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The Mask of Ice

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  1. OOC: Not so easy, bucko!IC: ZealokanHe ran to where Havon had been, and saw nothing. 'What the actual heck? Havon! Havon, where are you?' A sudden realisation hit him.'Darn it, we left Payiges at the hospital.' Zealokan sighed dramatically. 'This has NOT been a good day.'
    OOC: Uar from Po-Wahi.IC: (Uar)Uar, having went off in Havon's direction, found Zealokan looking for him. "No sign of Havon?" he asked the Toa.
  2. Wait, so are we using FATE points/aspects/world creation? That wouldn't really conflict with any D&D rules... (ongoing damage effects could work just like they do in d20).Here's my idea: Instead of Fortitude/Reflex/Will saves, we have saves for every attribute. Charisma saves are against effects that try to intimidate you, Intelligence saves are for befuddling effects, Toughness saves are for poison, cold, etc. and Will saves are for mind-control, psionics, etc.Elemental manipulation could be a skill, like in Savage Worlds. The ability for your elemental manipulation could change with every element, like Ice being dependent on Intelligence, Earth being dependent on Constitution, etc. Elemental manipulation could also be divided into the utility and combat categories, for more diversity. I mean a D&D style skill, which you can spend points in. That way, it'd save us the time of having to make a couple of powers. Your elemental ability could also determine your elemental energy. Elemental manipulation types could include minor effects, which can be used at-will and not cost EE, but everything else would cost an amount of EE according to a table.

  3. Well, Destiny is central to Bionicle, so I'd like some sort of Fate/Destiny system. Could you explain the points to me again?I was thinking the GM should have an idea of the destiny of certain characters, even if the players behind those characters don't know.
    The definition of aspect in FATE: Some phrase, word or sentence that defines a part of an entity. Everything noteworthy has aspects. All aspects must be both usable against and in favor of the entity.Well, at the beginning of each session, each player has 5 FATE points, usually represented as small, handy tokens. The GM has an infinite amount, and that's the only thing that sets him apart from the players, aside from the fact that he plays the rest of the world, since everyone plays a more or less equal role in world building. FATE points can be used, in conjunction with your aspects or the aspects of another entity, to grant yourself a bonus, compel a character or entity, cause the Rahkshi on fire to actually take ongoing damage (at least in our game, since status effects only take place if someone spends a FATE point to activate them for a round (the first activation is free), since they are actually temporary aspects). When you use a FATE point to gain a bonus against someone, activate a status effect or compel them to do something using their aspects (compel effects can only be used with the aspects of the entity being compelled), you must offer them a FATE point. They can either accept it or grant a bonus/be compelled/acknowledge they have been set on fire by your Toa, or they can refuse it and give you a FATE point instead. Referees should take offers like this now and then even though they have an infinite supply, both to be fair and to deplete the players of their FATE points in order to leave them helpless against the horde of Manas they'll face at the end of Makuta's lair. To grant yourself a bonus using one of your own aspects, you must give a FATE point to the GM.I think character aspects should be created using a backstory, which is divided into 5 parts, each of which must be summarized in 2 aspects. For my idea of world creation in a BIONICLE FATE game, see my topic: http://www.bzpower.com/board/index.php?showtopic=7000&hl=Also, no, the GM doesn't have any control over the characters' destinies during the game. The concept of Destiny/FATE points is how much the cosmos is willing to let him accomplish his goals. Players could set a goal for their character, which could become their destiny, but that doesn't affect anything mechanically.
  4. I think FATE would still work OK... But that sounds like a good idea. How about we keep FATE points (renamed Destiny points), aspects, and world creation?I could make some quick FATE PDFs during the weekend and share them, if you like.EDIT: @Portalfig For the record, FATE isn't really a fully formed system as much as a framework to build a system upon. It isn't oversimplified, less rules allow for more complexity in the story and more improvisation. I just don't think D&D would work. BIONICLE elemental manipulation is very free-form, and thus would more fit into fate rather than as D&D spells. Your race still grants you benefits, etc.

  5. That's what they were called in my game, too. How do we plan on playtesting this, exactly?
    Uh well, I suppose really all we can do is go full steam ahead and make up the whole system. Then see how it works out. I feel so long as we stick close to an established system, we'll be fine.Could someone make a list of all the confirmed things that have been created for this so far? I'm a bit confused as to what we have all definitively decided on.EDIT: So have we decided on the d20 system which would utilize dexterity, charisma, strength, etc, or the FATE pyramid? The FATE pyramid would most certainly be easier, but I know its a huge jump from what The Iron Toa first envisioned. I leave the decision in his hands.OK, so I just skimmed FATE, and basically it sounds as if it will work perfectly for what we're trying to do. Stunts could easily become mask powers for Toa, and regular skills for other, the elemental powers would be easy enough (and very fun) to create, and so on. The only snag that I could foresee would be that it might potentially be difficult to create different "races". Because FATE is a pulp game, its basically assuming that all the characters are going to be one species, in this case, human. Off the top of my head, I can't really think of any way to differentiate between, say, Toa and Turaga. Normally it would be a stat increase or something, but that doesn't really lend itself to this. Any ideas?
    Your race grants you extra benefits. Vortixx have one extra profession related stunt and a "raw materials" stress track, which they can expend a number of units of to create a technological item related to your profession, with the number of units expended determining its numeric benefits (the track refreshes at the start of each game session). Toa get "elemental manipulation" as a skill, but get only one stunt instead of two, which is their mask. Matoran have an "expertise" track, which they can expend to grant bonuses on skill checks (the track refreshes at the start of each game session) and a certain benefit related to their element.. Turaga gain a +2 bonus to their reputation track, and control a faction or have one extra or 2 minions to assist them They must replace one stunt with a mask power (their elemental manipulation is too weak to be considered a skill). Skakdi have "cooperative elemental manipulation" as a skill, but must have a vision power in place of a stunt. And the list goes on...
  6. I think I once played a game like that. The chars were interrogating a prisoner, the interrogation represented as 3 zones: Dead, Alive, Talking. If we depleted his cool track (the "keeping your wits about you track", used mostly in combat instead of HP, since combat in 2040 is usually instantly lethal) while he was in any zone, the appropriate effect would happen (in "dead" that would kill him, in "alive" he would refuse to talk and in "talking", he would finally confess and we would win) . Moving to a zone required no action, but you could make an interaction skill check to move the prisoner with you.
    Yeah, I played a game like that, too, but the tracks were called "stress" tracks, and there was mental and physical stress. The further along on the track you got, you started to suffer negative effects. Far enough down and you would pass out/die.I support that as the effect of the Kakama. Obviously this will require playtesting eventually to make sure there isn't a ridiculously overpowered mask or whatever. But that sounds good to me!
    That's what they were called in my game, too. How do we plan on playtesting this, exactly?
  7. Ah, I get what you're saying about AoEs. Right, as long as the effects make sense, there's no reason to need to draw a graph for every such attack. But some mask powers should be more versatile than just granting one buff, for example the Kakama should boost attack speed and travel speed, and their use wouldn't take EE. Certain weapons, maybe masks too, could have their own power that needs to recharge, but use of Kanohi should drain endurance. In Dwellers in Darkness, Hewkii passed out from the strain of using his mask to hold up the Coliseum, so that's where I got that idea.
    So it should drain HP? That sounds good. So how about this for an effect: "Make an Athletics check to move between zones, taking the maximum result on the dice (+4). Any points left over can be used for attacks as normal. This costs 1 HP per zone moved into, and does not provoke opportunity attacks. You can also increase your overland travel speed on foot to 1000 mph. This consumes 1 HP for every minute it is active. In addition, you can use your Athletics skill in place of your Close Combat skill."There could be an "equipment" box on the character sheet, where all weapon effects are written. No characters can have special weapons at the beginning of a game, but the GM can give them out later on.
    EDIT: Had a question. Which system of FATE are we talking about here? 3.0 or 2.0?
    3.0. I think I first played FATE on an indie-homebrew cyberpunk system.
    Well we definitely want to distinguish between single target and AoE attacks, but I don't see why we'd have to get rid of that distinction anyway. But I don't understand what you mean about combatants moving across areas in debates.
    I think I once played a game like that. The chars were interrogating a prisoner, the interrogation represented as 3 zones: Dead, Alive, Talking. If we depleted his cool track (the "keeping your wits about you track", used mostly in combat instead of HP, since combat in 2040 is usually instantly lethal) while he was in any zone, the appropriate effect would happen (in "dead" that would kill him, in "alive" he would refuse to talk and in "talking", he would finally confess and we would win) . Moving to a zone required no action, but you could make an interaction skill check to move the prisoner with you.
  8. Yes. Yes, this I like. My main concern with indistinct movements was that it would sort of eliminate certain attacks- namely Area of Effect attacks. But this sort of takes care of that problem. I'm all for adapting this system, I think I'll give that a look-over and see what would work/what wouldn't for Bionicle. I'd assume we'd need to create rules for masks and such, but the main mechanics (movement, skills system, combat) would be basically laid out.
    Area effects could be: "Affects all creatures in X number of adjacent zones within Y distance". Toa could have only one stunt, which would be their mask power (using a skill for a special effect", for example: "Kakama: Can use Athletics skill to traverse up to 5 zones instantaneously without making a check, requires 1 elemental energy per zone traversed. Can also increase overland travel speed to 1000 mph, requiring 1 elemental energy each minute this is sustained")Should I make some sample PDFs?
  9. I'm liking the sound of this FATE system quite a bit, actually. How does it handle combat?
    "Combat", both physical and social (debates, etc.) is handled as "conflicts" where combatants move between zones (which are defined according to the conflict's scale, for example, in one conflict it might consist of a building, while in another it might become a room). Everyone takes one action per turn. This action can be used to move between 2 adjacent zones (a skill check must be made to move more than one zone, in which case, upon expending any number of points on the skill check result to move, the moving combatant can take another action, with a roll result of the remaining points on the skill check result, also, some zones can cost multiple points of movement to cross, such as a tightrope), make an attack (melee attacks can reach those inside the same zone, ranged attacks have an optimum range, for example, a 9 mm gun has an OR of 1, which means it can be used to attack someone one zone away with a penalty of 0. Every zone closer or nearer to the shooter than 1 constitutes a cumulative -1 penalty). A maneuver can be made, which is making a skill check to place an aspect (the defining mechanic of FATE, aspects, the permanent ones define an entity in the game world, the temporary ones define any conditions on it. FATE points, of which all players get 5 at the beginning of a session, and of which the GM has an infinite amount, must be spent to take advantage of any aspect, and are given to whomever controls the entity of whose or which's aspect you are taking advantage of, or in other cases, such as to give yourself a bonus, to the referee. For example, for the Rahkshi you are fighting to be affected by the "burning" aspect you placed on it, you must give a FATE point to the Rahkshi's controller. He can refuse the FATE point and give you one, or take the FATE point and with it, the damage. If you are offering a FATE point to the GM, they usually must accept it to be fair.) on something or someone on the battlefield.If a conflict gets too repetitive (for a conflict must be constituted of varied and meaningful exchanges), the referee can elect to shorten it into a contest, basically, a competitive skill check in a particular skill between those with the highest bonuses in that skill from each competing party. The one with the highest result wins.For a more comprehensive description of the FATE core rules (which are really just a set of rules which won't work by themselves but can be easily developed into any genre-specific system), see: http://www.faterpg.com. This doesn't violate forum rules about linking, right?
  10. So you get a certain number of points to put into your skills each level, right? That sounds good. I think your Intelligence could modify the number of points you get to spend, at least for some skills. I still to get the others' opinions on how to base this on FATE though. I don't want to alienate anyone that's been helping me out so far.
    It doesn't work like that. You have skills in slots in your pyramid based on your bonus, and you can move them around at the beginning of each setting, and since FATE doesn't use a leveling system and instead focuses on role-playing benefits or the changes of aspects, you don't get any skill points, you simply assign a fixed bonus to every skill. Also, FATE doesn't have statistics, only skills, stunts (its' equivalent of feats, although you get only two and make them yourself, such as, Program or I'll shoot!: Use your firearms skill instead of your programming skill) and stress tracks (kind of like bars, you can assign anything you want to them, health, mana, etc. and certain things, like attacks, deplete them. Health is depleted by attacks, and if it runs out, your character collapses or dies, mana is depleted by using spells, and if it runs out, your character cannot use magic.)
  11. Interesting. I'm sort of skimming it now. I don't quite get the skill pyramid, I'm not sure if I like that idea, but there are other things in it I do like. I was planning on having some sort of Destiny points. But I think most of us were basing it off a DnD system we're more familiar with, so we'll have to work out something that suits all of us. Perhaps we could borrow aspects from each system?
    Well, Destiny points could be integrated as FATE points, a staple of FATE. They allow you to take advantage of "aspects" (a person or entity's defining traits, written down on creation) and compel them, give yourself a bonus, etc. I once tried working it out with D&D, but the freeform nature of elemental manipulation could be expressed as a skill. A skill pyramid in FATE looks a bit like this:3. Elemental Manipulation (Earth)2. Fishing2. Persuasion1. Inttimidation1. Deception1. AcrobaticsEvery entry corresponds to a certain bonus to that skill.
  12. 1. Turkey. 2. English, Turkish, and A1-level spanish. 3. Yes, but they cost a lot more due to customs. 4. No, but I wish I could (for the BIONICLE sets, I give not a single bother about Hero Factory) 5. I don't really follow shipping patterns, but I'd say 2 weeks-a month. 6. I used to in shops. I once tried online, but its hard to coordinate shipping due to geographical positioning. 7. I wish BIONICLE could have gone on...9. To create an excuse for a pointless question?10. Since my forum activity has mostly been restricted to the BZPRPG, I don't recall having seen a post by you.

  13. Here's my idea for it, using FATE, which is more of a framework to build any genre-specific system you can think of, instead of a full-fledged system. FATE is a bit like GURPS, but lets the players create the world along with the GM, and influence the story both in-character and out-of-character. Also, mechanics are a lot simpler. For example, Toa get less skills, but can have "elemental manipulation (<insert element here>)" as a skill, which no others have. They have an elemental energy bar, which depletes according to the amount their elemental manipulation check result exceeds the DC (or defense of the enemy). Players and the GM create a world, an island, a faction and an event at the first session.
  14. IC: Havon - Ga-koro -Havon spend the majority of his time collecting the other members of the Hau Karda. "Guys, I think it's rather prudent that we go after the mark bearers and Miha, I refuse to abandon her, mostly because her father would kill me."
    IC: (Uar)"I agree, but I'd like to ask one question: What's the Mark Bearers' overall goal?" Uar asked curiously.
  15. It would be nice if a third party Bionicle tabletop RPG were made. I think FATE would work best for a system. For those unfamiliar with the FATE system; It's a generic freeform system framework which can be built upon to create any number of genre-specific systems. What makes it differ from other systems is that all players play a part in creating the game world, and can influence the story out of character. Reading the core rules will help clarify the following ideas (FATE core rules: http://www.faterpg.com). Here are some system ideas:

    • At the beginning of a campaign, probably during the whole first session, each player (including the referee, or Game Master) creates the following for the game world:

    1. A world: A planet, giant robot or other celestial object. There will typically be one, with every player designing a portion of it. 2. An island. 3. A faction: A gang, corporation or other organization. 4. An event: A current event which could bring about change. Once it is fulfilled, it changes the world (or island, if it happens on a small scale) on which it occurs.

    • All characters have a race and role which grant them benefits. For example: Toa gain elemental manipulation as their top skill, Matoran get extra knowledge or profession skills, Vortixx gain extra profession related stunts, Skakdi gain vision powers and cooperative elemental manipulation as a skill, etc. Role benefits could include: Stalwart, which can take damage for others; Mastermind, which has a few NPCs or a faction which he plays in addition to his character; Artisan, who gains two extra profession-based stunts; Sage, which has extra knowledge skills, etc. Other character creation options are the same as any FATE system's. Characters gain two stunts, have a 10-skill pyramid, and have three stress tracks: A health track, a reputation track and a race-specific track, usually tied to their special abilities: For example: Toa (and Skakdi) get an elemental energy track they must deplete to use their powers, Vortixx get a raw materials track they must deplete to create items related to their profession, Matoran instead get a bonus to reputation as they are usually more involved in a society.
    • Non-player characters are divided into three: Full-fledged NPCs, who function the same as a normal character; extras, who are a bit simplified for shorter use and minions, who have a 3-skill list and are very simplified to be used and discarded.

  16. My thoughts on this twist are mixed. Whether or not I like it depends on whose still alive and who is not.Now, since the essence of the deceased person is needed to bring them back, then that means that Teridax, all the Karda Nui Makuta, and Matoro are permanently dead. The rest is uncertain. I personally hope that very few deceased characters are still alive; it would really cheapen death in the MU in general if no one died. Does that mean that everyone who died in the Matoran civil War, the Toa-Dark Hunter War etc. is still alive? I hope not. Moreso, if people who died suddenly came back, wouldn't their friends recognize them and wonder why they're back? Since Mavrah knew who he was, I assume the revived remember their identities, so wouldn't they talk about what happened? If so, how would the Red Star's purpose remain a secret?There are a lot of things that need to be explained.
    Maybe they normally wipe all memories and do a clean reboot with new bodies, AKA hardware (maybe with the same same personality, but that's open to debate), and maybe Mavrah was a glitch.

  17. Unfortunately, [the Onu-Matoran] dig themselves out and start killing people.Edit: While having pronouns whose antecedents are Bionicle/LEGO characters technically makes a post legal, it's better not to replace things with a pronoun to make things clear.-Wind-

  18. ooc: Mask of Ice, LoJak has escaped and is now the Fowadi.
    OOC: I know.IC: (Enara)After leading Velan to the spot where she had tied the Toa to a rock, Enara was surprised to find a few charred lengths of rope in his place. "Strange... I didn't think he could've focused enough to burn through the ropes." she mutterred in surprise.
  19. IC: (Uar)"Wait, if Miha's mark, and by extension, her DPD are powered by determination, and if we're going to motivate her, won't the resulting determination give more power to Iris?" Uar said.OOC: I'm assuming Uar knows Miha's mark is powered by determination.

  20. IC: Zealokan'Well then, we're just going to need a really darn good argument.' He clicked his fingers in realisation. 'I've an idea! Not a good one, but an idea none-the-less. Where's Tangrua and his motley crew?'
    OOC: Sorry, been busy lately.IC: (Uar)"I think I last saw them nearby. What's your plan anyway?" asked Uar, who'd been standing nearby, watching the fight.
  21. IC: Velan:"3000 for one Toa?" Velan asked, "What's so special about them?"
    IC: (Enara)"He's an exceptionally powerful toa of Fire." Enara lied.OOC: What's the exchange rate and average prices for widgets anyway?
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