Matoran/Doronai Nui

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Matoran are one of the most common species in the known universe.

Species Basics

Species Category Size Category Generic SP Path Point Calculation
A Small 7 Sum of highest 3 Mods

Physical Specifications

Move Speeds

Walk Swim Fly Climb
10ft/AP 5ft/AP None 2ft/AP

Inventory Capacity

Sheaths Mags Carry Weight
1 2 [Strength Score]*12

Resource Pools

Floor Rate of Climb Min. Roll Natural Cap Rest Recovery
HP 20 + CON 1 + CON 1 40 + CON 4d4
EE 15 1d3+CON + INT + WIS None 25+CON + INT + WIS 2

Armor Class

Body Part Head Torso Arms (2) Legs (2)
Armor Slots 1 1 1 1

Ability Specifications

Attack Roll Save DC
Elemental Power 1d20+PROF+MOD 4+PROF+MOD

Saving Throw Proficiencies

Save Fortitude Reflex Will
Proficient No Yes No

Attribute Score Bonuses: Your Species Attribute Score bonuses are based on your Elemental Tribe (see the Elemental Index). Each Tribe has three associated Attribute Scores; at character creation, increase any two associated Scores by 1 each.

Size: Matoran are a Small species, and receive +1 to AC, +4 to Stealth, and -1 to Attack Rolls.

Default Armor: Normal Matoran will have a starting AC of 8 (Light on both arms and legs, a Kanohi mask on their head, and one Medium Armor Piece in their torso slot, along with +1 AC from their Small size). Matoran begin with a powerless Kanohi of a shape of their choosing. They must meet the Strength requirements to wear Heavy and Ultraheavy Armor Pieces.

Starting Gear: Matoran begin play with one Off-the-Rack weapon and one free Backpack.

Subspecies and Clans: The Matoran are divided into 16 tribes, based upon their elemental affiliation. They often live in villages (Koro) or in cities (Metru), or live among other species throughout the world.

Minor Species Boons

Language: Matoran begin play with the ability to read, write, and speak Modern Matoric, as well as one other Major Matoran Dialect of their choice.

A Mere Matoran: Matoran have +2 on checks to deceive beings of other species (e.g. not Matoran, Toa, and Turaga).

Major Species Boons

People of the Great Spirit: When a Matoran Takes 15 on any Skill Check granted by their Species or Tribal Proficiency, they only take twice as long to perform the task (instead of three times as long). Additionally, Matoran can Take 15 on any skill checks given by their Species Proficiencies when under pressure.

Kanohi-Dependent: Matoran must wear a Kanohi, though they cannot access its powers. If a Matoran loses their Kanohi, they immediately gain the Unmasked condition, and will fall unconscious after one hour of masklessness. They can only be returned to consciousness (and lose the Unmasked condition) if they don a Kanohi.

Transformation (Toa): Destined Matoran (as determined by the Game Master) have the ability to transform into Toa heroes when they come into direct contact with a catalyst (colloquially called Toa Stones, though they don’t need to necessarily be rocks infused with Toa Power) that prompts their transformation. When a Matoran transforms, the mask they’re wearing becomes a Great version of itself and up to two tools they have on their person become their Toa Tools (built in the Weapons System at the appropriate Quality tier for their level), and they gain a +1 to the Tribally Associated Attribute Score they don’t already have a +1 in, as well as another +1 in one they already have. Their armor also becomes the appropriate weight (as listed in the Toa section), and they become a Medium-sized creature. Due to the portentous nature of Toa Transformation, a Game Master may choose to alter any of these particular details in regards to equipment or mask powers as befits the story, though it is recommended that they not wait too long after transformation to give a new Toa their due to defend the people of the Great Spirit.

When a Matoran transforms, their minimum health becomes that of a Toa, if it does not already exceed that value. It is suggested that GMs allow Matoran who transform (if above first level) to reroll their Rate of Climb dice as though they had been playing as a Toa since level 1, though this is not required.

Special Restriction Notices

Elementalist - Matoran cannot use Elemental Powers, and therefore cannot access the Elementalist Supertype. Matoran with the Kaiax (Elementally-Activated) Template can take levels in Boltlancer, but gain no benefits from abilities that affect things besides the Bolt and Feint Elemental Attack Form.

Kanohi Fighter - Matoran cannot use mask powers, and therefore cannot access the Kanohi Fighter Supertype (with the exception of Mind Blade).