Ice

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Ice
Element
PrefixKo-
Common Armor ColorsWhite, gray, blue, light blue
Associated Attribute ScoresCON, INT, WIS
Crafting ProficiencyProficiency in Cartography
Skill ProficienciesProficiency in Knowledge: History and Perception
Elemental TypeSolid
Elemental Damage TypeBludgeoning, Cold 1, Piercing, or Slashing
BS01

Ice is an Elemental Power.

Example Usages

  • Creating blasts or focused beams of ice, snow
    • Creating/controlling ice structures
    • Creating/controlling ice storms
  • Controlling ice, snow
    • Freezing water
  • Absorbing cold, ice, snow[1]
  • Lowering the temperature in an area by freezing the moisture in the air
  • Projecting one's consciousness into ice (Element Lord-exclusive)
  • Setting a timed Ice blast (Toa Nuva-exclusive)
  • Unleashing an Ice Nova Blast (Toa-exclusive)

Combinations

  • When combined with the Elemental Power of Fire, it can be used to instantaneously make a seal.
  • 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 Template:G and Template:G are not included at the same time, any six Toa can create a Protodermis cage.[2]

In the Doronai Nui

Tribally-Linked Abilities

All beings elementally aligned with Ice have Resistance to Cold-based damage, but have Vulnerability to Fire- and Heat-based damage.

Elemental Talents

Wielders of Ice 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.

Accumulating Ice - 2SP

Your elemental ice attacks always leave an amount of frost on the target, impeding their movement. Whenever your elemental powers deal Cold damage to a target, the target must make a FORT save against your Elemental save DC, or have their speed reduced by 5ft. This reduction lasts for (1d4 + 1) Rounds. If they fail their FORT save and are currently affected by this ability, reduce their speed by a further 5ft and extend the duration by 1 Round, instead of the usual effect.

Blizzard - 2SP

As a 2AP action, you may spend 10EE to cause violent, turbulent winds to freeze the moisture in the air around you, causing ice crystals to begin to form and thick snow to fall. All beings within 30ft of a point you can see must make a FORT save; on a failure, they are Blinded until the end of their next turn. You must make a Focus check (DC 10), and spend 10 additional EE at the start of each of your turns in order to maintain this effect. Additionally, when you use your Area of Effect Elemental Attack Form, you may spend extra EE equal to triple the Intensity of the AoE. If you do, the area of your AoE is affected by this Talent.

Deep Freeze - 3SP

When you use an Elemental Attack Form, you may spend 5EE to increase the Cold Iteration by 1 (e.g. from Cold 1 to Cold 2, or Cold 2 to Cold 3). This Talent can be taken multiple times, and costs 3 additional SP for each time you have taken it.

Frostbite - 3SP

Whenever you deal Cold damage with an Elemental Attack Form, you may spend an additional 5EE to force each being damaged in this way to make a FORT save; on a failure, they are Chilled until the end of your next turn. Additionally, whenever you deal Cold damage to a being with a critical hit, that being is Chilled for 2 rounds.

Quickchill - 4SP (Prerequisite: Frostbite)

As a 4AP action, you may choose one being within 30ft and spend EE equal to 5 times the Size Category of the chosen being. The chosen being must make a FORT save; on a failure, they are Frozen for one round. While Frozen in this way, a being has Resistance to all damage types except Fire, Heat, Cold, and Psionic.

Frozen Sleep - 2SP

As a 2AP action, you may choose a Helpless being within 30ft of you, and spend 5EE to coat them in ice. The chosen being gains THP equal to twice your PROF, becomes Frozen, gains Immunity to Cold damage, and loses the Dying condition if they have it. While frozen in this way, a being can receive medical attention. If all THP gained in this way is lost, the target gains the Dying condition.

Area of Effect

A chaotic cluster of elemental ice freezes over the terrain around you, seeping deep into the ground and creating a near-permanent glacial structure. All beings within the AoE must make a FORT Save at the start of your turn while the AoE is active, or whenever they enter the AoE. On a failure, they suffer Cold Damage equal to your Intensity, or half as much on a success. While within the AoE, beings must move in straight lines. If they attempt to move in a different direction, they must make a REFL Save; on a failure, they are knocked Prone and take Yd4 Piercing Damage. Beings who can ignore Difficult or Dangerous Terrain created by ice or snow move at double their normal Walking speed while within the AoE, and do not have to make this Save. When the AoE ends, this effect persists for (1d6 + Y) Rounds. For definitions of X and Y, see the Elemental Calculations.

Elemental Armor

Crystalline plates freeze around you, spearing foes and chilling hapless foes. At the start of your turn, you increase your AC by X, and gain Xd4 THP (where X is equal to your Intensity). This value replenishes at the start of each Turn,  but cannot exceed the maximum roll. Additionally, whenever a being moves into an adjacent space, they must make a FORT Save; on a failure, they suffer (1d4 + X) Cold Damage.

Users

Spherus Magna

Element Lords

Matoran Universe

In the Matoran Universe, Ice is often represented by the Matoran prefix Ko- as well as the colors white and gray. Here, the only naturally occurring ice was solid Ice-like Protodermis. Despite this, these beings are able to control the ice of Spherus Magna, because the substances are alike in composition and, in liquid form, behave similarly in the life processes of Matoran Universe denizens.

Matoran

  • Ko-Matoran represent the Element of Ice. Ko-Matoran also contain a very minuscule amount of Elemental Ice Energy, to the extent that they are resistant to ice and cold. Matoran, Toa, and Turaga of Ice are predominantly male.
  • Ko-Toa of Ice possess the Elemental Power of Ice, allowing them to create, control and absorb cold, ice, and snow. Their only real limitation is that when they run out of Elemental Ice Energy, they must wait for it to recharge.
  • Ko-Turaga of Ice possess small traces of Elemental Ice Energy.

Skakdi

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

Bohrok

  • Kohrak have a limited range of Ice powers.
  • Some Fohrok had a limited range of Ice powers.
  • The Bahrag have a wider range of Ice powers than the Kohrak.

Rahi

  • One of the First Rahi can shoot Ice beams from its eyes.
  • The Rahi Nui has a Freeze ability.
  • Ice Gafna can emit pulses of elemental Ice energy from their tails.
  • Ice Burnak can emit pulses of elemental Ice energy.

Other

  • Krahka had control over Ice while using Toa Nuju's form.

Associated Locations

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

On Spherus Magna

In the Matoran Universe

Trivia

References