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BIONICLE Day 2024 announcements: DN 0.11.1, new masks, and more!

Hello, everyone! We hope that everyone is having a wonderful extended 810NICLE Day! Make sure to check out the second day of the stream, now live with a special Doronai Nui one-shot game: https://www.youtube.com/watch?v=jQQA9gbaZxg

We have some exciting announcements to share, starting with the release of version 0.11.1 of the Doronai Nui! This update brings a variety of hotfixes and some quality-of-life improvements throughout the system, and is the next step toward ensuring we have a solid foundation for what's to come in the future.


Additionally, the Red Star Forge is pleased to bring you two masks that are available for free! The G1 Mask of Creation and G2 Mask of Ultimate Power can be downloaded as STL files for printing or as Stud.io-compatible files (special thanks to VootCaboot for her assistance with preparing the Stud.io files!) from our Patreon page, free of charge: https://www.patreon.com/posts/109920509

We also plan to offer prints of these masks on our website once the shop is back.


Speaking of the Forge Shop, although we are not yet ready to reopen, our team is hard at work getting some behind-the-scenes updates done and shipping the remaining backlogged orders. We are tentatively hoping to have the shop back up and running next month, and definitely before the end of the year. See you soon!


Doronai Nui 0.11.1 changelog:

General

  • Various grammatical and mechanical structure issues have been resolved across most documents.

  • Clarified in the Species and Equipment indices that having a negative Strength Modifier does not reduce the amount of Slots on an Armor Frame.

  • The Living Shadow Material in the Elemental Index and Crafting Guide no longer mentions “Cloying Darkness”, instead correctly mentioning Consuming Darkness 1.

  • Clarified that DoTs caused by Fire, Corrosive, and Poison Damage have their Durations refreshed if a new instance would be applied.

  • Kanohi Save DC is now calculated as (8 + [Use Kanohi Bonus] + X + [Attribute Modifier]), thus universally increasing the DC for all Kanohi in the game, allowing KSDC to scale with Level better, and also now more closely matching the ESDC and PSDC calculations.

Rules Guide

  • The Use Elements Skill description no longer refers to Elemental Expertise Tokens, which no longer exist as of the previous version.

  • Lethal Vulnerability now properly specifies that it reduces a target automatically to -1HP.

  • Vulnerability correctly says it deals Y+1 times the Damage.

    • Vulnerable 1 would deal 1x Damage if this weren’t the case, which just isn’t right.

  • As Kanohi Save DC increases are now defunct as a Talent, Difficulty Class Focusing has been given a more apt name in Save Training. It is functionally the same as before, allowing the player to gain Proficiency or Ranks of Expertise in their Saving Throws.

  • The Taking 10/15/20 section of the Rules Guide has now been adjusted to introduce Taking 15 as a universal concept in the system, and also to specify how long it takes to Take 10, 15, or 20 on a dice.

    • “Taking 25” is also no longer erroneously listed as a system concept.

Species Index

  • The DC for the Manidi’s Hypnosis Boon now keys off of Perception, rather than the defunct PSDC Increase Talent removed in 0.11. Manidi have also been granted Proficiency in Perception checks for these purposes.

  • Vhisotai now get Versuvan as a starting Language, in addition to all the Languages they could previously learn.

    • Somehow we neglected to include the Vhisotai’s native language in their own entry. Our bad.

  • Atureas Majors no longer mention Elemental Expertise Tokens in their Feeding The Night Boon, a term which is now defunct.

Supertypes and Archetypes Index

  • Combat Arts:

    • Rhokatai Level 3’s Air Resistance now allows the user’s Thrown Weapons to be treated as Ranged Weapons of the same Handle type.

      • While perhaps deadly in practice, it has been determined that this is needed to allow Rhokatai to not remain something of a dead archetype within Combat Arts if you wanted to use only Thrown Weapons.

    • Warrior’s Crackshot Grip now applies to the first half of your Weapon’s Range and no longer mentions Core Range.

  • Elementalist:

    • Clarified that Diminutive Elemental Items created by Channeler Level 1’s Trickle-Down Effect may still benefit from Channeler Level 3’s Volley.

    • Shaper Level 1’s Gradation Air now specifies a 1EE minimum cost

    • Clarified the equation of the repairing function for Shaper Level 2’s Ability.

  • Diplomat:

    • Chronicler Level 4’s I Love The Way You Tell It no longer refers to EE and UE Recovery Dice, which no longer exist. Instead, it recovers half of an ally’s EE and UE, much like it does KC.

    • Reorganized Machiavelli Level 2’s Dice Pool options numerically.

    • Negotiator is no longer placed before Merchant, properly listing all of Diplomat’s Archetypes in alphabetical order.

  • Scout:

    • The Archetype List for Scout no longer mentions a currently nonexistent Cross-Listed “Pirate” Archetype for the Criminal Supertype.

      • Maybe another update, no guarantees.

  • Stealth:

    • The Spy Archetype is now Cross-Listed with Scout.

  • Survivalist:

    • Tracer is now correctly listed in the Cross-Listed Half-Archetypes section of the Survivalist Archetype List.

  • Engineer:

    • The Archetype List for Engineer now correctly mentions Shaper from Elementalist for the Cross-Listed Archetypes section, instead of the obsolete Elemental Smith

    • Biomechanist Level 6 now allows you to install nearly any Component directly into a living target.

    • Clarified that Gourmand Level 1’s THP does not stack with itself.

    • Clarified Weaponswright Level 2’s Your New Best Friend to state that the AC bonus it grants applies to the wielder, not the Item itself.

Elemental Index

  • Absorb is now listed as an Elemental Ability along with Craft and Control.

    • Mentions of Absorption across the Elemental Index are also now properly capitalized to signify this ability as a mechanical concept.

  • Elemental Control now more clearly specifies that Focus is only required if the amount of AP to cast it is greater than the amount of AP you have left on your turn.

    • It has also been specified that you may make use of any Components installed on an Elemental Item when using Control, spending AP and IC (EE) as normal. Use ESDC instead of ISDC as part of Control.

  • Elemental Control is now based on an Attack Roll rather than forcing the target to make a REFL Save.

    • ESDC’s are getting rather high very quickly, meaning that there’s very little a target can do to avoid being hit by an Elemental Attack. This also made Dexterity the most important Attribute Score when fighting virtually any Elemental User.

  • Elemental Materials now specify their Damage Types, as well as their Solid or Non-Solid status, to match their description in the Crafting Guide.

  • Elemental Talents previously did not have a clearly stated Range in feet. This has been amended with a default Range of 30ft.

  • Two new Generic Elemental Talents have also been introduced: Elemental Ace, which allows you to increase the Attack Roll Bonus on Elemental Control. And Elemental Sniper, which allows you to increase the Range on Elemental Talents.

  • In the Off-The-Rack Items section, Area of Effect is now correctly listed with a 5EE cost to Craft.


Powers Index

  • Clarified the functionality of Single-Action Ability Components.

    • Probability Manipulation has also been slightly reworded to accommodate for this change.

  • Clarified that the effects of the heightened or lowered Temperature Bands caused by the Temperature Manipulation Component occur immediately if they only affect a target and not an area of effect.

Kanohi Index

  • Elemental Masks:

    • When used by beings without natural access to the Elements, Elemental Masks now key off of the Species Category of the user to help determine the EE the user gains. 

      • This works much like the Elementally-Activated Template from the Templates Index.

  • Generative Masks:

    • The Great variants of the Kanohi Aahk now properly scale with KC usage.

    • The Kanohi Mukama is no longer listed as Always Active.

  • Mental Masks:

    • Placed the exchange rate of KC to ft Fired for the Kanohi Kamawai in its Primary Effect description, rather than its lore blurb.

  • Physical Masks:

    • The Kanohi Onewku has had its AP Cost clarified.

  • Reality Masks:

    • The description of Possibility Points generated by the Kanohi Isima now matches the Possibilities Ability Component from the Powers Index, which it draws from.

  • Sensory Masks:

    • The Kanohi Olavu and Ruru have had their AP Costs clarified.

    • The Ruru’s blinding effect is now placed in the Primary Effect description, rather than the Secondary Effect.

    • The Olavu also now properly mentions Knowledge: Geography instead of “Navigation”.

  • Transient Masks:

    • The count of Kanohi under the Transient Category now correctly says 14, rather than 12.

    • Clarified that the Always Active effect of the Kanohi Kakamana activates as a 0AP Reaction.

    • Clones created via the Kanohi Mohtri now start acting after 1 Round has passed, matching the mask’s lore blurb.

Crafting Guide

  • The Crafting Guide’s 9th page is no longer blank.

    • Whoops!

  • Clarified the AP Cost for depositing Measures of Stone using Holdstone.

  • All Plants are now designated as Vulnerable to Fire Damage unless otherwise stated, in their overview.

Equipment Index

  • Lantern Shields have the +2 Damage from a STR Style applied to their table.

  • Punch Weapon has been clarified to only allow you to use an Unarmed Strike’s Damage Dice, and not its Attribute Score.

    • We never intended for Attribute Scores to factor into Punch Weapon, allowing players to effectively add their STR or DEX Modifier twice (or both Scores once if they’d double-pumped).

  • The Regeneration Armor Frame Component no longer alludes to types of Rest Recovery Dice which no longer exist.

  • The Thermoregulation Armor Frame Component has been cut due to its redundancy compared to Lens Obfuscation (Thermal).

  • The Beam and Volatile Components have been moved into the Application Components section.

  • Fixed an oversight in the Interlock Spike Component that prevented its usage in Traps.

  • Fixed an unintended oversight in the Grapple Component, allowing for Melee Weapons to be used within Reach.

Machines Index

  • General:

    • Overcharge now more clearly states that its IC costs are in addition to whatever the Component usually requires. 

  • Bohrok/Krana:

    • Bohrok Powers are now specified to use the Associated Attribute Score of either the Krana or Bohrok, whichever is higher

      • Typically, Bohrok Powers that mention a Physical Attribute Score will use the Bohrok’s Physical Scores, while a Mental Attribute Score would use the Krana’s, unless the Krana is not present.

    • The Overcharge Component on Bohrok now correctly costs up to 16IC. Overcharge was also not accounted for in the Construct’s overall Slot Cost, which has now been corrected to 8 Slots remaining.

    • Krana now possess a new Major Species Boon: Follow the Thread of Destiny. This new Boon allows the player to specifically follow the story of either their Krana or their Bohrok Shell in the event the two are separated.

    • Krana’s Facehugger ability now clarifies that your victim considers you a Kanohi for the purposes of Kanohi Dependent or otherwise avoiding the Unmasked Condition.

  • Rahkshi/Kraata: 

    • Removed the erroneous mention of Reinforced Frame and replaced it with the more up-to-date Health Frame Component.

    • Rahkshi now correctly hover up to 100ft rather than 50ft.

    • Rahkshi are now correctly listed with 6 Component Slots remaining.

    • Heat Vision Kraata now have the Beam Component installed starting at Stage 4.

    • Clarified the UE cost for the Hunger Kraata’s Stage 6 Power.

    • Laser Vision Kraata no longer have two different descriptions of their powerset.

    • Clarified that the Staff of Power of a Limited Invulnerability Rahkshi is also invulnerable when a Kraata is inside of the Rahkshi suit.

    • Quick Healing Kraata can now apply their Healing to targets within Reach.

      • This was a detail our mechanical team missed while our writers did not, creating a strange discrepancy between this Kraata’s description and its listed capabilities.

    • The Staff of Power has 0 Component Slots remaining due to having Dual Weapon installed correctly.

Buildings Index

  • Updated the description of the Warehouse room to clarify its function.

    • The old description cut off suddenly in the middle of the second sentence. Embarrassing on our end.

Environmental Guide

  • The Elevation Band Table now correctly has a second asterisk point regarding Temperature for positive Elevation Bands.

  • The Stealth bonuses and penalties imposed by Cleansing Light and Consuming Darkness have been increased to be correctly more extreme than lower/higher Light Bands.

  • Steppes now have Loam, to properly justify their Onu I Elemental Affinity. 

  • Clarified that rare effects, such as Powers, can make Temperature Bands affect individual targets rather than the Local Environment, and what happens to the target when this occurs.

Rahi/NPC Corpuses

  • General Changes:

    • Due to increasing technical challenges related to the sheer number of statblocks and other tables, we are fragmenting the Rahi and NPC Corpuses based on Rahi Taxonomy or Species groupings (ex. Chosen of the Great Spirit, Makers and Breakers, etc.) into their own separate documents.

      • The Introduction and explanatory information at the beginning of the original documents have been condensed into a single guide that encompasses all Rahi/NPCs, simply called the Corpus Guide.

      • This change should allow our developers to continue introducing new Rahi more easily, while also reducing the amount of scrolling GMs have to do when they know where to find a given NPC.

    • The Universal Traits section of all Rahi Taxonomies now lists what Languages are most common to that Taxonomy. Any deviances from this norm are notated in a Rahi’s individual entry.

  • Notable Specific Changes:

A very large number of Rahi and NPCs possessed slightly inaccurate AC, CMB, Initiative, Save, and Energy Pool values, as well as inaccurate or missing Skill Proficiencies. Listing these changes and fixes in an exhaustive manner would make this section of the log nearly unreadable, but notable examples of changes, in order of Corpuses, include:

  • Amphibians and Reptiles:

    • The Mud Hydra now lists its FORT value.

  • Fish and Crustaceans:

    • Kadikaris now have the Amphibious Special Ability, properly referencing their lore blurb.

    • The Ussal Crab’s Growth ability is now consistent with the Size Category listed earlier in its statblock.

    • The Ussal Crab no longer lists Coasts as an exception to their Environments.

  • Insects and Arachnids:

    • Renamed the Cliff Bug to Crop Hoppers.

      • Cliff Bugs are a canon Rahi that we failed to properly represent with this Swarm statblock. Even so, we felt the concept of the Swarm was good enough to keep as its own thing. The proper Cliff Bug will be coming soon.

    • Fenrakk Spawn now drop Measures of Fenrakk Saliva (from the Crafting Guide) as Loot.

      • Their Bite Attack has also been altered to better match the properties of its Saliva.

    • Sea Spiders no longer have a missing Use Powers Bonus, a UE Pool, and a UE Cost for their Rhotuka.

  • Mammals:

    • The Fader Bull Herd’s top right section is no longer blank.

    • Hapaka are now correctly listed as Small Size.

  • Molluscs and Annelids:

    • Cowries now have a flat Rest Recovery, no longer relying on their negative CON.

  • Unknown Taxonomy:

    • Colony Drones no longer possess a “+-3” WILL value.

  • Makers and Breakers:

    • Ancient Skakdi Reality Delvers no longer have FFAC and TAC values that impossibly totaled up well beyond their actual AC value (moreso than other similar cases).

    • Skakdi Varrak now possess EE and UE values more closely resembling current energy pool baselines, rather than outdated ones.

  • Prime Species:

    • The Attacks and Special Abilities header for the Manidi Infiltrator is now properly centered.

  • Other Oropi:

    • Various Atureas statblocks no longer mention “Radiant Damage” instead of Light Damage. Radiant Damage as a system term has not been in use for approximately 5 years. 

    • Gawalai Alchemists no longer erroneously reference Alchemical Mutation, an ability which no longer exists.

  • Constructs:

    • Kraata now possess the correct amount of UE.

    • Krana now correctly list a Batoid Body Plan.

    • Stationary Nektann now list their FFAC and TAC values

Extraplanar Index

  • The element of Kinetics now lists a new Additional Feature: Laws of Motion, which disallows Kinetics users from Crafting using their Element.

    • This feature was already implied to exist throughout several documents, but we had neglected to properly mention it before.

  • Kinetics’ Energy Dampening Talent now correctly mentions what happens upon lowering a die’s size below a d4, rather than impossibly scaling beyond a d12.

  • Skullcases now produce 6IC/Round to reflect their lack of IC costs related to Lenses.

    • They also now correctly use the Lenses terminology and framework rather than Sensors.

Character Sheet

  • Fixed some issues related to character width in the Skills cells

  • Use Elements now correctly mirrors across page 1 and 3

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