It could be Worse
The dark powers of the dreaded Makuta run rampant on the once great island of Mata Nui.
No one is brave, or foolish enough to oppose him.
Those that tried have been destroyed.
Two dark eyes tore into this world once, bringing a vision of it to Matoran.
It was thought to be just an illusion.
Merely a figment of a dark imagination, twisted for dark purposes.
But they were wrong.
The nightmare of a world… is real.
Search your mind, as Karzahni did to Jaller.
Take yourself into the darkest trenches of possibilities.
This is a land where darkness lingers everywhere.
Where one small mistake, one reaction to slow, led to the twisting clutches of shadows.
Welcome to the darker side of imagination.
Kini Nui, this place is where it all started.
Six brave Heroes have faced Monstrous Beasts, powerful insectoid machines, and the Makuta himself.
The sinister Rahkshi brought death and destruction to the island.
Nothing could stop them, except a fabled Hero, a Toa of light.
The six Toa worked together in one last battle against the serpentine followers of Makuta.
Two brave Matoran, Jaller and Takua, fought the Rahkshi of fear, the son of Makuta named Turahk.
They had no chance at victory.
Pure fear, a power that cannot be stopped, halted or deflected.
The dark energy of Turahk flowed into Takua, lashing away at him.
Fear, horror, dread.
These are mere words, what went through Takua is beyond them.
Every second a waking nightmare, fear beyond fear.
For the Matoran, there was one escape from the fear, one way to stop it.
His eyes hazed over, heartlight flashing wildly.
Death was a mercy when it arrived.
The lifeless body of the island’s greatest hope fell, with it collapsed the dreams and hopes of all on the island.
All that is, except Makuta.
The Mask of light, in its glowing glory, went black as Makuta’s heart.
The six Toa Nuva entered the Lair of Makuta, thinking themselves ready to stop his cruelty once and for all.
They were wrong.
Six broken bodies lay scattered across the underground cave.
The body of Lewa, daring Toa or Air, charred by electricity.
The wise Onua nothing more than a plasma induced pool of liquid.
Pohatu, the strongest brought down by strong winds and a brutal impact.
Gali, crushed by magnetism and the bodies of her brother Toa.
Kopaka, drained of his air and strangled by the outside pressure.
And Tahu, bravest of all, leader of the six Toa.
Makuta had saved a special fate just for him.
His slaying was in front of the whole village, and is too brutal for words.
But Makuta wasn’t done tormenting the villages, his rule had just begun.
Inside his lair, monstrous things were made.
They were creatures unlike anything from the darkest of nightmares, beasts of death and violence.
And with them at his fingertips, the entire island was overcome by darkness.
But the Turaga, who had lead the Matoran in opposition to his power, they survive.
They served the Makuta, not of choice, but for the survival of their people.
But the Matoran would not let shadows control them.
Onewa bravely led a last ditch attempt at survival and freedom.
Six Turaga and a group of brave Matoran fled.
Rahkshi were ready, the brave Turaga met death at their staffs.
Not one of that group made it out alive.
Rage filled the dark chambers of Makuta, hatred, insult at the rebellion of his foes.
Matoran were brought to him, tortured in punishment for the failed escape of their leaders.
And under the Dreaded Makuta, as his personal servants, are two Matoran.
Jaller, once captain of the T-Koro Guard, and close friend to the deceased Takua.
Hahli, friend to both Jaller and Takua, and the island's chronicler.
Now, a new day dawns in this twisted world.
This is where the story truly begins.
Your story, the tale of one being on an island of nightmares.
Will you stand bravely against shadows, opposing them for those who cannot fight for themselves?
Do you follow a darker Path, one loyal to the shadow that clutches the island tightly in his grip?
Or is your story one that walks these lines, doing as you wish, fighting for neither side, only youself?
Whatever you may choose, chances are, you won’t realize that this world…
Kini Nui is the base of operations for the dark forces of Makuta. Makuta easily conquered the uninhabited Kini Nui at the beginning of his destructive reign. From inside, he creates horrific creatures, and his powerful sons, the Rahkshi. Even the air itself has been poisoned with shadow, casting the sector in eternal night.
Ta-Wahi is nothing more than molten rock and ash. The dark powers of Makuta altered the lava flows to his bidding, destroying the scenery and landscape. Nothing lives here other than Rahi, and even then, very few can survive. The lava in the center of the wahi has been twisted in shape, forming a molten lake in the shape of the Mask of Shadows.
Po-Wahi is the only truly safe place for the survivors who dare to oppose Makuta. And even then, Rahkshi patrol the land, searching for enemies to eradicate. The followers of Makuta know nothing about the base here, but still they search. The village is gone, with the last survivors hiding out in the labyrinth-like caves. Any follower or Makuta unlucky enough to enter the caves, does not come back. Here is where the resistance holds its ground. Protected by the harsh sands and solid stone, they are safe. But it is unknown how long supplies will hold out, or when Makuta’s forces will finally find them and eradicate them completely.
Onu-Wahi is in ruins. Collapsed tunnels litter the landscape, creating passageways across the wahi. Bodies lay scattered across the lifeless landscape. The brave village of earth held out the longest, taking weeks before being overrun. Nothing comes here anymore, except Rahi. Though legends exist about groups of rogue Rahkshi residing here, but those are believed to be nothing more than myths.
Ko-Wahi wasn’t affected as drastically as the rest of the island, as the village was taken quickly and destroyed without much effort by dark forces. The village has been abandoned and left as a scarred ruin among the snow, a place of echoed history, and a one time way of life. Not many rahi live in this cold frigid Wahi, and thus the only creatures that dare enter the snowy wastes are fortune hunters. But now, a strange new mineral has been discovered in the great Mount Ihu. Both sides desire the metal, but this creates an unstable tension between miners from both sides. Rumor has it that this metal is harder than Protosteel.
Le-Wahi is an overgrown jungle filled with monstrous beasts that have escaped from Makuta’s expirements. The decrepit ruins of the once great Le-Koro can still be found, a haunting memory of the lives that once thrived there, but were destroyed by the growing darkness. The harsh swamps below are not safe to travelers, filled with poisonous creatures and predators, the only creatures that can safely go there are Rahi themselves, and even then, there is always something larger, and hungrier, just waiting in the forest.
Ga Wahi has been stripped of nearly all life, the landscape poisoned by dark clutches. Ga-Koro floats no longer, the lily pads punctured and left to sink away into oblivion, never to return. Some brave adventurers risk the toxic landscape, hoping to strike it rich. They dive deep down into the lost city, collecting anything of value. The lava flows of Ta-Wahi have slowly spilled into the Wahi, and it is not known how long it will be before it is entirely consumed in fire.
The Mangai Volcano has become a place of death and torment for the enemies of Makuta. Rebellious prisoners and captured rebels are taken here to be thrown into the fiery pit. Rahkshi have been station to prevent eruptions from occurring, but despite the best efforts of these creatures of shadow, sometimes the eruptions are too strong to be contained.
This RPG let’s you make and control your own characters. There are benefits to each species.
Matoran (and some approved custom species), get job bonuses based on what skills they’re good at and what occupation they wish to have. There are currently five different possible vocations available. (The job you pick doesn’t necessarily have to be your character’s job. For example, a warrior Matoran could still have the skills the blacksmith, though it wouldn’t be exactly as useful.)
Blacksmith: If you choose to be a blacksmith you know how to work with metal, and you know how any amount of metal can become something useful. For you, metalwork takes less time because of your skill, allowing you to create weapons and vehicles of higher quality, and in a shorter time. Whether you want to sell your tools to others, making yourself a profit, or take you skills into the mines to create things right from the source, the blacksmith is the choice for you.
Protector: If you are a defensive fighter, the protector would be a wise choice. Protectors are good at planning defensive combat for themselves, and other people. They can form defensive plans with relative ease, much faster than anyone else could ever imagine. Should you come across a town under attack, and lacking defense, all it takes is own Protector to turn it around. If you prefer defense over offensive fighting, the Protector would be the perfect choice.
Shinobi: Those that follow the ways of the shinobi are masters in the ways of stealth. They blend with the shadows, becoming almost invisible in almost any situation. But this skill is useless in the light, only while hidden in the shadows. But with it, no enemy will see you coming toward them, until it is far too late. This is the logical skill for thieves and assassins looking to get close enough to do their job, then slip off into the darkness.
Brawler: Brawlers fight with their hands, not needing any weapons to crush their foes. They have much greater strength than the average person, and know how to use it to their advantage. Their fists are as good a weapon as they’ll ever need, though they can still use weapons, they aren’t trained with them. A Matoran of this skill is easily as strong as your average Toa. For someone who thinks weapons aren’t important, and just wants to beat things up, choose the Brawler.
Soldier: Soldiers are the great warriors of the island, they can easily adapt to any weapon. They have the skills to use nearly anything as a weapon, with deadly efficiency. Their reflexes are great, allowing them to draw and use weapons with great speed. With this as your occupation, you will even have the power to best most Rahi, though there are always more dangerous creatures out there. If you want to fight as a master of weapons, you should choose the Soldier.
Species (Not including Matoran)
Toa are powerful beings who control the very elements themselves. They are stronger than most Matoran, and can use Kanohi to their full power. They may choose an occupation, but are limited to soldier, Brawler, and protector. But due to their already large list of powers, get a weakened for of their job bonus. A warning to all Toa, Makuta has a device in place hidden in his lair, which causes Toa to implode if they attempt a Nova Blast on the island.
The dark Makuta has preformed cruel experiments on the Skakdi, giving them the power to control their element by themselves. But it comes at a cost. They are limited to Turaga level power, but have higher strength than an average Toa. Skakdi are also permitted one of the powers listed below.
Animation: This power lets the user animate up to three small objects, two medium, or one larger object. This power is limited to the largest controllable thing being a large bolder or a Tree. Attempting to go beyond this will result in death.
Heat Vision: This power allows you to emit blasts of heat from your eyes.
Impact Vision: This ability permits you to strike those within sight with a powerful blunt force.
Infrared Vision: This power allows you to scan through even the darkest areas by sensing the surface heat of objects.
Laser Vision: This power allows the user to release highly concentrated laser beams from their eyes.
Telescopic Vision: This power lets you greatly increase the distance of your sight.
X-Ray Vision: This power lets you see through objects as if they weren’t even there. Though the underground walls of the island strangely block this power.
Vortix are powerful and creative creatures, inventing unique devices and solving challenging mental problems. They have no powers, but automatically get the boost from the Blacksmith and Protector skills. They also have higher strength than even a Skakdi.
Zyglak are monstrous beasts that have a resistance to the elemental powers of Toa and Skakdi alike. Along with this resistance, Zyglak also have all the skills of a Brawler. They have strength that matches a even a Vortixx.
If you play as a one of the island’s creature, a Rahi you are faced with limited intelligence. You are also unable to speak to non Rahi unless they wear the Mask of Translation. There are no specific powers for each Rahi, as each creature is unique. But along with whatever powers they may naturally have, the creature have been given two of the bellow in Makuta’s experiments. More powerful Rahi may be limited to one, or even none of these.
Heat - Allows the user to create, control, and absorb heat to a limited level; a Fire-based power
Vacuum - Gives the user the ability to drain the air from an area creating a vacuum; an Air-based power
Cyclone - Permits the user to form and to a lesser extent, control a whirlwind of air; an Air-based power
Cold - Allows the user to make the temperature drop and create light snow ; an Ice-based power
Darkness - permits the user to cloak an area in darkness, blocking out all light; a Shadow-based power
Silence - Allows the user to generate a field of silence, absorbing all sounds; a Sonics-based power
Shapeshifting - Allows the user to change their appearance to another form with the same mass. Also allows mimicry of voices to a certain extent.
Camouflage - Body pigmentation alter to better blend with its surroundings.
Teleportation – The Rahi can transport itself to another location within its range of vision.
Talking – Allows the user to talk in any language, similar to the Rau.
All Rahkshi start at stage 3, and are locked there. If a player does not try to abuse the powers of the Rahkshi, they may be promoted to a more powerful stage of advancement. All Rahkshi have the ability to fly for short distances, and have one power. While a Rahkshi is physically stronger than Toa, they gain no job bonuses and have limited power. The Rahkshi under Makuta follow his commands, and to a lesser extent, those of his general and squad commanders. Some Rahkshi are thought to have gone rogue, or even joined the resistance, but these are merely myths... or so it is said.
Hunger – Drains the elemental power out of a target. Requires direct contact.
Fragmentation – Can fire a beam out of staff that causes any target it touches to explode. Beam cannot bend or reflect off of anything.
Weather Control – Can conjure up thunder storms and wind gusts but cannot control them once created, is a menace to friend and foe.
Elasticity – Is resistant to blunt attacks, and can control it’s body like rubber. Is weaker to sharp objects.
Heat/Laser Vision – Can fire beams of heat out of it’s eye’s.
Illusion – Can create and conjure illusions. The Rahkshi can turn invisible while it’s power is activated.
Teleportation – Can teleport within line of sight.
Gravity – Can control Gravity
Sonics – Can control sound
Chain Lighting – Can fire weak lighting blasts that hit everyone in the area. Including Allies.
Username: Your name here, so as to keep the owners of characters straight.
Name:Keep it BIONICLE sounding, please.
Faction: Makuta, Rebillion, or Rogue
Species: Any species is allowed, except Makuta. Custom species are also allowed, if one of the GMs approve it.
Gender: Male, female, unknown or none.
Description: If you have a picture of what your character looks like, then you may link to that instead of describing them.
Personality: What is your character like? How does he interact with people?
Equipment: This covers your character’s tools. Over-powerful tools will be smited.
Mask: All masks are allowed, except for the Avohkii, Kraahkan, Olmak Legendary Masks, and Olisi. Tryna and Mohtrek will only let you control up to ten people. If you have more than six you cannot fight due to the power it takes to control the mask. Masks can be used by Matoran, but at a Turaga level.
Powers: This covers your character’s element and job. Any element is allowed, including approved custom elements, though Time Creation and Life are not (the exception being if you have a power similar to Thok’s animation power.)
Biography: Where is your character from? Why is he on the side he is? Write your character’s past here.
- All BZP rules apply.
- Use IC and OOC while posting.
- Feel free to be creative with custom powers, elements, species, and masks. If you have a reasonable idea for a new type of anything, don’t be afraid to try to get it approved.
- You may have ten characters total, this number may change, but this is how it will start off.
- Please keep your grammar and spelling in check.
- The Co-GMs have the ability to punish and reward you, as long as the GM approves the action. The main GM can give anything he wants to characters whenever he wants. So behave/go on quests to get rewards.