Shadow

From Red Star Games Compendium
Jump to navigation Jump to search
Shadow
Element
PrefixKra-
Common Armor ColorsBlack, red, dark colors
Associated Attribute ScoresCON, INT, CHA
Crafting ProficiencyProficiency in a Crafting Proficiency inherent to another tribe or Cryptography
Skill ProficienciesProficiency in Bluff and Intimidation (Charisma)
Elemental TypeEnergy
Elemental Damage TypeShadow
BS01

Shadow is an Elemental Power.

Example Usages

  • Creating shadows
  • Controlling shadows
    • Using darkness to negate light and heat[6][7]
      • Cloaking the target in darkness[7]
    • Using shadows to communicate with someone[8][9][10]
    • Using shadows to spy on someone through them[11][10]
  • Stealing a target's sight, rendering them blind[12]
  • Making a target lazy and unwilling to act[12]
  • Instilling vertigo in a target[12]
  • Using shadows to transport oneself (Shadow Stealer-exclusive)[13]
  • Absorbing shadows and turning them into physical energy (Shadow Stealer-exclusive)
  • Unleashing a Shadow 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 wields a different Element, and Light and Shadow are not included at the same time, any six Toa can create a Protodermis cage.[14]

In the Doronai Nui

Tribally-Linked Abilities

All beings elementally aligned with Shadow have a Resistance to Shadow damage and have a Vulnerability to Light damage. Additionally, they have Darkvision and can see in Total Darkness without suffering penalties.

Additionally, wielders of Shadow have the ability to draw in light around their surroundings. As a 1AP Action, a Shadow-wielder may draw in light around them, causing them to become Shrouded (though they are not treated as Blind) until the start of their next turn.

Wielders of Elemental Shadow gain access to the Use Powers skill, and may build one Power using the rules outlined in the Powers Index. This Power cannot range above Tier 2, and must either use the Shadow damage type or have significant Shadow flavour text, at GM’s discretion. Their UE Pool and Cap are the same size, and start at (10 + their Use Powers skill bonus). If a Wielder of Elemental Shadow has a Power created in this manner, they do not benefit from the Trial of the First Well in the Path of Empowerment. Beings elementally aligned with Shadow that are converted from Elements other than Light do not gain this feature. Additionally, Kra-Matoran can only use this ability when in physical contact with a Toa or Makuta.

Elemental Talents

Wielders of Shadow 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.

Note: The usage of any aspect of Elemental Shadow is considered immoral and breaks the Toa Code in normal play. As such, all listed Elemental Talents, and abilities that rely on Elemental Shadow are also considered immoral.

The Element of Shadow is associated with the Makuta and is considered as corrupting and impure by Toa, as well as many other beings within the Matoran Universe. To wield Elemental Shadow is to purge Elemental Light from one’s body, and is a symbolic denial of the Great Spirit’s blessings. Should you wield Elemental Shadow, your physical form as well as personality may change for the worse (speak with your GM for specifics).

Coldsnap - 1SP

Whenever you deal damage with your elemental abilities, you may choose to deal half Shadow and half Cold damage at will.

Mantle of Shadow - 2SP

As a 1AP Action, you may spend 6EE, pulling in all light towards a point you can see up to 60ft away. The area within 15ft of this point is treated as Total Darkness, and 15ft beyond this point is treated as Dim Light. This sphere lasts for 1 minute. As a 1AP Action, you may move this sphere up to 60ft in any direction. This Talent requires Focus.

You may purchase this Elemental Talent more than once (up to a number of times equal to your PROF) increasing the radius of both Total Darkness and Dim Light by 10ft per additional unlock.

Blackout - 2SP (Prerequisite: Mantle of Shadow)

All beings (excluding yourself) within the area of effect of your Mantle of Darkness Talent are treated as Shrouded. Additionally, all beings Blinded by this area suffer DADV2 (rather than DADV1) on all relevant rolls.

Veil of Darkness - 1SP (Prerequisite: Mantle of Shadow)

While within Total Darkness, you regenerate 1d3EE at the start of your turn.

Chilling Presence - 2SP (Prerequisite: Coldsnap, Mantle of Shadow)

You may choose to force all beings within the area of effect of your Mantle of Darkness to make a FORT Save upon entering it, or when starting their turn within it; on a failure, they suffer Xd4 Cold damage, where X is equal to your PROF. You do not suffer damage from this ability.

Mantle of Rime - 2SP (Prerequisite: Chilling Presence)

As a 1AP Action, you may spend 5EE, gaining access to the powers and abilities granted by the Noble Makoh for 1 minute. You may activate this Kanohi’s additional powers at no additional EE or KC (if the wearer spends 1KC at a time) cost, though if it requires AP, you must use AP to activate them each additional time beyond the first. If the wearer wishes to spend more than 1 “KC” at a time, each additional KC beyond the first requires an additional 5EE. The wearer cannot exceed their Expenditure Limit (the highest amount of KC that can be spent at a time is equal to your PROF), even if they cannot normally use Kanohi.

Mantle of Frost - 2SP (Prerequisite: Mantle of Rime)

When you use your Mantle of Rime Talent, you instead gain access to the powers and abilities granted by the Great Makoh. Additionally, the duration increases to 10 minutes.

Corrupting Force - 1SP

Whenever you deal damage with your elemental abilities, you may choose to deal Decay damage at will.

Dark Ichor - 2SP (Prerequisite: Corrupting Force)

You gain access to the following Rider:

Dark Ichor - 8EE - All beings affected by the Elemental Attack Form this Rider is attached to must make a FORT Save against the wielder’s Elemental Save DC; on a failure, a random piece of equipment they are wearing or wielding suffers 1d3 + PROF Decay (IHP) damage. This Rider can only be activated when you deal Decay (partial) damage with your elemental abilities.

Lingering Corruption - 2SP (Prerequisite: Corrupting Force)

Whenever you deal Decay damage with your Dark Ichor Rider, you may spend an additional 6EE per target (valid targets are any being damaged by Decay damage). All targets affected must make a FORT Save; on a failure, they suffer 1d4 Decay DOT/Y, where Y is your PROF. You may spend an additional 8EE to deal an additional die of damage.

Whenever you attach this Rider to an Elemental Attack Form, you may choose to target the IHP of a piece of equipment a being is wearing or wielding.

Shadow of Ruin - 3SP (Prerequisite: Lingering Corruption)

You gain access to the following Rider:

Shadow of Ruin - 12EE - All beings affected by the Elemental Attack Form this Rider is attached to must make a FORT Save against the wielder’s Elemental Save DC; on a failure, their CON Score is reduced [1d4-1] (to a minimum of 1) until they complete a Rest. Once a being has been affected by this Rider, they can’t be affected by it again until they complete a Rest.

Visions of Fear- 2SP

The EE cost of the Petrifying Display Rider is reduced by 4EE. Additionally, the amount of Rider Slots the Petrifying Display Rider takes up is reduced from 2 to 1.

Frightful Display - 2SP (Prerequisite: Visions of Fear)

You gain access to the following Rider:

Frightful Display - 10EE - All beings affected by the Elemental Attack Form this Rider is attached to must make a WILL Save against the wielder’s Elemental Save DC; on a failure, they are Frightened for X rounds, where X is equal to half the PROF of the wielder, rounded up. This Rider requires 2 Rider Slots.

Body Unto Shadow - 3SP

As a 0AP Action, you may (temporarily) reduce both your current HP and HP Total, gaining an amount of EE equal to three times the number of HP sacrificed. Additionally, you may spend EE to gain ADVX on your next Elemental Attack Roll, where X is equal to 1 per 5EE spent. The maximum amount of HP you can reduce per round is equal to three times your PROF, and you may only use this Elemental Talent once per round. The reduction to your HP Total remains until the end of your next Rest.

Shade Bloom - 1SP

While you have active Elemental Armor of Shadow, you do not have Vulnerability to Light Damage.

Billowing Darkness - 1SP (Prerequisite: Shade Bloom)

When you activate your E-Armor, you gain Resistance to Light damage for the duration of the Elemental Attack Form.

Sickening Blindness - 3SP

As a 1AP Action, you may spend 6EE to force one being within 60ft who can see you to make a FORT save; on a failure, their vision is obscured by darkness, and they suffer the Blind condition for the duration of this ability. They may repeat this save at the end of each of their turns, ending the duration on a success. You must spend 3EE at the start of your turn to maintain this ability. This Elemental Talent requires Focus.

Eyes of Night - 2SP (Prerequisite: Sickening Blindness)

When you Blind a being with your Sickening Blindness Elemental Talent, you gain the ability to see through their eyes as though they were your own, for as long as that being is Blinded by your Sickening Blindness Talent. As a 0AP Action, you may switch between their vision and your own vision, though you automatically return to your own vision if the being loses the Blind Condition, you lose Focus on the Sickening Blindness Talent, or you do not spend the 3EE to maintain it.

Area of Effect

True darkness envelops you and foes in a massive radius, blinding and confusing opponents and turning friend to foe. All beings within the AoE must make a WILL Save at the start of their turn; on a failure, they suffer X Shadow Damage equal to your Intensity, and are treated as Frightened. All beings within the AoE must repeat this Save if they stay within the AoE. If a being fails this Save, they may repeat it at the start of their next turn, ending the Frightened Condition on a success as well as not suffering damage on the turn they succeeded the Save.

At Intensity 5, beings that fail their WILL Save are Terrified rather than Frightened.

Note: When you first create your Elemental Shadow AoE, you may choose to triple the Area of the AoE in exchange for dealing no damage with this ability. Additionally, regardless of whether this power is used offensively or defensively, the area affected is treated as Total Darkness, and within 60ft of it, Dim Light. All beings within the Total Darkness are treated as having Full Concealment, and all beings in the Dim Light are treated as having Heavy Concealment. This unnatural darkness disappears with the AoE.

Additionally, if you have access to the Chilling Presence Talent, you may choose to deal damage in an area of effect determined by the Area of your E-AoE. This additional damage may be dealt normally as well as if you choose to triple the Area of the AoE, even though you normally cannot deal damage.

Elemental Armor

Dark tendrils of energy leech light from your surroundings, forming a mass of swirling, chaotic force of Shadow. When you suffer damage, as a 0AP Action, you deal Xd4 Shadow Damage to all beings and objects within a 5ft radius around you. Additionally, once per turn as a 0AP Action, you may reach out, making an Attack Action against a being you can see within 10ft of you; on a hit, you deal Xd6 Shadow Damage (where X is equal to your Intensity). Additionally, you are treated as having Light Concealment.

At Intensity 3, the radius at which you may damage beings and objects, as well as the distance at which you may make an Attack Action against a being, increases by 5ft. This occurs again at Intensity 5.

Starting at Intensity 3, you are treated as having Heavy Concealment. This increases to Full Concealment at Intensity 5.

Additionally, if you have access to the Mantle of Rime Talent, you gain a +1 bonus to your AC at Intensity 2 and 3, and a +2 bonus at Intensity 4 and 5. Note that if you have access to Elemental Talents that allow you to deal Decay and/or Cold damage, you may deal this damage with these Elemental Attack Forms.

Users

Matoran Universe

In the Matoran Universe, Shadow is represented by the Matoran prefix Kra-.[15] The element was originally considered to have no moral connotations, being no more good or evil than any other Element. It became associated with evil after the Brotherhood of Makuta's corruption, as the Makuta's strong connection to the darkness corrupted it.[16]

Makuta

  • Rahkshi and Kraata of Darkness, and all Makuta, have Shadow powers. Although Makuta cannot use a Shadow Nova Blast,[17] they can create a less-powerful equivalent, as Mutran demonstrated.[18][19]

Matoran

  • Kra-Matoran do not occur naturally in the prime dimension Matoran Universe. However, Shadow Matoran can be created from Matoran of any other Elemental affiliation by draining them of their Light. Shadow Matoran contain a small amount of Elemental Shadow energy, to the extent that they can fire Shadow bolts.
  • Kra-Toa possess the Elemental Power of Shadow, allowing them to create, control and absorb shadows and darkness. Their only real limitation is that if they were to run out of Elemental Shadow Energy, they would have to wait for it to recharge. Toa of Shadow do not occur naturally in the prime dimension Matoran Universe.
  • Kra-Turaga have small traces of Elemental Shadow energy. Turaga of Shadow do not occur naturally in the prime dimension Matoran Universe.

Other

  • Shadow Stealer has a limited range of Shadow powers.
  • With training and focus, especially on the associated emotions of anger and aggression, any being can develop limited Shadow powers.

Associated Locations

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

Inner Light and Shadow

See Inner Light and Shadow

Trivia

  • Any being that has had part of their Light drained by a Shadow Leech will not be able to regenerate their Light, because a mental barrier is then created that prevents it from doing so. The only known cure is a Klakk's sonic scream. If all their Light is used up, they become a being of Shadow. Gorast's stinger and the Kanohi Avsa, however, have no long-term effect unless the Light drain is total.

References

  1. "Chapter 7." Time Trap. BIONICLE Adventures 10.
  2. "Chapter 7." Shadows in the Sky. BIONICLE Legends 9.
  3. "Chapter 12." Reign of Shadows.
  4. BIONICLE Ignition 12.5.
  5. BIONICLE 2: Legends of Metru Nui.
  6. "Makuta Powers." Makuta's Guide to the Universe, pp. 82-84.
  7. 7.0 7.1 "Chapter 9." Time Trap. BIONICLE Adventures 10, p. 120.
  8. "Chapter 6: Vakama's Tale: Secrets." Tales of the Masks. BIONICLE Chronicles 4.
  9. "Chapter 12: The Decision." Mask of Light, pp. 72-74.
  10. 10.0 10.1 BIONICLE: Mask of Light.
  11. "Chapter 12: The Decision." Mask of Light, p. 75.
  12. 12.0 12.1 12.2 "Official Greg Dialogue," page 238, post 9488. BZPower.
  13. Dark Hunters.
  14. "Official Greg Dialogue," page 12, post 471. BZPower.
  15. "Official Greg Dialogue," page 283, post 11302. BZPower.
  16. "Official Greg Dialogue," page 20, post 787. BZPower.
  17. "Official Greg Dialogue," page 33, post 1284. BZPower.
  18. "Chapter 9." Shadows in the Sky. BIONICLE Legends 9, p. 121.
  19. "Official Greg Dialogue," page 70, post 2773. BZPower.