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'''Water''' is an Elemental Power.
'''Water''' is an Elemental Power.


==Examples==
==Example Usages==
*Creating water/[[Protodermis#Liquid Protodermis|Liquid Protodermis]]
*Creating water/[[Protodermis#Liquid Protodermis|Liquid Protodermis]]
**Forming objects out of water
**Forming objects out of water
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At Intensity 4, your Strike Actions deal an additional 1d8 damage. This increases to 2d8 at Intensity 5.
At Intensity 4, your Strike Actions deal an additional 1d8 damage. This increases to 2d8 at Intensity 5.


== Species Wielders==
== Users ==
===[[Spherus Magna]]===
===[[Spherus Magna]]===
====[[Element Lords]]====
====[[Element Lords]]====
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*[[Ga-Toa]] possess the Elemental Power of Water, allowing them to create, control and absorb water and similar substances, as well as to channel the healing energy of their own Toa Power or the relinquished Toa Power of other Toa. Their only real limitation is that when they run out of Elemental Water Energy, they must wait for it to recharge.
*[[Ga-Toa]] possess the Elemental Power of Water, allowing them to create, control and absorb water and similar substances, as well as to channel the healing energy of their own Toa Power or the relinquished Toa Power of other Toa. Their only real limitation is that when they run out of Elemental Water Energy, they must wait for it to recharge.
*[[Ga-Turaga]] of Water possess small traces of Elemental Water power, along with very limited healing abilities.
*[[Ga-Turaga]] of Water possess small traces of Elemental Water power, along with very limited healing abilities.
====[[Skakdi]]====
*Skakdi of Water can only access their power if they work with another Skakdi, or if they carry a weapon (such as [[Vezok]]'s [[Water Harpoon]]) that allows them to focus their Water power individually.


====[[Bohrok]]====
====[[Bohrok]]====
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*[[Gafna|Water Gafna]] can emit pulses of elemental Water energy from their tails.
*[[Gafna|Water Gafna]] can emit pulses of elemental Water energy from their tails.
*[[Burnak|Water Burnak]] can emit pulses of elemental Water energy.
*[[Burnak|Water Burnak]] can emit pulses of elemental Water energy.
====[[Skakdi]]====
*Skakdi of Water can only access their power if they work with another Skakdi, or if they carry a weapon (such as [[Vezok]]'s [[Water Harpoon]]) that allows them to focus their Water power individually.


====Other====
====Other====
*The Dark Hunter [[Kraata-Kal]] has some degree of control over Water.
*The Dark Hunter [[Kraata-Kal]] has some degree of control over Water.
*[[Krahka]] had control over Fire while using Toa Nokama's form.
*[[Krahka]] had control over Water while using Toa Nokama's form.


==Associated Locations==
==Associated Locations==
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==References==
==References==
{{references}}
{{references}}
{{ElementNav}}
[[Category:Elemental Powers]]

Latest revision as of 05:32, 18 December 2021

Water
Element
PrefixGa-
Common Armor ColorsBlue, light blue, dark blue
Associated Attribute ScoresDEX, INT, WIS
Crafting ProficiencyProficiency in Calligraphy
Skill ProficienciesProficiency in Medicine and Swim
Elemental TypeNon-Solid
Elemental Damage TypeBludgeoning, Piercing, or Slashing
BS01

Water is an Elemental Power.

Example Usages

  • Creating water/Liquid Protodermis
    • Forming objects out of water
  • Manipulation of water/Liquid Protodermis or moisture
    • Drawing water out of the atmosphere
  • Absorbing water/Liquid Protodermis
  • Projecting one's consciousness into water (Element Lord-exclusive)
  • Setting a timed blast of Water (Toa Nuva-exclusive)
  • Unleashing a Water Nova Blast (Toa-exclusive)

Combinations

  • When combined with the Elemental Power of Air, it can be used to create a storm.
  • When combined with the Elemental Power of Ice, it can be used to create a hailstorm.
  • When combined with the Elemental Power of Fire, it can be used to make steam.
  • When combined with the Elemental Power of Earth, it can be used to make mud.
  • Beings other than Toa and the Krahka cannot combine powers of any sort to create a Protodermis cage. As long as each of them 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 Water have a natural Swim speed equal to their Movement speed on land, and can hold their breath for a period of (ten minutes + twice their CON Modifier) without training. Additionally, they have Vulnerability to Heat damage.

Elemental Talents

Wielders of Water 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.

Crashing Waves - 1SP

Reduce the cost of the Knock Prone Rider from 5EE to 2EE. Whenever you use the Knock Prone Rider, beings making a Save to resist it suffer DADV1.

Shifting Tides - 2SP (Prerequisite: Crashing Waves)

Reduce the cost of the Push Rider from 2EE to 1EE. Whenever a being fails to resist the effects of the Knock Prone Rider, you may spend EE up to half your PROF (rounded up); for each EE you spend in this way, you may apply the effects of the Push Rider to the being.

Additionally, whenever a being is pushed by your Push Rider, you control which direction they are pushed.

Soothing Waters - 2SP

As a 1AP Action, you may spend 6EE, allowing one being you can see within 5ft of you to repeat a Save against a Condition or other effect they are suffering from that a successful Save can end or could have prevented. You may spend additional EE to grant them ADVX on the Save, where X is equal to 1 per 6EE spent.

Ocean's Caring Gift - 2SP (Prerequisite: Soothing Waters)

As a 5AP action, you may spend either 5 or 10 EE to bathe a being within 5ft in healing waters. The being rolls Hit Point Recovery Dice as if they had taken a Rest. If you spent 5EE, they regain half the amount rolled. If you spent 10EE, they regain the full amount rolled. They do not gain any other benefits of a Rest.

Restorative Waters - 2SP (Prerequisite: Ocean’s Caring Gift)

When using Ocean’s Caring Gift, if the average HP the target would regain from their HP Recovery Dice is less than your own HP average, you treat the HP restored as your HP average instead.

Water Jet - 2SP

As a 1AP action, you may spend 8EE to gain ADV1 on your Acrobatics check, increase your Walk speed by 10ft, and increase your Swim speed by 20ft until the beginning of your next turn.

Salt of the Sea - 2SP

You are Resistant to Corrosive damage.

Area of Effect

A torrential whirlpool of liquid protodermis begins to coalesce around a singular point, dragging foes down into the depths.

When you activate your AoE, you must choose one point within the area to be its Focal Point.

All beings within the AoE must make a REFL Save at the start of your turn while the AoE is active, or whenever they enter the AoE; on a failure, they are dragged back (10 + (5 * Y)) ft towards the Focal Point of the AoE, and are knocked Prone. On a successful Save, they aren’t dragged or knocked Prone, but suffer X Slashing Damage equal to your Intensity. Small or smaller unsecured items are dragged towards the Focal Point automatically.

Whenever a being or item is pushed into a square adjacent to the Focal Point, they must make an additional REFL Save; on a failure, they suffer Yd4 Bludgeoning for each other item* or being already adjacent to the Focal Point, or half as much on a successful Save. For definitions of X and Y, see the Elemental Calculations.

Your AoE is treated as Difficult Terrain.

Note: Objects and beings only deal damage if they are Small size or larger. Tiny or smaller objects deal damage only in groups or multiples - for example, a Kanoka disk might count as a single object, while 100 or less ball bearings count as a single object (at the GM’s discretion).

Elemental Armor

The rising current envelops you in a mass of swirling water, shoving aside foes and raising you up above others. Strike Actions made against you are made with DADV1. This increases to include Fire Actions at Intensity 2.

Additionally, while using your E-Armor, your Walk Speed increases by 5ft. The Speed provided by your E-Armor becomes a Hover Speed equal to (your Walk Speed + 5ft) at Intensity 3, and a Fly Speed (your Walk Speed + 10ft) at Intensity 5.

At Intensity 4, your Strike Actions deal an additional 1d8 damage. This increases to 2d8 at Intensity 5.

Users

Spherus Magna

Element Lords

Other Individuals

  • Kiina was granted power over Elemental Water by the Ignika.
  • Tarix was granted power over Elemental Water by the Ignika.

Matoran Universe

In the Matoran Universe, Water is often represented by the Matoran prefix Ga- as well as the color blue. Here, the only naturally occurring water was Liquid Protodermis. Despite this, these beings are able to control the water of Spherus Magna, because the substances are alike in composition and behave similarly in the life processes of Matoran Universe denizens.

Matoran

  • Ga-Matoran represent the Element of Water. Ga-Matoran also contain a very minuscule amount of Elemental Water Energy, to the extent that they are great swimmers, and can hold their breath longer than other Matoran. Matoran, Toa, and Turaga of Water are predominantly female.
  • Ga-Toa possess the Elemental Power of Water, allowing them to create, control and absorb water and similar substances, as well as to channel the healing energy of their own Toa Power or the relinquished Toa Power of other Toa. Their only real limitation is that when they run out of Elemental Water Energy, they must wait for it to recharge.
  • Ga-Turaga of Water possess small traces of Elemental Water power, along with very limited healing abilities.

Skakdi

  • Skakdi of Water can only access their power if they work with another Skakdi, or if they carry a weapon (such as Vezok's Water Harpoon) that allows them to focus their Water power individually.

Bohrok

  • Some Fohrok had a very limited range of Water powers.
  • Gahlok have a very limited range of Water powers.
  • The Bahrag have a wider range of Water powers than the Gahlok.

Rahi

  • Water Gafna can emit pulses of elemental Water energy from their tails.
  • Water Burnak can emit pulses of elemental Water energy.

Other

  • The Dark Hunter Kraata-Kal has some degree of control over Water.
  • Krahka had control over Water while using Toa Nokama's form.

Associated Locations

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

On Spherus Magna

In the Matoran Universe

Trivia

References