Bionicle RPG Rule System
game stats roleplaying
BenLuke-116, Katuko, makuta_icarax, Portalfig, The Iron Toa, The Mask of Ice, Toa Alaka, Toa Kaithas
Update as of 10/10/2012:
And here is a list of people that still seem to be actively contributing:
makuta_icarax, The Iron Toa, The Mask of Ice
Come on back, guys! We're actually starting to get somewhere now.
And we have another joyous announcement. It is time to start to split this project into its aspects, which will be worked on over multiple blog updates. First, we have the Races and Subtypes. I have made a detailed post that will get much bigger over time, but I can't do it alone -- read it, and give me your comments and suggestions! Soon, we will have separate posts about the combat system, powers, items, societies -- every part of this project we can think of.
It will be a mostly D&D derived system, but there are some important differences. Here is what we have so far:
Strength: Used to determine melee damage, blocking, and how much a character can lift/carry, certain athletic feats like climbing
Dexterity: Determines dodge/evade (we should pick one term to use), hit chance, ranged damage, certain athletic feats like climbing and acrobatics
Toughness: Determines/contributes to values of Vitality (HP) and Endurance, and resistance to physical effects.
Charisma: Determines how well characters can get along with and persuade others. Used for lying, persuasion, and intimidation, but also important for friendship and getting you and your allies to work together.
Intelligence: Used to determine how quickly/how much you can increase your skills, learn new languages, and how easily your character can figure things out.
Will: Determines damage of Powers, aim of Powers, and control over Powers, resistance to mental effects, and how quickly Endurance is lost. That is, a character with higher Will would take less Endurance damage from suffering pain or using powers.
Resistances: Heat, Cold, Electricity, Sonic, Mental, Light, Shadow, Poison, Acid, Energy (generic powers), Elemental (direct damage from Elemental Energy-based powers), and either Crushing/Piercing/Slashing or just Physical.
Moral Light - characters that are evil enough can, with the proper training, tap into their inner shadow. There is a very rare ability to see the Moral Light and Shadow in a being to determine if he is good, neutral, or evil.
Destiny: a GM can come up with a Destiny for a character, and is encouraged to bend the rules a little to make characters fulfill their Destinies. A player can tell the GM what he has in mind for his character, but the GM makes the decision, and should keep it a secret in most cases.
Toa Energy: The normal value for this will be -1. There is a small random chance for a Matoran to have 0, which means he has the potential to become a Toa. The player of a Matoran won't necessarily know if this value is -1 or 0. If a Matoran does become a Toa, his Toa Energy is set to 60. This energy can be used to heal others or to transform destined Matoran into Toa. Transforming other Matoran costs 10 Toa energy, so a Toa can transform up to 6 Matoran. When a Toa's value reaches 0 and he has completed his Destiny as a Toa, he becomes a Turaga. If he hasn't completed his Toa Destiny yet, he remains a Toa until he does.
Fine: Less than 1/8 bio
Diminutive: 1/8 - 1/4 bio
Tiny: 1/4 - 1/2 bio
Small 1/2 - 1 bio
Medium 1-2 bio
Large 2-4 bio
Huge 4-8 bio
Gargantuan 8-16 bio
Colossal Greater than 16 bio
Skills: I think the D&D skill list suits our purposes. Except instead of Spellcraft... I don't know what to call it, but it will be control over innate powers. Use Magic Device would be Use... Powered... Device? We need a better name for that too, but that would be the skill for using Kanohi and other things that aren't part of a character but are mentally activated. Also, we'll want to have some different subcategories of the Craft and Knowledge skills.
I'm starting to understand the D&D combat system but I think I could use some practice. Here's what I understand of how it will work for us:
Characters that win an initiate roll or ambush their opponents go first. Attacking characters make a roll (or multiple) to determine their chance to hit and again for damage. All physical attacks need to roll for both, some powers automatically hit but can be resisted, and for some powers instead of rolling for damage you roll for Intensity and Duration. Defending characters, if they can move and it's not an auto-hit attack, can attempt to Dodge or Block it. If they are hit, the damage or chance of affecting them is mitigated by their Resistances. An attack that does Vitality damage or a physical debuff is resisted by a roll based on Toughness and the appropriate resistance type. Endurance damage and mental effects are resisted by Will and the appropriate resistance type. For simplicity, I suggest a certain amount of Vitality damage always does a certain amount of Endurance damage, and how much is based on a character's will. Otherwise, the defender would need to roll twice - once for how much damage it did and again for how much it hurt. Still, this is pretty complicated -- we still need to include how distance affects ranged hit chance. I still need help with this.
I'm sure there's more I missed, so here's the link to the old topic for reference. We should post everything we came up with onto here.