Light

From Red Star Games Compendium
Jump to navigation Jump to search
Light
Element
PrefixAv-
Common Armor ColorsGold, white
Associated Attribute ScoresCON, WIS, CHA
Crafting ProficiencyProficiency in Lightvine Cultivation
Skill ProficienciesProficiency in Diplomacy and Leadership
Elemental TypeEnergy
Elemental Damage TypeLight
BS01

Light is an Elemental Power.

Example Usages

  • Creating light
    • Creating focused beams of light (lasers)
    • Creating solid or intangible holograms
    • Creating solid objects out of light
  • Controlling light
  • Absorbing light
  • Moving as fast as light
  • Generating light as an energy source
  • Turning oneself into light (Umbra-exclusive)
  • Unleashing a Light Nova Blast (Toa-exclusive)
  • Changing how others see one's body color

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.[1]

In the Doronai Nui

Tribally-Linked Abilities

All beings elementally-aligned with Light have a Resistance to Light damage and have a Vulnerability to Shadow damage.

Additionally, beings elementally aligned with Light have Brightvision and ADV1 on Saves against being Blinded by sources of bright light.

Both Matoran, Toa, and other beings with access to Elemental Light also have the ability to change the color of their bodies at will, refracting light around them to change the way others see them (as a note, this is technically a trained ability; however, every known Light-aligned being has performed this training or was given it at the time of their creation). As a 0AP Action, they may change the color of their armor and any pieces of equipment they wear or carry. Light-aligned beings have ADV1 on Bluff checks made to conceal their identity as a being elementally-associated with Light if they change the colors of their body to match those of a different element.

Wielders of Elemental Light gain access to the Use Powers skill, and may build one Power using the rules outlined in the Powers Index. This Power cannot range above Tier 2, and must either use the Light damage type or have significant Light flavour text, at the GM’s discretion. Their UE Pool and Cap are the same size, and start at (10 + their Use Powers skill bonus). If a Wielder of Elemental Light has a Power created in this manner, they do not benefit from the Trial of the First Well in the Path of Empowerment. Av-Matoran can only access this Power when in physical contact with a Toa.

Elemental Talents

Wielders of Light 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.

Concentrated Luminescence - 2SP

You may treat your Elemental Attack Forms as though they were a Non-Solid Element for the purposes of determining EE costs as well as available Elemental Attack Forms. Additionally, regardless of whether you wish to treat your element as an Energy or Non-Solid, you gain the ability to unlock the E-Item and E-Construct Attack Forms, treating them as a Non-Solid Element. This change lasts until you choose to revert it.

Prism of Color - 2SP (Prerequisite: Concentrated Luminescence)

You may change your Element Type at will between Energy, Non-Solid, and Solid. Your E-Items and E-Constructs may be treated as Solid as well as Non-Solid, instead of exclusively Non-Solid.

Diffraction - 3SP

When you make a Bolt or Beam attack or use Feint, and you miss the Attack Roll or your opponent succeeds on a REFLSave to avoid your attack (as is the case for Beam and Feint), you may spend X EE (where X is equal to the cost of the form at SPI 1) to perform the attack again, targeting another being within 30ft of the original target. However, if the original attack had any Riders, the new one does not, though you may spend EE to apply those same Riders again. Additionally, any secondary Bolt or Beam attacks treat their Intensity as 3 SPI lower than the original attack. Any secondary Feint attacks are treated as having their Rider Slots as 2 SPI lower.

This Elemental Talent cannot be taken at Level 1.

Flashbang - 2SP

As a 2AP Action, you may spend 6EE to create a sphere of blinding light up to 60ft away. All beings within 10ft of the sphere who can see it must make a FORT Save; on a failure, they are Blinded until the end of their next turn. If a being remains within the area of effect, or another being enters the area of effect, they must repeat the Save. This Talent requires Focus.

Additionally, the sphere sheds Bright Light up to 30ft away, and Dim Light for another 90ft. This Elemental Talent has a Blinding duration of 3 rounds, and an illumination duration of 1 minute.

Illusory Glimmer - 2SP

As a 2AP Action, you may spend 8EE to refract light across your body, causing your physical appearance to flicker in and out of sight; until the start of your next turn, Strike attacks made against you are made with DADV1, and Fire attacks are made with DADV2.

Chameleon - 1SP (Prerequisite: Illusory Glimmer)

You may spend 5EE to gain ADV1 on your next Stealth check.

Hypnotic Shimmer - 2SP (Prerequisite: Illusory Glimmer)

As a 2AP Action, you may spend 12EE to rapidly flash alternating colors across your armor. All beings within 15ft of you who can see you must make a WILL Save; on a failure, they are treated as Confused until the end of their next turn. On a success, they instead have ADV1 on Saves made to resist this Talent for the next hour.

Prismatic Display -  2SP (Prerequisite: Hypnotic Shimmer)

As a 2AP Action, you may spend 15EE to send out a wave of sensory-overloading light. Select one being within 10ft of you who can see you. The chosen being must make a WILL Save; on a failure, they are Dazed for 1 round. On a success, they are immune to this Talent for the next 1 minute.

Champion of Peace - 2SP

As a 1AP Action, you may spend 5EE, gaining access to the powers and abilities granted by the Noble Atuma for 1 minute. You may activate this Kanohi’s additional powers at no additional EE or KC (if the wearer spends 1KC at a time) cost, though if it requires AP, you must use AP to activate them each additional time beyond the first. If the wearer wishes to spend more than 1 “KC” at a time, each additional KC beyond the first requires an additional 5EE. The wearer cannot exceed their Expenditure Limit (the highest amount of KC that can be spent at a time is equal to your PROF), even if they cannot normally use Kanohi.

Peacebringer - 2SP (Requires: Champion of Peace)

When you use your Champion of Peace Talent, you instead gain access to the powers and abilities granted by the Great Atuma. Additionally, the duration increases to 10 minutes.

Light in the Dark - 1SP

While you have active Elemental Armor of Light, you do not have Vulnerability to Shadow Damage.

Darkness Dispelled - 1SP (Prerequisite: Light in the Dark)

When you activate your E-Armor, you gain Resistance to Shadow damage for the duration of the Elemental Attack Form.

Blueshift - 2SP

As a 1AP Action, you may spend 5EE, gaining access to the powers and abilities granted by the Noble Kakama for 1 minute. You may activate this Kanohi’s additional powers at no additional EE or KC (if the wearer spends 1KC at a time) cost, though if it requires AP, you must use AP to activate them each additional time beyond the first. If the wearer wishes to spend more than 1 “KC” at a time, each additional KC beyond the first requires an additional 5EE. The wearer cannot exceed their Expenditure Limit (the highest amount of KC that can be spent at a time is equal to your PROF), even if they cannot normally use Kanohi.

Mantle of Light - 3SP (Prerequisite: Blueshift)

When you use your Blueshift Talent, you instead gain access to the powers and abilities granted by the Great Kakama. Additionally, the duration increases to 10 minutes.

Lightspeed - 5SP (Prerequisite: Mantle of Light)

As a 1AP Action, you may spend 10EE to rocket forward at the speed of light, gaining the potential to move an incomprehensible distance. Whenever you use this Talent in combat, you must make a Focus check, using your Elemental Attribute Score modifier instead of your CON modifier (if your Elemental Attribute Score Modifier is your CON, still use your CON) against a DC of [10 +  (the number of feet traveled/100)]. On a success, you arrive at your destination unharmed, as planned, instantaneously. On a failure, you do not reach your destination safely, and instead appear X feet away from your destination (where X is equal to the number of feet traveled/4).

If you fail your check, you must roll a d4 to determine if you blink into existence to the right (1) or left (2) of, or above (3) or below (4) your intended destination. If you would appear inside a solid object, you instead suffer Xd6 Force damage, where X is equal to 1 per 100ft traveled, and appear in the nearest free space instead.

If you roll a natural 1 on this check and would appear inside a solid object, you suffer an additional 15d6 damage (this damage ignores all Immunities and Resistances), suffer 2d8 STR, DEX, and CON ASD, and lose 1d6 limbs. If you lose 5 or more limbs, are reduced to 0HP by this damage, or have one or more Attribute Scores reduced to 0, you immediately die.

This power may be used offensively. If you use this power to carry your momentum to crash into a target at your destination, and succeed on your check, both you and the target suffer Xd6 Bludgeoning damage (where X is equal to [number of feet travelled/100] rounded down).

Developer’s note: The specifics of lightspeed traversal cannot properly be quantified in the Doronai Nui system and should be left at the discretion of Game Masters. By traveling at such a speed in a short amount of time, any being subject to this power would likely be killed instantaneously. This power should not be handed out to inexperienced players, nor should it be given without some semblance of training its wielder undergoes.

Additionally, if Game Masters wish for a simplified version of the above mentioned rules, they may instead use the following optional rules:

As a 1AP Action, you may spend 5EE, gaining access to the powers and abilities granted by the Great Kualsi for 1 minute. You may activate this Kanohi’s additional powers at no additional EE or KC (if the wearer spends 1KC at a time) cost, though if it requires AP, you must use AP to activate them each additional time beyond the first. If the wearer wishes to spend more than 1 “KC” at a time, each additional KC beyond the first requires an additional 5EE. The wearer cannot exceed their Expenditure Limit (the highest amount of KC that can be spent at a time is equal to your PROF), even if they cannot normally use Kanohi.

Searing Luminance - 1SP

Your elemental abilities may deal Heat damage instead of Light damage at will.

Spark of Hope - 2SP

As a 1AP Action, you may spend 10EE; until the end of your next turn, you and all beings of your choice within 15ft of you gain ADV1 on Saves made to resist the Frightened, Hindered, Shaken, and Terrified Conditions. Additionally, you may spend an additional 3EE, increasing the ADV gained by 1.

Wealth of the Kingdom - 2SP

When you hold or wield a weapon or item that can gain Item Charges by being mounted on Powered Armor, you may spend 6EE to give the weapon or item an Item Charge. This Item Charge lasts until used, and dissipates after one hour if you do not maintain contact with the item for more than a minute.

Additionally, you may spend 12EE to refill a Universal Battery completely.

Ultimate Spectrum Compression - 1SP

As a 0AP Action, you may spend 3EE to cause any beings of your choosing who you can see within 60ft of you to lose the ability to perceive color and become colorblind, lasting either up to a minute or until they exit the radius of this ability.

Area of Effect

Light luminates around you, blinding and smiting foes. When you activate this power, choose one point within the AoE to be the Focal Point. Whenever a being enters into the AoE, they must make a FORT Save; on a failure, they suffer X Light Damage equal to your Intensity and are Blinded for Y Rounds. On a success, they take no damage and aren’t Blinded. While within 5ft of the Focal Point, beings suffer DADV1 on FORT Saves made to resist being Blinded. If a being exits the AoE and re-enters it on a separate round, they must repeat the FORT Save. Additionally, all beings who remain in the AOE must repeat the Save at the start of their turn. Note: When you first create your Elemental Light AoE, you may choose to triple the Area of the AoE in exchange for dealing no damage with this ability. Additionally, regardless of whether this power is used offensively or with its no-damage variant, it casts Bright Light in the radius of the ability as well as for an additional 30ft, and casts an additional 60ft of Light. This light disappears with the AoE. For definitions of X and Y, see the Elemental Calculations.

Elemental Armor

All light sources are snuffed out in a sphere around the wielder, pulling and siphoning light-based energy to be unleashed in a radial burst. When you activate your E-Armor, lightwaves around you are pulled into your essence and absorbed. Your surroundings within 5ft of you are treated as Total Darkness, and 5ft beyond that as Dim Light. You are also treated as Shrouded, without being Blinded. Whenever you would spend EE to maintain (but not create) your E-Armor, you may choose to instead expel all stored lightwaves in an explosive burst. All beings within 5ft of you suffer Xd4 Light Damage, and must make a FORT Save or be Blinded until the start of your next turn. For each turn that you have maintained your E-Armor before expelling the stored light, add an additional 1d4 Light Damage, and increase the Save DC by 1.

The range of your E-Armor increases to 10ft at Intensity 3. In all cases, X is equal to your Intensity.

The die size of your E-Armor’s expelled and stored light increases to Xd6 and 1d6, respectively, at Intensity 5. Note: Additionally, if you have access to the Concentrated Luminescence Talent, you gain a +1 bonus to your AC at Intensity 2 and 3, and a +2 bonus at Intensity 4 and 5. Note that if you have access to Elemental Talents that allow you to deal Heat damage, you may deal this damage with these Elemental Attack Forms.

Users

Matoran Universe

In the Matoran Universe, Light is represented by the Matoran prefix Av- and the colors white and gold.

Matoran

  • Av-Matoran represent the Element of Light and naturally appear as gold and white. Av-Matoran also contain a small amount of elemental Light energy, to the extent that they can change how others see their body colors. They can also channel Elemental Light through their hands. Av-Matoran have special light-based powers that can only be used when in contact with a Toa or a Makuta.
  • Av-Toa possess the Elemental Power of Light, allowing them to create, control and absorb light. Their only real limitation is that when they run out of Elemental Light Energy, they must wait for it to recharge.
  • Av-Turaga possess traces of Elemental Light Energy stronger than those of an Av-Matoran.[2]

Other

  • Umbra has a wide range of Light powers.

Associated Locations

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

Inner Light and Shadow

See Inner Light and Shadow

References