KROGMORG INFO:
The exo-suit worn by Plasma is still the original it wore when it was the Plasmadium: an exoskeleton exclusively crafted for a selected Xonadian warrior, designed to expand their mental acuity and power. By augmenting the synaptic gaps between neurons and enhancing the interconnectivity between brain cells and body cells, the suit elevates the chosen warrior to become the most physically and mentally advanced soldier of the Xonader army, with unparalleled strategic and combat capabilities.
But the most remarkable ability bestowed upon the exo-suit is the power to manipulate plasma molecules through the use of neural waves, from any distance. To harness this power, the exoskeleton is equipped with the Holicante-7 Glow: a variant of the most advanced energy switcher in the Xonader arsenal. This switcher is specifically tailored to transmute synapses into plasma energy and, with its organic design, is embedded from the warrior's spinal cord to the glows, transforming its very hands into plasma emitters.
By dispersing streams of plasma from its glows and deftly manipulating their molecular structure, the warrior creates lethal trails that inflict severe molecular damage on any organic structure they encounter.
Furthermore, with dexterity, the warrior can inject small amounts of plasma energy into the muscles of an organic enemy through a simple piercing motion of the fingers. Once the plasma is introduced into the body, the warrior can remotely create synapses with it, utilizing the enemy's own chemical and electrical energy to control and manipulate every molecule that comes into contact with the plasma.
With a mere thought, the Plasma’s enemies can be deformed and destroyed from the inside out, leaving in its wake nothing but mountains of grotesquely twisted and pulsating flesh.
EXTRA SKILLS:
The chosen warrior can transmit its very consciousness, including its thoughts and memories, to other compatible brains, effectively rendering its mind immortal. Even when facing death, as long as its brain remains active, the warrior's consciousness can be transferred to another suitable host, thus preserving its intellect entirely.
NOTES:
When a plasma molecule travels at speeds exceeding 3 kilometers per second and collides with non-plasma matter, it implodes: vacuuming and vaporizing both itself and the target on contact.
At velocities above 13 kilometers per second, a mentally activated plasma molecule induces a subatomic implosion: releasing up to 0.4 joules of energy.
For this reason, the 10 liters of plasma stored within Plasma's exosuit serve not only as a power source for experimental firearms: delivering highly effective projectiles, but also as a failsafe extinction device: capable of rendering a biosphere sterile in the event of mission failure.