Solaris RPG
Energy Name:
Infernal

The unfortunately labeled infernal energy often times is created as a collection of dark hues, usually blue and violet, but seems to be slightly different from user to user, more so than probably any of the other energies. Not only is it the most malleable, at least in terms of appearance, but is also the most commonly found naturally in the macroscopic world. Long before the advent of expeditors travel where even riding atop a tamed animal was reserved for the rich and eccentric, travelers that wondered through areas that emitted noticeable amounts of infernal energy were known to not always return. It was most common in swampy areas; when a mixture of bacteria and BTMs worked diligently to break down dead trees and wildlife, the plasma emitted by the nanobots mixed with the processes of the bacteria themselves was able to convert some of the BTMs output into enough infernal energy to affect those travelers passing by, even if they were unable to see it with their naked eyes. The effects of this energy made them weak and drowsy, often putting them into a slumber from which they would never awake. Those that chose to make their homes in these dangerous places in order to hide from ones that fear the locale were the first to master the use of this energy they began to live in, and their disreputable name, combined with the death toll of the energy over hundreds of years, was enough to tack the name infernal on this type of energy.

Infernal energy has a dizzying effect that can cloud one’s mind and turn his legs into jelly. Travelers of old that had little or no knowledge or resistance to the energies of Solaris found it difficult to keep the tiring feelings at bay as they passed through infernal-rich swamps, as the trek through the landscape was debilitating enough. Now-a-days, while naturally forming pockets of this energy can prove to be a problem to someone who lets himself be exposed to it for too long, even the slightest of practice in energy (which proves to be infinitely more than most in days past) builds up enough of a natural barrier to prevent unintentional death in these situations.
Base Vitality of 50:
Affected targets receive a 25% penalty to Dodge SVS during his next round.
Base Vitality of 100:
Increase to a 50% penalty.

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