Post by Rocka99 on Mar 4, 2017 20:32:44 GMT -6
This thread will contain all of the important information recommended to participate in the Gen 2 Bionicle Roleplay.
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Playable Races:
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General Mechanics:
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Hive Lord Mechanics:
Hive Lords have two powers, these can be chosen from the Traits List on the Villain Mechanics post of this help topic.
1. The first power is a Skull Spider Trait that is applied directly to the Hive Lord. The Hive Lord will always be able to use this trait. This trait must be chosen from the pre-approved Traits List listed below.
2. The second power is a trait that is applied to the Hive Lord's weapon. The weapon of a Hive Lord is called a Fragment, and can be any type of weapon. When separated from their weapon, a Hive Lord will not be able to use this trait. This trait can either be selected from the Traits List, or you can propose a new Trait for the weapon to the FAC. If the FAC approves, you may use this trait.
Additionally, Hive Lords are generally more athletic than normal villagers. They are stronger, faster, more agile, and often more cunning.
The appearance of Hive Lords can vary. The original Hive Lords often had a sort of monstrous appearance, and some are still around, though they are quite old. Younger Hive Lords were often once villagers that were corrupted by a Skull Spider. This type usually maintains the physique of a villager with slight changes in armoring and coloring.
If you play as a Hive Lord, you can lead a swarm of Skull Spiders. The size of the swarm will be changed periodically, so check with the leading Hive Lords for the current swarm limit. There are several different types (or traits) of Skull Spiders that you can use.
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Skull Lieutenant Mechanics:
Most Skull Lieutenants were once normal Okotans, but now they have risen from the grave to serve Maukta. The lieutenants have since forgotten their past, but some are driven by urges, desires, and partial memories from their former lives.
They are strong, swift, and cunning. Skull Lieutenants can have any sort of weapons. Many Skull Lieutenants have one special attribute that sets them apart from their peers. If you are looking to create a Skull Lieutenant RPC, then you can choose one moderately useful ability, such as speed, flight, et cetera. Make sure to submit this idea to the FAC before use. Remember, lieutenants already have the ability to control Skull Units, so your special attribute should not be too powerful.
If you play as a Skull Lieutenant, you can lead a platoon of up to forty (40) units. There are six types of units. You can mix and match different types of units to make a platoon, but the total unit worth must be 40 or less.
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Skull Raider Mechanics:
If you play as a Skull Raider, you can choose to be a part of one of four factions, each with special powers.
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Playable Races:
- Villagers: Powerless civilians, but have an element and live in the village of that element. Can use specialized masks, but generally do not.
- Protectors: Powerless leaders of the villages, only elected users can play as these.
- Toa: Humanoid, have power of their element, and protect Okoto. Can unify with elemental creatures.
- Hive Lords: Leaders of the Skull Spider Swarm with special abilities.
- Skull Lieutenants: Control groups of Skull units to terrorize Okoto.
- Skull Raiders: Toa-sized pirates that do not control groups of Skull Warriors, who usually fight on their own with their special powers.
- Hunters: Members of Umarak's species that have control over the element of shadow and are connected to on of Okoto's six elements. Can force unity with elemental creatures.
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General Mechanics:
- Toa can only use one element.
- The only masks that toa can use are the masks of their own element, which grant them their elemental powers. A toa's elemental powers can only be used while wearing their mask. Any other masks must be sent through the FAC for approval.
- Technology is pre-renaissance (catapults, bows, swords, etc.) with the exception of six-shooter pellet launchers. Anything else must be approved by the FAC.
- Species of animals or other various wildlife must be approved by the FAC before use.
- The only playable elements are fire, water, ice, jungle, earth, and stone. In addition: Light is an element that we have seen being used by Ekimu's species. Shadow is an element that can be theoretically used by some of Makuta's stronger servants and Hunters.
- Legendary masks (Mask of Creation, Control, Ultimate Power) are not usable.
- If you have a character in any Bionicle based roleplay, you can create a similar one (same name, similar weapons, etc.), however, the above modifications must take place.
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Hive Lord Mechanics:
Hive Lords have two powers, these can be chosen from the Traits List on the Villain Mechanics post of this help topic.
1. The first power is a Skull Spider Trait that is applied directly to the Hive Lord. The Hive Lord will always be able to use this trait. This trait must be chosen from the pre-approved Traits List listed below.
2. The second power is a trait that is applied to the Hive Lord's weapon. The weapon of a Hive Lord is called a Fragment, and can be any type of weapon. When separated from their weapon, a Hive Lord will not be able to use this trait. This trait can either be selected from the Traits List, or you can propose a new Trait for the weapon to the FAC. If the FAC approves, you may use this trait.
Additionally, Hive Lords are generally more athletic than normal villagers. They are stronger, faster, more agile, and often more cunning.
The appearance of Hive Lords can vary. The original Hive Lords often had a sort of monstrous appearance, and some are still around, though they are quite old. Younger Hive Lords were often once villagers that were corrupted by a Skull Spider. This type usually maintains the physique of a villager with slight changes in armoring and coloring.
If you play as a Hive Lord, you can lead a swarm of Skull Spiders. The size of the swarm will be changed periodically, so check with the leading Hive Lords for the current swarm limit. There are several different types (or traits) of Skull Spiders that you can use.
- Hardened Carapace: Damage Resistance (DR) to cutting, piercing, and smashing
- Sharpened Mandibles: Marginally increased damage.
- Streamlined Body: Faster movement, particularly in water.
- Razor Spinnerets: The ability to generate almost invisible, razor sharp webbing.
- Insulated Carapace: Limited DR to extreme temperatures
- Sonic Attack: Uses sonics
- Venomous Mandibles: Uses venom
- Mottled Carapace: Carapaces designed to blend in with a given environment.
- Acid Spit: Utilizes acid spit
- Simple DNA: No special ability, only counts as 0.5 toward max swarm size.
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Skull Lieutenant Mechanics:
Most Skull Lieutenants were once normal Okotans, but now they have risen from the grave to serve Maukta. The lieutenants have since forgotten their past, but some are driven by urges, desires, and partial memories from their former lives.
They are strong, swift, and cunning. Skull Lieutenants can have any sort of weapons. Many Skull Lieutenants have one special attribute that sets them apart from their peers. If you are looking to create a Skull Lieutenant RPC, then you can choose one moderately useful ability, such as speed, flight, et cetera. Make sure to submit this idea to the FAC before use. Remember, lieutenants already have the ability to control Skull Units, so your special attribute should not be too powerful.
If you play as a Skull Lieutenant, you can lead a platoon of up to forty (40) units. There are six types of units. You can mix and match different types of units to make a platoon, but the total unit worth must be 40 or less.
- Skull Warriors -
Basic unit, armed with sword and crossbow. What they lack in strength is made up for by their numbers. Worth 1 unit. - Skull Scorpios -
Creature with six legs and a pinching tail. They are tough and sneaky, making them efficient fighters and scouts. Worth 2 units. 1
Skull Gliders -
A flying unit used for scouting but also a dangerous ally in combat. Worth 2 units.
- Skull Assassins -
A highly skilled single warrior that easily blends in with the shadows, and it uses the ends of its arms as daggers. Worth 3 units.
- Skull Shredders -
Skeletal creature that resembles an angel, which uses its non-functional wings as weapons. Worth 3 units.
- Skull Abominations -
A hulking brute of immense size and strength but little brains. Worth 5 units.
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Skull Raider Mechanics:
If you play as a Skull Raider, you can choose to be a part of one of four factions, each with special powers.
- Jinvezan: Members of this tribe can turn invisible (however, their weapons stay visible) and can see in the dark.
- Talmai: These warriors have resilience and telekinesis.
- S'itu: Raiders of this group can fly and use heat vision.
- Matara: The final tribe has command of elasticity and super speed.
The Skull Raider society incorporates a system referred to as the "chain of ascension," in which any Raider can challenge his superior for their position. If the challenger is victorious, he will take over the position once occupied by the losing Raider. This allows any Raider to ascend to the top of the chain of command, from a tribe leader to a modest warrior to a lowly grunt.
However, the system is not without a few rules that have been accepted over time and are followed by the population.
The Chain of Ascension
1. When a challenge to a superior is issued, the recipient must absolutely heed it. If anybody has any dispute about the rank of the challenger, that is for them to decide, but the recipient must maintain his own honor and dignity by accepting any challenger, be it from a grunt or from one who is properly situated to issue such a challenge.
2. Combat is strictly one on one, between the challenger and the recipient. There is no greater honor than to take down a single opponent all by yourself.
3. Powers are absolutely allowed. As Skull Raiders are born with powers, powers contribute to strength. And it is a Skull Raider's right to use all of their strength to survive. Not being able to counter the opponent's power is a sure sign of weakness.
4. Battling to the death was once the norm in Skull Raider society, but due to depopulation issues, while battling to the death is still carried out now and then, it is no longer mandatory. Instead, the victor can issue any lesser fate to the loser.
5. Combatants are simply to use any tactic, or power at their disposal to defeat their opponent. The only limitation to this is that combatants are only given one weapon (or set of weapons).
6. In the event of outside interference, which is not allowed, but an unfortunate possibility, any ties between the projected victor and the disturbance must first be determined before anything else can proceed.
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Unity Mechanics
If you play as a toa or as a Hunter, your character can be united with an Elemental Creature. As the creature and toa share a special bond of unity, the toa and beast are roleplayed by different members of the community. If you are looking to find a unity creature, find a member of the community that will volunteer to play as the creature you wish to unite with. A toa must find the creature and tame it, which occurs in which ever region is associated with their element. The volunteer player can decide how difficult they will make it for the toa to tame the creature. Once tamed, the toa and creature are still controlled by two different members of the community and can work together in combat. At times, a toa and creature can fuse together, where both the toa and the creature are now controlled by the player of the toa. Fusing gives the toa greater strength, stamina, and increased elemental abilities. Once the toa and creature separate, the toa loses these effects, and the creature reverts to the control of the volunteer player. However, Hunters can force a creature to fuse with themselves or unify with a toa's creature to gain the same effects.
However, the system is not without a few rules that have been accepted over time and are followed by the population.
The Chain of Ascension
1. When a challenge to a superior is issued, the recipient must absolutely heed it. If anybody has any dispute about the rank of the challenger, that is for them to decide, but the recipient must maintain his own honor and dignity by accepting any challenger, be it from a grunt or from one who is properly situated to issue such a challenge.
2. Combat is strictly one on one, between the challenger and the recipient. There is no greater honor than to take down a single opponent all by yourself.
3. Powers are absolutely allowed. As Skull Raiders are born with powers, powers contribute to strength. And it is a Skull Raider's right to use all of their strength to survive. Not being able to counter the opponent's power is a sure sign of weakness.
4. Battling to the death was once the norm in Skull Raider society, but due to depopulation issues, while battling to the death is still carried out now and then, it is no longer mandatory. Instead, the victor can issue any lesser fate to the loser.
5. Combatants are simply to use any tactic, or power at their disposal to defeat their opponent. The only limitation to this is that combatants are only given one weapon (or set of weapons).
6. In the event of outside interference, which is not allowed, but an unfortunate possibility, any ties between the projected victor and the disturbance must first be determined before anything else can proceed.
---
Unity Mechanics
If you play as a toa or as a Hunter, your character can be united with an Elemental Creature. As the creature and toa share a special bond of unity, the toa and beast are roleplayed by different members of the community. If you are looking to find a unity creature, find a member of the community that will volunteer to play as the creature you wish to unite with. A toa must find the creature and tame it, which occurs in which ever region is associated with their element. The volunteer player can decide how difficult they will make it for the toa to tame the creature. Once tamed, the toa and creature are still controlled by two different members of the community and can work together in combat. At times, a toa and creature can fuse together, where both the toa and the creature are now controlled by the player of the toa. Fusing gives the toa greater strength, stamina, and increased elemental abilities. Once the toa and creature separate, the toa loses these effects, and the creature reverts to the control of the volunteer player. However, Hunters can force a creature to fuse with themselves or unify with a toa's creature to gain the same effects.