Sound

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Sound
Element
PrefixDe-
Common Armor ColorsGray, black, white
Associated Attribute ScoresSTR, WIS, CHA
Crafting ProficiencyProficiency with either Weaving or Acoustic Engineering
Skill ProficienciesProficiency in Perception and Stealth
Elemental TypeEnergy
Elemental Damage TypeSonic
BS01

Sonics (Sound) is an Elemental Power.

Example Usages

  • Creating sound waves and/or concentrated beams of sound
    • Forming a sonic barrier
      • Concentrating a sonic barrier on an opponent to shatter their concentration[1]
    • Generating a sonic boom
    • Using sonic waves to disrupt or destroy a structure's integrity[2]
    • Creating solid shapes out of sound[3]
  • Controlling sound waves
    • Imitating sounds[4]
  • Absorbing sound
    • Controlling/Absorbing sound to generate a field of silence
  • Using sonar[5][6]
  • Sensing the natural frequency of an object[7]
  • Creating creatures made of sound[8][9][10]
  • Unleashing a Sonics 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.[11]

In the Doronai Nui

Tribally-Linked Abilities

All beings elementally aligned with Sound have Vulnerability to Sonic damage. Additionally, all beings elementally aligned with Sound have ADV1 on Perception checks made to hear, and suffer no penalties on hearing-based Perception checks due to (up to two miles worth of) distance.

All Matoran-adjacent races (Matoran, Toa, Turaga) that are elementally aligned with Sound know the Kaudika language. Kaudika includes a wide registry of melodies, frequencies, and tones that can be used to communicate over long distances, at incredibly quiet volumes, or with specific types of machinery. Vahki-speech and Kaudika are mutually intelligible, but not the same language.

While Matoran of Sound have a Vulnerability to Sonic damage and to loud noises than other tribes, Toa and Turaga of Sound learn very quickly how to use their elemental powers to create always-active sonic plugs in their ears to mitigate that Vulnerability.

In addition to the previously-listed Proficiencies, all beings elementally aligned with Sound are proficient with one Musical Instrument of their choice.

Elemental Talents

Wielders of Sound have access to a variety of Elemental Talents; you begin play with the Resonance Talent and an additional one that lacks a prerequisite, and may unlock the others for their listed SP cost.

Resonance - 0SP

As a 1AP action, you may set up a Resonance on yourself or a willing being you can see. This has no initial EE cost, but costs 1EE per turn to maintain. An unwilling being may attempt a REFL Save to avoid this Resonance. You may maintain a number of Resonances equal to your PROF. You can upgrade the effects of your Resonance, as described in the Talents below.

Seen But Not Heard - 1SP

When you make a Stealth check, you may spend a variable amount of EE to gain ADVX on the check, where X is equal to 1 per 5EE spent.

Additionally, as a 1AP action, you may spend a variable amount EE to render all beings within a cube (as described under the Area Subcategory) within 60ft of you Silent and/or Deafened as long as they remain within the cube. For every 4EE you spend, increase the amount of cubes you create by one. The silence field lasts for a number of Rounds equal to your PROF.

Resonant Frequency - 2SP

Each being that you have a Resonance on suffers a Vulnerability to Sonic damage caused by your elemental attacks.

If you also have the Bad Acoustics Elemental Talent, you choose whether all beings you have a Resonance with have either Resistance or Vulnerability to Sonic damage, and can change whether those beings have Resistance or Vulnerability as a 0AP Action.

It Goes One Louder - 2SP

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

Bad Acoustics - 2SP

Each being that you have a Resonance with has Resistance to Sonic damage. Any being that has Resistance in this way loses any Vulnerability to Sonic damage that they may have.

If you also have the Resonant Frequency Elemental Talent, you choose whether all beings you have a Resonance with have Resistance or Vulnerability to Sonic damage, and can change whether those beings have Resistance or Vulnerability as a 0AP Action.

Otic Disturbance  - 2SP (Prerequisite: Bad Acoustics)

Beings that have Resistance to Sonic damage through your Bad Acoustics Talent instead have Immunity to Sonic damage.

Speech Carries - 1SP

You and each being that you have a Resonance with may communicate without speaking by transmitting subvocal speech. You cannot communicate if either being is Silent.

Silence is Golden - 3SP

When a being that you have a Resonance with suffers Sonic damage caused by your elemental attacks, they must succeed on a FORT Save or be Dazed until the end of their next turn and Deafened for a number of rounds equal to your PROF.

Broken Vocoder - 1SP

You may spend 3EE to edit the sounds made by and speech of another being for a round (including words spoken, tone, environmental noise, etc.). You may either edit the sounds that they emit (which will cause them to hear the false sounds), or cause one being within range of their voice to hear whatever sounds you choose.

For an additional 3EE, you may choose a point within 90 feet of you and project your own voice (with or without alterations) from that position.

Using this power to create dissent and fracture Unity is immoral, and breaks the Toa Code. Certain De-Toa argue that playing on existing disunity does not break the Toa Code, though this argument is unresolved.

Sonar - 2SP

As a 1AP Action, you may spend 3EE. You gain access to the abilities granted by the Noble Arthron for a number of Rounds equal to twice your PROF, and may activate it at no additional EE or KC cost. However, if you activate it at a KC greater than 1, you must spend additional EE at a 3 to 1 (EE/KC) ratio. You must have the AP to activate it each additional time beyond the first. The maximum amount of “KC” you may spend is still limited by your Expenditure Limit.

When you activate Sonar, you gain the Always Active ability for the duration of this Talent.

Clear Echoes  - 2SP (Prerequisite: Sonar)

When you activate your Sonar Talent, double the duration, and the abilities granted are treated as the Great Arthron rather than the Noble.

Symphony of Shattering  - 2SP

When you deal Sonic damage with your elemental powers against an item with IHP, you may spend a variable amount of EE; for every 3EE spent, you deal an additional damage die of the original die size. You may not add more dice in this way than your PROF.

Sonic Barrier - 3SP

You unlock the Elemental Item Attack Form. You have the capability to craft sonic waves into items, treating your E-Items as though they were Non-Solid for the purposes of EE costs. E-Items made in this manner are functionally solid and nearly invisible, and have IHP equal to your PROF. You cannot use this Attack Form to manipulate other substances to form E-Items.

Area of Effect

Sonics has access to two separate Area of Effect abilities. When you unlock the AoE Attack Form, you unlock both of the following abilities. However, you must invest SPI into Intensity for each of them (a maximum of 14 SPI to fully unlock both). You cannot split your Intensity between each ability

  • Field of Silence Field of Silence creates an area where no sound can be heard, produced, or traveled through. All beings within the area are Silent, and gain Immunity to Sonic Damage. If you have a Resonance with any beings in this area, you may choose to exclude them from the effects of this AoE. Once per round, as a 2AP Action, you may release the pent-up sound, causing each being within the Field of Silence to suffer (3 * Xd12) Sonic Damage (where X is equal to your Intensity); you may choose to end the AoE as a part of this effect, in which case the beings no longer have Immunity to Sonic damage and thus suffer the full damage.
  • Soundquake Soundquake creates a field where sounds are amplified; even the smallest sounds deal damage, with speech or movement causing 1 Sonic damage to each being within the field. Additionally, all effects that deal Sonic damage to beings within the field deal additional dice of Sonic damage (of the original die size), equal to the Intensity of the AoE. Any being within this area suffers DADV2 on any Focus Checks or Saves related to Concentration.

Elemental Armor

Sonic waves are amplified surrounding your body as you send elemental energy racing across your armor, forcing opponents back and deflecting physical impacts. Sonic waves flow around you, granting you DR Physical/(2*X), where X is equal to your Intensity. In addition, beings that make a Strike Action against you must make a FORT Save; on a failure, the weapon suffers Xd4 IHP Damage, where X is equal to your Intensity. Note: If the attacker uses a natural weapon to attack you when you have your Elemental Armor up, it deals double the normal amount of Sonic damage to the attacker instead of their weapons.

Users

Matoran Universe

In the Matoran Universe, Sonics is represented by the Matoran prefix De-.[12]

Matoran

  • De-Matoran represent the Element of Sonics and contain a minuscule amount of elemental Sonics energy, to the extent that they are very sensitive to sound and have a very acute sense of hearing. Matoran, and Toa and Turaga of Sonics are predominantly male.
  • De-Toa possess the Elemental Power of Sonics, allowing them to create, control and absorb sound. Their only real limitations are that when they run out of Elemental Sonic Energy, they must wait for it to recharge; they are also vulnerable to their own abilities, whereas many Toa of other elements have natural resistance to the elements that they command.
  • De-Turaga have small traces of Elemental Sonics powers.

Skakdi

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

Bohrok

Makuta

Rahi

  • All Boggarak can emit sonic hums that transmute matter around them.
  • All Klakk can emit powerful and dangerous sonic shrieks.
  • Lohrak mutated by Hordika Venom gain the ability to emit sonic shrieks.
  • The Sonic Entity was a creature made of animate sonic energy.
  • All Kikanalo can unleash a powerful sonic roar that can blow enemies away.

Associated Locations

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

In the Matoran Universe

Trivia

  • The prefix "De-" was derived from the word "decibel,"[13] a real-world unit commonly used to describe sound pressure.
  • Because their sensitive hearing is vulnerable to their own power, Toa of Sonics are uncommon.[14]

References