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Published by goroiamanuci, 2023-02-21 09:38:12

bionicle rpg

bionicle rpg

Ihil id maximag nimolupta comnim est, sum reiustem essimus dolor re vellaciisi dent eatem fugit optat lantia serchit aliquia ium quam venis id molore est faccatur?Aquat. Solupis ab iumEndit Ihil id maximag nimolupta comnim est, sum reiustem essimus dolor re vellaciisi - dent eatem fugit optat lantia serchit aliquia ium quam venis id molore est facca Ihil id maximag nimolupta comnim est, sum reiustem essimus dolor re vellaciisi Ihil id maximag nimolupta comnim est, sum reiustem essimus dolor re vellaciisi OTHER SKAKDI POWERS (4 CP) Adaptation: +2 to Evasion against attacks that you have already seen used in this Combat. Kinetic Energy Absorption: +2 to Armor against attacks that you have already seen used in this Combat. Mental Blast: Make a Power Attack against a target. If you land the Attack, the target is inflicted with the Weaken Effect but takes no damage. Power Absorption: If hit by an Attack from Close Range or closer, the next Attack you land deals +2 damage. Prison Creation: A target out to Medium range is afflicted with the Stun Effect. 51


Ihil id maximag nimolupta comnim est, sum reiustem essimus dolor re vellaciisi - dent eatem fugit optat lantia serchit aliquia ium quam venis id molore est facca Ihil id maximag nimolupta comnim est, sum reiustem essimus dolor re veloptat lantia serchit aliquia ium quam venis id molore est faccatur?Aquat. Solupis ab iumEndit Ihil id maximag nimolupta comnim est, sum reiustem essimus dolor re vellaciisi dent eatem fugit Ihil id maximag nimolupta comnim est, sum reiustem essimus dolor re vellaciisi dent eatem fugit optat lantia serchit aliquia ium quam ve- - Ihil id maximag nimolupta comnim est, sum reiustem essimus dolor re vel Ihil id maximag nimolupta comnim est, sum reiustem essimus dolor re vellaciisi Ihil id maximag nimolupta comnim est, sum reiustem essimus dolor re vellaciisi Agori The Agori are similar to the Matoran in a lot of ways, but tend to be hardier. They completely lack the ability to wield Elemental Powers OR wear Kanohi Masks, but in turn are tough, rugged people who have survived the brutal conditions of Bara Magna for thousands of years. They can be male or female, and come from one of six tribes which are in a way mirrors of the ones from various Matoran settlements. They are generally Medium or Small in size. Unlike Matoran and others in the Matoran Universe, Agori are organic with extensive mechanical implants including metallic bones and are even capable of biological reproduction. Due to their hardiness, an Agori’s statblock would look something like this: Starting CP Starting Cap Final Cap Area Cap 45 3 9 20 Additionally, Agori have a passive +1 to Durability may select Cybernetic Modifications equal to their Body score. Like with Tool Components, feel free to come up with your own Cybernetics beyond the ones presented afterwards and run them past your GM for approval; these are merely examples. Glatorian The Glatorian are a parallel to Toa in appearance, but in ability are much similar to the Agori. They are mammals and biological creatures with cybernetic enhancements, but they build themselves for combat. They fight as representatives for the various villages on Bara Magna to settle political debates. They are generally medium in size. They can be male or female, and reproduce biologically so they have parents. A Glatorian’s statblock would resemble something like this: Starting CP Starting Cap Final Cap Area Cap 45 5 10 25 Additionally, Glatorian have a passive +2 to Durability and may select Cybernetic Modifications equal to their Body score + 1. Like with Tool Components, feel free to come up with your own Cybernetics beyond the ones presented on page 59 and run them past your GM for approval; these are merely examples. CYBERNETIC MODIFICATIONS Motion Actuators Description: You have cybernetics in your limbs that make you more nimble. Effect: +1 to Agility-related Skill Checks (but not Pools). Muscle Reinforcement Description: Your muscles have been replaced with artificial ones that boost your raw strength. Effect: +1 to all Body-related Skill Checks (but not pools). 52


Ihil id maximag nimolupta comnim est, sum reiustem essimus dolor re vellaciisi dent eatem fugit optat lantia serchit aliquia ium quam venis id molore est faccatur?Aquat. Solupis ab iumEndit Ihil id maximag nimolupta comnim est, sum reiustem essimus dolor re vellaciisi - dent eatem fugit optat lantia serchit aliquia ium quam venis id molore est facca Ihil id maximag nimolupta comnim est, sum reiustem essimus dolor re vellaciisi Ihil id maximag nimolupta comnim est, sum reiustem essimus dolor re vellaciisi Reinforced Skeleton Description: Your Cybernetics grant you greater Durability and resistance to attacks. Effect: +1 Durability. Shield Description: You have a Shield that you hold in your offhand and is integrated into your body somehow. Effect: +1 to Armor and +1 to Evasion Pool. Special: Cannot be used with the Over-Sized or Additional Weapon Tool Components. Sympathy Enhancer Description: A modification to your eyes and brain that allow you to read people better. Effect: +1 to all Charisma-related Skill Checks (but not pools). Camouflage Unit Description: You have an implant that allows you to generate a stealth field, hiding you better. Effect: +2 to Stealth. You may use Stealth instead of Agility for your Initiative rolls. Footstep Dampeners Description: Your feet have special dampeners that reduce the sound you make while moving. Effect: +1 Stealth and you are silent while moving. Martial Artist Description: You have trained your body to become a lethal weapon, and your Cybernetics reflect this. Effect: You may make a special Unarmed Strike at Melee range that uses Body + Strength instead of Agility + Fight for Precision. Mental Boosters Description: Cybernetics implanted in your brain allow you to think faster. Effect: +1 to Intellect-related Skill Checks (but not pools). Titans Titans vary widely in appearance and biological makeup. While most are biomechanical and hail from the Matoran Universe, a select few are from Bara Magna such as Tuma of the Skrall. Their abilities vary so wildly that they could have almost any combination of Elemental Powers, Kanohi, Cybernetic Implants, or other abilities. They could be male or female, and usually range from Medium to Large in size. Titans are generally difficult to balance, but here is an attempt at a stat block: 53


Ihil id maximag nimolupta comnim est, sum reiustem essimus dolor re vellaciisi - dent eatem fugit optat lantia serchit aliquia ium quam venis id molore est facca Ihil id maximag nimolupta comnim est, sum reiustem essimus dolor re veloptat lantia serchit aliquia ium quam venis id molore est faccatur?Aquat. Solupis ab iumEndit Ihil id maximag nimolupta comnim est, sum reiustem essimus dolor re vellaciisi dent eatem fugit Ihil id maximag nimolupta comnim est, sum reiustem essimus dolor re vellaciisi dent eatem fugit optat lantia serchit aliquia ium quam ve- - Ihil id maximag nimolupta comnim est, sum reiustem essimus dolor re vel Ihil id maximag nimolupta comnim est, sum reiustem essimus dolor re vellaciisi Ihil id maximag nimolupta comnim est, sum reiustem essimus dolor re vellaciisi Starting CP Starting Cap Final Cap Area Cap 55 6 10 25 Titans are very powerful in raw Attributes and Skills alone, and thus whether they should be playable by Players or not is up in the air. Generally, Titans are Villains and thus should be kept as NPCs. Still, if you want to allow a player to play a Titan, sit down with them and discuss their Titan’s abilities. Will they be able to wear Great Kanohi masks or not? Will they have Elemental Powers, Makuta Powers, or perhaps Cybernetics? This race is here for posterity’s sake and use as a jumping-off point for powerful NPCs. ALLOW PLAYERS TO USE AT YOUR OWN RISK! MORE VARIANT/OPTIONAL RULES Critical Successes/Failures: If you want to add more risk and reward, then you can make it so that going 5 or more over a Target Number results in a Critical Success and give a little bonus to the Player performing the action, as they’ve done very well. Likewise, if they fail a check by 5 or more, it’s time to penalize them appropriately; they don’t just fail the task, they muck it up good. Matoran/Toa Transformation: Matoran can become Toa. If this happens in-game as part of the story, simply increase their Final Cap by 2 points. Additionally, their size becomes Medium and their Powerless Mask becomes a Great Kanohi. For Toa becoming Turaga, they reduce their Final Cap by 1 point and if any Skills or Attributes are at this Final Cap, redistribute the points elsewhere. Their Great Kanohi mask also transforms into a Noble Kanohi. Additional Styles: Bulwark Style (150% Armor, 50% Movement), and Agile Style (150% Movement, 50% Armor). Feel free to modify or add more as you see fit. Multiple Characters: Some people want more than one Character. To make up for it, during combat, the pair team may only take either 4 Simple Actions, 2 Simple and 1 Complex Action, or 2 Complex Actions. This may mean that some parts of the team simply do not act, if need be. This is ignored if the entire party plays more than one character. Kaita/Nui Fusion: Toa, Matoran, and Turaga can unite into beings called Kaita (three Characters) or Nui (Six Characters). They do this as a Complex Action, and all parties must agree. They have twice as many Actions in their Action Pool as a Kaita and three times as many as a Nui, grow one Size if a Kaita and two if a Nui, and the powers of the Kanohi Masks they are currently wearing (if applicable) can all be active at once. Additionally, this union gets a flat +3 bonus to all of their Attributes and Skills if it’s a Kaita and +6 if it’s a Nui. (but not Derived Stats) as well as access to all of the component parts’ Elemental Powers. However, such unions are unstable. At the end of each turn, one of the component Players makes a Skill Check of 3d6 + Spirit + Endurance with a TN of 15 for Kaita and 18 for Nui. If they fail, the fusion is dissolved. 54


Ihil id maximag nimolupta comnim est, sum reiustem essimus dolor re vellaciisi dent eatem fugit optat lantia serchit aliquia ium quam venis id molore est faccatur?Aquat. Solupis ab iumEndit Ihil id maximag nimolupta comnim est, sum reiustem essimus dolor re vellaciisi - dent eatem fugit optat lantia serchit aliquia ium quam venis id molore est facca Ihil id maximag nimolupta comnim est, sum reiustem essimus dolor re vellaciisi Ihil id maximag nimolupta comnim est, sum reiustem essimus dolor re vellaciisi BOSS BATTLES A big part of any campaign is a point where the team is no longer up against a few easy-to-beat random Characters, or just wandering around the world: they’re up against something a bit more difficult to take down, a big, scary boss which is meant to make them think instead of just rushing into a fight. There are several options to consider when creating a boss encounter, and each on has its merits, but also some downsides associated with them. Be sure to think about what your campaign needs. Option 1: Big Scary CP Pool. This option should favor a very bulky enemy, who sports a CP Pool between 10% and 100% greater than the average team member’s. This enemy probably cannot hit very hard, but it’s got enough Durability and Armor to more than make up for the fact. This can create an enemy that can really drag out a fight, but you have to be careful granting it too much or too little CP. Keep in mind, as a single enemy, a team’s Action pools will eventually be able to overwhelm it. Option 2: Boss Template. This option favors a single enemy who is supposed to be a challenge for a whole group of players at once. The Boss Template is applied by granting the Boss an additional Turn and Durability Pool per player. Each player is assigned one of the pools, and essentially fights the boss on their own, as does the rest of the group. This greatly helps negate the downside of the players’ large pool of Actions overwhelming the boss. For example, Player 1 is paired up with Pool 1, and Player 2 is paired up with Pool 2. Anything that Player 1 does to the boss will only effect Pool 1 until Pool 1 is depleted entirely. Essentially consider it a number of separate Characters who occupy the same space at the same time. The major downside of this option, however, is that the boss can only be so many places at once and has to either dedicate itself to being ranged, attacking a single enemy, or to using up a lot of actions moving around the field. Option 3: Tag Team Boss. This option essentially has you create a number of Characters on-par with the team in equal numbers. This allows you to create enemies who are designed to specifically slow down if not stop the team entirely in their tracks. This works similarly to the Boss Template, however any player is free to attack any enemy at a given time. Furthermore, this is one of the more time consuming encounters to create, due to the requirement of making at least one Character per player. Before we dive into Boss Abilities, here’s a few more ideas to make your players lives a nightmare. First off, what good would a boss be without an army of loyal henchmen? Toss a big, fat distraction at the team in the form of a mob of unruly Mooks, using the idea from the Antagonist page. They’ll probably bite the dust in a round or two tops, but it gives the boss time to do his job and wreak havoc. And if they decide to ignore the Mooks? Well that’s a whole lot of tiny attacks that they’ll be taking, lowering the team’s Evasion pool for the actual Boss to stride in and hit them where it hurts! Next, don’t be afraid to toss in your own rules or field mechanics in a boss encounter, and definitely don’t be afraid to make them in your favor. Maybe one boss moves super-fast and leaves behind a trail of fire that deals damage to enemies that step on it. Maybe another has a floor full of traps that activate when stepped on. And that’s just the tip of the iceberg: use your head and think up a good way that this boss could prepare for the team, or how it can keep them on their toes during the fight. 55


Ihil id maximag nimolupta comnim est, sum reiustem essimus dolor re vellaciisi - dent eatem fugit optat lantia serchit aliquia ium quam venis id molore est facca Ihil id maximag nimolupta comnim est, sum reiustem essimus dolor re veloptat lantia serchit aliquia ium quam venis id molore est faccatur?Aquat. Solupis ab iumEndit Ihil id maximag nimolupta comnim est, sum reiustem essimus dolor re vellaciisi dent eatem fugit Ihil id maximag nimolupta comnim est, sum reiustem essimus dolor re vellaciisi dent eatem fugit optat lantia serchit aliquia ium quam ve- - Ihil id maximag nimolupta comnim est, sum reiustem essimus dolor re vel Ihil id maximag nimolupta comnim est, sum reiustem essimus dolor re vellaciisi Ihil id maximag nimolupta comnim est, sum reiustem essimus dolor re vellaciisi BOSS ABILITIES Bosses gain unique Abilities and Powers that non-Boss enemies and Players simply do not have access to normally. This includes things like Mutagens and Venoms, powerful techniques, and the ability to ignore damage from Elemental Attacks. These should be used sparingly – at most, a boss should have two of these but most should have only one – but can turn a threatening boss into a true nightmare. Superior Adaptation (3 CP): The Boss gains a stacking +1 bonus to Evading Attacks every time a Character makes that type of Attack. Some Bosses might keep close tabs on the team to make themselves untouchable once the combat actually starts. Elemental Absorption (3 CP): The Boss may activate or deactivate this Ability as a Simple Action. The Boss chooses one Element from the Elemental Powers list and may spend 3 more CP per Element to take other Elements. While this Ability is active, the Boss takes half damage from that Element and heals itself for its Spirit Attribute in Durability when hit by an attack of that Element. Finesse (1 CP per Rank): For each Rank a Boss has in Finesse, they may ignore up to that many points of Armor when Attacking and that many points of Damage when being attacked. Bosses with Finesse are exceptionally clever and know how to hit or be hit in a way that is most beneficial to them. Immunity (3 CP): This Boss is immune to all Effects. Juggernaut (3 CP): At the beginning of each Round of Combat, choose a Stat randomly by rolling 1D6 (1: Durability, 2: Precision, 3: Damage, 4: Evasion, 5: Armor, 6: Choose). The Boss gains a Bonus to that Stat equal to its Spirit Attribute for the rest of Combat. This bonus stacks with each round. Superior Future Sight (3 CP per Rank): For each Rank in this Quality a Boss takes, whenever it makes a Precision or Evasion Roll it may count a single dice as an automatic Success. For example, if you take Superior Future Sight Rank 5, on any Evasion or Precision Roll you make, you could take an automatic 5 Successes. These Automatic Successes take away from the pool that you would roll, however. If you have Superior Future Sight Rank 3 and would roll 10 Dice, you instead set aside 3 Dice as Automatic Successes and roll 7 Dice instead. This may also be used on 3D6 Skill Checks to allow the Boss to change the result of 1 Dice per Rank in this Quality. Suppression (3 CP per Rank, up to 5 Ranks): For each Rank in this Quality choose one of the following: Mask Powers, Elemental Powers, Makuta Powers, Skakdi Vision Powers, Other Skakdi Powers. A Character within Close range of this Boss cannot use this type of power. Terrifying (3 CP): The Boss may force all participants who are able to make a Terror Check as a Simple Action. If an opponent fails the check, the Boss gains a bonus to all Stats for the remainder of combat equal to its Spirit Attribute. 56


Ihil id maximag nimolupta comnim est, sum reiustem essimus dolor re vellaciisi dent eatem fugit optat lantia serchit aliquia ium quam venis id molore est faccatur?Aquat. Solupis ab iumEndit Ihil id maximag nimolupta comnim est, sum reiustem essimus dolor re vellaciisi - dent eatem fugit optat lantia serchit aliquia ium quam venis id molore est facca Ihil id maximag nimolupta comnim est, sum reiustem essimus dolor re vellaciisi Ihil id maximag nimolupta comnim est, sum reiustem essimus dolor re vellaciisi PLANNING AHEAD There’s more to the job of a GM than just thinking out a story: just as you’ve written things down, your players are also not just passively going to do everything the exact way you want every time: they’re participants in the game, not just viewers. You can’t expect everything to go smoothly every time. But there’s a few tricks you can have up your sleeve for your campaign to make it still sail smoothly. 1) Plan out multiple paths: for every key moment you have in your story, think of at least three to five ways that the players could go after the encounter. Even if the group deviates from your preferred plan, at least you’ll have backups. If you have some kind of end goal in mind, try to think of how each of these paths can lead to that end goal eventually. This can be quite time consuming, but it can make your game much easier in the long run. And don’t be afraid to ask for outside help. Sometimes another person’s viewpoint can give you some insight into how your players might act and react in the same scenario. The more points of view that you can get for your campaign, the better. 2) Plan out any improvements for the enemy Characters’ stats ahead of time, so that if the players will be evenly matched with the base build without upgrades, that’s fine, but if they end up having more XP than you’d anticipated, you can be ready with a proper challenge. Essentially, for every 10 XP the team has, you should apply 10 CP to the NPCs they are facing divided between their Durability, Precision, Damage, Evasion, and Armor. For example, a Template for could be set up as follows: Durability: +2 Precision: +3 Damage: +3 Evasion: +1 Armor: +1 Furthermore, for every 10 XP the team has, apply this template again. For example, if the team has 25 bonus XP you would apply the above Template twice to the base NPC sheet instead of once. 57


CHARACTER SHEET / CHARACTER SHEET PLAYER NAME: PORTRAIT ATTRIBUTES AND SKILLS CHARACTER NAME: AGILITY EVASION FIGHT STEALTH INTELLECT TECHNOLOGY KNOWLEDGE PERCEPTION BODY ATHLETICISM ENDURANCE STRENGTH SPIRIT WISDOM COURAGE SURVIVAL CHARISMA PERSUASION DECEPTION ENTERTAIN TERRORS VIRTUES MAJOR MINOR EXP GAINED: EXP USED: RACE ELEMENT MOVEMENT DURABILITY PRECISION DAMAGE EVASION ARMOR BIONICLE


TOOL INFO NAME: TOOL COMPONENTS POWERS KANOHI GREAT NOBLE POWERLESS


Ihil id maximag nimolupta comnim est, sum reiustem essimus dolor re vellaciisi - dent eatem fugit optat lantia serchit aliquia ium quam venis id molore est facca Ihil id maximag nimolupta comnim est, sum reiustem essimus dolor re veloptat lantia serchit aliquia ium quam venis id molore est faccatur?Aquat. Solupis ab iumEndit Ihil id maximag nimolupta comnim est, sum reiustem essimus dolor re vellaciisi dent eatem fugit Ihil id maximag nimolupta comnim est, sum reiustem essimus dolor re vellaciisi dent eatem fugit optat lantia serchit aliquia ium quam ve- - Ihil id maximag nimolupta comnim est, sum reiustem essimus dolor re vel Ihil id maximag nimolupta comnim est, sum reiustem essimus dolor re vellaciisi Ihil id maximag nimolupta comnim est, sum reiustem essimus dolor re vellaciisi 60 Recommended Media


Ihil id maximag nimolupta comnim est, sum reiustem essimus dolor re vellaciisi dent eatem fugit optat lantia serchit aliquia ium quam venis id molore est faccatur?Aquat. Solupis ab iumEndit Ihil id maximag nimolupta comnim est, sum reiustem essimus dolor re vellaciisi - dent eatem fugit optat lantia serchit aliquia ium quam venis id molore est facca Ihil id maximag nimolupta comnim est, sum reiustem essimus dolor re vellaciisi Ihil id maximag nimolupta comnim est, sum reiustem essimus dolor re vellaciisi Afterword Thank you for taking the time to look at this handbook and reading it. I know for a fact your GM will appreciate it if you’re a Player, and if you’re a Player know that your GM had to read through it as well to run your game. This was the toil of several days’ worth of effort – bordering a week – and hours upon hours of writing. I’m not the only one who contributed – various anonymous posters on the Traditional Games board on 4chan, / tg/, offered their help in balancing and tweaking features as well as writing. Special thanks goes out to Samuel Wolfe who shared an unfinished system of his own from which the Unity system draws most of its function from. Have fun… And Play Well. 61


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