Fire: Difference between revisions
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==== [[Element Lords]] ==== | ==== [[Element Lords]] ==== | ||
* The [[Element Lord of Fire]] has a wide range of Fire-based powers. | * The [[Element Lord of Fire]] has a wide range of Fire-based powers. | ||
==== Other individuals ==== | |||
* [[Ackar]] was granted power over Elemental Fire by the [[Ignika]]. | |||
=== [[Matoran Universe]] === | === [[Matoran Universe]] === | ||
In the Matoran | In the Matoran universe, Fire is often represented by the [[Matoran]] prefix Ta- as well as the colors red and orange. | ||
==== [[Matoran]] ==== | ==== [[Matoran]] ==== | ||
* [[Ta-Matoran]] represent the Element of Fire. Ta-Matoran also contain a very minuscule amount of Elemental Fire Energy, providing them great resistance to heat and flame. | * [[Ta-Matoran]] represent the Element of Fire. Ta-Matoran also contain a very minuscule amount of Elemental Fire Energy, providing them great resistance to heat and flame. Matoran, Toa, and Turaga of Fire are predominantly male. | ||
* [[Ta-Toa]] possess the Elemental Power of Fire, allowing them to create, control and absorb fire and heat, only limited by the need to wait for Elemental Fire Energy to recharge after they run out of it. | * [[Ta-Toa]] possess the Elemental Power of Fire, allowing them to create, control and absorb fire and heat, only limited by the need to wait for Elemental Fire Energy to recharge after they run out of it. | ||
* [[Ta-Turaga]] possess small traces of Elemental Fire Energy. | * [[Ta-Turaga]] possess small traces of Elemental Fire Energy. | ||
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* Skakdi of Fire can only access their power if they work with another Skakdi, or if they carry a weapon that allows them to focus their Fire power individually. | * Skakdi of Fire can only access their power if they work with another Skakdi, or if they carry a weapon that allows them to focus their Fire power individually. | ||
== | ==== Other ==== | ||
* The [[Fire Entity]] was formed entirely of Fire. | |||
* The [[ | * The Dark Hunter [[Kraata-Kal]] has some degree of control over Fire. | ||
*[[Krahka]] had control over Fire while using Toa Vakama's form. | |||
== Associated Locations == | |||
All of the following locations are/were affiliated with Fire: | |||
* The | === On Spherus Magna === | ||
* [[Krahka]] | |||
* [[Great Volcano]] | * [[Great Volcano]] | ||
* [[Underground Lab of the Great Beings#Cavern of the Elements|Cavern of Fire]] | *[[Underground Lab of the Great Beings#Cavern of the Elements|Cavern of Fire]] | ||
* [[Vulcanus]] | *[[Vulcanus]] | ||
=== In the Matoran Universe === | |||
* [[Ta-Metru]] {{C|formerly; now destroyed}} | * [[Ta-Metru]] {{C|formerly; now destroyed}} | ||
* [[Ta-Wahi]] {{C|formerly; now destroyed}} | *[[Ta-Wahi]] {{C|formerly; now destroyed}} | ||
** [[Ta-Koro]] {{C|formerly; now destroyed}} | **[[Ta-Koro]] {{C|formerly; now destroyed}} | ||
== In the Doronai Nui == | |||
=== Tribally-Linked Abilities === | |||
All beings elementally aligned with Fire have Resistance to Fire and Heat-based damage, taking half damage from these sources. Additionally, they have Vulnerability to Cold damage. | |||
=== Elemental Talents === | |||
Wielders of Fire have access to a variety of Elemental Talents; you begin play with the Ignition or Heat Exhaustion Talent, and may unlock the others for their listed SP cost. | |||
'''Ignition - 2SP''' | |||
Your Elemental Attacks that deal Fire damage deal Fire 1.2 damage. | |||
'''Engulf In Flame - 2SP''' ''(Prerequisite: Ignition)'' | |||
Increase one variable of your Elemental attack’s Fire Damage by 1. This only increases either X or Y, but not both with a single purchase. This Talent can be taken multiple times, and costs 2 additional SP for each time you have taken it. | |||
'''Smolder - 2SP''' ''(Prerequisite: Ignition)'' | |||
Beings that are suffering a DOT effect from your Ignition Talent give off large clouds of thick smoke. Beings suffering your Ignition DOT effect emit a cloud of smoke with a 5ft radius, causing them to be treated as Shrouded for the duration of the effect. Alternatively, you may apply this effect to yourself for 5EE for 1d4 rounds. | |||
'''Flare - 3SP''' ''(Prerequisite: Ignition)'' | |||
Whenever you use an Elemental Attack that deals Fire damage, you may spend 6EE. Any being damaged by that attack must make a FORT save, in addition to the other effects; on a failure, they are Blinded for [(1d4) - 1] (to a minimum of 1) Round(s). | |||
'''Cauterization - 2SP''' ''(Prerequisite: Ignition)'' | |||
As a 2AP action, you may spend 3EE to emit white-hot flames, targeting a being you can see within 15ft of you; if that being is currently suffering from the Bleeding condition, the duration immediately ends. | |||
'''Heat Exhaustion - 2SP''' | |||
Your elemental attacks may deal Heat damage. | |||
Rather than raw flame, your elemental attacks may channel heat. Whenever you deal Heat damage to a being with your elemental powers, you may spend 5EE. If you do, the being struck must make a FORT save; on a failure, they gain one level of Exhaustion. A being cannot gain Exhaustion levels higher than your PROF from this ability. | |||
'''Heat Stroke - 3SP''' ''(Prerequisite: Heat Exhaustion)'' | |||
Whenever you deal Heat damage to a being with an elemental attack, the being must make a FORT save; on a failure, they suffer the Dizzy and Shaken conditions for 1d4 rounds. | |||
'''Flameforged - 2SP''' | |||
As a 4AP Action, you may spend 10EE to rebind a Broken item that is made of metal, granting it 1HP. | |||
=== Area of Effect === | |||
Raging flames erupt from the ground in a dazzling display of elemental power. 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 suffer Fire Damage equal to your Intensity, or half as much on a successful one. Saves made to resist your Fire Elemental Talents are made with DADV1 while in the AoE. After the AoE ends, the space it occupied continues to burn for 1d4 Rounds, forcing any being that crosses into the AoE to make a REFL Save; on a failure, they suffer Fire 1.2 (see Elemental Calculations). | |||
=== Elemental Armor === | |||
Your body erupts in an uncontrollable mass of flames, scorching foes beyond recognition if they dare to walk through the inferno. Whenever a being passes within 5ft of you, regardless of whether they make an attack against you, they must make a REFL Save; on a failure, they suffer Xd6 Fire Damage. If they attempt a Strike Action against you, they suffer DADV1. | |||
Starting at Intensity 3, when you first activate your E-Armor, you expel a blast of raw, searing flames, forcing all beings within 10 ft of you to make a REFL Save; on a failure, they suffer 2d4 + X Fire Damage. Additionally, the DADV forced on beings who attempt Strike Actions against you increases to DADV2. In all cases, X is equal to your Intensity. | |||
== Trivia == | == Trivia == | ||
Revision as of 20:48, 17 December 2021
| Fire | |
|---|---|
| Element | |
| Prefix | Ta- |
| Common Armor Colors | Red, orange, yellow |
| Associated Attribute Scores | STR, CON, CHA |
| Crafting Proficiency | Proficiency in Blacksmithing |
| Skill Proficiencies | Proficiency in Powers-Based Engineering and Knowledge: Powers |
| Elemental Type | Non-Solid |
| Elemental Damage Type | Fire |
| BS01 | |
Fire is an Elemental Power.
Example Usages
- Creating blasts and/or focused beams of fire and/or heat
- Heating an object/area
- Controlling fire and/or heat
- Absorbing fire and/or heat
- Detecting heat sources
- Unleashing a Fire Nova Blast (Toa-exclusive)
- Setting a timed blast of Fire (Toa Nuva-exclusive)
Combinations
- When combined with the Elemental Power of Air, Fire can be used to create a tornado of fire.[1]
- In tandem with the Elemental Power of Earth, it can be used to make lava.[1]
- In conjunction with the Elemental Power of Ice, Fire can form an instant seal.[2]
- Used in conjunction with the Elemental Power of Sand, it can produce glass.[3]
- When used together with the Elemental Power of Stone, it can produce lava[4] or glass.[5]
- When combined with the Elemental Power of Water, it can be used to make steam.[6]
- 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, providing that Light and Shadow are not included at the same time, any six Toa can create a Protodermis cage.
Species Wielders
Spherus Magna
Element Lords
- The Element Lord of Fire has a wide range of Fire-based powers.
Other individuals
Matoran Universe
In the Matoran universe, Fire is often represented by the Matoran prefix Ta- as well as the colors red and orange.
Matoran
- Ta-Matoran represent the Element of Fire. Ta-Matoran also contain a very minuscule amount of Elemental Fire Energy, providing them great resistance to heat and flame. Matoran, Toa, and Turaga of Fire are predominantly male.
- Ta-Toa possess the Elemental Power of Fire, allowing them to create, control and absorb fire and heat, only limited by the need to wait for Elemental Fire Energy to recharge after they run out of it.
- Ta-Turaga possess small traces of Elemental Fire Energy.
Bohrok
- Tahnok have a very limited range of Fire powers.
- Some Fohrok had a very limited range of Fire powers.
- The Bahrag have a wider range of Fire powers than the Tahnok.
Rahi
- The Fire Entity was a creature composed entirely of elemental Fire, affording it great control over the element.
- Fire Gafna can emit pulses of elemental Fire energy from their tails.
- Fire Burnak can emit pulses of elemental Fire energy.
- The Kanohi Dragon can breathe fire.
- Lava Rats burst into flames as a defense mechanism.
Skakdi
- Skakdi of Fire can only access their power if they work with another Skakdi, or if they carry a weapon that allows them to focus their Fire power individually.
Other
- The Fire Entity was formed entirely of Fire.
- The Dark Hunter Kraata-Kal has some degree of control over Fire.
- Krahka had control over Fire while using Toa Vakama's form.
Associated Locations
All of the following locations are/were affiliated with Fire:
On Spherus Magna
In the Matoran Universe
- Ta-Metru (formerly; now destroyed)
- Ta-Wahi (formerly; now destroyed)
- Ta-Koro (formerly; now destroyed)
In the Doronai Nui
Tribally-Linked Abilities
All beings elementally aligned with Fire have Resistance to Fire and Heat-based damage, taking half damage from these sources. Additionally, they have Vulnerability to Cold damage.
Elemental Talents
Wielders of Fire have access to a variety of Elemental Talents; you begin play with the Ignition or Heat Exhaustion Talent, and may unlock the others for their listed SP cost.
Ignition - 2SP
Your Elemental Attacks that deal Fire damage deal Fire 1.2 damage.
Engulf In Flame - 2SP (Prerequisite: Ignition)
Increase one variable of your Elemental attack’s Fire Damage by 1. This only increases either X or Y, but not both with a single purchase. This Talent can be taken multiple times, and costs 2 additional SP for each time you have taken it.
Smolder - 2SP (Prerequisite: Ignition)
Beings that are suffering a DOT effect from your Ignition Talent give off large clouds of thick smoke. Beings suffering your Ignition DOT effect emit a cloud of smoke with a 5ft radius, causing them to be treated as Shrouded for the duration of the effect. Alternatively, you may apply this effect to yourself for 5EE for 1d4 rounds.
Flare - 3SP (Prerequisite: Ignition)
Whenever you use an Elemental Attack that deals Fire damage, you may spend 6EE. Any being damaged by that attack must make a FORT save, in addition to the other effects; on a failure, they are Blinded for [(1d4) - 1] (to a minimum of 1) Round(s).
Cauterization - 2SP (Prerequisite: Ignition)
As a 2AP action, you may spend 3EE to emit white-hot flames, targeting a being you can see within 15ft of you; if that being is currently suffering from the Bleeding condition, the duration immediately ends.
Heat Exhaustion - 2SP
Your elemental attacks may deal Heat damage.
Rather than raw flame, your elemental attacks may channel heat. Whenever you deal Heat damage to a being with your elemental powers, you may spend 5EE. If you do, the being struck must make a FORT save; on a failure, they gain one level of Exhaustion. A being cannot gain Exhaustion levels higher than your PROF from this ability.
Heat Stroke - 3SP (Prerequisite: Heat Exhaustion)
Whenever you deal Heat damage to a being with an elemental attack, the being must make a FORT save; on a failure, they suffer the Dizzy and Shaken conditions for 1d4 rounds.
Flameforged - 2SP
As a 4AP Action, you may spend 10EE to rebind a Broken item that is made of metal, granting it 1HP.
Area of Effect
Raging flames erupt from the ground in a dazzling display of elemental power. 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 suffer Fire Damage equal to your Intensity, or half as much on a successful one. Saves made to resist your Fire Elemental Talents are made with DADV1 while in the AoE. After the AoE ends, the space it occupied continues to burn for 1d4 Rounds, forcing any being that crosses into the AoE to make a REFL Save; on a failure, they suffer Fire 1.2 (see Elemental Calculations).
Elemental Armor
Your body erupts in an uncontrollable mass of flames, scorching foes beyond recognition if they dare to walk through the inferno. Whenever a being passes within 5ft of you, regardless of whether they make an attack against you, they must make a REFL Save; on a failure, they suffer Xd6 Fire Damage. If they attempt a Strike Action against you, they suffer DADV1.
Starting at Intensity 3, when you first activate your E-Armor, you expel a blast of raw, searing flames, forcing all beings within 10 ft of you to make a REFL Save; on a failure, they suffer 2d4 + X Fire Damage. Additionally, the DADV forced on beings who attempt Strike Actions against you increases to DADV2. In all cases, X is equal to your Intensity.
Trivia
- Although lava and magma commonly associated with Fire, they cannot be directly controlled by Fire users.
- Fire powers can be used underwater, though they are harder to maintain and require more concentration.
References
- ↑ 1.0 1.1 BIONICLE: Mask of Light.
- ↑ "At Last -- Takanuva!" BIONICLE 14.
- ↑ "Triumph of the Toa." BIONICLE 3.
- ↑ "Chapter 5." Island of Doom. BIONICLE Legends 1, pp. 54-55.
- ↑ "Chapter 8." Trial by Fire. BIONICLE Adventures 2, pp. 82-83.
- ↑ "Chapter 16." Mask of Light, pp. 101-102.