Plasma: Difference between revisions
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{{Power | {{Element | ||
| prefix = Su- | |||
| colors = Orange, white, yellow | |||
| aas = DEX, CON, INT | |||
| craft = Proficiency in Power Source Crafting and Repair | |||
| skill = Proficiency in Powers-Based Engineering and Knowledge: Science | |||
| type = Non-Solid | |||
| eld = Plasma | |||
| bs01 = Plasma | | bs01 = Plasma | ||
}} | }} | ||
'''Plasma''' is an Elemental Power over superheated gas | '''Plasma''' is an Elemental Power over superheated gas {{GregCitation|CwGF|page=277|post=9025605}}{{GregCitation|CwGF|page=489|post=11267093}}. | ||
== | ==Example Usages== | ||
== | *Creating blasts and/or concentrated beams of plasma. | ||
In the | **Forming objects out of plasma.{{GregCitation|CwGF|page=409|post=10802073}} | ||
*Controlling plasma. | |||
*Absorbing plasma. | |||
* Using plasma to melt/incinerate a target. | |||
*Unleashing a Plasma [[Nova Blast]]. {{C|Toa-exclusive}} | |||
===Combinations === | |||
*Beings other than [[Toa]] and the [[Krahka]] cannot combine powers of any sort to create a [[Toa Seal|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 Plasma have DR Heat/10. Additionally, beings elementally-aligned with Plasma have Brightvision as well as ADV1 on Saves against being Blinded by sources of bright light. | |||
=== Elemental Talents === | |||
Wielders of Plasma 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. | |||
'''Bypass - 2SP''' | |||
When you make a Bolt attack, you may choose to target TAC rather than AC. Bolt attacks made using Bypass cannot have an SPI greater than either your PROF or half your Level, whichever is lower. | |||
If you choose to target a being’s TAC, you suffer Heat damage equal to one quarter of the damage dealt by the Bolt (rounded up). This damage ignores any Resistances or DR you have. | |||
'''Overwhelming Blasts - 3SP''' ''(Prerequisite: Bypass)'' | |||
The SPI limit derived from the Bypass Talent is ignored for the purposes of calculating the maximum SPI in a Bolt Attack Form. | |||
'''Cleansing Fury - 2SP''' | |||
When you activate an Elemental Attack Form, you may spend 8EE (or 8EE per Round, if it has a per-Round cost) to deal an additional die of damage. You cannot add more than one additional damage die in this way. Attacks that deal additional damage in this way cannot deal nonlethal damage. | |||
'''Annihilating Rage - 3SP''' ''(Prerequisite: Cleansing Fury)'' | |||
When you use your Cleansing Fury ability, you may instead spend 24EE (or 24EE per Round, if it has a per-Round cost) to add 3 additional damage dice instead of 1. You cannot add more than 3 additional damage dice in this way. | |||
Attacks that deal additional damage using Annihilating Rage cannot deal nonlethal damage, and this effect cannot be prevented by Near Hit. | |||
'''Melt - 2SP''' | |||
You gain access to the following Rider: | |||
''Melt - 6EE'' - All beings affected by the Elemental Attack Form this Rider is attached to must make a REFL Save against the wielder’s Elemental Save DC; on a failure, an Armor Piece they are wearing, chosen at random, suffers an amount of Plasma IHP damage equal to twice the wielder’s Elemental Attribute Score modifier. Additionally, the piece also loses 1 tier of Quality, and 1 point of AC bonus. This loss is permanent until the Armor Piece is repaired. | |||
The wielder can attempt a “Called Shot” with this Rider. If they want to target a specific Armor Piece, an affected being gains a +4 bonus to their REFL Save, +8 if the wielder attempts to target the Armor Piece on their Head Body Unit. | |||
'''Near Hit - 1SP''' | |||
When you perform a Bolt attack, you may gain ADV1 on the Attack Roll. Attacks made with ADV in this manner deal only half damage, rounded down. An attack modified in this way cannot deal lethal damage (this supersedes Cleansing Fury, but not Annihilating Rage). | |||
'''Solar Flare - 2SP''' | |||
When you activate an Elemental Attack Form and deal damage, you can spend an additional 6EE to Blind all affected beings for 1 Round. | |||
=== Area of Effect === | |||
A powerful wielder of Plasma appears to open a gateway to the sun itself, summoning a blinding orb of plasma, a purifying wave of energy, heat, and destruction. All beings within the AoE must make a FORT Save at the start of your turn while this Attack Form is active, or whenever they initially enter the AoE; on a failure, they suffer X Plasma Damage equal to your Intensity, and are Blinded for Y rounds, and are Burned until they receive healing (Medicine Check DC equal to your Elemental Save DC, +Y). Additionally, all pieces of equipment they are carrying, wielding, or wearing suffer Yd4 Plasma IHP damage. | |||
On a successful Save, beings within the AoE are not Blinded or Burned, and their equipment does not suffer any IHP damage. For definitions of X and Y, see the Elemental Calculations. | |||
==== | === Elemental Armor === | ||
Raw plasma paves the cracks in your armor, smoothing and perfecting your form into a being of pure destruction and power. While your E-Armor is active, whenever a being attempts a Strike Action against you, they must make a REFL Save; on a failed Save, the weapon they are wielding suffers Xd4 Plasma IHP Damage. Additionally, you gain DR Physical/(2 * X), where X is equal to your Intensity. Starting at Intensity 4, targets that fail their REFL Save are also Burned until they receive healing (Medicine Check, DC equal to your Elemental Save DC). | |||
==Users == | |||
===[[Matoran Universe]]=== | |||
In the Matoran Universe, Plasma is represented by the prefix Su- and the colors orange and white. | |||
==== [[ | ====[[Matoran]]==== | ||
* [[ | *[[Su-Matoran]] represent the Element of Plasma. Su-Matoran contain a very minuscule amount of elemental Plasma energy to the extent that their bodies are even more resistant to heat than that of a [[Ta-Matoran]]{{GregCitation|CwGF|page=409|post=10802073}} and their eyes have protection against bright light. Matoran, Toa, and Turaga of Plasma are predominantly male. | ||
*[[Su-Toa]] possess the Elemental Power of Plasma, allowing them to create, control, and absorb plasma. Their only real limitation is that when they run out of Elemental Plasma Energy, they must wait for it to recharge. | |||
*[[Su-Turaga]] possess small traces of Elemental Plasma Energy. | |||
==== [[Skakdi]] ==== | ====[[Skakdi]]==== | ||
* Skakdi of Plasma can only access their power if they work with another Skakdi, or if they carry a weapon that allows them to focus their Plasma power individually. | *Skakdi of Plasma can only access their power if they work with another Skakdi, or if they carry a weapon that allows them to focus their Plasma power individually. | ||
== | ====[[Bohrok]]==== | ||
* | *[[Pahrak-Kal]] had a wide range of Plasma powers. | ||
* | ====[[Makuta]]==== | ||
*[[Rahkshi]] and [[Kraata]] of Plasma and all Makuta have a limited range of Plasma powers. | |||
== | ==Associated Locations== | ||
All of the following locations are/were affiliated with Plasma: | |||
== | ===In the Matoran Universe=== | ||
== Trivia == | ==Trivia== | ||
* The prefix ''"Su-"'' was derived the word ''"superheated,"'' as plasma can be created by superheating gas. | * The prefix ''"Su-"'' was derived the word ''"superheated,"'' as plasma can be created by superheating gas. | ||
== References == | ==References== | ||
{{references}} | {{references}} | ||
{{ElementNav}} | |||
[[Category:Elemental Powers]] | |||
Latest revision as of 20:07, 12 January 2022
| Plasma | |
|---|---|
| Element | |
| Prefix | Su- |
| Common Armor Colors | Orange, white, yellow |
| Associated Attribute Scores | DEX, CON, INT |
| Crafting Proficiency | Proficiency in Power Source Crafting and Repair |
| Skill Proficiencies | Proficiency in Powers-Based Engineering and Knowledge: Science |
| Elemental Type | Non-Solid |
| Elemental Damage Type | Plasma |
| BS01 | |
Plasma is an Elemental Power over superheated gas [1][2].
Example Usages
- Creating blasts and/or concentrated beams of plasma.
- Forming objects out of plasma.[3]
- Controlling plasma.
- Absorbing plasma.
- Using plasma to melt/incinerate a target.
- Unleashing a Plasma 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 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 Plasma have DR Heat/10. Additionally, beings elementally-aligned with Plasma have Brightvision as well as ADV1 on Saves against being Blinded by sources of bright light.
Elemental Talents
Wielders of Plasma 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.
Bypass - 2SP
When you make a Bolt attack, you may choose to target TAC rather than AC. Bolt attacks made using Bypass cannot have an SPI greater than either your PROF or half your Level, whichever is lower.
If you choose to target a being’s TAC, you suffer Heat damage equal to one quarter of the damage dealt by the Bolt (rounded up). This damage ignores any Resistances or DR you have.
Overwhelming Blasts - 3SP (Prerequisite: Bypass)
The SPI limit derived from the Bypass Talent is ignored for the purposes of calculating the maximum SPI in a Bolt Attack Form.
Cleansing Fury - 2SP
When you activate an Elemental Attack Form, you may spend 8EE (or 8EE per Round, if it has a per-Round cost) to deal an additional die of damage. You cannot add more than one additional damage die in this way. Attacks that deal additional damage in this way cannot deal nonlethal damage.
Annihilating Rage - 3SP (Prerequisite: Cleansing Fury)
When you use your Cleansing Fury ability, you may instead spend 24EE (or 24EE per Round, if it has a per-Round cost) to add 3 additional damage dice instead of 1. You cannot add more than 3 additional damage dice in this way.
Attacks that deal additional damage using Annihilating Rage cannot deal nonlethal damage, and this effect cannot be prevented by Near Hit.
Melt - 2SP
You gain access to the following Rider:
Melt - 6EE - All beings affected by the Elemental Attack Form this Rider is attached to must make a REFL Save against the wielder’s Elemental Save DC; on a failure, an Armor Piece they are wearing, chosen at random, suffers an amount of Plasma IHP damage equal to twice the wielder’s Elemental Attribute Score modifier. Additionally, the piece also loses 1 tier of Quality, and 1 point of AC bonus. This loss is permanent until the Armor Piece is repaired.
The wielder can attempt a “Called Shot” with this Rider. If they want to target a specific Armor Piece, an affected being gains a +4 bonus to their REFL Save, +8 if the wielder attempts to target the Armor Piece on their Head Body Unit.
Near Hit - 1SP
When you perform a Bolt attack, you may gain ADV1 on the Attack Roll. Attacks made with ADV in this manner deal only half damage, rounded down. An attack modified in this way cannot deal lethal damage (this supersedes Cleansing Fury, but not Annihilating Rage).
Solar Flare - 2SP
When you activate an Elemental Attack Form and deal damage, you can spend an additional 6EE to Blind all affected beings for 1 Round.
Area of Effect
A powerful wielder of Plasma appears to open a gateway to the sun itself, summoning a blinding orb of plasma, a purifying wave of energy, heat, and destruction. All beings within the AoE must make a FORT Save at the start of your turn while this Attack Form is active, or whenever they initially enter the AoE; on a failure, they suffer X Plasma Damage equal to your Intensity, and are Blinded for Y rounds, and are Burned until they receive healing (Medicine Check DC equal to your Elemental Save DC, +Y). Additionally, all pieces of equipment they are carrying, wielding, or wearing suffer Yd4 Plasma IHP damage.
On a successful Save, beings within the AoE are not Blinded or Burned, and their equipment does not suffer any IHP damage. For definitions of X and Y, see the Elemental Calculations.
Elemental Armor
Raw plasma paves the cracks in your armor, smoothing and perfecting your form into a being of pure destruction and power. While your E-Armor is active, whenever a being attempts a Strike Action against you, they must make a REFL Save; on a failed Save, the weapon they are wielding suffers Xd4 Plasma IHP Damage. Additionally, you gain DR Physical/(2 * X), where X is equal to your Intensity. Starting at Intensity 4, targets that fail their REFL Save are also Burned until they receive healing (Medicine Check, DC equal to your Elemental Save DC).
Users
Matoran Universe
In the Matoran Universe, Plasma is represented by the prefix Su- and the colors orange and white.
Matoran
- Su-Matoran represent the Element of Plasma. Su-Matoran contain a very minuscule amount of elemental Plasma energy to the extent that their bodies are even more resistant to heat than that of a Ta-Matoran[3] and their eyes have protection against bright light. Matoran, Toa, and Turaga of Plasma are predominantly male.
- Su-Toa possess the Elemental Power of Plasma, allowing them to create, control, and absorb plasma. Their only real limitation is that when they run out of Elemental Plasma Energy, they must wait for it to recharge.
- Su-Turaga possess small traces of Elemental Plasma Energy.
Skakdi
- Skakdi of Plasma can only access their power if they work with another Skakdi, or if they carry a weapon that allows them to focus their Plasma power individually.
Bohrok
- Pahrak-Kal had a wide range of Plasma powers.
Makuta
Associated Locations
All of the following locations are/were affiliated with Plasma:
In the Matoran Universe
Trivia
- The prefix "Su-" was derived the word "superheated," as plasma can be created by superheating gas.
References
- ↑ "Chat with Greg Farshtey," page 277, post 9025605. LEGO Message Boards.
- ↑ "Chat with Greg Farshtey," page 489, post 11267093. LEGO Message Boards.
- ↑ 3.0 3.1 "Chat with Greg Farshtey," page 409, post 10802073. LEGO Message Boards.
| Elemental Powers | |
|---|---|
| Primary Elements | Fire | Water | Stone | Ice | Air | Earth |
| Secondary Elements | Sound | Plasma | Lightning | Magnetism | Gravity | Psionics | Plantlife | Iron |
| Tertiary Elements | Light | Shadow | Sand | Acid |