Earth

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Earth
Element
PrefixOnu-
Common Armor ColorsBlack, gray, orange, purple, tan
Associated Attribute ScoresSTR, CON, WIS
Crafting ProficiencyProficiency in Mining
Skill ProficienciesProficiency in Proficiency in Knowledge: History and Mechanical Engineering
Elemental TypeSolid
Elemental Damage TypeAny Physical
BS01

Earth is an Elemental Power.

Example Usages

  • Creating earth.
  • Manipulating earth and soil.
    • Causing earthquakes.
  • Absorbing earth.
  • Projecting one's consciousness into earth (Element Lord-exclusive)
  • Unleashing an Earth Nova Blast. (Toa-exclusive)
  • Setting a timed Earth blast. (Toa Nuva-exclusive)

Combinations

  • When combined with the Elemental Power of Fire, it can be used to make lava.[1]
  • When combined with the Elemental Power of Water, 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 wields a different element, and Light and Shadow are not included at the same time, then any six Toa can create a Protodermis Cage.[2]

In the Doronai Nui

Additional Features

During character creation, you may select one of the following abilities. A being can only have one at a given time:

Bones of the Earth: Permanently reduce your Dexterity Score by 1. Increase two of your Associated Attribute Scores by 1, and the third by 2. For Matoran, only increase your two chosen Associated Attribute Scores by 1.

Grounded Combatant: You may add your WIS bonus to your CMB and CMAC. This ability does not stack with itself.

Tribally-Linked Abilities:

All beings elementally aligned with Earth have a sensitivity to bright lights, making Perception checks at DADV1 for 30 minutes after moving from areas of Dim Light to areas of higher illumination as their eyes adjust. This is due to the acuity their eyes have in the darkness of the underground, and as a result have Darkvision. Additionally, they make Fortitude saves against Exhaustion brought on due to Strength-based actions with ADV1. They also have a Seismic Sense up to 10 feet around them, allowing them to be aware of beings walking on or burrowing through the earth around them.

Additionally, beings elementally-aligned with Earth have a natural Dig Speed of 5ft. When investing into their Dig Speed, they upgrade it in increments of 5ft rather than 6 inches.

Elemental Talents

Earth has access to only one Elemental Talent: Earth’s Patience, which you always begin play with.

Earth’s Patience

Toa of Earth are renowned for their wisdom and know how best to manipulate their enemies with their elemental control over soil. You may add your WIS modifier to your Elemental Saving Throw DC.

Aspects

Aspects are used with Elemental Items.  Some aspects will have a varying effect based on Size - this might mean that something too small has no effect, some might have no effect when too large, and some might not scale effect with size.

Loam

The default material for elemental Earth, with no special properties. It can be used to grow plants with no special care requirements.

Clay (2SP, 4EE)

Denser than loam, and can be used to create ceramic objects when exposed to excessive heat. Any E-Item created from Clay has twice the IHP of an identical object made from Loam.

Silt (2SP, 2EE)

Loam, but underwater. If Silt is created above water, it absorbs water held in a Size Category based on the Size Category of the Silt E-Item. Silt can also be used to grow underwater plants (water required).

Peat (2SP, 2EE)

Peat can be lit aflame easily. When exposed to a source of fire, beings standing in Peat or otherwise exposed to it must make a REFL Save. On a failure, they suffer 3d6 Fire Damage.

Chalk (2SP, 2EE)

The opposite of Clay. It can be used to write and illustrate on appropriate surfaces. Any E-Item created from Chalk has half the IHP of an identical object made from Loam.

Area of Effect

The ground under the Area of Effect cracks and roils as an earthquake rends apart solid rock. When you activate your AoE, the cubes that make up the area the AoE covers (as described under the Area Subcategory) cannot be stacked on top of each other, and must be placed on the ground. 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 Bludgeoning Damage equal to your Intensity and are knocked Prone; on a success, they suffer half as much damage and aren’t knocked Prone. If they fail this Save by 5 or more, they fall down a (5 * Y) ft-deep chasm. If they attempt to climb out, they must make an Athletics Check; on a failure, they lose the AP used to attempt to climb, and remain in the chasm.

When a being is knocked Prone, they must make an Athletics Check to stand up, made with DADV1. If they fail this check, they are Blinded, falling face-first into the earth, until they manage to stand up from being Prone.

The area the AoE covers is treated as Difficult Terrain, even after the AoE ends. For definitions of X and Y, see the Elemental Calculations.

Elemental Armor

Earthen armor covers your body, diminishing the damage of any attack inflicted upon them. When you activate this power, choose a number of Damage Types (not including Psionic) equal to this Form's Intensity. You have Resistance to those damage types for as long as this Form is maintained. If you already have a Damage Resistance provided by another source, you become Immune to that Damage Type.

When you activate your Elemental Armor, you gain THP equal to (four times your Intensity). This value replenishes at the start of each turn, but cannot exceed 20. If your THP granted from this ability is reduced to 0, all effects of your Elemental Armor immediately end.

Additionally, the EE calculation for your E-Armor is treated as (4 * Intensity) rather than 3.

Users

Spherus Magna

Element Lords

Matoran Universe

In the Matoran Universe, Earth is represented by the Matoran prefix Onu-, as well as the color black.

Matoran

  • Onu-Matoran represent the element of Earth. Onu-Matoran also contain a very minuscule amount of elemental Earth energy, to the extent that they are able to sense vibrations in the ground and have excellent night vision. They are also physically stronger than some other types of Matoran, though they are not as strong as Po-Matoran. Matoran, Toa, and Turaga of Earth are predominantly male.
  • Onu-Toa possess the Elemental Power of Earth, allowing them to create, control and absorb earth and earth-like substances. Their only real limitation is that when they run out of Elemental Earth Energy, they must wait for it to recharge.
  • Onu-Turaga possess small traces of Elemental Earth power.

Skakdi

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

Bohrok

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

Rahi

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

Other

Associated Locations

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

In the Matoran Universe

References