Lezemi
| Kanohi Lezemi | |
|---|---|
| |
| Category | Pseudo-Elemental (Air) |
| Rarity | Common |
| Kanoka Combination | Vacuum |
| Always Active | No |
| Immoral | No |
| In the Doronai Nui | No |
| In the Doronai Kofo | No |
| AP cost | 2 |
| In-Combat Charge Duration (ICCD) | No |
The Kanohi Lezemi is the Mask of Vacuum.
The Kanohi Lezemi is a pseudo-elemental Kanohi with power over Vacuum. Without the precise control that air has over the element, the Lezemi can only create vacuums or manipulate them to create propelling blasts of air.
This Kanohi is considered immoral, and using it breaks the Toa Code due to the ease with which it can kill beings and the terrors associated with depriving beings of oxygen - the Kanohi’s almost sole use.
A Lezemi Nuva is created when a destined Lezemi is dipped in Energized Protodermis. In addition to its standard abilities, its range is increased, its powers are more difficult for targets to resist, and its power can be shared with individuals near the user; however, it can only be used by Nuva beings.
In the Doronai Nui
Great
As a 2AP action, the wearer may spend 1 or more Kanohi Charges to choose one of the following effects:
- The wearer surrounds themself with a thin vacuum. The wearer gains Immunity to Fire damage and effects dealt by Fire attacks, gains Immunity to all damage and effects dealt by Air-based attacks, and gains the Deaf and Silent conditions for the duration of the effect. The wearer must make a Focus check (DC 15) each round to maintain this power due to the vacuum around them. They may maintain this effect for a number of Rounds equal to their Constitution score, after which they must end the effect or fall unconscious due to suffocation.
- The wearer propels themself forward by riding an air blast and vacuum wave. They may immediately fly up to 40+X feet, where X is equal to 10 times the number of Kanohi Charges spent. Each being within 10ft of their path must make a FORT save (DC +0, INT) or become Dizzy for 1d3 Rounds as the air is sucked from their lungs.
- The wearer may launch one being within 15ft away from them. The being must make a FORT save (DC +4, INT); on a failure, they fly 20+Xft directly away from the wearer in a straight line, where X is equal to 10 times the number of Kanohi Charges spent. This movement does not provoke Attacks of Opportunity.
- The wearer draws the air away from another being within 30ft. The being must make a FORT save (DC +2, INT); on a failure, they gain the Dizzy, Deaf, and Silent condition for X Rounds, where X is equal to the number of Kanohi Charges spent. If the targeted being is already Dizzy, they instead become Hindered and Shaken for X Rounds. If they are already Hindered and Shaken, they are instead knocked Unconscious for X Rounds. If they are already Unconscious, they instead gain the Dying condition. If they are already Dying, they instead Die.
Noble
As a 2AP action, the wearer may spend 1 or more Kanohi Charges to choose one of the following effects:
- The wearer surrounds themself with a thin vacuum. The wearer gains Immunity to Fire damage and effects dealt by Fire attacks, gains Immunity to all damage and effects dealt by Air based attacks, and gains the Deaf and Silent conditions for the duration of the effect. The wearer must make a Focus check (DC 20) each round to maintain this power due to the vacuum around them. They may maintain this effect for a number of Rounds equal to half their Constitution score, after which they must end the effect or fall unconscious due to suffocation.
- The wearer propels themself forward riding an air blast and vacuum wave. They may immediately fly up to 20+X feet, where X is equal to 5 times the number of Kanohi Charges spent. Each being within 5ft of their path must make a FORT save (DC -2, INT) or become Dizzy for 1d3 Rounds as the air is sucked from their lungs.
- The wearer may launch one being within 10ft away from them. The being must make a FORT save (DC +2, INT); on a failure, they fly 10+Xft directly away from the wearer in a straight line, where X is equal to 5 times the number of Kanohi Charges spent. This movement does not provoke Attacks of Opportunity.
- The wearer draws the air away from another being within 30ft. The being must make a FORT save (DC +0, INT); on a failure, they gain the Dizzy, Deaf, and Silent condition for X Rounds, where X is equal to the half number of Kanohi Charges spent. If the targeted being is already Dizzy, they instead become Hindered and Shaken for X Rounds. If they are already Hindered and Shaken, they are instead knocked Unconscious for X Rounds. If they are already Unconscious, they instead gain the Dying condition. If they are already Dying, they instead Die.
Great Nuva
As a 2AP action, the wearer may spend 1 or more Kanohi Charges to choose one of the following effects:
- The wearer surrounds themself with a thin vacuum. The wearer gains Immunity to Fire damage and effects dealt by Fire attacks, gains Immunity to all damage and effects dealt by Air-based attacks, and gains the Deaf and Silent conditions for the duration of the effect. The wearer must make a Focus check (DC 15) each round to maintain this power due to the vacuum around them. They may maintain this effect for a number of Rounds equal to their Constitution score, after which they must end the effect or fall unconscious due to suffocation.
- The wearer propels themself forward by riding an air blast and vacuum wave. They may immediately fly up to 50+X feet, where X is equal to 10 times the number of Kanohi Charges spent. Each being within 10ft of their path must make a FORT save (DC +1, INT) or become Dizzy for 1d3 Rounds as the air is sucked from their lungs.
- The wearer may launch one being within 15ft away from them. The being must make a FORT save (DC +5, INT); on a failure, they fly 25+Xft directly away from the wearer in a straight line, where X is equal to 10 times the number of Kanohi Charges spent. This movement does not provoke Attacks of Opportunity.
- The wearer draws the air away from another being within 40ft. The being must make a FORT save (DC +3, INT); on a failure, they gain the Dizzy, Deaf, and Silent condition for X Rounds, where X is equal to the number of Kanohi Charges spent. If the targeted being is already Dizzy, they instead become Hindered and Shaken for X Rounds. If they are already Hindered and Shaken, they are instead knocked Unconscious for X Rounds. If they are already Unconscious, they instead gain the Dying condition. If they are already Dying, they instead Die.
Noble Nuva
As a 2AP action, the wearer may spend 1 or more Kanohi Charges to choose one of the following effects:
- The wearer surrounds themself with a thin vacuum. The wearer gains Immunity to Fire damage and effects dealt by Fire attacks, gains Immunity to all damage and effects dealt by Air based attacks, and gains the Deaf and Silent conditions for the duration of the effect. The wearer must make a Focus check (DC 20) each round to maintain this power due to the vacuum around them. They may maintain this effect for a number of Rounds equal to half their Constitution score, after which they must end the effect or fall unconscious due to suffocation.
- The wearer propels themself forward riding an air blast and vacuum wave. They may immediately fly up to 30+X feet, where X is equal to 5 times the number of Kanohi Charges spent. Each being within 5ft of their path must make a FORT save (DC -1, INT) or become Dizzy for 1d3 Rounds as the air is sucked from their lungs.
- The wearer may launch one being within 10ft away from them. The being must make a FORT save (DC +3, INT); on a failure, they fly 15+Xft directly away from the wearer in a straight line, where X is equal to 5 times the number of Kanohi Charges spent. This movement does not provoke Attacks of Opportunity.
- The wearer draws the air away from another being within 40ft. The being must make a FORT save (DC +1, INT); on a failure, they gain the Dizzy, Deaf, and Silent condition for X Rounds, where X is equal to the half number of Kanohi Charges spent. If the targeted being is already Dizzy, they instead become Hindered and Shaken for X Rounds. If they are already Hindered and Shaken, they are instead knocked Unconscious for X Rounds. If they are already Unconscious, they instead gain the Dying condition. If they are already Dying, they instead Die.
Known bearers
Models
RSG has an unofficial Lezemi model: the standard Great (designed by Perp3tual and crafted by RC).