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Bionicle Masks of Destiny

This document outlines a fanmade tabletop role-playing game set in the Bionicle universe, designed for 3 to 7 players. It provides character creation rules, detailing the roles of Toa, Turaga, and Matoran, as well as the mechanics for using elemental powers and Kanohi masks. The game emphasizes social interaction and storytelling, encouraging players to create characters that fit the setting's tone and dynamics.

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0% found this document useful (0 votes)
39 views62 pages

Bionicle Masks of Destiny

This document outlines a fanmade tabletop role-playing game set in the Bionicle universe, designed for 3 to 7 players. It provides character creation rules, detailing the roles of Toa, Turaga, and Matoran, as well as the mechanics for using elemental powers and Kanohi masks. The game emphasizes social interaction and storytelling, encouraging players to create characters that fit the setting's tone and dynamics.

Uploaded by

Shanaynay
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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AN FANMADE TABLETOP

ROLEPLAYING GAME IN
THE BIONICLE UNIVERSE
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Credits
Rules:
SmugCoffeeMan

Formatting:
QuiteDoody

ADDITIONAL CREDITS:
Cover Art: Duane Loose
Interior Art:

Storyline and Setting: Martin Andersen, Lena Dixen,


Greg Farshtey, Christian Faber, Jeff James, Jan Kjaer,
David Molina, Alistair Swimmerton, Bob Thompson

Bionicle, its characters, names, locations, Logos, and


all other related material are owned by The Lego
Group (Lego A/S). This book is not in intended for
sale and is a free fanwork. The views and opinions
in this book do not reflect or represent Lego A/S,
the Lego Group, or any of its subsidiaries.

Do not sell, redistribute, or otherwise profit


directly from this work. Do not modify this work
without permission. This does not include homebrew
content which is additive or alters rules for personal
use with your group, only the document itself is not
to be modified.

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INTRODUCTION
Greetings to you, traveler. The text before you is a Tabletop Role-Playing System, ideally
played between three and seven players (one Game Master and six Players), that draws from the
Bionicle franchise for its setting, gameplay, and aesthetic. For those who know the legends of the
Bionicle, that’s ideal. Still, it wouldn’t do harm to skim this chapter anyway. If you’re unfamiliar with
the Legend of the Bionicle, it’s recommended you read this section in its entirety to get a feel for
the details of the setting.

For those unfamiliar with Bionicle, it was a long-running franchise by LEGO that spawned
from its TECHNIC line in 2000 in an attempt to move the LEGO brand into a modern era
by crafting a building toy line with a story to bolster it and new, unique pieces to encourage
creativity. These stories are usually told as legends within the universe of the Bionicle, and follow
a group of heroes, usually six but occasionally two or three, as part of a team who wield powerful
elemental abilities, mask powers, and unique weapons in a fight against a great evil. These heroes
are called Toa, who are bio-mechanical beings who exist to protect the Matoran – small villagers
with no power of their own – as well as getting guidance from Turaga – former Toa who wield
weaker elemental power than Toa and have many years of experience behind them. There are of
course other beings – Skakdi, Makuta, Glatorian, and Agori to name a few – but they are rarely the
focus of a story and most lack elemental powers and the ability to make use of Masks of Power
– Kanohi.

If you’re unfamiliar with Tabletop systems: Tabletop systems are games that combine rules
of play and creativity with the idea that a fun and enjoyable storytelling experience can be had
between multiple people split into two groups. One group are the players, who make characters
that they take the role of within the game world (it is an RPG – a Role-Playing Game – after all),
while the other is the Game Master (GM) whose role is to present a challenge for the Players and
play the role of enemies, allies, and bystanders within the game world (called NPCs – Non-Player
Characters). A Tabletop system also makes use of dice rolls to help determine the result of an
action.Through this, a fair but potentially risky way of determining the outcomes of Player choice
is created. The Players are put into the shoes of their character and should attempt to react in a
way the character would within the world. It’s not natural to everyone, so don’t feel disheartened
if you struggle getting into character.

Masks of Destiny exclusively uses D6 dice – that is, six-sided dice like you’d find in a board
game like Monopoly. A warning however: if you intend to play a game over a long period of time,
it might be wise to invest in more dice. Late-game dice pools (groups of dice represented as
xD6 where x is the number of D6 dice you roll) can reach double-digits, and so if you intend to
play a truly legendary adventure it may be more cost-effective to pick a website and play digitally
instead.

Now that the basics have been covered, it is time to venture into the world… of the Bionicle.

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CHAPTER 1:
CHARACTER CREATION
Your Player Character in Masks of Power is generally either a Toa, Turaga, or Matoran
(though Variant/Optional rules for other races will be included at the end of this document). Toa
are mighty heroes who fight with Great Kanohi, Tools, and Elemental Powers. Turaga are wise
elders who were once Toa themselves. Matoran are simple villagers with tenacity to make up
for their lack of elemental power. To create this character, you will spend points from a pool to
choose your Kanohi and Elemental Powers (if you have them) as well as your Attributes and Skills.
Your Tool is highly customizable, and will be discussed later in-depth.

Characters have five core Attributes (Agility, Body, Spirit, Intellect, and Charisma), which are
further split into fifteen Skills (Evasion, Fight, Stealth, Athleticism, Endurance, Strength, Wisdom,
Courage, Survival,Technology, Knowledge, Perception, Persuasion, Deception, and Entertain).We’ll
get into the details of these shortly, so keep them in the back of your mind as you move forward
as these numerical values reflect your Character’s proficiency with certain tasks. Furthermore,
Toa each have two Virtues which you choose at creation. These Virtues describe a major part of
who the Character is and confer a small mechanical benefit in specific situations. Characters also
hold at least one Terror within their heart, something personal to them that can cause problems
through their journeys and present a personal obstacle to overcome unique to that character.

Great Kanohi are divided into four Tiers: Zero, One, Two and Three. Tier Zero masks
confer a situational benefit that is usually very weak but also lacks a downside in most cases.
Tier One masks confer greater benefit in more general situations, but are of average strength
compared to the next two Tiers.Tier Two masks are usually quite powerful, but also tend to have
drawbacks that limit their use to dire situations. The last Tier is Tier Three, and many legendary
Kanohi such as the Avohkii (The Mask of Light), the Kraahkan (The Mask of Shadows), and the
Ignika (The Mask of Life) though some non-Legendary masks also fit this category due to the
sheer power they hold. Generally speaking, you will be starting with a Tier Zero or Tier One
Kanohi (though your GM can change this limitation if they so choose) and might craft, purchase,
or seek out Tier Two or Three masks of power during the course of your adventure. Their Cost
in Character Points (CP) or Experience Points (XP) are as follows: Tier Zero masks are 0 CP,
Tier One are 2 CP, Tier Two are 4 CP, and Tier Three are 8 CP. Matoran have Powerless Masks,
and they can resemble any Mask – Noble or Great – except for the Tier 4 masks.They cost 0 CP
regardless, but hold no power.

Elemental Powers are split into three tiers: Common powers (Fire, Water, Air, Earth, Stone, and
Ice), Uncommon powers (Plantlife, Lightning, Sonics, and Magnetism), and Rare powers (Light,
Shadow, Gravity, Psionics). As a GM, you may want to restrict access to Rare powers in your
game as narratively they are tough to work in and often quite powerful. CP costs are 0, 5, and
10 respectively. A character may only have one Elemental Power, and Matoran only receive the
Matoran Bonus effect noted on each Elemental Power.

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A Character may only have ONE Attribute and ONE Skill at their Starting Cap at creation; all
other Attributes and Skills MUST be at least one point below the Starting Cap. For example, if
your Toa put 5 points into Spirit, their other Attributes must be 4 or lower. The same applies
to Skills; if your Toa has 5 points in Fight, their other Skills must be at 4 or below. Don’t forget,
you may only spend up to your Area Cap on Attributes or Skills at creation (if you’re capable
at least you may spend all of your CP on Attributes and Skills if you wish your character to be
more focused on those instead of having stronger Elemental Powers or a stronger Great Kanohi).
Below is a chart for the purpose of giving visual aid to the explanations above.

Toa are not the only major races in the world of the Bionicle however; Turaga are former
Toa who have sacrificed their power for the greater good, and Matoran are average villagers who
have the potential to become Toa. Each has a different Starting CP amount, Starting Cap, Final Cap
(the maximum score any Skill/Attribute can have), and Area Cap. Regardless of your Race, you
spend CP on a one-to-one basis; one CP spent is one point in an Attribute or Skill.
Keep in mind, these stats are for easy setup. A GM can tweak these to suit them better or even
remove races as playable options entirely – just be sure to tell your Players!

RACE STARTING CP STARTING CAP FINAL CAP AREA CAP


TOA 45 5 10 20
TURAGA 40 4 9 20
MATORAN 50 3 8 25

What era your Matoran,Turaga, and Toa characters are from matters as well (see TIMELINE).
If your game is set in the prime of Metru Nui for example, those Matoran will be more advanced
and capable than any from the dark age of Voya Nui. Toa from the era of the Matoran Civil War
in Metru Nui might be more suspicious of others, where Toa from somewhere else might be
trusting and kind.Turaga tend to change the least however; they are almost always noble and wise
guides to others, though what kind of Toa they were before their transformation will greatly affect
how they behave.

Speak to your GM about the setting as well; if the setting is darker and more serious,
making a lighthearted and jovial character or a cheesy heroic Toa might not be the best option.
It can work – their cheer could be a mask for the hopelessness they hold inside – but it’s not
recommended. Likewise, if your GM is making a campaign where you play as heroes protecting
the innocent Matoran of an island or village, making a dark gritty character (especially one who
remains that way) can quickly gain the ire of others at the table. In short, learn the setting’s tone
and build your character appropriately.

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Finally, don’t ever forget that tabletop games are a social experience. There are other people at
the table, so making an obnoxious character who has some sort of weird quirk that constantly
annoys the rest of the table is a bad idea. It can be fine to have something like that in small doses,
but constantly is going to wind up getting you angry glares at best or removed from the group
at worst!

Toa tend to be brave, honorable, and warriors by nature.Their personalities vary depending
on their Element as described in the Elemental Powers section – though those are just tendencies
and there are exceptions to the rule. Toa are powerful and they know it, meaning they’re more
likely to charge head-first into danger than a Matoran or Turaga. They can sacrifice their power
and become Turaga, usually only doing so for the greater good or to fulfil their destiny. They can
use Great and Noble Kanohi Masks and their elemental powers can be used at their fullest.

Turaga are former Toa who have sacrificed their power to complete their destiny. They have
centuries of experience behind them in most cases and often have words of wisdom for Toa and
Matoran alike.They tend to be calmer, but sometimes the elements they wield shine through and
their personalities become a bit more eccentric. They are stronger than Matoran, but weaker
than Toa. They can only use Noble Masks, and their Elemental Powers are reduced in range and
effectiveness.

Matoran are often impressionable and gullible in some ways, eager to work hard and seek approval
from Toa and Turaga but not afraid to step up and fight if the need arises in some cases. They’re
often curious but cautious beings, content to go about their lives doing their jobs. They lack
Elemental powers and their masks have no power, only having the form of a Great or Noble mask,
but they have the ability to become Toa if exposed to enough Elemental Energy or a Toa Stone.

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ATTRIBUTES
AGILITY
Agility is a measure of manual dexterity and reflexes. Agility covers throwing things, leaping out of the
path of a rampaging Rahi, or moving objects as well as your overall coordination.Agility and the Skills Fight
and Evasion are used to determine your Evasion Pool and Precision Pool stats later on. Agility will also
help calculate your Movement; how far you can move in a single round.

Agility-Related Skills
Evasion: How good you are at dodging things, be it attacks or falling rocks.
Fight: How good you are in a fight.
Stealth: How skilled you are at sneaking around or hiding.

BODY
Body is the measure of your strength and constitution. Body is often used when a situation arises where
you’d need to endure harsh conditions or make use of physical power. It’s a representation of your
character’s physique. It is used for determining Durability, Armor, and Damage.

Body-Related Skills
Athleticism: Used for acts like climbing, jumping, or swimming.
Endurance: Used when trying to endure a physical stress such as harsh weather.
Strength: Pushing, pulling, and lifting things.

CHARISMA
Charisma is your character’s force of will and persuasiveness. Characters with a high Charisma are usually
more likable or able to convince others to do what they wish – whether those others know it or not. If
your Charisma is high enough, you may even be able to talk your way out of a fight – provided the GM
allows a roll Charisma is also an important attribute for exemplars of the virtue of Unity.

Charisma-Related Skills
Persuasion: A genuine attempt to convince someone to do something.
Deception: Lying or otherwise twisting the truth to convince someone to do – or not to do- something.
Telling faleshoods.
Entertain: Singing, Dancing, reciting Poetry, playing an instrument. In short, performing for entertainment
of others.

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INTELLECT
Intellect is a mixture of “book smarts” and “street smarts”. It influences your knowledge of things, ability
with technology, and ability to identify oddities in your surroundings or locate small details around you.
It also factors into how customizable your Tool is; you receive a number of Modifications equal to your
Spirit score.

Intellect-Related Skills
Technology: How skilled you are at operating advanced technologies such as a Maskmaker’s Forge or
airship.
Knowledge: Book smarts, be it the history of a village or an event in the past.
Perception: Identifying your surroundings or looking for someone or something nearby.

SPIRIT
Spirit is a measure of your sense of self, your focus, and your ability to read others and make wise
decisions. Characters with high Spirit know little if any fear, and often are leaders. It factors into Kanohi
Mask Checks as well as use of Elemental Powers.

Spirit-Related Skills
Wisdom: Used to determine the true intentions of another or choose the correct course of action.
Courage: Used to overcome fear or face a daunting task.
Survival:A character’s ability to survive in the wilderness, such as finding food and clean water or navigating
the jungle.

USING SKILLS

All Skill Checks are 3D6 + [Attribute] + [Skill]. For example, trying to convince a Koro guard to
allow you passage would be 3D6 + Charisma + Persuasion.

Remember, if you’re the GM some skills might be able to be used in strange ways. For example, weathering
the assault from a Rakshi’s fear blast could be Courage – or it could be Endurance, the Toa in question
powering through the attack to shrug it off rather than dealing with the effects after they’ve taken root.
Don’t be afraid to get creative when you give out Checks for Skills.

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VIRTUES
Virtues are things that characters have that are unique to them. Personal codes, personality traits, or
little quirks that both help and hinder them depending on the situation. At creation, characters have two
Virtues: one Major and one Minor.

A Major Virtue is something which is blatantly obvious just by looking at a character, and is deeply ingrained
in their person or something with which they’ve got a particular talent.A Minor Virtue is something which
is more subdued or a skill that they might excel at but not make use of as often. Consider how key to
your character you want a Virtue to be; if it’s a defining trait, it goes in the Major Virtue slot whereas if it’s
important but doesn’t define the character it should be a Minor Virtue.

Whenever a Virtue becomes relevant to a roll, you modify the roll with a bonus or detriment. If a
Major Virtue would be relevant, you would either add or subtract 4 from your Skill Check (Depending on
if the Virtue has a positive or negative effect in the scenario). A Minor Virtue adds or subtracts 2 from a
roll instead. A character is not allowed to activate more than one Virtue per roll, even if the flavor of both
would fit. Additionally, a character may not activate a Major Virtue once per session, or once per narrative
day (whichever is first, unless otherwise allowed by the GM. A narrative day is simply a day which has
passed within the game world.), and may not activate a Minor Virtue to modify a roll more than twice per
session or once per narrative day (whichever is first, again, unless otherwise allowed by the GM). Don’t
be afraid to take a negative modifier to your roll with a Virtue; you’ll find many interesting developments
can happen as a result.

Virtues can also be used to modify Combat Rolls. Again, with the same frequency as stated before. If a
Virtue would be applicable in either an Evasion or Precision Check, you may add the appropriate number
of dice to the rolled Pool (+4/-4 for Major, +2/-2 for Minor).

Virtue Examples
This is not a be-all, end-all list, but instead examples of how Virtues should be written and used.

- Wisdom Beyond Time: the character’s mind is finely honed, but due to their experience or stature,
people don’t take their advice seriously at a certain point. The character might gain a bonus to certain
Intellect Checks, but a penalty to convincing people who are significantly more experienced than they are.
- Toa-Heroes don’t Book-Read!: the character has their mind set on greatness, which doesn’t leave a lot
of room for other things. They might gain a boost to some Spirit or Charisma based Checks, but don’t
rely on them for technical knowledge Checks.

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TERRORS
As every character has traits that help describe them as people, everyone has something about
themselves or their lives that haunts them. Be it an irrational fear of insects or a memory that haunts
them at the worst moments, all characters have a Terror or two that can impact them in various negative
ways. They will however help flesh out and develop your character, and with a bit of time and effort you
can eventually work past them and come out the other side stronger than before.

There are three classifications of Terror: Minor, Major, and Nightmarish. All characters will start
with either two Minor Terrors or one Major Terror. You can, of course, add more Terrors as you see fit
or adjust the level of your Terrors but this is the bare minimum. Adding more Terrors will not aid your
character mechanically in any way, but it might be more appropriate for the character or feel like it adds
to the story in some manner. That’s fine too and even encouraged, but a friendly reminder: things which
one player sees as a Minor Terror for their character might be a Major Terror for another. Some things
might affect a character more despite them being the same thing. For example, one character could fear
the ocean and dislike water, but another could have a crippling fear of the open seas which doesn’t let
them even enjoy a stroll on the beach.What matters is the intensity of the Terror (but be careful; the GM
should still have the final say in what can and cannot count as a Major and Minor Terror).

Minor Terrors are something which are not particularly crippling, but have a noticeable effect on a
character when they’re brought up. A few examples of a Minor Terror: a poor track record with Kohli
games, being a coward, being unable to work with others.
Major Terrors are something a bit more stressful for a character. They leave a long-lasting scar on
the character’s mental state, which takes more time and effort to work out. A few examples of a Major
Terror: feeling as if you can’t lead your Toa team well enough, fearing battle as those alongside you might
be harmed, or a fear of being alone.
A Nightmarish Terror is something which breaks a person’s will, changes who they are, and will
probably haunt them for the rest of their lives. Nightmarish Terrors are significantly darker in nature
than Major or Minor Terrors, and should be used very carefully in a game. A few examples of what a
Nightmarish Terror could be: a character’s oldest friend being killed in front of them, being mutated with
Hordika venom, or maybe being abducted and held hostage at some point in their past.
Each type of Terror has an associated number of Terror Boxes that increases based on the intensity
of the Terror. Minor Terrors have 5 Boxes, Major Terrors have 7 Boxes, and Nightmarish Terrors sport
a whopping 10 Boxes. As you progress through the game, you may gain chances to “mark” your Terror
Boxes off. Marking off a Terror Box signifies a character working towards overcoming their fear.

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FACING YOUR FEARS

When a character is faced with their Terror, whether it be from memory as the group sits around
the campfire, recollecting, directly seeing their Terror, or otherwise, the character rolls 3D6+Willpower,
then subtracts the number of unmarked Terror Boxes for the appropriate Terror from the roll result.The
goal is to hit the TN (Target Number) of 15.

If a character succeeds in the roll, they make progress to resolving their Terror and may mark off another
Terror Box. Failure results in the character becoming sullen and withdrawn, and if this happens in combat,
they may not be of any help at all, being locked down by their fears. A result of 5 or lower means that the
character is effected so greatly by the Terror that they may lash out, hide, or even abandon the group for
a time. A result of 0 or less will reduce your character to a blubbering mess; quite possibly at the worst
time, and have a pretty fair chance of abandoning the group, leading the others to follow after them.

A Player can only activate a Terror once per day on their own. After that, the GM may still choose to
have a Player activate a Terror again. The GM may also ask the Player to make a Terror Check at any time.
At creation, you may choose to mark off Terror Boxes by using CP on a 1-for-1 basis (1 CP = 1 Terror
Box Marked). This helps to signify that, while the character might not be entirely over the Terror, they’re
making headway towards getting past it, and may have been working on it for a long time. However, you
cannot mark off all of your Terror Boxes at Creation. You may only mark off up to 2 Boxes of a Minor
Terror, up to 3 for a Major Terror, and as many as 5 on a Nightmarish Terror.

Post-creation, you may spend Experience granted to you by the GM to mark off Terror Boxes. The cost
increases compared to how it worked at Creation, similar to how Attributes and Skills are harder to
increase post-creation. This does require GM approval.
To mark off more Terror Boxes at creation, you must spend Experience equal to the number of Marked
Terror Boxes+1. For example, if you have 3 Marked Terror Boxes and wish to spend extra Experience to
bring that number up to 4, you would need to spend 4 Experience.

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DERIVED STATS AND BACKGROUND
Now that your Character has their Attributes and Skills filled out, it’s time to handle Derived Stats.
These are incredibly important to Combat and can offer more flavor for your character to use in role-
playing. For example, a character with low Evasion might be a large, stocky fellow like a Toa of earth.

- Durability Formula: Body Attribute + Endurance Skill (Minimum of 2)


- Movement Formula: Agility Attribute + Survival Skill. This is how many Units you may move with a
Move Action.
- Precision Pool Formula: Agility Attribute + Fight Skill. This is measured in D6s.
- Evasion Pool Formula: Agility Attribute + Evasion Skill. This is measured in D6s.
- Armor Formula: Body Attribute + Endurance Skill.
- Damage Formula: Body Attribute + Fight Skill.
- Initiative Formula: 3D6 + Agility Attribute.

All of these things will be detailed more in the Combat section later in this document.

Before moving on, take a moment to consider your character as a person. While these questions are
normally considered during character creation, it’s never a bad idea to review them once you’ve fin-
ished creating your character:

- What does your character look like? Are there any distinguishing marks on their armor?
- What was your character’s life like before they began their quest?
- Is your character particularly religious or superstitious in any way?
- Does your character have hobbies or activities that they participate in? Kohli, Maskmaking, Research?
- Is there anything your character fears, or anything that causes them anxiety?
- Try to name three items which your character would always have in their backpack.
- Does your character have a special talent or skill?
- How does your character view themselves? Is it realistic? Skewed? Good? Bad?
- If your Team is in a life threatening situation, how does your character react?

Though this might not be the definitive list of questions to ask, it certainly can help not only create
your character’s mechanical traits such as their Tool, but also give you a few ideas about their back-
ground and personality.

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ELEMENTAL POWERS
Elemental Powers are what separates Toa and Turaga from Matoran. Toa in particular have incredible
Elemental Powers. When you create your character, you choose an Elemental power. This determines
the color scheme of your character and what powers will be at their disposal. You may only have one
Elemental Power and may not acquire another at a later time unless something happens during the
course of the story. For example, Takanuva was attacked by a Shadow Leech which transformed him into
a Toa of half-light and half-shadow. This is, of course, an extreme and unique circumstance – and playing a
Toa with two elements would be much the same for you. Speak with your GM if this interests you.

Each Element also has some degree of influence on your character’s personality; while these are not hard
and fast rules and are more generalizations,Toa of certain Elements tend to act certain ways. For instance,
Toa of Ice tend to be cold and distant most of the time as well as calculating where Toa of Air tend to
be jovial and sociable. However, some might not fit this stereotype and it could in fact influence your
character if their personality is drastically different from how their element is perceived. For example,
while Tahu is confident and bold,Vakama was self-conscious and doubted his ability constantly during his
time as a Toa.

The Elements are split into three Tiers: Common, Uncommon, and Rare. Common Elements
are the six “core” elements: Fire, Water, Air, Earth, Stone and Ice. Most Toa teams consist of one of each
of these and they cost 0 CP. Uncommon Elements are more esoteric but still reasonably grounded:
Plantlife, Lightning, Sonics, and Magnetism. Uncommon Elements cost 5 CP. The Rare elements are the
most powerful of all and are, as the name implies, rare.You won’t find many of these Toa. Rare Elemental
powers include: Light, Shadow, Gravity, and Psionics and cost a whopping 10 CP. You cannot choose an
Elemental Power which you lack the CP to purchase and you cannot acquire another later under normal
circumstances.

Element Skill Checks are 3D6 + Spirit + [Relevant Skill], where the Relevant Skill is determined
by the task at hand. If you’re a Toa of Magnetism and you wish to use your power to shut a heavy door, it
would be 3D6 + Spirit + Strength. If you were a Toa of Lightning and you wished to power on a machine
with your elemental power, it would be 3D6 + Spirit + Technology. In combat, things are a bit different.
An Elemental Precision Pool is XD6, where X = Spirit + Fight. Element Skill Checks are a Simple Action,
where Element Attacks are a Complex Action.

NOTE: Matoran bonuses are IN BOLD. Only Turaga and Toa may use greater elemental
effects.

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Common Elements (0 CP)

Ice: Beings of Ice are usually stoic, cold-natured towards others, and analytical. They don’t speak often,
but when they do you should listen. Their color is White and their Matoran are called Ko-Matoran. They
can control ice and do things like cool the air, freeze water or even magma in some cases, and summon
snowstorms. They have +2 on any Skill Check made to deal with extreme cold and can cause the Stun
Effect with their Elemental Attacks.
Matoran Bonus: +1 to Survival Checks relating to extreme Cold.

Water: Beings of Water are known for their diplomatic skills and ability to mediate any group. All Toa and
Turaga of Water are female; this is because all Ga-Matoran – the moniker of the Water Matoran - are also
female. Their colors are Blue and Light Blue, though some are Lime Green. Toa of Water have +1 on Skill
Checks made involving swimming and can apply the Heal Effect to their Elemental Attacks.
Matoran Bonus: +1 to Athleticism checks in Water.

Air: Beings of Air are free-spirited and jovial. They hate being confined and love to travel and seek thrills.
They often speak using slang known as either Chutespeak or Treespeak .Their colors are Green and Lime
Green and their Matoran are called Le-Matoran. They can breathe in a vacuum and apply the Knockback
Effect to their Elemental Attacks.
Matoran Bonus: +1 to Athleticism Checks when at higher altitudes.

Fire: Beings of Fire are usually hot-blooded and ready for a fight. Their colors are Red and Orange and
their Matoran are called Ta-Matoran. They can control fire and do things like heat the air, turn metal red-
hot with but a touch, and fire gouts of flame from their weapons and hands. They have +2 on any Skill
Check made to deal with extreme heat and can apply the Purify Effect to their Elemental Attacks.
Matoran Bonus: +1 on Survival checks relating to extreme Heat.

Stone: Beings of Stone tend to be confident and boastful, proud of their achievements and friendly with
others though are also competitive by nature. Their colors are Brown and Tan, though some are Yellow
instead and their Matoran are called Po-Matoran. They can control stone and rock, able to sense weak
points in stone structures and construct barriers and shelters out of stone.They have +2 on Skill Checks
made to break anything made of stone and can apply the Weaken effect to their Elemental Attacks.
Matoran Bonus: +1 to Strength Skill Checks.

Earth: Beings of Earth are usually calm, composed, and down-to-earth. They are patient beyond belief.
Their colors are Black and Purple and their Matoran are called Onu-Matoran. They can control dirt and
earth as well as minerals found within to a lesser degree, treat any sort of Difficult Terrain as Regular
Terrain and can apply the Immobilize Effect to their Elemental Attacks.
Matoran Bonus: +1 to Perception Checks in total darkness.

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Uncommon Elements (5 CP)

Sonics: Beings of Sonics, ironically, tend to be very quiet and softspoken.They are also very good listeners
as a result. Their colors are Black and Silver and their Matoran are called De-Matoran. They have a +3
bonus to skill Checks made to detect sounds but take an extra 1 point of damage from Sonic attacks as
a result (this damage ignores Armor) and can apply the Deafen Effect to their Elemental Attacks.
Matoran Bonus: +1 to Perception Checks made with hearing.

Magnetism: Beings of Magnetism are friendly and treat those close to them as if they were family. They
are loyal to their friends without fail, and will step in to help those friends without a second thought.
Their colors are Black and Gray and their Matoran are called Fa-Matoran. They have +2 to Skill Checks
made involving moving metallic objects (but not dice pool Checks such as Precision or Evasion Checks)
and can apply the Knockback Effect to their Elemental Attacks.
Matoran Bonus: +1 to Skill Checks made to navigate an area.

Lightning: Beings of Lightning are often impatient and energetic. They’re always on the move and hate
waiting around. Their colors are Blue and Silver and their Matoran are called Vo-Matoran. Notably, they
can be male or female. They have +1 to Damage and Precision when attacking a target in Water and can
apply the Weaken effect to their Elemental Attacks.
Matoran Bonus: +1 Armor against Lightning or Electrical attacks.

Plantlife: Beings of Plantlife are kind and caring, ready to go out of their way to aid others be it a Matoran
or a Rahi beast. The colors they are associated with are Green and Brown and their Matoran are called
Bo-Matoran. They are masters of plants and can cause rapid growth. Toa of Plantlife are immune to the
Poison Effect and can apply the Poison Effect to their Elemental Attacks.
Matoran Bonus: Poison Effect lasts half as long for you.

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Rare Elements (10 CP)

Gravity: Beings of Gravity tend to have a strong force of personality and attract others to their side.
They also tend to be deathly serious when the worst happens and prefer to overwhelm their foes with
pure power. Their color is Purple and their Matoran are called Ba-Matoran. They impose a -1 penalty to
Precision Pool Checks made against them with melee attacks and can apply the Immobilize Effect to their
Elemental Attacks.
Matoran Bonus: +1 to Survival checks made in areas of greater pressure such as deep under the sea or
in a dense air bubble.

Psionics: Beings of Psionics are oddities. They tend to lack common sense and behave in ways others
would deem odd due to the fact they can read minds with their powers and so feel they don’t need to
read the room.They, like Water Toa,Turaga, and Ga-Matoran are all female.Their colors are Blue and Gold
and their Matoran are called Ce-Matoran.They are immune to the Charm Effect and can apply the Charm
effect to their Elemental Attacks.
Matoran Bonus: Cannot be affected by Telepathy and the Charm effect lasts half as long on them.

Light: Beings of Light are naturally aloof as they are so few in number and as a result tend not to stick
in one place very long. They have a strong sense of justice however and will defend the weak no matter
what. Their colors are White and Gold and their Matoran are called Av-Matoran.They are immune to the
Fear Effect and can apply the Blind Effect to their Elemental Attacks.
Matoran Bonus: Can make a Ranged Light Elemental attack out to Close Range using Spirit + Fight that
does half of your Damage Stat (Rounded down) if it hits.

Shadow: Beings of Shadow do not occur naturally. They are the result of a Matoran having their Moral
Light drained by a Shadow Leech and then becoming a Toa or a Toa having their Moral Light drained in
the same process. They are not inherently evil, but they are morally ambiguous at best. They aren’t afraid
to kill, maim, or torture their foes and their sense of good and evil is twisted. Their colors are Red and
Black and their Matoran are called Kra-Matoran. They are immune to the Weaken Effect and can apply
the Fear Effect to their Elemental Attacks.
Matoran Bonus: Once per combat, may use a Complex Action to force a target to skip its next turn.

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Great Kanohi Masks


Great Kanohi Masks are objects crafted from Kanoka Disks and worn by Toa. Each grants a unique
ability that can be activated on command. Some even have passive effects. Kanohi are divided into four
tiers. Tier 0 Kanohi are generally beneficial but at the same time only in situational circumstances, and
their effects are useless for combat in most cases. Masks like the Kaukau (Mask of Water Breathing), Iden
(Mask of Astral Projection), and Kiril (Mask of Repair) fit this category. Tier 1 Kanohi are more useful,
particularly in combat, but aren’t particularly powerful. The Arrthron (Mask of Sonar), Hau (Mask of
Shield), and [Placeholder] are examples of Tier 1 Kanohi.Tier 2 Kanohi are more powerful than Tier 1, but
tend to have some sort of drawback to balance out the powerful effects. [List of mask examples]. Tier 3
Kanohi are the most powerful and are known as “Legendary masks”.The Avohkii (The Mask of Light), the
Kraahkan (Mask of shadows), and Vahi (Mask of time) fall into this category and are not only incredibly
rare but also incredibly powerful with few to no drawbacks for their use.

Each Tier costs more points than the last to purchase with CP or XP; Tier 0 are free in terms of
CP but cost 1 XP, meaning you will at least have a mask if you spend your CP elsewhere, but buying a
new one requires a Wealth Check (see pages 0 and 0 for more information) and Crafting a new one will
require a Skill Check (see page 0 for more information). Tier 1 cost 2 CP or XP and getting them crafted
is a more difficult Wealth Check. Tier 2 cost 4 CP or XP and generally are not available at Character
creation (though your GM can change this if they wish) and are extremely hard to find, craft, or purchase.
Tier 3 Kanohi cost a whopping 8 CP or XP, and are incredibly hard to find out in the open and impossible
to buy.You may craft them, but doing so requires the finest Kanoka and the highest amount of skill and a
little bit of luck on top of that.

When you create your character, you select one Tier 0 or Tier 1 Kanohi. This is the base mask
you have so that you are not forced to suffer the effects of being Maskless. Mask Checks are 3D6 + Spirit
+ Endurance, and activating a Mask is a Complex Action. If you wish to maintain the effect of your mask,
you must repeat the Mask Check at the start of your turn as a Free Action. If you fail, your mask’s effects
immediately end.

Changing masks is a Simple Action. If you do not wear a mask, all of your Attributes and Skills are
halved (rounded down).

Some masks are considered AMORAL in certain time frames or settings. These masks will not
be used by Toa who are not of Shadow under normal circumstances, and even then will be used VERY
reluctantly. Consider this moving forward.

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Tier 0 Masks (0 CP/1 XP)

Ahei (Intangibility): You can make yourself intangible. You cannot physically interact with others or be
interacted with physically. You cannot pass through living creatures with this ability, and if you end the
effects inside of an object you take twice your Spirit in damage that ignores your Armor.

Hinengaro (Psychometry): +2 to Knowledge Checks made to determine the history of a non-living object.

Iden (Spirit): When active, can split your spirit from your body and pass through walls and surfaces. You
cannot be seen and see others, but you cannot interact with anything physically unless that thing is also
in spirit form.Your physical body is immobile and unconscious while you use this ability.

Jutlin (Corruption): An inorganic object that you can see becomes weakened and any attempt to break it
gains +3 to the Skill Check.

Kaukau (Waterbreathing):You can breathe underwater when it is active.

Kakama (Speed):You may double your movement speed.

Kiril (Regeneration): You may repair any non-organic object. How long it takes depends on the damage
the object has taken.

Miru (Levitation): Falling speed and damage are halved.

Pehuki (Diminishment):You may shrink to any size smaller than your current size at the limit of Tiny.

Rau (Translation):You can Read, Write, and Speak any language and understand what any creature says so
long as it is not using Telepathy.

Ruru (Night Vision):You have the ability to see normally out to Medium range in total darkness.

Suletu (Telepathy):You can speak with any creature you can see using telepathy instead of speaking words.
You must be able to understand that creature to speak to it however.

Tupu (Growth):You may grow to any size larger than your current size at the limit of Huge.

Tier 1 Masks (2 CP/2 XP)

Akaku (X-ray Vision): Can see through any surface out to Long Range. Cannot see Invisible targets.

Crast (Repulsion): Any creature that enters Adjacent range is afflicted with the Knockback Effect (page 0).

Elda (Detection): +2 to Perception Checks. Can detect Volitak users as well as other invisible creatures.

Hau (Shielding): +2 Armor. If you block all the damage of an attack with your Armor while this is active,

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you take no damage.

Kadin (Flight): Gain the ability to fly with your movement.

Kualsi (Teleportation): Teleport to a location you can see out to Long Range as a Simple Action.

Pakari (Strength): +2 to Body Skill Checks and +1 to Damage with Melee attacks.

Matatu (Telekinesis): Can move objects/creatures out to Medium range with telekinesis. Difficulty of
Check depends on size of the object/creature.

Rode (Truth): +2 to Wisdom Checks, automatically succeed on Perception Checks to detect someone
using a Volitak.

Sanok (Accuracy): +2 to Precision Pools with Ranged Weapons.

Volitak (Stealth): +2 to Stealth Checks. Make no sound while moving.

Whanui (Charisma): +2 to Persuasion and Deception Checks.

Tier 2 Masks (4 CP/4 XP)

Calix (Fate): +2 to all Skill Checks (but not Precision or Evasion pools).

Felnas (Distruption): When activated, targets using Mask Powers within Medium range of you must make
a contested Wisdom Check. If it loses, its Mask Power immediately ends and they are afflicted with the
Weaken Effect.

Kaipara (Scavenging): When active, your Melee attacks have a Lifesteal effect.

Komau (Mind Control): Target is afflicted with the Charm Effect. You cannot make a target harm itself
using this Effect, and if you attempt it the Charm Effect immediately ends.

Mahiki (Illusion):You may change your appearance and voice into that of any living creature you have seen.
Your Attributes and Skills remain the same. A creature may make a Wisdom Skill Check contested by a
3D6+Spirit+Deception Check by you to determine if it can see your true identity as a Simple Action.

Shelek (Silence): Target must make a contested Wisdom Check. If it loses, it is afflicted with the Deafen
Effect.

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Tier 3 Masks (8 CP/8 XP)

Avohkii (Light): While active, creatures within a Medium range centered on you may not attack other
creatures or you. Additionally, you may use a Complex Action to determine whether a creature harbors
ill intent without making a Wisdom Check.

Kraahkan (Shadow): While active, any creature that moves within Close Range of you is afflicted with
the Fear Effect. Additionally, you may use a Complex Action to force one of these creatures to make a
contested Wisdom Skill Check against your roll of 3D6 + Spirit + Wisdom. If it fails, it will blindly attack
the nearest ally for your Spirit in turns. If it succeeds on this contest, it becomes immune to this effect
for the rest of this Combat.
NOTE: This mask is considered Amoral, and thus any Toa that isn’t of Shadow will likely hesitate to use
this.

Mohtrek (Time Duplication):You may create a duplicate of yourself, a you summoned from another time.
This duplicate retains all of your Attributes and Skills, Weapons, and Elemental Powers, but does not have
a mask of its own. If this you is reduced to 0 Durability, you are immediately reduced to 0 Durability and
cease to exist. If you fail to maintain or end the effects of your Mask Power, the summoned duplicate
vanishes.

Tryna (Reanimation): If there are dead enemies within range, while this mask is active you may select up to
your Spirit in number to reanimate. They retain their stats from when they lived and share your initiative.
The TN for maintaining your Mask Power goes up by 2 for each reanimated creature beyond the first, and
if you fail to maintain it the creatures return to death.
NOTE: This mask is considered Amoral, and thus any Toa that isn’t of Shadow will likely hesitate to use
this.

Vahi (Time):While active, you may use a Simple Action to create a Cone of time energy in front of you out
to Close Range. If a Creature enters this area, its movement is reduced to 0 and it cannot take actions. If
a Ranged Attack is made through the area, it is negated. Each round you attempt to maintain this power,
the TN goes up by 2. If you fail to maintain it, the mask is unequipped and if you do not have another
Mask, you are afflicted with the Unmasked Effect until you don a new mask that is not the Vahi, and may
not wear the Vahi or use its effects again for the rest of the current Combat (or the start of the next day
if used out of combat).

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Noble Kanohi Masks


Noble Kanohi Masks are objects crafted from Kanoka Disks and worn by Turaga, usually the ones
they wore as Toa transformed into a weaker state. Their abilities are similar to Great Kanohi masks, but
are often weaker or have lesser effects. Some masks simply lack a Noble state at all.

Noble Masks cost less CP or XP than Great Masks; Tier 0 are still free in terms of CP, but cost 1
XP, meaning you will at least have a mask if you spend your CP elsewhere, but buying a new one requires a
Wealth Check (see pages 0 and 0 for more information) and Crafting a new one will require a Skill Check
(see page 0 for more information).Tier 1 Noble masks cost 1 CP/XP,Tier 2 cost 2 CP/XP, and Tier 3 cost
4 CP/XP. With lesser power comes a lesser cost. Changes exclusive to Noble Masks are in BOLD.

When you create your Turaga character, you select one Tier 0 or Tier 1 Noble Kanohi. This is
the base mask you have so that you are not forced to suffer the effects of being Maskless. Mask Checks
are 3D6 + Spirit for Noble masks, and activating a Mask is a Complex Action. If you wish to maintain the
effect of your mask, you must repeat the Mask Check at the start of your turn as a Free Action. If you fail,
your mask’s effects immediately end.

Changing masks is a Simple Action. If you do not wear a mask, all of your Attributes and Skills are
halved (rounded down).

Some masks are considered AMORAL in certain time frames or settings. These masks will not
be used by Toa who are not of Shadow under normal circumstances, and even then will be used VERY
reluctantly. Consider this moving forward.

MATORAN do not have access to Great or Noble masks, though their masks are styled after
Great or Noble masks in physical appearance at least, but TOA may use Noble masks as well as Great
Masks.

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Tier 0 Masks (O CP/1 XP)

Ahei (Intangibility): You can make yourself intangible. You cannot physically interact with others or be
interacted with physically. You cannot pass through living creatures with this ability, and if you end the
effects inside of an object you take twice your Spirit in damage that ignores your Armor. This may only
stay active for your Spirit in turns.

Hinengaro (Psychometry): +1 to Knowledge Checks made to determine the history of a non-living object.

Iden (Spirit): When active, can split your spirit from your body and pass through walls and surfaces. You
cannot be seen and see others, but you cannot interact with anything physically unless that thing is also in
spirit form.Your physical body is immobile and unconscious while you use this ability.You may only move
up to Medium range from your body.

Jutlin (Corruption): An inorganic object that you can see becomes weakened and any attempt to break it
gains +1 to the Skill Check.

Kaukau (Waterbreathing): Checks you make to hold your breath underwater add your Spirit Attribute
to the Check while this is active.

Kakama (Speed):You gain +1 to your Movement Speed.

Kiril (Regeneration): You may repair any non-organic object. How long it takes depends on the damage
the object has taken. Takes twice as long.

Miru (Levitation): Falling speed and damage are reduced by 1.

Pehuki (Diminishment):You may shrink to any size smaller than your current size at the limit of Small.

Rau (Translation):You can Read any language.

Ruru (Night Vision):You have the ability to see normally out to Close range in total darkness.

Suletu (Telepathy):You can speak with any creature you can see using telepathy instead of speaking words.
You must be able to understand that creature to speak to it however. Limited to Close Range.

Tupu (Growth):You may grow to any size larger than your current size at the limit of Large.

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Tier 1 Masks (1 CP/1 XP)

Akaku (X-Ray Vision): Can see through any surface out to Medium Range. Cannot see Invisible targets.

Crast (Repulsion): Any creature that enters Adjacent range is afflicted by the Knockback Effect. Half value
on the Knockback effect (rounded down, minimum 1).

Elda (Detection): +1 to Perception Checks. Can detect Volitak users as well as other invisible creatures.

Hau (Shielding): +1 Armor.

Kadin (Flight): Gain the ability to fly with your movement. Flying movement is Halved.

Kualsi (Teleportation): Teleport to a location you can see out to Medium Range as a Simple Action.

Pakari (Strength): +1 to Body Skill Checks.

Matatu (Telekenisis): Can move objects/creatures out to Close range with telekinesis. Difficulty of Check
depends on size of the object/creature.

Rode (Truth): +1 to Wisdom Checks.

Sanok (Accuracy): +1 to Precision Pools with Ranged Weapons.

Volitak (Stealth): +1 to Stealth Checks.

Whanui (Charisma): +1 to Persuasion and Deception Checks.


Pakari (Strength): +1 to Body Skill Checks.

Matatu (Telekenisis): Can move objects/creatures out to Close range with telekinesis. Difficulty of Check
depends on size of the object/creature.

Tier 2 Masks (2 CP/2 XP)

Calix (Fate): +1 to all Skill Checks (but not Precision or Evasion pools).

Felnas (Disruption): When activated, targets using Mask Powers within Close range of you must make
a contested Wisdom Check. If it loses, its Mask Power immediately ends and they are afflicted with the
Weaken Effect. Weaken Effect is halved (rounded down, minimum 1).

Kaipara (Scavenging): When active, your Melee attacks have a Lifesteal effect. Lifesteal Effect is halved
(rounded down, minimum 1).

Komau (Mind Control): Target is afflicted with the Charm Effect. You cannot make a target harm itself
using this Effect, and if you attempt it the Charm Effect immediately ends.Targets cannot be beyond Close
Range. If they leave this range, the effect ends.

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Mahiki (Illusion): You create an illusion of a creature you’ve seen that shares your Initiative and has two
actions in its Action Pool. It cannot deal damage (though it can attack), and a creature may make a Wisdom
Skill Check contested by a 3D6+Spirit Check by you to determine if it is real or not as a Simple Action.

Shelek (Silence): Target must make a contested Wisdom Check. If it loses, it is afflicted with the Deafen
Effect. Targets cannot be beyond Close Range.

Tier 3 Masks (4 CP/4 XP)

Avohkii (Light): While active, creatures within a Close range centered on you may not attack other
creatures or you. Additionally, you may use a Complex Action to determine whether a creature harbors
ill intent without making a Wisdom Check.

Kraahkan (Shadow): While active, creatures may not enter an Adjacent range of you. If they are already
Adjacent, they must use Simple Actions to flee to at least Close range on their next turn. Additionally,
you may use a Complex Action to force one of these creatures to make a contested Wisdom Skill Check
against your roll of 3D6 + Spirit + Wisdom. If it fails, it will blindly attack the nearest ally for half of your
Spirit (rounded up) in turns. If it succeeds on its Skill Check, it becomes immune to this effect for the rest
of this Combat.
NOTE: This mask is considered Amoral, and thus any Toa that isn’t of Shadow will likely hesitate to use
this.

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TOOLS
Toa, Matoran, and Turaga all wield a weapon called a Tool. Each is unique and is usually related to the
character’s personality or abilities. For example, Tahu had a Flame Sword which was a blade in the shape
of a blazing fire that he could channel his powers through. Tools serve as your main method of attack for
Toa and Turaga, and the only way aside from unarmed combat for those without. They are divided into
two different fields: Melee and Ranged. Melee weapons can only be used on enemies who are adjacent
to you, but don’t suffer any penalty for doing so. Ranged weapons can reach out to Medium range before
petering out but also take a penalty if used on an Adjacent target of -1 to your Precision Pool and quite
often use Ammunition.Your Ammunition Capacity is 1, and reloading is a Simple Action.You may only have
one Tool.

Tools have things called Components. Each Component is a unique modifier that you craft to customize
your weapon, and your Tool may have a number of Components equal to your Spirit score. If your Spirit
Score increases at any point, you may select a new Component, though it may require your character to
spend time gathering materials and upgrading the weapons. Furthermore, it is ultimately up to the GM to
approve or disapprove a Component.

Your Tool may look however you wish, but it should reflect the character’s personality, powers, and also
the Components that make it. For example, Toa Metru Vakama has an enhanced Kanoka Disk launcher
which represents his past as a Matoran Mask Maker but also serves as a jetpack to grant him limited flight.

As tempting as it might be to try and create an all-powerful Tool using Components: don’t. Though you
might have fun at first, the GM and other Players will likely grow tired of your antics rather quickly and
you might find yourself ousted from the group.Try to ensure that powerful Components come with some
kind of downside to balance them out; for example, a Long Barrel that grants +1 to Precision on Ranged
Attacks and enables attacking out to Long Range might suffer an additional Penalty on Adjacent attacks or
perhaps reduce movement due to the weight of the weapon meaning you need to rely on your allies to
cover you at a close range. Most importantly, be creative! If a Component is interesting in terms of flavor
but not particularly useful mechanically, it can add a great deal to your character.

To GMs: You should be open to creative Components, but don’t be afraid to limit them if they get too
ridiculous. If a Player approaches you with a Tool that has a Component that grants them +1 to Precision
Checks on a ranged weapon such as a scope, that is quite reasonable and would be more suitable than
one that guarantees ranged attacks hit. Use wisdom and discretion when turning down Components; you
want to ensure that the Players are challenged while also not running their creativity and fun! Below is
a list of Example Components. This is not a be-all end-all list, just some ideas to get your players started
and help you decide which components to allow or disallow.

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EXAMPLE COMPONENTS
Component Name:

Description:A short description of the Component and the ways it fits the flavor of the Tool or Character.

Effect: The mechanical, in-game effect. The “crunch”.

Special: Some special rules might apply to the Component, such as requiring a certain element or bonus
effects for selecting it multiple times.

Additional Weapon
Description: Characters wield multiple weapons or have a fighting style that gives them a great number
of Attacks.

Effect: When a character makes an attack with their Tool, they may make an additional attack without
spending a second Simple Action. These attacks do Half damage (minimum 1).

Special: Characters can take this Component multiple times, gaining an additional Attack each time and
halving the damage again. For example, if a Character does 8 damage, the first Component attack would
do 4 damage, the second would do 2, and any further would do 1 damage.

Alternate Mode
Description: The Tool can shift from one type of Weapon to another.

Effect:Your Tool counts as both a Melee and Ranged weapon, but cannot benefit from Ranged Components
when in Melee form and cannot benefit from Melee components when in Ranged form.

Extended Magazine
Description:Your Tool has a larger magazine than normal, allowing you to fire more shots before reloading.

Effect:Your Tool’s Ammunition is now 1+Fight rather than 1, but Reloading is a Complex Action.

Special: May only apply to Ranged Tools.

Enhanced Ammunition
Description: The Ammunition you use is built to hit harder than most.

Effect: Ranged Weapon attacks you make ignore 1 point of Armor.

Special: May only apply to Ranged Tools.

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Hooked (Melee)
Description: Weapons like Scythes are shaped in such a way that they can effectively grip things.

Effect: Roll 3D6 + Agility + Fight for Grapple Checks instead of the normal calculation.

Special: May only apply to Melee Tools.

Hooked (Ranged)
Description: The weapon has a grappling hook or is at the end of a long chain or rope attached to a
weapon.

Effect: Can make grapple attempts at Medium range.

Special: May only apply to Ranged Tools.

Silent
Description: The weapon is designed for stealth such as a bow or slingshot or a naturally lou weapon is
dampened by a suppressor.

Effect: Unaware targets at Medium Range or farther do not notice missed Ranged Attacks

Special: May only apply to Ranged Tools.

Spread
Description: Shotguns and explosive launchers deal Damage in an area around the initial target.

Effect: When making a Ranged Attack against a target, enemies Adjacent to the target take 1 damage that
ignores Armor.

Special: May only apply to Ranged Tools.

Kanoka Launcher
Description:Your Tool is a Kanoka Disk launcher, granting you greater versatility.

Effect: When you Reload, roll 1D6. The effects are as follows: 1 = The Target is Paralyzed, 2 = The target is
Weakened, 3 = the target grows one size, 4 = the target shrinks one size, 5 = the target is teleported 6
units away from you, 6 = the target is healed for 3 Durability.

Special: May only apply to Ranged Tools.

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Mobility
Description:The Tool has a means of moving around quickly, such as turning into a jetpack or hover board.

Effect: The character can move once without consuming an Action during their turn.

Over-Sized
Description: The weapon is extremely large and heavy. Weapons like Greatswords, greathammers, and
greataxes fall into this category.

Effect: When you land a blow with this weapon, any targets Adjacent to the one you struck takes 1 point
of damage.

Reach
Description: The weapon is longer than normal, and thus the character does not need to be Adjacent to
the target to perform a melee weapon attack. Whips, Polearms, and Halberds fall into this category.

Effect: Melee Weapon attacks can be made at Close Range.

Returning
Description: The Tool is designed to be thrown and shaped to return like a boomerang.

Effect:Thrown Melee Weapon Attacks can be made up to Medium Range and will return to the character’s
hand.

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SIZE AND MOVEMENT

All creatures have a Size. Generally speaking,Toa are Medium where Turaga and Matoran are both
Small. Occasionally, you’ll see a Large Toa but these are incredibly rare and anything over Medium is most
often reserved for more monstrous beings. The same can be said of Tiny creatures; they are most often
Rahi pests.

SQUARE
SIZE AREA EXTRA
METERS
May occupy
squares that
Tiny 1x1 1
another character
is standing in.
May move
through squares
that other
Small 1x1 1
characters are
standing in.
+1 to Body.
Medium 1x1 1 +2 to Body.
Large 2x2 4 +3 to Body.
Huge 3x3 9 +4 to Body.
Gigantic 4x4+ 16+ +5 to Body.

Movement is determined in Meters, with each Square on a grid being 1 Meter. Movement is
calculated as Agility + Survival with a minimum of 2. Characters sport a Jump height equal to hal of their
Movement, and a Swimming Speed equal to half of their Movement.

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CHAPTER 2: PLAYING THE GAME
Now that we’ve gone over creating your character, let’s begin on putting the Skills and Attributes
you’ve chosen to good use! Information such as Dice Rolling, the Unity, Duty, and Destiny systems,
Wealth, and Character Advancement will all be covered here.

ROLLING
There are two Rolling systems within Bionicle: Masks of Destiny: Skill Checks and Pool Checks.
Skill Checks
Skill Checks are a type of Check made to see if you can reach a specific Target Number set by
the GM or an opposed roll in order to achieve your goal. These are the most commonly used Rolls out
of combat, rolling 3D6+Modifiers. Modifiers are the combination of the Attribute and Skill used for the
Check. For example, on a Strength Check you would roll 3D6+Body+Strength, then add or subtract any
Virtues from the roll if you choose to make use of them. If you have no Skill or Attribute Points being
added to the roll, you instead roll 3D6-1.

Skill Rolls use a Target Number (TN) to decide whether they succeed or fail.TN’s vary depending
on the difficulty of the Check, but below is a simple chart to explain how Target Numbers work on a
difficulty scale. Keep in mind, you might increase or decrease the difficulty depending on a Character’s
Race. A Turaga might have a more challenging time with Athleticism Checks, where a Toa would have
an easier time for example. Feel free to increase the Target Numbers by 3 points per tier on Turaga
and 6 points per tier on Matoran. These numbers are based on Starting Stats, not counting additional
investment.

TN Tier
10 Very Easy Tasks
12 Simple Tasks
14 Everyday Tasks
16 Slightly Difficult Tasks
18 Difficult Tasks
20 Incredibly Difficult Tasks
22+ Almost Impossible Tasks

Pool Checks

Pool Checks are used in Combat or recovering from Combat. Whenever a character rolls their
Precision or Evasion Derived Stat, they roll pools of D6’s equal to the Derived Stat (taking modifiers into
account). When a character attacks with their Elemental Power, they roll a pool equal too Spirit+Fight
instead (again, taking modifiers into account). For example, if you have a Precision stat of 10, you would
roll 10D6 when making a Precision Check. Inversely, if you have a 7 in your Evasion Stat, you would roll
7D6 when making a Evasion Check in response to a called Attack. A character rolls its Durability Derived
Stat to determine how much Durability it recovers after Combat as well. More details on how these are
directly applied to Combat are on Page 36

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When rolling a Pool Check, you don’t take the total into account. Instead, you count the number
of Successful Dice, which in Masks of Destiny are 5’s and 6’s. For example, using the 10D6 rolled above,
you had 2 5’s and 1 6. You have rolled 3 Successes! There are more in-depth effects and modifiers while
in Combat, but that will be detailed later.

Unity, Duty, and Destiny

Unity
Unity between a team can increase the odds of a successful roll. Unity is a mechanic where team
members can work together to achieve feats a single member could not alone. Other team members
make a separate TN Check to grant a team member a bonus. When aiding a teammate in a task, you roll
3D6 and add the appropriate modifiers for the task at hand (for example, using Strength an additional
time when the group needs to lift a heavy object). You then must meet a Check of 3D6+Charisma. If
the result of your Charisma Check is equal to or greater than your first roll (3D6 + Modifiers), the first
character you are assisting will then add that total to their Skill Check. If your Charisma Check is less
than the result of the first character’s roll however, that character does not receive the bonus. All hope
is not lost however; a third character can substitute your Charisma Check for their own should you fail
to meet the requirements.

As an example, let’s say Toa Onua wants to lift a heavy stone door and rolls a Strength Check. His
result is 16, which is not enough to do so. His teammate Toa Pohatu steps up to assist and manages an 18
on his Strength Check but only 12 on his Charisma. The GM might describe the failure as such:

As a result of Onua and Pohato’s bickering, neither can get any work done on lifting the door.

However, Toa Gali is also present and comes in to mediate the dispute. Mechanically, this would be Gali
replacing Pohatu’s Charisma Check with her own. She rolls an extremely impressive 22 on her Check,
allowing Pohatu to finally use the full 18 of his Strength Check which combined with Onua’s 16 for a
mighty 34 which is more than enough to open the door.

Duty
Sometimes completing one task isn’t enough, and an obstacle course of multiple TN’s need to be
rolled. First, each TN is increased by one stage over the last TN in the collection of rolls. Second, record
failures and successes. Third, only the result of the last roll matters to whether or not the character
makes it through the Checks. For each Success add +1 to the next roll. For each Failure, subtract 1 from
the next roll.

Destiny
Sometimes you don’t just make a roll. Sometimes, you perform a task with some extra flash and
flair, make use of the environment to your advantage, or add some extra effort to your descriptions. Being
more daring or adventurous can go a long way towards helping you with a roll as well.

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This type of scenario is invoking Destiny. Fate steps in to help you achieve your goal as a reward
for taking a great risk or preforming a task in a way befitting of a hero. Destiny intervenes when you go
the extra mile; don’t just climb the side of a cliff, leap from hand hold to hand hold in a rush to reach the
top. Don’t just leap a deep crack in the ground, make a quip before taking a running start and leaping the
gap.

The GM should use Destiny to reward exceptional roleplay in Skill Checks. When you perform a
feat with exceptional creativity or of exceptional self-sacrifice, the GM may grant a bonus to the Check
needed that can range from +1 to +3 depending on the scenario. If you do something particularly awe-
worthy, the GM may allow an additional D6, or even go as high as adding 5D6 in rare, particularly amazing
scenarios.

WEALTH
Generally speaking, a Toa will have what they need provided to them by either grateful villagers or the
Great Spirit, Turaga are respected as elders and thus will have the resources of their villages at their
disposal, and Matoran often work jobs and thus have a steady source of income. Additionally, many in the
World of the Bionicle are sympathetic to others and will share a room if they have one on hand in dire
times as long as the person is trustworthy – or can convince them they are.

Still, sometimes you’ll wish to spend currency – Widgets as they’re called – on goods and services that
are beyond the norm. Things like Masks of Power crafted by an expert Maskmaker from Ta-Metru, an
Ussal Cart transport in Onu-Koro, or the protection of a Glatorian from Spherus Magna cost Widgets,
and the amount you have on you at any given time is not measured in a specific number but instead
general Wealth. Wealth Checks simplify finances for the Characters without having to actually balance a
Checkbook of any kind.

A measure of a Character’s Wealth is measured in the form of Charisma+Intellect, combining the ability
to barter with the ability to manage money.When a Character wishes to make a purchase of a good, they
make a Skill Check of 3D6+Charisma+Intellect.The TN varies depending on the object they are trying to
purchase and should be unaffected by race with a few exceptions. For example, a village who distrusts Toa
would see Toa having a tougher time making Wealth Checks to buy things. Generally speaking however,
it’s not a good idea to penalize Player choice. Such situations should be the exception, not the rule, unless
the GM and Players are both in agreement on this for the setting at hand.

TN Tier
10 Purchasing a bowl of Bula Berries.
12 Bribing a Matoran guard.
14 Buying the silence of a Skakdi gangster.
16 Buying your way into an exclusive auction.
18 Purchasing a Vehicle.
20 Bribing a Makuta to look the other way.
22+ Paying off a Dark Hunter to abandon their mission.

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Cost is not the only factor of this Threshold; scarce or illegal goods increase the difficulty Threshold, and
any time the characters have come across a windfall temporarily decreases it. Characters who exceed
the threshold of a given purchase acquire the given item or service, and those who fail simply don’t have
the funding available at this time. Depending on the cost of the purchase, the amount of time needed to
wait before trying again varies. Purchases requiring a 12 will only require a day to wait and try the Check
again, while 18 and over can take a significant amount of time. Barely exceeding a given Check represents
using most of one’s available funds and may increase subsequent Checks until a suitable amount of time
has passed.

Don’t forget, a little kindness can go a long way. If the Players have been doing right by a village or
community, they might receive discounts or gain access to exclusive goods that they might otherwise
unable to get their hands on. Saving a skilled Maskmaker might prompt him to sell Kanohi at a discounted
rate, meaning players who make a Wealth Check to purchase a new Kanohi will have the TN for each Tier
increase reduced to 1 instead of 2. Saving a Matoran who runs an Ussal Cart service might prompt him
to give you a ride at a lower rate than he normally would. Things like this can help promote roleplaying,
get players invested in the world, and reward players further than simply granting them XP.

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CHARACTER ADVANCEMENT
At the end of each session, a GM will hand out appropriate amounts of Experience Points based
on several factors. At least 1 Experience should be awarded at the end of each session to each character,
but you may award more depending on what the team achieves during the session. The list below are
examples and not a hard-and-fast list, so feel free to change the amount of XP, requirements to earn
more, and how XP is distributed. It is recommended to give everyone the same amount of XP, but if the
GM and Players both prefer individual XP then the GM should distribute XP on a per-character basis.

- For every session of Combat that Characters participated in, add 1 XP


- If a new Kanohi mask was found or crafted, add another 1 XP
- If the characters helped to solve a major problem in the story, add 2 XP
- If the characters attempted a Terror Check, add 1 XP

Experience may be spent on a Character’s Attributes or Skills as well as Kanohi Masks.

Kanohi Masks require the XP noted in the appropriate section as well as an appropriate situation
within the context of the story to either Craft or Purchase. Crafting Kanohi masks requires a Skill Check
of 3D6+Spirit+Knowledge. The base DC for doing so is 14, but goes up by 2 for every Tier above 0. If
you succeed, you may spend the XP required for the Tier to craft that mask. For purchase, the same rule
applies except it is a Wealth Check instead of the above Check.

Skills are also quite simple to expend XP on – even more than Kanohi. To increase a Skill to its
next rank, you must spend a number of XP equal to the new rating of that Skill. For example, you wish to
increase your Knowledge Skill from 2 to 3; you would spend 3 XP to do so.

Attributes are much more challenging to raise – they require a truly great amount of XP to boost.
Raising an Attribute costs twice the new value. For example, raising your Spirit from 4 to 5 would cost a
whopping 10 XP.

You may also spend Experience to modify a Virtue. With the permission of your GM, you may
spend 3 XP to change your Virtue to something more appropriate for your character’s current personality
or location. An example of such an event would be when the Toa Inika became the Toa Mahri.

Finally, you may ask your Gm if you can spend XP to mark off Terror Boxes by spending an amount
of XP equal to the number of currently marked Terror Boxes+1. For example, if you have 2 marked Terror
boxes, you would need to spend 3 XP to mark off an additional Terror Box.

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CHAPTER 3: COMBAT
In the World of the Bionicle, combat is a regular occurrence. Be it Matoran fighting off a deadly
Rahi beast or Toa battling a powerful Dark Hunter, battle is almost inevitable and the world around you
can descend into a hurricane of life and death in an instant. To support this, Bionicle: Masks of Destiny
contains a system where Players and enemies clash in head-on combat.

How Does Combat Work?


In Bionicle: Masks of Destiny, Combat is a turn-based system, determined by all involved characters
rolling Initiative to determine their turn order. Initiative is determined by rolling 3d6+ A Character’s
Agility Stat.

During your turn, your Character has a pool of Actions they can use.This pool is enough for three
total Actions. You are limited to a maximum of two Complex Actions on your turn, but may take up to
three Simple Actions.

Attack (Complex Action):The Character may make an Attack using their Precision Pool and Damage.Toa
and Turaga may use a Pool of Fight + Spirit to make Elemental Attacks out to Medium or Close range,
respectively.

Grapple (Complex Action): The Character attempts to grab hold of a foe in Adjacent range, both making
a Body + Strength Check. If the Initiator wins, the target cannot take the Move action and must use a
Complex Action to attempt another Check break free.

Use a Mask Power (Complex Action): The Character activates their Kanohi Mask, enabling its effects and
forcing them to make a Mask Power Check (Pages 15/20 for Great/Noble masks, respectively) as a Free
Action at the start of every turn thereafter to maintain it.

Direct (Simple Action): The Character calls out to an ally, informing them of a weak spot on an enemy
or an incoming attack. The ally gains a bonus to their next Evasion or Precision Check based on the first
Character’s Charisma Attribute.

Use a Skill (Simple Action): The character makes a Skill Check in Combat. This could be used to move a
hazardous object, try to persuade a foe to stand down, or try to find a piece of the environment to swing
a fight in their favor.

Move (Simple Action): The character may move a number of meters equal to their Movement Score.
Swimming and Flight replace regular movement rather than adding to it.

In addition to their normal Action Pool, the Player has a choice of taking an Interrupt Action once
per round. An Interrupt Action can be used to either make a Skill Check for free or for a character to
attempt to take the Intervene Action. Intervene Actions are detailed later on [page].

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Once every character in combat has had their turn, the round loops back to the top of the turn order
established previously with the Initiative Rolls. Combat ends once one side either surrenders or is
knocked out.

INITIATIVE
Initiative, as previously stated, is determined by 3D6+The Character’s Agility score. In the event of an
Initiative tie, the Character with the higher Agility score should go first. If the tie still persists, the GM
should give Player Characters the higher turn order.

There are several situational modifiers for Initiative. If the Characters are being particularly cautious
and planning out things ahead of time instead of rushing right in, they should add their Intelligence Stat to
their Initiative Roll.

If the team manages to entirely sneak up on some unsuspecting foe before attacking, they have successfully
initiated a Surprise Round. A Surprise Round is an incredibly useful tool for the team to use. Not only
does it add +5 to their Initiative Roll, but it gives them a free round where the opposing team cannot
attack them back. Attacks used in a Surprise Round qualify as Surprise Attacks.

RANGE AND MOVEMENT


During combat, space is divided into several interconnected zones which will help determine the
Characters’ ability to move towards and away from various foes. The most common method of dividing
up range is measuring the distance in meters.

When using a Melee attack, you can only target enemies who are Adjacent to you. This means
the space which they are on is directly touching yours. Ranged attacks are a different matter however. A
Ranged Attack may be fired from any distance, but if the primary target of the Attack is adjacent to the
user, the Attack takes a Precision penalty of -1. Ranged Attacks may be fired over any distance, but take a
Precision penalty of -1 for every 5 meters the opponent is further than 10 meters from your Character
(rounded down). For example, if you are attacking a target who is 25 meters away, the Attack would take
a -3 Precision penalty.

Additionally, there are distance markers when referring to range. These are divided into five
different categories and are generally used for Kanohi effects or Ranged Attacks:

- Adjacent: Directly next to your Character.


- Close: 5 Meters away from your Character.
- Medium: 10 Meters away from your Character.
- Long: 20 Meters away from your Character.
- Distant: Anything beyond Long.

Ranged Elemental Attacks fade away past Medium Range and cease to hit anything, missing
automatically. Ranged Weapon Attacks can go further, but take a penalty to Precision as mentioned above.

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If an Elemental Attack is used on a wide range of enemies, such as crashing a Tidal Wave down on
a foe or spewing a cone of flames from your hands, you suffer a -1 Penalty to Precision for each target
beyond the first that is caught up in the blast.

ATTACKS AND DAMAGE

When using an Attack, you roll a number of six-sided dice (D6’s) equal to your Precision Derived Stat
(using a Pool Check as stated earlier), and setting aside the number of Successful Dice (5’s and 6’s).
The target (or in some cases with certain Components, targets) of the Attack then roll their Evasion
pool, again setting aside their Successful Dice. Subtract the number of Successful Evasion Dice from the
number of Successful Precision Dice. If the number of Successful Precision Dice is equal to or greater
than the number of Successful Evasion Dice, then the Attack has hit. If there are more Evasion Dice than
Precision Dice in the Success pool, then the Attack has missed. Any extra Precision Dice after Evasion
Dice have been subtracted are considered leftover Successful Precision Dice. For example, if you have
5 Successful Precision Dice and the opponent has 2 Successful Evasion Dice, that’s 3 leftover Successful
Precision Dice.

When calculating Damage on a successful Attack, first add the leftover Successful Precision Dice to your
Damage Stat. Then subtract the target’s Armor stat from the total. This final number is the Damage that
the target takes, which is directly subtracted from their Durability. Even if the opponent’s Armor would
negate all the Damage taken, they take 1 point of Damage from a successful Attack. Once an opponent’s
Durability goes down to 0 or lower, they are defeated.

Whenever a character is attempting to evade more than one Attack per round, they take a stacking -1
penalty to their Evasion Pool for every Attack past the first. This penalty disappears at the start of a new
round. For example, if a Toa were to be targeted by 6 Attacks in a single round, their Evasion pool takes
a -5 penalty by the time the final Attack is fired.

STYLES
Another trick to keep in mind during combat is Styles. A character’s default Style is a Neutral Style, which
they will enter any battle scenario in. A Neutral Style has no effects on the character.

However as a Simple Action, you can take up a different Style which will affect your Stats (do not change
your Derived Stats when swapping Styles). Besides the default Neutral Style, there are two more to
consider in combat: Defensive and Offensive.

A Defensive Style has the character increase their Evasion Pool by 50% before any negative modifiers are
in play such as the stacking Evasion Penalty from trying to avoid multiple Attacks in a round. Round this
number down. For example, if you have an Evasion Derived Stat of 13, in a Defensive Style your Evasion
stat would effectively become a 19 (19.333 rounded down). However, when taking up a Defensive Style,
your Precision Pool is halved, rounded up. For example, again with a 13, but this time in Precision, a
Defensive Style would have a given character only rolling 7D6 for an Attack.

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An Offensive Style is just the opposite: using the same formulas as before, increase the Character’s
Precision Pool by 50%, but cut their Evasion Pool in half.

INTERRUPTING
Once per round a character may take an extra type of Action called an Interrupt Action, explained earlier
to be a type of free Action. Interceding allows the Character to move a number of spaces equal to its
Movement capability and move between an ally who is about to be hit by an Attack, and the Attacker.
Doing so makes the character the new target of the Attack. This does not change the Precision or the
Damage (besides the new Armor stat that the Character would sport), simply the target of the Attack. A
character who Interrupts does not roll Evasion.

If the character who is Interrupting is attempting to block an Attack that hits in an area, characters behind
them will still take one half of the normal Damage, but are not allowed an Evasion roll. Even the hardiest
of characters have trouble entirely stopping a big blast of an attack from hitting their allies.

If the Interrupting Character cannot reach the targeted Character with their normal Movement, they
cannot Interrupt.

ATTACK EFFECTS
Some Actions, Components, Kanohi Mask Powers, or uses of Elemental Powers can apply a unique Effect.
Each Effect is separate, and a Target can only be affected by one Effect at a time. The duration of Effects
depend on how they are applied. Kanohi Masks are specified within their description and the Grapple
action is much the same, but Elemental Powers and Components use a formula of X turns, where X is
the number of leftover Precision Dice (if it’s from a Weapon or Elemental Attack Pool) or the number of
Tiers above the Target Number set for the attempted Skill Check rounded down (if used out of Combat).
Effects cannot have a duration below 1 if it would be applied.

Deafen (N): The target takes a penalty to their Evasion and Armor equal to half of the user’s Spirit
Attribute (rounded down, minimum 1). Additionally, the target automatically fails Perception Checks for
the duration of this Effect.

Weaken (N): The target takes a penalty to all stats (including Health) equal to the user’s Spirit Attribute
for the duration of this Effect.

Lifesteal (P):This Attack heals a number of the user’s Durability equal to half of the user’s Spirit Stat
(rounded down). If the Attack deals damage less than half of the user’s Spirit Stat (rounded down), it
instead heals for that amount instead. You may use this Attack multiple times per round, but may only
activate the Effect once per round.

Heal (P): The target gains an amount of Temporary Durability equal to the user’s Spirit Attribute. You
cannot use a Heal Effect more than once per Round.

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Cleanse (P):The user may reduce the duration of a number of Effects equal to half of their Spirit Attribute
(rounded down, minimum 1).

Maskless (N): All Attributes and Skills are reduced to half (Rounded down) and Max AND current
Durability are halved.
Immobilize (N): The target takes a penalty to their Movement equal to half of the user’s Spirit Attribute
(rounded up) for the duration of the Effect.

Knockback (N): The target is forcibly pushed away from the user a number of meters equal to the user’s
Spirit Attribute. This Effect has no Duration.

Poison (N): The target takes a set amount of unalterable Durability Damage equal to half of the user’s
Spirit Attribute (rounded down, minimum 1). This Effect has triple the normal Duration of other Effects.

Stun (N): The target may not take Actions for the duration of this Effect.

Fear (N):The target takes a Precision penalty for attacking the user of this Effect equal to the user’s Spirit
Attribute for the duration of the Effect.

Charm (N): The user takes control of the target’s actions for the duration of this Effect.

Blind (N): The target takes a penalty to their Precision and Damage equal to half of the user’s Spirit
Attribute (rounded down, minimum 1). Additionally, the target automatically fails Perception Checks for
the duration of this Effect.

Immobilize (N): The target takes a penalty to their Movement equal to half of the user’s Spirit Attribute
(rounded up) for the duration of the Effect.

DEFEAT
Sometimes things don’t go as planned, and you and your team are often in real danger of being defeated.
This occurs when your Durability would hit 0. If a Character is brought to 0 Durability or less, they’re
rendered unconscious for the rest of combat and must make a Death Saving Throw.This is a simple roll of
3D6 where a roll of 3 is a failure. The TN goes up by 1 for every two points the Character is below 0 in
Durability. If a Character would be brought below the value of their Max Durability below 0 (for example,
a Character with 8 Durability at a total Durability number of -8 or lower), they do not make the Death
Saving Throw and are instead killed outright.

In the Bionicle Universe, there is a place known as the Red Star. When a being within the Matoran
Universe dies, they are brought aboard the Red Star and revived to be sent back. This is a good solution
for GMs who want to keep a lighthearted tone in their campaigns. If one so wishes, though, they may
introduce complications to the process, perhaps even make an entire quest revolve around difficulties
finding or reviving their friend.

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CHAPTER 4: GAME MASTERING

This section is primarily for those who are looking to run a game of Bionicle: Masks of Destiny,
otherwise known as Game Masters (GMs). Peruse this for ideas, guidelines, and special rules you can
use as a GM. Players can view this as well, but it will be less useful for them. A Game Master has several
important duties in the game: helping to tell a story, being an expert on the rules, judging the rules, and
making sure everyone is enjoying themselves at the table.

THE WORLD OF THE BIONICLE


The World of The Bionicle is vast and spans literal hundreds of thousands of years and even a wide
multiverse. This opens up lots of potential for stories that could have happened within the core Bionicle
universe that simply weren’t shown in canon material as a way to explain the presence of your Players’
Characters and their foes. If you want an in-depth timeline, I recommend checking out this page , but this
book will do its best to sum up the most prominent settings within the Bionicle universe and give a rough
time frame.

THE TIME BEFORE TIME

Around 265,000 years in the past, this is the era of the Great Beings, a unified Spherus Magna –
the main life-giving planet in the Magna Solar System – and the first civilizations. Toa, Turaga, and Matoran
do not exist in this setting. Instead, there are 7 beings called Element Lords who rule over the planet in
the Great Beings’ stead and beings called Agori and Glatorian who, aside from the Element Lords, lack any
Elemental Powers of their own and are simple villagers. Any game set in this time will likely be very low-
power and will require Statblocks for Agori and Glatorian. Near the end of this era, a Great War breaks
out over Energized Protodermis – a dangerous and powerful substance.

THE SHATTERING

Around 100,000 years in the past, the Great War reached its peak and the destruction of the Ice
Village’s well caused the planet to splinter into three: Aqua Magna, where the Great Spirit Robot that
houses the “main” Bionicle story’s events mostly take place would eventually crash land and fall under the
seas, Bota Magna, where relatively little happens in terms of the greater story and little is known beyond
a distaste for technology, and Bara Magna, the large central planet that retained almost all of the Agori
and Glatorian in a desert wasteland as well as leaving the Element Lords trapped. Bara Magna eventually
becomes a harsh place where Glatorian battle to decide political matters and Agori struggle to survive.
This continues relatively unchanged until what is known as Journey’s End when Mata Nui – the AI of the
Great Spirit Robot – is flung away to Bara Magna in a Kanohi Mask of Life and creates a body for himself,
managing to complete his mission with the help of the Glatorian and Agori.

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THE MATORAN UNIVERSE

Slightly before The Shattering, a Great Spirit Robot was created by the Great Beings to explore
the universe and find other planets with life in a hope to stop the constant war on Spherus Magna before
it was too late and then rebuild the planet using that knowledge. Inside of it were Matoran, beings made
to be workers and maintain the Great Spirit Robot. The Red Star – a booster jet to get it into space –
was created as well as a sort of repair and re-fit station for the Matoran, Toa, and Turaga. There are also
the beings Karzahni and Artakha, who were made to correct improper behavior of Matoran and give
hard-working and noble Matoran a place to work in peace respectively. Note that these all pre-date the
existence of Mata Nui’s Spirit – at this point, the Great Spirit Robot was just, an empty husk. Soon after
however, the Mask of Life – the Kanohi Ignika – is forged and not long after that Mata Nui comes to life
to control the robot.

Around 100,000 years ago, Mata Nui properly awakens as an individual and creates other sapient
species such as the Makuta and what would become the Barraki. Makuta were initially made to modify
and create beings to suit needs Matoran could not as part of a Brotherhood of Makuta.

Around 95,000 years ago, the Barraki take rulership of the Matoran Universe and begin conquering
it and the League of Six Kingdoms is formed.

Around 87,000 years ago is when the Red Star’s return Function breaks down, and shortly after
the League of Six Kingdoms begin a plot to overthrow Mata Nui but are betrayed to the Brotherhood
of Makuta where the Baaraki are confined to The Pit, an underwater prison where the water itself will
mutate any who encounter it into water-breathers and monsters.

Around 79,000 years ago, the Matoran in Metru Nui fall into Civil War in an event known as
The Great Distruption. At around the same time, Mata Nui’s health begins to deteriorate because the
Matoran of Metru Nui are infighting. At the same time, the Brotherhood of Makuta – thanks to Teridax –
begin to enact the plan to overthrow Mata Nui and replace him with Teridax himself.

10,000 years ago, the Dark Hunters are formed by the being known as The Shadowed One, an
organization of bounty hunters and other such vile beings who would go on to terrorize the Matoran
Universe for millennia.

5,000 or so years ago, the Dark Hunters are betrayed by the group who would later be known
as the Piraka, Skakdi warriors with wicked hearts and evil intent. Soon after, the Dark Hunters seek to
overtake Metru Nui and are driven out by the Toa – one of whom, Nidiki, would later defect to the Dark
Hunters.

Around 3,000 years ago is when The Shadowed One declares war on Metru Nui, and soon after
Nidiki betrays the other Toa there and joins the Dark Hunters after a month-long war. He is exiled for
his efforts, soon after being mutated into a monstrous form.

Around 1,000 years ago, Makuta Teridax starts on his plans to take over Metru Nui and six new
toa – the Toa Metru – are created. This is where the “core” Bionicle story begins – that is to say, the
events of the three movies and comics that the toylines tended to go with. The events of Bionicle 2:

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Legends of Metru Nui take place here as well as the related Comics and Books. Soon after, the Toa Metru
find the island above ground and name it Mata Nui before creating Toa Stones and hiding them on the
island and returning to Metru Nui to finish their mission in Bionicle 3: Web Of Shadows , where they are
mutated by the Visorak hordes into Toa Hordika. After a harrowing adventure and being returned to their
previous state, they take all the Matoran of Metru Nui to the island above, Mata Nui (not to be confused
with the Great Spirit of the same name) and awaken them, becoming Turaga in the process. After this,
there is a year of peace before Teridax begins his assault on the Matoran villages.

Around 900 years ago, Voya Nui builds Mahri Nui on a newly-formed part of their island and the
former Turaga of Metru Nui awakens and begins repairing Metru Nui with his Noble mask.

Around 500 years ago, a group who aided the Toa Hordika known as the Rahaga – formerly Toa
who served Teridax long ago – and a Rahi named Keetongu aid Dume in taking out some Visorak. At the
same time,Voya Nui is ravaged by a mighty hurricane that thankfully has no casualties.

300 years ago, Mahri Nui’s portion of the island it’s on sinks into the sea and those there are
believed lost.

A year and a half before the awakening of the Great Spirit, the Toa Mata arrive on Mata Nui,
deteriorated and in pieces, on the coastlines.They seek out the Great Kanohi masks hidden on the island
and defeat Makuta Teridax for the first time. Soon after, they have to fend off the Bohrok swarms who
have awakened pre-maturely thanks to Makuta Teridax. They are ultimately defeated by the Toa Mata, but
the Toa get exposed to Energized Protodermis and mutate into the Toa Nuva. Stronger, faster, and more
durable, the group proceed to help with re-building the villages until the Bohrok-Kal show up and the Toa
Nuva must defeat them as well. After this, Makuta Teridax has finally gotten his hands on a new body and
begins his plans again. At the same time, the events of Bionicle: The Mask Of Light happen. This results in
the Seventh Toa arriving to put a stop to Makuta Teridax and awaken the Great Spirit.

Soon after however, it is revealed that the Great Spirit isn’t merely sleeping – he’s dying. Thus,
the Toa Nuva head to Voya Nui retrieve the Kanohi Ignika – the mask of life. They are stopped by and
captured by the Piraka, who came some time earlier for the Mask of Life for their own selfish desires.
The Seventh Toa of Light aids six Matoran in traveling tunnels under Metru Nui to reach Voya Nui, but
when they arrive they are struck with energy and transformed into Toa Inika. They succeed in defeating
the Piraka but the Mask of Life sinks to the bottom of the sea – to Mahri Nui. The Toa Inika follow and
are transformed by the mask into Toa Mahri. They manage to get the mask – but it’s too late. Mata Nui
dies. However, one of their number – Matoro, the Toa of Ice – makes the ultimate sacrifice and dons the
Mask of Life, dying but reviving Mata Nui and saving his friends in the process.

The Toa Nuva go to complete their destiny, heading to Karda Nui to awaken the Great Spirit Mata
Nui. They succeed… but this was what Teridax wanted all along. He seizes control of the Great Spirit
Robot, forces Mata Nui’s spirit into the Mask of Life, and jettisons it into space.Thus, for a time, the entire
Matoran universe falls under the rule of Makuta Teridax.

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JOURNEY’S END

The Mask of Life crashes onto Bara Magna a month before the current era, and forms a new body
for Mata Nui. He goes on several adventures and discovers his true origins and mission and unites the
war-torn world of Bara Magna to craft a new Robot body for him – and none too soon as Makuta Teridax
arrives to finish him off. However, within the Great Spirit Robot a rebellion has been stirring – and it
boils over at the worst moment for Teridax.While Mata Nui inhabits a prototype of his original body and
does battle with Makuta Teridax, the inhabitants of the Great Spirit Robot leave to Bara Magna, battling
Teridax’s minions the whole while. Eventually, Mata Nui wins and re-unifies Spherus Magna once more.
Mata Nui perishes, but spends the last of his energy to restore the planet’s life and heal those mutated by
The Pit. However, it is revealed to Ackar – an Agori – that Mata Nui lives in the Ignika. He says the Great
Beings must be found so they may know Mata Nui has completed his destiny and that the inhabitants of
Spherus Magna must live in harmony and rebuild before falling dormant once more.

AFTER THE JOURNEY


After Spherus Magna was re-unified, there isn’t much to say. There are dealings with a being
known as Annona who tries to feed on the inhabitants of Spherus Magna, the Great Beings return, and
a Great Being disguised as a Matoran shares knowledge of a dark vision for the universe which is never
expanded upon.

That was a lot of information to process, but it is key in knowing the main workings of the
Bionicle universe. Now, when you are the Game Master, there are things to consider when constructing
a narrative:

1) WHEN?
When in the timeline does the game take place? Is it ancient, before The Shattering? After Journey’s
End? Somewhere in-between? Have the Maktuta betrayed Mata Nui yet, or are they still loyal? Do the
Dark Hunters exist yet? All of these are important things to consider. Some races or powers would be
unavailable depending on the time frame.

2) WHERE?
Where does the game take place? Is it entirely within the Great Spirit Robot’s body on Aqua Magna?
Perhaps the waning days of the war that split Spherus Magna? Sometime after facing the mysterious dark
vision at the end of the timeline? It’s up to you to choose this, and you should let your players know so
that they can make Characters appropriately. Some races might not exist in some parts of a setting. For
example, a game set on Bara Magna during the events on Aqua Magna (The three movies and such) would
not have Toa, Turaga, or Matoran and would likely only be Agori and Glatorian. The reverse would be true
for a game set on Aqua Magna.

3) WHO?
Who does the game star? Is it a team of Toa heroes fighting a threat for an island? Is it a group of
Matoran who have to try and solve a mystery within their city? Or is it something off-kilter, like a group
of Dark Hunters doing a bounty for a Makuta to get paid? Who they fight is also important. Is the enemy
a Makuta? A powerful Rahi beast? A rogue Toa? This can determine what foes the team will face in their
journeys as well as how difficult the game will be and what tone it will have.

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4) WHAT?
What is the goal of the team? Are they Toa simply protecting an island city in a sort of “monster
of the week” format with some deeper evil underneath the surface? A group of Dark Hunters out to
get a bounty on a dangerous rogue Toa who’s plotting something that could harm everyone? Or perhaps
you’re an Agori or Glatorian who’s uncovered corruption within the local government and is attempting
to expose it.You don’t have to tell the Players everything, but giving them a general idea of their main goal
can give then purpose and prevent aimless wandering. Of course, you should let the Players decide just
how to reach that goal – and maybe if that goal isn’t worth reaching at all for some reason or another.

5) HOW?
How has the team gotten to this point? You needn’t write an entire backstory for all your players
– you shouldn’t in fact – but giving them a mission to start with is a good way to drive investment and
gives them a way to build their backstories and characters around the scenario at hand. There’s also the
matter of transportation – how do the characters get from point A to point B? Consider these things
when you’re setting up the world of your game.

You should now have a basic idea of how your world is set up. In the end, it is up to you as the
Game Master to populate the world with characters that your players will grow to love (and possibly
hate) and make it feel like a real, living, and breathing place as best you can. Spend an hour or so before
e very game re-reading a few notes you’ve made about the world. It’s good to keep things fresh in your
mind after all. Be sure to give some NPCs – Non-Player Characters, who consist of every character
that is not a Player Character from the humble Matoran villager to the mighty Makuta – quirks, dreams,
aspirations, and personalities; it can go a long ways to making them relatable and fun to roleplay with.

You can approach the setting you build from the bottom up or the top down. From the bottom up,
you make the NPCs first, giving them personality, beliefs, and goals.You then expand to detail their allies,
enemies, and where they live. Think of ideas as LEGO bricks and as you build anything you want to, as
long as there’s reasonable connections. Top down, you’re looking at constructing the various places that
Matoran would call home, the world’s mythology and legends, and then going down to a personal level to
create NPCs that the Players’ Characters interact with. Both methods of creating your world are entirely
valid and have their own merits to how you build a living, breathing world.

ADVERSARIES AND ANTAGONISTS

Like any of the canon tales from the World of the Bionicle, a lot of conflict derives from the
antagonist’s goals clashing with the general interests of the team. Sometimes, an antagonist’s goals are as
simple and straightforward as usurping the Matoran Universe, or as grey and ambiguous as retaliating for
the perceived first shot at their territory by another group. First, decide on your antagonist’s goal.

A goal is fine, but it is enhanced by a motivation. Just as actors get into a role by figuring out a
character’s motivation for a scene and their actions, you as the GM can better understand the psychology
of an antagonist’s goal by giving them a motivation. This can be as simple as giving them a one word
motivation such as “Fear” or “Pride” or as complex as, “Desires to remake the Matoran Universe in his
image.” for whatever reasons you may see as fit. Maybe the character sees themselves as wronged by
some party, or maybe they’re trying to make the world safer, but going about it in the wrong manner. Or
maybe the villain is just a jerk who needs to be put in their place.

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With a clear goal and motivation out of the way, you can add some numbers to the antagonist. First, you
decide what rank you require them at to stand up to a group of Player Characters. Using the Character
Creation rules, you then build the Character as basic for its race as you like, then add on Bonus CP as
you need. Remember that the Character Creation rules are guidelines, giving you an idea of just how
strong a Character should be for its race and that you can raise or lower the base CP used to build the
Character as you wish. If I wish to make a Toa level threat to challenge a group with some moderately
strong Matoran, I could start off with a pool of 45 CP and build from there. Assigning a minimum of 1 to
each category, I build this Character as a bit of a glass cannon. The Character is strong enough to likely
injure a player character controlled Character to the point of defeat, but is rather fragile and a few good
hits might take it out of commission.

This is just one method of going about building an enemy, however, there’ll be a few more tips, tricks, and
ideas later on. Additionally, there will be Variant Rules for playable Skakdi – the race the Piraka hail from,
Makuta – formerly servants of Mata Nui who eventually go rogue, Agori – the villagers of Bara Magna,
Glatorian – the warrior caste of Bara Magna, and Titans – a catch-all for beings like Roodaka, Sidorak,
Axonn, Brutaka, and other such beings. You can use these as a means to create powerful antagonists as
well as a short list of Boss Powers in this section.

Some antagonists are meant to slow down and hinder players and as such, really lack the staying power
of the main threat. These smaller antagonists, called Mooks, only have as much Durability as their rank
allows. These make for good fodder enemies to harass higher level players, such as a swarm of Bohrok
that have allied with a Makuta facing off against players that have Toa or Turaga of their own. Any good hits
will be enough to get rid of the small fry so that the players can then work towards defeating the leader
of the Mooks.

Sometimes, an encounter with an adversary doesn’t go as planned. They’re either stronger or weaker
than you anticipated or the players had a run of good or bad luck. If this happens, you can change up the
antagonist’s motivation and goals somewhat, to align with the antagonist’s apparent power level, or come
up with a reason why it’s stronger or weaker now. If the monster was too weak or the team lucky, you
can simply say that the antagonist was really all talk and no game, as it were. If the situation is the opposite,
you can say that the enemy was really a lot more than he appeared to be, even going so far as to perhaps
claim him as a recurring enemy. It’s all in how you put the spin on things, just as long as you spin it in a way
that makes sense for the story. But as the Game Master, you have a lot of power to be able to change up
the tactics you throw at the players at any given moment you feel the story is suffering for it. Keep that
in mind at all times!

Not every enemy in a story is a Makuta or such race.You can use Toa and Matoran as antagonists as well.
The Toa antagonist in a Bionicle story can be just as scary as a Makuta, if not more so when they have
the proper allies! Build them, again, like you would any other character with CP and XP to make them
properly threatening, and give them a reason and motivation for what they’re doing.

Lastly, remember that not everything has to be black and white when it comes to morality. An antagonist
whose story you can sympathize with, even if you don’t approve of their methods, can go a long way to
making a story interesting and immersive. Everyone goes about dealing with their problems differently,
and that can lead some people down a very dark path. Of course, some characters are just flat-out nasty
and it can’t entirely be explained away with a story, but it’s a good thing to keep in mind.

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OPPOSED ROLLS
When your players suddenly want to make a roll against an NPC’s stat, or maybe even against
another Player Character (the latter scenario is generally something you want to avoid for one reason
or another, but if the situation arises, it’s best to be prepared) you, as a GM, need to make an informed
decision on which stats both characters roll.Whoever rolls higher is decided as the winner of the contest.

Generally speaking, if it’s a straight clash of power, such as a contest to see who can lift the
heaviest object or who can grab an object faster, the same stat of, using both examples, Body + Strength
or Agility in the latter example.

However, sometimes it’s best for two Stats to be different. For example, if one character is trying
to be sneaky and steal an object, but another is attempting to spot them before it’s too late, the former
would probably roll Agility + Stealth, while the other would roll Intellect + Perception. This takes a bit of
interpretation on the GM’s part, and is generally scenario-based, but there’s a few things which could be
give or take constant. In the end, it is your job as the GM to make sure things all make sense roll-wise.
But to help things along, this short list of scenarios and rolls should be a good starting point.

- One Character is attempting to distract another from noticing the team with a lively dance, so
that they may sneak around unnoticed. This one is tricky, as it’d require two rolls, one for the distraction
success, and another for the sneaking around. First would probably be a Charisma + Entertain roll VS a
Spirit + Wisdom roll. Second would presumably be an Agility + Stealth roll, with an opposed Intellect +
Perception roll.

- One Character is attempting to convince another to do what they want. This one is a bit tricky,
and depends on how precisely they go about it. If they’re trying to appeal to their sense of decency, that
would presumably be a roll of Charisma + Persuasion. If they’re intending to lie and otherwise misdirect
the target, that would be a Charisma + Deception roll. The opposed roll would also change based on
the scenario, if the former is used, one would oppose it with a flat Check. If they use the latter, a Spirit +
Wisdom Check seems to be more in order.

- Two characters are having a competition to see who can lift the heaviest object. They both roll
Body + Strength Check.

Essentially, when two characters are making opposed rolls, with the exception of a contest to see who
is better at a specific job, or a grappling maneuver, there’ll generally be an “Attacking” set, whether that’s
a Stealth, Persuasion, or Deception check of some type, and then a “Defending” set, which usually falls in
line with a Wisdom, Perception, or flat Spirit or Intellect roll. Consider the scenario first and foremost
however, not every case falls in line with one of these cases.

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CHAPTER 5: VARIANT/OPTIONAL RULES


Below are a list of Variant or Optional Rules to help you customize your game further. Most of
them relate to non-traditional races such as Makuta, but some are minor tweaks to existing rules. Of
course, this isn’t a be-all end-all list; this is just some suggestions to get you started.

OTHER RACES
Toa, Matoran, and Turaga are not the only three races that live within the Bionicle Universe. There are a
few others with powers of their own.

Makuta
The Makuta are a race of beings who were initially much like the others of the Matoran Universe:
biomechanical beings who served Mata Nui. However at some point they decided to rebel and changed
their bodies into gaseous forms that could inhabit completely mechanical bodies.They are proud, arrogant,
and only served Mata Nui out of fear of punishment.They can be male or female and range from Medium
to Large in size. The Makuta have a wide variety of powers that go far beyond those of Toa and Turaga,
and are generally feared. Moreover, they do not need to eat, sleep, drink, or even breathe.The Makuta are
powerful, but their pride and arrogance limits their potential. Therefore, an example statblock – the one
that is recommended – is as follows:

Starting CP Starting Cap Final Cap Area Cap


50 5 7 25

As Makuta have their own unique set of powers, those will be listed below. Like Toa and Turaga
Elemental Powers, Skill Checks for them are 3d6 + Spirit + [Skill] as appropriate for a situation and their
Power Precision Pool is Spirit + Fight. Furthermore, Makuta may wear Great Kanohi masks (though not
Noble Kanohi) and as such may be affected by the Maskless Effect. Unlike Toa and Turaga however, Makuta
are not limited to 1 Power; they may have as many as they can purchase with their CP. Like Elemental
Powers however, you cannot acquire more via XP.

MAKUTA POWERS
TIER 1 (1 CP)

Accuracy: +1 to Precision Pool.

Adaptation: +1 to Survival

Chameleon: +1 to Stealth

Dodge: +1 to Evasion Pool.

Fire Resistance: -1 damage from Fire Elemental Powers.

Ice Resistance: -1 damage from Ice Elemental Powers.

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Ice Resistance: -1 damage from Ice Elemental Powers.

TIER 2 (2 CP)

Anger: Target makes a contested Check of 3d6 + Spirit + Wisdom against your Power Check. If it fails, it
attacks the nearest target – ally or enemy – for your Spirit in turns. If it brings its target to 0 Durability,
it picks the next closest creature as its new target until the duration ends.

Confusion: Target makes a contested Check of 3d6 + Spirit + Wisdom against your Power Check. If it
fails, it is afflicted with the Stun Effect.

Darkness:Target makes a contested Check of 3d6 + Spirit + Wisdom against your Power Check. If it fails,
it is afflicted with the Blind Effect.

Fear: Target makes a contested Check of 3d6 + Spirit + Wisdom against your Power Check. If it fails, it
is afflicted with the Fear Effect.

Mind Reading: Target makes a contested Check of 3d6 + Spirit + Wisdom against your Power Check. If it
fails, it suffers a -1 penalty to its Precision and Evasion for your Spirit in turns when it is the target of an
Attack from you or targets you with an attack as appropriate.

Silence: Target makes a contested Check of 3d6 + Spirit + Wisdom against your Power Check. If it fails, it
is afflicted with the Deafen Effect.

Slow: Target makes a contested Check of 3d6 + Spirit + Wisdom against your Power Check. If it fails, it is
afflicted with the Immobilize Effect.

Fear: Target makes a contested Check of 3d6 + Spirit + Wisdom against your Power Check. If it fails, it
is afflicted with the Fear Effect.

TIER 3 (4 CP)

Chain Lightning: Power Attacks leap to Adjacent targets, dealing 1 damage to each.

Heat Vision: Power Attacks count as the Fire Elemental Power and deal an additional 1 damage for half of
your Spirit (rounded up) in turns.

Hunger: Power Attacks have the Lifesteal Effect.

Plasma: Power Attacks deal 1 damage to every target within Close range of your initial target.

Poison: Target makes a contested Check of 3d6 + Spirit + Wisdom against your Power Check. If it fails, it
is afflicted with the Poison Effect.

Quick Healing: Can apply the Heal Effect to yourself once per Combat.

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Skakdi
The Skakdi were once peaceful, around 75,000 years before Journey’s End. Then a Makuta, Spirah,
arrived on their island and began experimenting on them. He gave them Elemental Powers that only
worked in pairs or greater, Vision Powers, and made them into violent, vicious creatures with a hatred
for Makuta. They tend to be manipulative and quick to violence, and lack the ability to use Kanohi Masks.
They’re nowhere near as strong as Makuta but are comparable to Toa in terms of power and come in
both male and female, with the females being more ferocious. They are Medium in size.

Starting CP Starting Cap Final Cap Area Cap


45 5 9 20

Skakdi Powers use Skill Checks for them the same as others of 3d6 + Spirit + [Skill] as appropriate
for a situation and their Power Precision Pool is Spirit + Fight. Furthermore, Skakdi have Elemental
Powers that function identically to Toa Elemental Powers with the same rolls – but must be with another
Skakdi to make use of them. You must have at least another Skakdi in your Team to make use of your
Elemental Power, but you may choose one from the list of Elemental Powers on pages 11-14 in addition
to Skakdi Powers, of which you may choose one Vision Power and one Bonus Power. Like Makuta, you
may not select new powers later via XP.

SKAKDI VISION POWERS


TIER 1 (0 CP)

Infrared Vision: Can see invisible creatures, such as those using the Kanohi Volitak (Mask of Stealth).

X-Ray Vision: Can see through any surface out to Long Range. Cannot see Invisible targets.

TIER 2 (2 CP)

Heat Vision:Vision Power attacks deal +1 damage.

Impact Vision:Vision Power attacks inflict the Knockback Effect.

Telescopic Vision: +1 Precision to Ranged Attacks.

TIER 3 (4 CP)

Future Sight: Target makes a contested Check of 3d6 + Spirit + Wisdom against your Power Check. If it
fails, it suffers a -1 penalty to its Precision and Evasion for your Spirit in turns when it is the target of an
Attack from you or targets you with an attack as appropriate.

Spellbinder Vision: Target cannot use Mask Powers or Elemental Powers for your Spirit in turns. If they
are currently making use of either, the effects immediately end. Cannot be used on a target more than
once per Combat.

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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.

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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).

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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:

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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.

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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.

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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.

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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.

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BIONICLE CHARACTER SHEET / CHARACTER SHEET

PLAYER NAME:

PORTRAIT CHARACTER NAME:


EXP GAINED: EXP USED:
RACE
ELEMENT
MOVEMENT
DURABILITY
PRECISION
DAMAGE
EVASION
ARMOR

ATTRIBUTES AND SKILLS


AGILITY INTELLECT
EVASION TECHNOLOGY
FIGHT KNOWLEDGE
STEALTH PERCEPTION

BODY SPIRIT
ATHLETICISM WISDOM
ENDURANCE COURAGE
STRENGTH SURVIVAL

CHARISMA
PERSUASION
DECEPTION
ENTERTAIN

TERRORS

MAJOR
VIRTUES
MINOR
TOOL INFO POWERS
NAME:
TOOL COMPONENTS

KANOHI

GREAT NOBLE POWERLESS


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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.

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