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The Iron Toa

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  1. (This isn't a question, but I really don't think we should try to get any new elements canonized at this point.)I was wondering how long it takes corpses to go to the Red Star. It seemed normal for them to stay long enough to be found.
  2. I'm not sure what their preferred environment should be. Maybe none.
  3. I'll get back to this in a little bit, I need to work on homework this weekend, and this update in the game I've been playing has me occupied.
  4. So what are the 9 stats then? Like what are the substats of Mental and Interaction?
  5. As I said in another topic, he had no choice. (I'm a bit surprised people have forgotten this one.) If you destroy it, everything inside you turns alive and it's horrific chaos, etc. It was much smarter to exile it and then later try to destroy the planet it's on with a black hole while you flee. And he had to draw Mata Nui's spirit into the Ignika to do the switcheroo. Once in, he couldn't kill him there.And there was the safeguard countdown, so he had to get the mask away, couldn't just throw it in a prison. The story was crystal clear about this.Oh, forcing Mata Nui's spirit into the mask and ejecting it was the right move. But then he ignored it, assuming it would be destroyed or lost forever in space. I think if it was destroyed outside the Matoran Universe, it wouldn't affect him, so he should have destroyed it when he had the chance.
  6. That's sort of the idea I want, but I think it's too simple. Dexterity itself, for example, can be split into sub-attributes.
  7. There were a lot of good decisions, I can't really pick the best. Teridax's use of the Toa to complete his plan, Matoro putting on the Ignika, and Raanu entrusting the Prototype Robot/new Agori city to Mata Nui rank among the top, in my opinion.As for the worst decision (for the character's own well-being), I'd have to say Teridax throwing the Ignika with Mata Nui's spirit in it away carelessly instead of destroying it. There's really no excuse for that kind of negligence.
  8. The Iron Toa

    Hunted

    IC: Aflonydh"Um, hello," said Aflonydh with shyness that was strange considering how much bigger he was compared to the guard."What do you want, laborer?" said the black-armored watcher impatiently. "Shouldn't you be lifting something?""I got fired," said the Steltian plainly, and he continued before the guardsman could reply. "And I was thinking... maybe I could make a life for myself out there -- with those adventurers.""You? Ha!" laughed the smaller being."If... if you could just tell me where I could find some others to team up with --" stuttered Aflonydh."I don't keep track of those fools. My job is to enforce the law within the city. Anyone brave or stupid enough to leave is none of my concern," said the guard. "Now leave me alone before I think of something to arrest you for.""Alright, take it easy," said Aflonydh quickly, for his years of work had made obedience come easily to him.Aflonydh left the unfriendly watchman and resumed wandering the streets. He decided to think things over before talking to anyone else, and so he walked aimlessly through neighborhoods he had rarely visited, despite living in the city for many years. A few hours later, he began to feel hungry. From how he heard Agori describe it, they felt a more distinct ache in the abdomen, but Aflonydh had always just felt a general weariness and irritability when hungry. He had eaten early that day, but the meal was small. He had enough food to eat again, but this time he would also have to take only a small amount. With a sigh, he broke off a portion of the simple rations and absorbed into his system. He realized it would be foolish to waste energy when his food was so limited, so he decided to stop walking. It was now night, but he wasn't sleepy. Sitting down on front of some unknown building, he decided he would make one last attempt to find allies tomorrow. If not, he would go off alone.OOC: How can I meet up with the rest of you?
  9. Does anyone else play the Lord of the Rings Online? I have off and on for a couple years, now is an 'on' time. The Riders of Rohan expansion came out today and I'm excited to get out there. I play on the Landroval server - let me know if you want to find me in-game.
  10. I don't know. Could you explain World of Darkness?
  11. Name: AflonydhSpecies and Gender: Male Steltian LaborerAppearance: He looks like a typical lower-class Steltian, tall and wide, with blue and white armor and red eyes. To be precise, he is about 2.1 bio tall and his shoulders span 1.4 bio across. He has asymmetrical arms, one of which ends in a normal hand and the other in a simple magnetic tool slot.Weapons and Possessions: As of now, Aflonydh possesses only a tiny knife, suitable for use as a tool but not much of a weapon, a cloth pouch with a few meals' worth of food, and a meager amount of money -- maybe enough to buy a couple pieces of food, but not much else.Mask: N/APowers: Like the rest of his people, Aflonydh has great strength. He can easily knock smaller beings back, and disable them with a solid punch or two -- if he can hit them, which will be difficult for him, for he is untrained, and not particularly fast or agile. He is not as strong as a being using the Great Mask of Strength.Faction: NonePersonality: Aflonydh is gentle and peaceful by nature, never dreaming of becoming a warrior throughout the wars that he lived through. However, he is as strong as the next member of his race, and more quick-thinking than most. He is not particularly clever, educated, or wise, though he has enough common sense for him to get by all those years. He is not clumsy, but he is not agile or graceful and presents a large target. He has no desire to become a villain, but he knows his priority is to look out for himself. He isn't sure of what he's doing -- part of him hears the call of adventure, the other part asks what he thinks he's doing, giving up on the sort of jobs he's had all his life.Biography: Aflonydh has been a simple worker for his whole life, up to now. For thousands of years he held various jobs on Stelt, mostly construction, for there was always rebuilding to do there. He tried to live as normal through Teridax's reign and fall, and stayed with his kindred when they migrated to Spherus Magna. He did his best to stay out of the war with the Ul'Kar on the surface, but one day his place of work came under attack. He showed a previously unrevealed talent for combat, saving many of his coworkers, but this went unrecognized, and he continued to live the life he always had. When forced underground, he found himself in Av-Karda in the employ of a being not from Stelt -- one of Trinuma's species. Despite his desire for a simple life, however, he began to space out and daydream and pay less attention to his work. This culminated a few days ago when he absent-mindedly destroyed some valuable materials. Due to the reputation of his people, his boss thought him merely stupid, not thoughtful, and fired him on the spot. But he was starting to wonder if he had some greater destiny... or at least a less usual destiny. After traveling the city for a few days, failing to find work and living on the last of his pay, he decided it was time for something different. Maybe time to get involved in the recent troubles everyone was talking about...
  12. Name: AflonydhSpecies and Gender: Male Steltian LaborerAppearance: He looks like a typical lower-class Steltian, tall and wide, with blue and white armor and red eyes. To be precise, he is about 2.1 bio tall and his shoulders span 1.4 bio across. He has asymmetrical arms, one of which ends in a normal hand and the other in a simple magnetic tool slot.Weapons and Possessions: As of now, Aflonydh possesses only a tiny knife, suitable for use as a tool but not much of a weapon, a cloth pouch with a few meals' worth of food, and a meager amount of money -- maybe enough to buy a couple pieces of food, but not much else.Mask: N/APowers: Like the rest of his people, Aflonydh has great strength. He can easily knock smaller beings back, and disable them with a solid punch or two -- if he can hit them, which will be difficult for him, for he is untrained, and not particularly fast or agile. He is not as strong as a being using the Great Mask of Strength.Faction: NonePersonality: Aflonydh is gentle and peaceful by nature, never dreaming of becoming a warrior throughout the wars that he lived through. However, he is as strong as the next member of his race, and more quick-thinking than most. He is not particularly clever, educated, or wise, though he has enough common sense for him to get by all those years. He is not clumsy, but he is not agile or graceful and presents a large target. He has no desire to become a villain, but he knows his priority is to look out for himself. He isn't sure of what he's doing -- part of him hears the call of adventure, the other part asks what he thinks he's doing, giving up on the sort of jobs he's had all his life.Biography: Aflonydh has been a simple worker for his whole life, up to now. For thousands of years he held various jobs on Stelt, mostly construction, for there was always rebuilding to do there. He tried to live as normal through Teridax's reign and fall, and stayed with his kindred when they migrated to Spherus Magna. He did his best to stay out of the war with the Ul'Kar on the surface, but one day his place of work came under attack. He showed a previously unrevealed talent for combat, saving many of his coworkers, but this went unrecognized, and he continued to live the life he always had. When forced underground, he found himself in Av-Karda in the employ of a being not from Stelt -- one of Trinuma's species. Despite his desire for a simple life, however, he began to space out and daydream and pay less attention to his work. This culminated a few days ago when he absent-mindedly destroyed some valuable materials. Due to the reputation of his people, his boss thought him merely stupid, not thoughtful, and fired him on the spot. But he was starting to wonder if he had some greater destiny... or at least a less usual destiny. After traveling the city for a few days, failing to find work and living on the last of his pay, he decided it was time for something different. Maybe time to get involved in the recent troubles everyone was talking about...
  13. I think you mean he doesn't have strength to match the Kanohi Pakari -- Kadin is Flight. So, how's this then:Powers: Like the rest of his people, Aflonydh has great strength. He can easily knock smaller beings back, and disable them with a solid punch or two -- if he can hit them, which will be difficult for him, for he is untrained, and not particularly fast or agile. He is not as strong as a being using the Great Mask of Strength.
  14. I'd imagine Krekka's ability to fly was artificial. Aflonydh can't fly. He could badly hurt someone with a good punch, but if the Ul'Kar is some sort of liquid, that might not do him much good.
  15. Oh, sorry, I accidentally overlooked that requirement. How strong is lore-appropriate but not overpowered? I don't care for him being a powerful character, but I don't see any reason for him to be a weakling among his people.
  16. I'm new to this RPG thing, but I'd like to give it a try.Name: AflonydhSpecies and Gender: Male Steltian LaborerAppearance: He looks like a typical lower-class Steltian, tall and wide, with blue and white armor and red eyes. To be precise, he is about 2.1 bio tall and his shoulders span 1.4 bio across. He has asymmetrical arms, one of which ends in a normal hand and the other in a simple magnetic tool slot.Weapons and Possessions: As of now, Aflonydh possesses only a tiny knife, suitable for use as a tool but not much of a weapon, a cloth pouch with a few meals' worth of food, and a meager amount of money -- maybe enough to buy a couple pieces of food, but not much else.Mask: N/APowers: None, though he is very strongFaction: NoneBiography: Aflondyh has been a simple worker for his whole life, up to now. For thousands of years he held various jobs on Stelt, mostly construction, for there was always rebuilding to do there. He tried to live as normal through Teridax's reign and fall, and stayed with his kindred when they migrated to Spherus Magna. He did his best to stay out of the war with the Ul'Kar on the surface, but one day his place of work came under attack. He showed a previously unrevealed talent for combat, saving many of his coworkers, but this went unrecognized, and he continued to live the life he always had. When forced underground, he found himself in Av-Karda in the employ of a being not from Stelt -- one of Trinuma's species. Despite his desire for a simple life, however, he began to space out and daydream and pay less attention to his work. This culminated a few days ago when he absent-mindedly destroyed some valuable materials. Due to the reputation of his people, his boss thought him merely stupid, not thoughtful, and fired him on the spot. But he was starting to wonder if he had some greater destiny... or at least a less usual destiny. After traveling the city for a few days, failing to find work and living on the last of his pay, he decided it was time for something different. Maybe time to get involved in the recent troubles everyone was talking about...Aflondyn is gentle and peaceful by nature, never dreaming of becoming a warrior throughout the wars that he lived through. However, he is as strong as the next member of his race, and more quick-thinking than most. He is not particularly clever, educated, or wise, though he has enough common sense for him to get by all those years. He is not clumsy, but he is not agile or graceful and presents a large target. He has no desire to become a villain, but he knows his priority is to look out for himself. He isn't sure of what he's doing -- part of him hears the call of adventure, the other part asks what he thinks he's doing, giving up on the sort of jobs he's had all his life.
  17. Good point. I think we're doing this wrong, though. It's only you, me, and hopefully still makuta_icarax working on this. We lost a bunch of people along the way, while we should have even more. I say we need to take a step back and find out how to get people interested in this. Perhaps a different system would be more popular. I don't intend to quit or give up on what we have so far, though. We should be able to adapt a lot of what we've already come up with. I will also look for an existing Bionicle RPG I like and try it out so I get an idea of what we'll be adding a rule system to. Edit: If we stay with this system, but make some more changes, how about if we had more sub-stats? Wisdom and Vision could go under Intelligence, while we could have things like Agility, Balance, and Manual Dexterity under Dexterity. I don't want to make things too hard, but if these changes make sense...
  18. Definitely a RPG, or an action adventure... or action RPG.
  19. Remember, we're not using character levels or Wisdom.
  20. Other people that were contributing to the project earlier were against a complex alignment system. I like the D&D axes, but there's really no game mechanics reason to have Lawful and Chaotic, so let's not make things more complicated. Good/neutral/evil should be easy enough to keep track of, though, and fit right into the Moral Light concept. I don't want to encourage player favoritism, but I do think some sort of destiny system would fit well with the theme of Bionicle. I guess it requires some more thought. Any ideas? As for the Perception stat I mentioned on the other post -- if we don't have it, should Spot, Search, and Listen checks all be based on Intelligence?
  21. Well yeah, stats are going to be randomly rolled. There are virtual dice rollers you can look up or download. Unfortunately, that probably means we'll be using the honors system, but if I can find a way around that without breaking the rules restricting what websites I can link to... I was just throwing out the idea of having Perception as a stat. I know there's a difference between intelligence and wisdom, but in our case we've combined them. The skills you mentioned could rely on Intelligence just as well. We can continue this talk about stats on the new post I made. Let's reserve this one for talking about the species.
  22. Well, Onu-Matoran are known to have some purple, and in my opinion blue is no stranger a color for them. Maybe purple is a rare color for Le-Matoran too, then. Like purplish storms, perhaps? Note that air itself isn't really green anyway.I think the game makers weren't paying as much attention, but we really don't know the limits of the color schemes, so I wouldn't rule it as definitely non-canon. If the Onu-Matoran looked mostly like Ga-Matoran, though, then it's probably a mistake. As for Hahli in her Inika and Mahri forms, perhaps white and green are rare secondary colors for that element. Churning water can be white after all, and oceans can look greenish. And we know Po-Matoran and Fe-Matoran have a wide range of possible colors, so why not other elements?
  23. Character Creation and Stats All of this is subject to change, but red font indicates where I know further work is needed. For example, values I'm not confident are appropriate, or parts that incorporate aspects of the project we have not yet gotten to. So with that out of the way, I will get to the six main Attributes: Charisma (Cha) – both a mental and a physical attribute – Charisma represents a character's ability to lead, persuade, and befriend others. It is based on both personality and physical appearance (for example, the Charisma of the Barraki was greatly reduced when they were mutated from magnificent warlords to creepy sea creatures). This Attribute is especially important to deceptive and manipulative characters, as well as ones that seek to gather allies and get them to work together, but any adventurer might find it useful when another character must be persuaded. Dexterity (Dex) – a physical attribute – Dexterity represents a character's agility, reflexes, and coordination. This is considered a physical value, for reflexes are instinctive. This Attribute is important for all characters, especially ones that rely on dodging and ranged attacks, and those that must move through difficult terrain. Intelligence (Int) – a mental attribute – Intelligence, in our case, includes both cleverness and wisdom. An intelligent character can figure puzzling things out, has enough wisdom or common sense to make good choices, and can learn skills more easily and achieve a higher level of mastery. Intelligence is especially important to characters that focus on honing their skills instead of merely using what abilities come to them naturally. But any adventurer is likely to occasionally encounter puzzles, which will be easier to solve with a higher Int score. Strength (Str) – a physical attribute – Strength, of course, represents a character's muscle and raw physical might. Strength is important in melee combat, and is important to characters that focus on such a discipline, as well as characters that do heavy labor. Strength is also important for such common uses as moving obstacles adventurers might encounter. Toughness (Tou) – a physical attribute – Toughness determines a character's ability to survive injury, as well as endure mental stress and suffering. These two qualities are represented by two sub-attributes: Vitality and Endurance, which I will explain in more detail shortly. Toughness is important to all characters, not only because one can't always avoid taking damage, but also because most Powers are mentally taxing – and so cost Endurance. Will (Wil) – a mental attribute – Will measures the a character's raw mental power. To clarify, Will is to Intelligence as Strength is to Dexterity. Will determines a character's control over his or her natural Powers, as well as any mind-activated items such as Kanohi. It also affects the rate at which Endurance is drained by things such as suffering pain and using powers. A character with higher will can endure more discomfort, and so this Attribute is important even to characters that do not use Powers. With that out of the way, we can get started. So, you want to make a character? I hope you have some details in mind. A character is a lot more than just a bunch of numbers. And yet it's these numbers that set this system apart from other Bionicle RPGs – the numbers help build a world that's not entirely in the control of those imagining it. The right use of these numbers – and enough luck – will make your character succeed. But have fun from your failures, too – misadventures are at least as entertaining as stories of success, aren't they? But anyway, to get started you will need to decide on a few things: A name, of course! Or at least an alias, but you should probably have a real name for your character in mind anyway. A race, sub-race, and gender. If you're sticking to the canon, the latter two will be linked for Matoran, Toa, and Turaga, naturally. See here for a list of races. An alignment: good, neutral, or evil. This is really only important for the Moral Light stat, which I will explain later, and will not show up often. But you should have a good enough idea of your character to know if he or she is more like Lhikan or more like Teridax, or if he's somewhere in between – looking out for himself but not out to hurt anyone. Previous experiences your character has – if we're going to have something for this, like what skills your character starts with... we still need to work on this. Hence the red font. (Optionally) A Destiny. Now this isn't as concrete, and not completely in your hands. The basic idea is the Game Master is encouraged to bend the rules to help your character meet some predetermined fate. He should have some idea for every major character, and even if you tell him what you have in mind for yours, he has final say, and his decision will be kept secret. This Destiny will not always be achieved – meaning either it wasn't your character's destiny in the first place or he or she failed to achieve it, depending on how you interpret it. Just because you tell the GM 'I think my character should die heroically while vanquishing the Makuta that enslaved his people!' and he nods, heck, even if he says outright 'I'll try to make it happen' (which he shouldn't – he should keep his decision to himself), don't assume you have nothing to worry about from a horde of rampaging Protocairns. Traits/Feats. We still need to come up with these. Once you've chosen those things, the next step is to roll to determine your six main Attributes. Most biomechanical beings have little difference in physique from the rest of their race. In addition, mental strength is greatly depended on race. Some Matoran might have stronger wills than others, but none ever have the ability to use Kanohi powers. And yet one can find a wide range of personalities and levels of intelligence among a particular race. Therefore, characters' initial Charisma and Intelligence values will be based on a larger roll – and so more varied – while Dexterity, Strength, Toughness, and Will will be determined by a smaller roll and more affected by racial modifiers. To determine the initial values for Charisma and Intelligence, roll four d6 die, discard the lowest value, and add up the values of the remaining three. For the other four Attributes, roll two d6 die and take the value of the higher roll. To determine your character's final stats, apply the racial modifiers listed below, then any Subtypical modifiers (for elemental tribes, etc), then any modifiers from traits and feats. Consult the list of races linked to above to determine your racial modifiers. ----- Now for the two sub-attributes of Toughness. These two values are similar to the Hitpoints of D&D – indeed, that is basically what Vitality is – but for us it works a little bit differently: Vitality determines a character's physical health, and how much injury he or she can suffer before dying. A character with 0 is immobilized by injury, a character with -1 to -9 inclusive is dying or recovering from near-death, and a character with -10 is dead. Just like D&D Hitpoints, except a character that is between -1 and -9 is not necessarily unconscious. Endurance is what determines if a character is conscious. It determines how much discomfort a character can suffer before passing out. A character with 0 cannot attack, a character with -1 to -9 must sit or lie down, and a character with -10 is unconscious. Characters' maximum Vitality and Endurance can be affected by outside modifiers, but as a baseline, each point of Toughness contributes 10 points to Vitality and Endurance. ----- Now, we will define Moral Light. It is greatly tied to a Matoran Universe inhabitant's morality – indeed, some say it defines it completely. In any case, we use it for but two purposes. Firstly, there is the rare ability to measure a being's Moral Light to determine if he or she is good or evil. Keetongu has this ability. Secondly, characters that have high enough Will and know the technique can channel their inner Light or Shadow into attacks. Using one's light in such a manner takes extreme purity of spirit and discipline, and as such as never been achieved in the main universe. How this will work is not yet determined – we may have a Good-Neutral-Evil scale, or just ask whether a character is evil enough to call upon this inner darkness. ----- Resistances do just what it sounds like they do – they help your character resist damage and other negative effects he or she did not avoid completely. They are represented as percentages, for the value of the resistance is the percentage of damage that is mitigated. (In the case of negative resistances, that much extra damage is added.) For example, if a fireball that would normally do 20 damage hits a Ta-Matoran, who has a natural +50% Heat resistance, it would do only 10 damage to both Endurance and Vitality. If a sonic attack that also normally did 20 damage hits a De-Matoran, whose sensitive hearing gives him a huge -300% resistance to Endurance damage from Sonics, he would take 20 Vitality damage but 60 Endurance damage. By default, characters have 0% in resistances – these values are changed by racial modifiers, traits, and equipment. Here is the list of damage and resistance types, along with examples of what can deal each type of damage: Acid – natural acid sources as well as attacks such as the Rhotuka of Keelerak deal Acid damage. Acid is also commonly found in heavily polluted places such as Xia. Cold – extremely cold weather, elemental Ice users, and Toa of Fire absorbing a great deal of heat can all deal Cold damage. Crushing – one of the three physical damage types. Blunt weapons such as hammers, falling rocks, and most kinetic force launchers deal Crushing damage. Electric – Rahkshi of Electricity, Toa of Lightning, and some energy weapons deal Electric damage. Elemental – Elemental damage is an unusual case. It applies to powers based on Elemental Energy, and in most cases comes along with whatever sort of damage that elemental attack otherwise does. For example, a normal fire would be considered to only deal Heat damage, while a fire directly from a Toa of Fire would be considered to do both Heat and Elemental damage. A character with 25% Heat resistance or Elemental resistance would take 25% less damage from such an elemental attack, while a character with 25% resistance to both damage types would suffer 50% less damage. Energy – technically, all these damage types are based on some sort of energy, whether it is radiation, kinetic energy, or chemical energy. This damage type, however, refers to powers that are not linked to any element or physical damage type. For example, Axonn's hand blasts, most Rhotuka, and a Rahkshi of Disintegration's power are all mitigated by Energy resistance. Heat – Rahkshi of Heat vision and a Toa of Fire's fire do Heat damage, of course, as well as natural fires and heat sources such as lava and unbearable hot desert days. Light – one of the rarer damage types, Light is especially strong against creatures of Shadow and is dealt by Av-Matoran as well as some weapons such as Lightstone rifles and light launchers. Light resistance may also effect your chance to be blinded by bright lights. Mental – Psychic attacks from Makuta, Toa of Psionics, and other beings with such abilities deal mental damage. In most cases, such attacks affect the mind directly, and so Mental damage usually or always affects only Endurance. Piercing – the second of the physical damage types. Weapons such as daggers, arrows and fangs deal piercing damage, as do spikes materialized by Toa of elements such as Iron, Stone, Ice, or the Green. Poison – some beings have natural poison-based abilities, such as Rahkshi of Poison. Many plants are also poisonous, and a Toa of the Green that knows how to do so can create these plants. Poisons can also be concocted and added to weapons. Shadow – Makuta are the most famous wielders of Shadow, with elemental Shadow powers, but non-elemental Shadow damage can also be dealt by an evil character calling upon his or her inner darkness. Slashing – the third of the physical damage types. Bladed weapons such as swords deal slashing damage. Sonic – extremely loud sounds can incapacitate and even injure. Rahkshi of Power Scream, Toa of Sonics, and some Rahi and weapons are capable of dealing Sonic damage. Hearing sensitivity affects Endurance damage received from Sonic attacks – characters with very sensitive hearing suffer more from such attacks, while deaf characters suffer less. In either case, however, the Vitality damage done remains the same, for hearing ability does not affect how much damage sonic vibrations do to one's body. ----- Elemental Energy is a value possessed by only some beings, and is used for Elemental powers. It recharges over time, and characters that have depleted their Elemental Energy cannot use Elemental attacks until some of it recharges. Beings that have Elemental Energy include: Av-Matoran – a very small amount Toa – a large amount Turaga – a small amount Skakdi – a large amount Makuta – a large amount ----- Toa Energy is a unique type of power only Toa have. Most characters will never have to worry about it, but it is an important value for those it applies to. Matoran with the potential to become Toa have 0, as do Turaga. All other beings have -1. In most cases, whether a Matoran has the potential is randomly generated by the GM and unknown to the player. In some settings you can choose to play as a Matoran with the potential (though keep in mind your character would most likely not know this) or start as a Toa, and in other settings playing as a Toa will not be an option. For a destined Matoran to become a Toa, he or she must come into contact with an object imbued with at least 10 points of Toa Energy. Often, the GM will also choose a special circumstance that must also happen, such as placing the imbued objects into a Suva. Toa most often use fist-sized stones for such vessels, and decorate them with carvings, but they are also known to use their weapons and tools instead. Upon becoming a Toa, a character's TE is raised to 60. Besides transforming other Matoran into Toa – which costs 10 TE each – Toa Energy can also be channeled into very strong – some call it miraculous – healing power. When their Toa Energy value reaches 0 again and they have completed their Toa Destiny, they become a Turaga. Toa Energy never regenerates, and expending it does not weaken a Toa in any way until they become a Turaga. I may add a trait system to this post later, or include it in a future blog update.
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