Characters

There are many characters in the Plazma Burst universe, ranging from humans, aliens, and androids. In gameplay, every character possesses almost identical traits, all of them being humanoid, bipedal, and having two arms along with a pair of PSI Blades when applicable. Each character 's health, mobility and hurtboxes may differ however, and in the case for Custom Maps, a character 's scale may also be different.

Drones and Corvettes are instead considered Vehicles as they do not share these same traits.

Not counting the deathmatch model, there are currently 86 playable characters in Plazma Burst 2 as of Version 1.33, including all variant skins.

Health
Main article: Health

Health determines amount of damage any character can sustain before death, or dying. The amount of max health the character currently has can also affect the amount of damage any one body part can sustain before breaking (dubbed part health).

Health in Plazma Burst: Forward to the Past is recovered by picking up health kits, in Plazma Burst 2 however, health will regenerate automatically.

Related trigger actions Setting actual health Recovering actual health Damaging/Recovering/Setting part health Misc.
 * 1) Character >  Change the number of hit points of Character 'A' to 'B' percents
 * 2) * Better explanation for how this action works goes here.
 * 3) Character >  Set current hit points of Character 'A' to 'B' hit points (not sets hit points of each limb)
 * 4) Character >  Multiply maximal and current hit points of Character 'A' by 'B' percents. Not for multiplayer
 * 5) Character >  Set Character 'A' current and max hit points to value 'B'
 * 1) Character >  Attempt healing of player-initiator by 'A' hit points. Stop execution if player-initiator has maximum hit points or died
 * 2) Character >  Heal player 'A' by 'B' hit points
 * 3) Character >  Heal player 'A' by value of variable 'B'
 * 1) Character >  Damage player 'A' head hitpoints by value 'B'
 * 2) Character >  Damage player 'A' arms hitpoints by value 'B'
 * 3) Character >  Damage player 'A' body hitpoints by value 'B'
 * 4) Character >  Damage player 'A' legs hitpoints by value 'B'
 * Var > Set value of variable 'A' to hitpoints value of player 'B'

Stability
To be added.

Mobility
A character's mobility will not only determine their movement speed and jump height, but it will also increase the amount of knockback and stability damage they recieve from weapons.

Related trigger actions
 * Character > Change Character 'A' mobility factor to 'B'

Below is a list of every character's mobility.

Scale
Introduced in version 1.27(?), Scale trigger actions can resize any character to be smaller or larger, multiplying the damage that the PSI Blades deal by the current scale value as well as the range and width of the swords themselves. Larger characters also swim faster.

Related trigger actions
 * 1) Character >  Set Character 'A' scale to value 'B'
 * 2) Character >  Set Character 'A' scale to value of variable 'B'