, or Heat Damage, all of which you become Vulnerable to. Additionally, your Strength Score increases by X, where X is equal to your Intensity.

Aspects

Aspects are used with Elemental Items.  Some aspects will have a varying effect based on Size - this might mean that something too small has no effect, some might have no effect when too large, and some might not scale effect with size. Elemental Iron has access to a single Aspect: Transmutation.

Transmutation (Fine or larger object, 2SP, 4EE)

As a 4AP action, you may spend 20EE to turn one Fine Protoiron object into another metal of a similar scale, or any other metal into Protoiron. You cannot transform any metals into Bonemetal (or any other organic-based metal), nor can you transform Bonemetal into another type of metal. Materials that Iron can work with are listed in the Crafting Guide.

Protoiron is a base for nearly all metalwork in the Matoran Universe, and is alloyed with many different things to produce steels of various kinds with unique properties. Beings who can create metals must hone their skills at producing higher quality Protoiron and increasing its Chemical Compatibility to create these alloys with their elemental powers.  

You start off able to create Protoiron with no SP investment, but it is of Continental Quality both as a metal for crafting items and for use as a Base in creating solid Admixtures. The following are the different variables you can spend SP on with this Aspect:

You may increase the quality of the Protoiron for crafting purposes by one quality tier for 4 SP.

You may increase the quality of the Protoiron for creating Admixtures by one quality tier for 4 SP (you cannot exceed the quality tier of the Protoiron’s crafting purposes.)

You may learn a new Ingredient to use in creating alloys with your elemental powers for 2 SP.

Users

Matoran Universe

In the Matoran Universe, Iron is often represented by the Matoran prefix Fe-, as well as the colors metallic gray, gold, bronze, and burnt orange.

Matoran

  • Fe-Matoran represent the Element of Iron. They contain a minuscule amount of Elemental Iron Energy, to the extent that they have more physical endurance than other elemental types of Matoran. Toa, Turaga, and Matoran of Iron are predominantly male.
  • Fe-Toa have the Elemental Power of Iron, allowing them to create, control, and absorb any kind of metal and similar substances, like metallic Protodermis. When they run out of Elemental Iron Energy, they must wait for it to recharge.
  • Fe-Turaga have small traces of Elemental Iron powers.

Skakdi

  • Skakdi of Iron can only access their power if they work with another Skakdi, or if they carry a weapon that allows them to focus their Iron power individually.

Associated Locations

All of the following locations are/were affiliated with Iron:

On Spherus Magna

In the Matoran Universe

Trivia

References