Air

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Air
Element
PrefixLe-
Common Armor ColorsGreen, light green, dark green, lime, teal
Associated Attribute ScoresDEX, INT, CHA
Crafting ProficiencyProficiency in Ropework
Skill ProficienciesProficiency in Proficiency in Acrobatics and Piloting
Elemental TypeNon-Solid
Elemental Damage TypeBludgeoning, Force, Piercing, or Slashing
BS01

Air is an Elemental Power.

Examples

  • Creating air
    • Creating cyclones
  • Controlling air
  • Manipulating wind currents
  • Manipulating/absorbing air to create a vacuum
  • Turning one's body into a living cyclone (Rahkshi Kaita Za-exclusive)
  • Setting a timed air blast (Toa Nuva-exclusive)
  • Unleashing an Air Nova Blast (Template:G-exclusive)

Combinations

  • When combined with the Elemental Power of Water, it can be used to create a storm or a water spout.
  • When combined with the Elemental Power of Fire, it can be used to create a tornado of fire.
  • 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.[1]

In the Doronai Nui

Additional Features

Cyclone (modifies Major Species Boon - Elemental Power): The Area Subcategory, when applied to Air Elemental Attack Forms, functions differently. The structure of its cyclones dictates its flow of energy, and therefore cannot be arranged in different shapes. The Area Subcategory instead measures the radius of the Elemental Attack Form, measured from its Focal Point in all directions. Use the standard Area Modifiers to determine the size of the Attack Form. When a wielder of Air uses the Area of Effect Attack Forms, consult the table below.

Table will be added later; this text is a placeholder

Tribally-Linked Abilities

All beings elementally aligned with Air have a natural climb speed of 10 feet per 1 AP, and have ADV1 on Fortitude saves against Exhaustion incurred by running or climbing while tired.

Elemental Talents

Wielders of Air 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.

Flowing Breezes - 2SP

As air is the most abundant element in the Matoran Universe, a Toa of Air can absorb their element effortlessly. You regain EE equal to your PROF at the start of each Round, unless you are explicitly in an area without air such as underwater or in a vacuum.

Run Like the Wind - 2SP

You may spend 6EE when you move to double your Movement and Fly speed until the start of your next turn.

Gusting Winds - 2SP (Prerequisite: Flowing Breezes and Run Like the Wind)

You may spend EE equal to your PROF to gain ADV1 on Acrobatics and Athletics checks for the duration of the check. If you are in the air (falling, levitating, etc), as a 1AP Action, you may spend EE equal to your PROF to gain a horizontal fly speed equal to half your Movement speed (rounded up) until the start of your next turn.

Atmospheric Scrubber - 2SP

You may cause the air around you to reject pollutants, gases, and other airborne particles, removing impurities from it. When using this Talent on an area, calculate the AP and EE cost as if you were using your TME.

Sucking Vacuum - 2SP (Prerequisite: Atmospheric Scrubber)

As a 2AP action, you may spend 6EE to draw the air away from a being you can see within 60ft. The being must make a FORT save; on a failure, they are treated as Deafened, Dizzy, and Silent. If the target is already Dizzy, they instead become Hindered, Shaken, and Silent. If they are already Hindered and/or Shaken, they are instead knocked Unconscious. This Elemental Talent has a duration equal to your PROF. A being affected by this Elemental Talent may make a FORT save at the start of their Turn; on a failure, the effect continues as normal; on a success, they are able to regain air in their lungs, ending the effect. You must make a Focus check (DC 15) at the start of your turn to maintain this effect, and this effect requires Focus to maintain.

Suffocating Vacuum - 1SP (Prerequisite: Sucking Vacuum)

Note: The usage of this Elemental Talent is considered immoral and breaks the Toa Code.

When you use your Sucking Vacuum Talent on a being that is already Unconscious, they instead gain the Dying condition. If the being is already Dying, they instead Die.

When you use your Sucking Vacuum Talent on a being, you may spend 10 additional EE; if you do, they become Hindered, Shaken, and Silent for the duration of the effect, in addition to the standard effect.

Vacuum-Sealed  - 2SP (Prerequisite: Atmospheric Scrubber)

As a 2AP action, you may spend 6EE to surround yourself in a thin vacuum; you gain Immunity to Fire damage and the effects of Fire Elemental Attack Forms and Telekinetic Manipulation of Fire, as well as all other Fire-based effects. You also are treated as Deafened and Silent. At the start of your turn, you must make a FORT save as though you were Suffocating. However, instead of falling Unconscious if you fail, you simply lose control of the vacuum and must spend additional EE to maintain it. You can maintain this effect for a maximum number of Rounds equal to your Constitution score, after which you must end the effect or fall Unconscious. You must make a Focus check (DC 10) at the start of your turn to maintain this effect.

Whirlwind Stride - 2SP

As a 2AP action, you may spend 5EE to grant yourself a Hover speed equal to your Walking speed. You may hover up to 10ft off the ground with this Elemental Talent. This Elemental Talent has a duration equal to a number of turns equal to your PROF.

Area of Effect

You summon a vortex of raging winds, billowing up and up until it encompasses a vast space. All beings within the AoE must make an Athletics check at the start of your turn while this Attack Form is active, or whenever they initially enter the AoE; on a failure, they are pushed (10 + (10 * Y)) ft in the direction of the winds (chosen by the user), and (5 + (5 * Y)) ft off the ground. This movement cannot push them out of the AoE until an Intensity of 3. At the start of their turn, a lifted being can attempt a REFL Save to plant themselves on the ground as a 1 AP Action. If this Save isn’t attempted or fails, all lifted beings will continue to be pushed in these directions.

When you end the AoE, all beings within it must make a REFL Save; on a success, they drop to the ground if they are in the air. On a failure, they are pushed (20 + (20 * Y)) ft in the direction of the winds, and (10 + (10 * Y)) ft vertically, and then begin to fall. Grounded beings remain unaffected. For definitions of X and Y, see the Elemental Calculations.

Elemental Armor

Air rushes around your body, shoving aside any strikes aimed at it. Fire Actions made against you are made with DADV1. This increases to include Strike Actions at Intensity 3, and becomes DADV2 at Intensity 5. You also gain a Fly Speed of 10+Xft, where X is (5 times your Intensity).

At Intensity 3, you cannot be targeted by Attacks of Opportunity. Additionally, when you move adjacent to another being, you may force them to make a REFL Save; on a failure, they are pushed 10ft in a direction of your choice.

Species Wielders

Spherus Magna

Other individuals

  • Gresh was granted power over Elemental Air by the Ignika.
  • Vastus was granted power over Elemental Air by the Ignika.

Matoran Universe

In the Matoran Universe, Air is often represented by the Matoran prefix Le- as well as the color green.

Matoran

  • Le-Matoran represent the Element of Air. Le-Matoran also contain a very minuscule amount of elemental Air energy, to the extent that they are extremely athletic and nimble. Matoran, Toa, and Turaga of Air are predominantly male.
  • Le-Toa possess the Elemental Power of Air, allowing them to create, control, and absorb air. Their only real limitation is that when they run out of Elemental Air Energy, they must wait for it to recharge.
  • Le-Turaga possess small traces of Elemental Air power. In comparison to where a Toa could create a whirlwind, a Turaga could create a stiff breeze.[2]

Skakdi

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

Bohrok

Makuta

  • Rahkshi and Kraata of Cyclone and Vacuum, along with Makuta, have limited Air powers.

Rahi

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

Other

  • Krahka had control over Air while using Toa Matau's form.

Associated Locations

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

In the Matoran Universe

Trivia

  • Gresh and Vastus received Air powers from the Ignika rather than the power of their native element of Plantlife; this was because Mata Nui associated their tribe's color of green with Air, the corresponding primary element in the Matoran Universe.[3]
  • The air found in the Matoran Universe is the same as that on Spherus Magna.[4]

References