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RPG Forum Contest 28 Submissions


Black Six

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RPG Forum Text-Based RPG Contest 28 SubmissionsAll RPG Contest 28 Entries should be posted here. They will be added to the list as we get around to it; don't fret if your entry isn't on the list immediately after you post it.You have until 11:59 PM EST on Sunday, June 23rd to submit entries.NOTICE: If there is a note by your entry saying that it does not meet the requirements, reread the Contest Rules and then send Black Six a PM if you are still not sure of what is wrong with your entry. You have until 11:59 PM EST on Sunday, June 23rd to edit your post and fix your entry.Also, please be sure to check out the RPG Contest Topic for important updates and announcements.You can review others' entries in the Review Topic.

Total number of valid entries: 10NOTICE: if you have an entry that is in violation of the rules and edit it to fit, please PM Black Six to notify the staff. Similarly, if you add a title to an untitled RPG, do the same. We are only human (well, okay, the jury's out on that) and are liable to miss the changes.

Edited by Black Six
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This is my attempt at villain-puppetry. I figured the way to go was with a bit of mystery, so you can’t tell who is puppeting who, or, at the beginning, who exactly the villains are. So, here is the result – a mystery so solve, for players who will start out as a

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The mining city of Katipo lies buried in the bedrock of the Southern Continent. It is shielded from the outside world by a network of grand caverns and tunnels, known as Mangaia, an old Matoran word meaning “Protector”. In fact, the inhabitants have become so shielded that they have lost almost all connections to the outside world. It is very rare for beings to enter or leave. The last team of brave adventurers to set out from the city returned two months ago after trading what the miner had dug out of the earth with the surface-dwellers, but they seem to have brought more than merchandise back with them.Trouble is stirring in the city. It began with the area’s rahi. They were acting strangely. It was hardly enough to worry about, until a heard of blade burrowers stampeded through a housing block, trampling two Matoran. Since then, more and more rahi-related incidents have occurred. Some rahi were spotted that no-one had heard of before. Odd mutants displaying baffling powers occasionally emerged from the surrounding darkness, frequently attacking citizens before retreating into the shadows. The best-known occasion was when a Muaka with the head of a Kane-Ra ran down one of the main streets while causing everything it touched to shrink to half its size. The beast was cornered by the city guard and captured, though nobody knew what to do with it after that, so it has remained in captivity.Even more disturbing, some beings have seemingly vanished, and chief among them is the leader of the last expedition out of Katipo, who is also the captain of the city’s guard. None of them have left any indications of where they went, or why. Citizens are growing nervous, however. Clearly, there are forces beyond simple rahi at work here.The leader of Katipo, Turaga Tawhito, has offered a great reward to any being who can solve the mystery behind the events and put an end the disappearances and the unnatural wildlife that has come to the City in the Dark.About the GameCity in the Dark is an invitation for you, the player, to probe the mysteries of the darkness. What you seek is out there, but knowledge is not all you might find. Shadows, danger, power, and hope can all be found when seeking answers, but which you find is up to you. Do you dare to explore? You may be surprised by what you discover.If solving mysteries is not your thing, then there are plenty more things for you to do within the world of this game. Keep reading.About KatipoLayoutKatipo exists many kio below the surface of the Southern Continent, in a massive cavern 100 bio in height called Mangaia. The city and its 2,000 inhabitants take up most of the space in Mangaia.There are other, much smaller, caves and tunnels leading away from Mangaia. These used to house beings when the main city was still under construction, but have long since been abandoned in favour of the main city. Only rahi, exiles and the mad live in the Outer Darkness.Katipo sits on top of the largest mine on the Southern Continent. It provides much of the universe with ores, stone, lightstones and many other goods. The mine forms the cornerstone of Katipo’s economy.The city itself is circular, with 24 main streets leading radially out from a central point, the Central Concourse. Curved cross streets run in circles around the city, joining these main passageways. It was this shape that led some outsiders to refer to the city as “The Web”.The Central Concourse contains all the most important buildings in Katipo, such as Turaga Tawhito’s hall, the largest markets in the city and the headquarters of organisations like the Katipo City Guard and the Miners’ Corporation.In addition the city is two-tiered. While half of Katipo lies on the floor of the cavern as in most cities, there is a mirror image second city carved out of the cavern’s roof. In the world above, the streets are made of (very thick and strong) glass to allow both levels to see each other. The two levels are connected by elevators, placed on every second junction between the radial and circular main streets.

The entire place is lit by a myriad of different coloured lightstone lanterns. These are hung regularly along all the streets and inside buildings, so when looking down from the top tier of up from the bottom, the city looks like it has been sprinkled with glitter.

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Time PeriodThe events of this RPG will take place around 5,000 years Before the Great Cataclysm (BGC)GovernmentKatipo is led by Turaga Tawhito and the City Guard. Together, it is their responsibility to ensure the safety and prosperity of all the beings living in Katipo.InhabitantsThe residents of Katipo are a diverse group, species-wise. Matoran and the most common, but there are also a good number of toa in the city, with other beings such as Vortixx, Steltians, Hydraxon’s, Tobduk’s and Trinuma’s species and even a few Skakdi. For notes on these species and their abilities, see below.

TechnologyWhile not quite at Metru Nui’s level of advanced technology, Katipo’s mineral wealth has allowed it to trade with other lands for some pretty good tech. Kanoka disks are present here (though not as ubiquitous as in Metru Nui), as are knowledge crystals, protodermis refineries and many different kinds of motorised vehicles. Most of the more advanced tech is involved in the mines; I’m talking big vehicles, drilling machines and dynamite – things that make ussal crab carts look horribly out of date.Factions:Katipo City Guard

 

kcg_small.pngReally, there’s not a lot to say that isn’t implicit in the name. About 60 strong, the Guard is there to keep everyone in the city safe, whether from rahi, criminals, cave-ins or anything else that might pose a threat. They are well-regarded by the populace and have a reputation for being tough but fair.Leadership: Technically, the guard answers to Turaga Tawhito, but the day-to-day operations are all taken care of by a being named Turano, the Head of the Guard.Base: Guard HQ is located on the Central Concourse, near the southwest corner. It is one of the largest structures there, standing three floors above cavern floor, and three more below.Symbol: A black stone shield on a red backgroundOther info: All members of the guard carry a badge with the Guard’s insignia to identify themselves. These allow access to secure locations within the city, such as Guard HQ.All Guard members are equipped with a shield and spear, but many choose to use their own equipment as well as or instead of these.Miners’ Corporation

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The mines below and around Katipo are not governed by the city’s leaders, but by their own independent body – the Miners’ Corporation. This group negotiates trade of minerals with other settlements, prospects new areas and employs everyone who works in the mines. As the economic powerhouse of the region, the Corporation holds huge influence within Katipo, because almost everybody depends on them one way or another.Leadership: The Miners’ Corporation uses a hierarchy of authority, accounting for the simplest worker digging holes up to the beings who coordinate the whole operation. The top level consists of a dozen beings who together form a ruling council. It should be noted that there is little unity within this council, and there is great contention among them over many issues. Really, the only reason any of them tolerate the others is that nobody has enough power to rule on their own. It’s a cutthroat world at the top of big business.Base: The headquarters of the Miners’ Corporation is located at the junction of the Central Concourse and the main street running north. It is a large building, taking up the entire city block. It is constantly bustling with activity as beings hurry to and fro, carrying information in and out, whether they be profit reports, requests for more drills or orders to excavate a new tunnel.Symbol: A pickaxe in front of a stack of golden ingots.Other Information: Most of the richest beings in Katipo belong to the Corporation. The average workers lower down aren’t too badly off, but the further up the chain you go, the more affluent beings you find. The guys at the top are filthy-stinking-rich.The Hammer

 

hammer_small.pngIn these difficult times, fear and uncertainty is rife within the population, serving to inflame old rivalries and conflicts. The guard is stretched thin, trying to deal with rahi attacks, investigate disappearances and maintain order in Katipo. While this combination of misfortunes is horrifying for many, it is a perfect opportunity for the unscrupulous.The Hammer is a newly emerging faction, which has only appeared since the rahi attacks and disappearances began. It is composed of many different individuals who have little in common other than the desire to use the city’s troubles for their own benefit. This newly formed gang has congealed under the leadership of a being calling himself Bo-Kal. So far, they have been performing raids on various locations within the city, stealing, destroying and assaulting citizens, then disappearing again just as quickly. They have demanded that Turaga Tawhito step down as leader of Katipo so that Bo-Kal can take his place in a coup.At this point, the demands have been laughed off and rejected, but as the attacks become more frequent and more violent, it remains to be seen whether the Guard can face enemies both within the city and without.Individual members also have their own agendas that they can advance by carefully targeting their raids.

The members of The Hammer are known only to each other, and are careful to keep their identities hidden during their attacks. They wear large concealing cloaks and dark masks to cover their faces. There are currently 15-20 members.Leadership: All members are under the direct authority of Bo-Kal.Base: The Hammer are known to have a base, but just where it is is not public knowledge. The best guess is that it is somewhere within the top tier of the city, which is less densely inhabited, and where many of The Hammer’s raids have taken place.Symbol: Having been around only a short time, The Hammer doesn’t have a recognised, official seal. Drawings of hammers are occasionally used, but there is no consensus about what type of hammer, nor how it is drawn.Make your own.No really, go ahead. Make your own groups; this is encouraged. I have outlined the major groups in Katipo, but there are many other, smaller groups free for you to design and play. What to form the Katipo Kolhii Klub? Feel free. Hold a city-wide tournament if you feel like it. In particular, groups of beings who are working together to solve the mysteries of the plot are highly encouraged. You will make more discoveries this way.More will be revealed later as the plot progresses. If say, a few Dark Hunters turn up, (not that I’m saying they will) players might get to play as them as a reward for good RPing and contribution to the game.CharactersCharacters in this game can be any being living in the city of Katipo. This includes many MU species, so why not branch out and try playing a more unusual race? There are some that are not there, however. These include Makuta and Zyglak, among others.As with any RPG, there are some canon powers that cannot be used. These include:

  • The legendary masks, for obvious reasons.
  • The olmak, avohkii, krahkan, olisi and mask of elemental energy, all of which are unique. There are none of these masks in existence other than the ones shown in story the canon.
  • The elements of light and shadow.
  • The mohtrek, because insta-armies are annoying.
  • The mask of undeath, because unkillable zombies are no fun.
  • The komau (great mask of bunnying), the sanok (great mask of auto-hitting) and the Mask of Clairvoyance (great mask of meta-gaming) are all off-limits. While it is possible to use these responsibly in an RPG, I’d rather save everyone the trouble of sorting out how they should and shouldn’t be used within good RPing etiquette.
  • The mask of conjuring, because it is ridiculously overpowered.

You cannot play as a canon character. Make your own.Each player can control up to five characters at one time.To create a character, fill out this character profile and submit it for approval. This layout is only a suggestion, so feel free to change the format if you wish.Name: Make it sound BIONICLE-ishGender: Male, Female, unknown, neither, somewhere inbetween.Species: Something from the MU. Try not to make it overpowered or unlikely that they would live in a place like Katipo.Element: If applicable to your chosen species.Kanohi: If applicable to your chosen species. Custom masks are OK if approved.Group: If any.Appearance: What do they look like? A MoC, drawing or description will do.Equipment: What do they have with them?Biography: About their life.Personality: What are they like? How do they act?Skills/Strengths: What are they good at?Weaknesses: What are they bad at? What hurts them?Species Notes:

 

On the traits and abilities of the most common species in Katipo:

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Matoran

Matoran are the smallest species in Katipo, standing a little below one bio (4.5 feet) in height, but they are also the most numerous. Each has a latent elemental trait that corresponds to their element, and they require kanohi to stay healthy, though they cannot use mask powers. Destined Matoran can transform into Toa.

 

Turaga

Turaga are the final stage of a Matoran’s evolution, and are just a bit taller than Matoran They are revered as elders because of their experience as Maotran, Toa and Turaga, and most other beings will take notice of their wisdom. They can use a weakened elemental power and noble kanohi.

 

Toa

Toa are the heroes of the Matoran universe, typically around 1.6 bio tall (7-7.5 feet). Each Toa has an elemental power and can use great kanohi. Most Toa serve the power of good, but this is not guaranteed.

 

Skakdi

Skakdi are the warlike species of Zakaz, who were a relatively peaceful race before being transformed by Makuta Spiriah around 72,000 BGC. They do not have the mental discipline to use kanohi powers, (though they can wear them) but instead they have a vision power, an elemental power (which can only be accessed when there is another friendly Skakdi nearby) and a third, individual ability. They are about the same height as toa.

 

Steltians

Krekka’s species, the Ruri, stand a modest eight feet in height – more than toa, but less than the other tall species. They are thickly built and by far the strongest of the common species in Katipo, though admittedly not the smartest. They can also fly.

 

Vortixx

Vortixx are a tall race of beings (around 10 feet) hailing from Xia. They are known for their cunning and skill with technology, which has allowed them to create all sorts of amazing devices. They have no powers of their own, instead using magical technologies.

 

Trinuma’s Species (Kodura)

Kodura stand about 2 bio (nine feet) tall and have horns on their heads. Many Kodura carry special kinetic tools which are unique to their race. The making of these is a closely-guarded secret, but when used, they can emit and manipulate kinetic energy. This can be used to allow the users to fly, fire bursts of force or manipulate objects to some degree. They are able to use great kanohi.

 

Hydraxon’s Species (Tarore)

Tarore are among the tallest of the common species, standing ten feet or taller. They are also the second strongest when unenhanced, with muscular physiques being the norm. They are renowned as skilled fighters and masters of weapons, though they do not have the same strength of magical power that some other species enjoy. The power of the Tarore lies in enchanting their weapons. Each member of this species can (in a lengthy, complicated process I will not describe here) forge a connection between a weapon and their own body to allow them to exchange attributes between them. This can only be done with one weapon at a time. Because each weapon is attuned to its owner, it cannot be used by anyone else. For details on the use of this power, see here. They cannot use kanohi.

 

Tobduk’s Species (Hirohi)

At ten feet tall on average, Hirohi are among the largest beings in Katipo. They have the ability to use great kanohi, and can gain physical strength by feeding on various feelings, both in themselves and those around them. There is much variation in which feelings give strength to a particular Hirohi. Examples include anger, sadness, joy, pain, excitement, fear, courage and confusion, though others are possible.

 

 

Staff characters:Name: TawhitoSpecies: TuragaGender: MaleElement: EarthKanohi: Noble RodeGroup: Nominal leader of the Katipo City Guard, leader of Katipo.Equipment: Tawhito’s badge of office is a long, thin stone staff topped with a bright green jewel. The gem was something Tawhito acquired during his time as a toa, and can emit a bright light when the holder desires it. If it was any other powers other than its ceremonial importance, they are unknown.Appearance: Tawhito is a typical Turaga of earth. Short, hunched and slow but wise and thoughtful. Tawhito’s armour is black and dark grey, save for his heartlight, which is a dull red. His eyes are green.Biography: Tawhito gave up his toa power 60,000 years ago after helping to establish the city of Katipo and defeating a gigantic rahi that the first miners disturbed. The humungous beast was sedated and transported to the Metru Nui archives for further study. It later appeared in the Dwellers in Darkness serial. Out of gratitude for his contribution, Turaga Tawhito was made the leader of the City in the Dark, as has kept the job ever since. He did step on a few toes in his rise to power, however, so not everybody was happy with his appointment.Personality: Tawhito is a cautious leader who likes to give due consideration to any decision he makes. He does not often move quickly, but values patience almost as a fourth virtue. He greatly dislikes it when others are reckless or impulsive around him. He is loyal to the inhabitants of Katipo, and would never intentionally do something that would cause them harm.

Skills/Strengths: Tawhito is known for his sound judgement and genuinely caring about the people of his city. His honesty is well known throughout the city, and he is good at using his mask to detect falsehoods.Weaknesses: Turaga Tawhito is a leader, not a fighter, a miner, an athlete or a singer. What he does, he does well, and leaves all those other things to people whose jobs they are.Name: TuranoSpecies: Tobduk’s SpeciesGender: MaleElement: N/AKanohi: Great FaxonPowers: Turano gains strength from feelings of courage, either from himself or those around him. The more courage is around, the more strength he gets.Group: Katipo City GuardAppearance: Turano looks very similar to Tobduk: 10 feet tall, lean, but very muscular. His colour scheme consists of reds and browns, whereas Tobduk’s was grey and red.Biography: Turano has been around Katipo for about as long as anyone. When a few Matoran miners first prospected for gold here, he was one of the soldiers hired to protect them and their workers as they began a new mining venture. As the place grew and then the city was built, he stuck around, adapting to the changes as history progressed. When the Katipo City Guard was formed, he was the obvious choice for its leader, having shown so much dedication to the place in the past. Since then, he has been keeping the streets safe and even led some of the expeditions to the surface world. The last one of these took place just two months past. The rahi started behaving oddly two weeks later, and then three weeks after that, Turano did not turn up to Guard HQ one morning, and has not been seen since. In his absence, his lieutenant has been in charge.Personality: In keeping with his power, Turano is strong and courageous. He is dependable as a rock, and dedicated to Katipo and its people. When he disappeared, that was when people really got worried. While genuine and likeable, he does have a serious, no-nonsense attitude.Equipment: Turano carries a long spear as tall as he is as well as a large shield. It is standard guard equipment, scaled up to match his species’ stature.Skills/Strengths: Turano is a skilled warrior and excellent leader of other soldiers, being able to inspire loyalty and determination in others. His courage is evident in this and has never been questioned by another.

Weaknesses: Turano is at his most vulnerable when nobody around him is feeling courageous. Normally, he is surrounded by other members of the guard, so this is not a problem, but in the current circumstances, the city’s population is becoming fearful, and it is cutting into his supply.Name: Karoro, alias Bo-Kal.Species: Trinuma’s SpeciesGender: MaleElement: N/AKanohi: MahikiGroup: Miners’ Corporation and The HammerEquipment: Karoro uses the kinetic tools that are characteristic of his species. The secrets of their making and use are closely guarded and only members of his race use them. These tools can emit and manipulate kinetic energy, allowing Karoro to fly, fire bursts of force or manipulate objects to some degree. His main weapon is a protosteel sword, long but thin and decorated with engravings of nui-jaga running over the hilt and up the blade. Finally, he uses a device which channels the energy of weaken kanoka disks into a beam, allowing him to weaken objects or beings. This is particularly useful in the mines, where such devices are used to weaken areas of rock before they are harvested.Appearance: Imagine Trinuma, but with black armour instead of silver, and dark green where he had red. Change the mask to a mahiki and get rid of the ghostblasters too. There: that’s him. Nine feet tall, horned and muscular, Karoro is physically imposing, even if he isn’t the most handsome being in Katipo.Biography: Karoro is one of the top-ranking individuals among the city’s miners, and one of the leaders of his species in Katipo. He was one of the people who were most influential in building the area’s mining community, which lead to the city’s foundation. He was tipped by many to become the leader of Katipo, but instead the job went to the newly transformed Turaga Tawhito. Now, millennia later, his resentment of the Turaga has outgrown his restraint, and he has formed The Hammer in an attempt to put more pressure on the old Turaga and seize power for himself.Personality: Beings who have met Karoro might describe him as charismatic and intelligent, even cunning. This is the image he presents to the world, and as much as most people ever see of him. These traits have served him well in gaining and keeping his influential position in Katipo, but there is more to him. Those who know him well might describe him as unyielding and determined, to the point of ruthlessness, but even they might be surprised by his actions in leading The Hammer. In this context, he shows his true colours as downright vindictive, greedy and domineering.Skills/Strengths: When he wants to be, Karoro is charismatic and silver-tongued, being able to talk his way into or out of almost any situation. His mind is sharp and swift, which helps with manipulating other people, and keeping his plans one step ahead of everyone else. Finally, he is a master illusionist, being able to use his mask to cast near-flawless images in a variety of situations.Weaknesses: Karoro is vain, arrogant and greedy. Above all else, he desires power, so he hates situations where he is not in control, or doesn’t know what is happening.Name: OrdeSpecies: ToaGender: MaleElement: PsionicsKanohi: KadinGroup: Katipo City GuardAppearance: Orde is a tall toa in blue and gold armour, the colours of Psionics. His armour is smooth and sleek, giving the impression of water flowing over his body, but somehow keeping the shape of the tissues beneath. His golden eyes sometimes make him look a little grim, but not mean.Biography: Orde was never a Matoran. Instead, he was created as a toa by the Great Beings before Mata Nui was launched, one of the first to come into existence. His first assignment was to use his mental powers to calm down the Zyglak, but it didn’t work out as planned. Instead, the Zyglak just got even more vicious and destructive.Since then, Orde has travelled widely across the universe, protecting groups of Matoran who needed a toa to get them through tough times. On one such journey, he visited Xia, where he acquired his rhotuka launcher. 10,000 years before the present time, he came to live in Katipo, joining the city’s guard. He doesn’t talk much about the times before he entered the city, but a few other citizens know about his altercation with the Zyglak.

He was one of the last group to leave Katipo for trade, though he has been very quiet about it since he got back. Even since Turano’s disappearance, he has spent a lot of time alone in his house.Personality: Orde is brave and strong-willed in the face of adversity, but otherwise tends to be more reclusive and quiet. If he feels that there is something he thinks needs to be said, he will happily say it even give a detailed speech on the topic, but otherwise he is just as happy with his own thoughts for company as conversing with other beings.Equipment: Orde carries with him the standard spear and shield that identify him as a member of the Katipo Guard. He has a badge that also serves this purpose, and allows him access to Guard HQ and authority in the streets. Finally, he carries a small rhotuka launcher. Its power is to project forcefields where it strikes a target.Skills/Strengths: One of the first toa created in the Matoran Universe, Orde has been using and refining his psionic powers for longer than almost anyone else. He can read minds with ease, and pick out important memories or information within seconds, often without the targets noticing. Memory modifications are another skill of his. Not only is he good with his powers, but using them has taught him that in almost any circumstances, brains will beat brawn. According to this principle, he will apply knowledge and intelligence to any situation, rather than brute strength.Weaknesses: Orde most often relies on his mental powers to get him through tough situations, so even with all his experience, he still isn’t the best melee fighter. He has an intense dislike of Zyglak.Yes, Orde is here for a reason. What is that reason? Is it important to the plot? How does this connect to his other backstory? I’m not telling… yet. Maybe you should go and talk to this character, hint hint. ;)More to be added as they are revealed.RulesAll BZP rules apply, obviously.In general, don’t do anything that detracts from other peoples’ enjoyment of the game. All the usual RPG fallacies fall under this, such as god-modding, meta-gaming, bunnying, auto-hitting and the like. For more on these, see the BZPRPG, where you will find some great descriptions and more details on the subtleties of these.Use IC and OOC to separate what your character(s) do from you talking.Do not wreak huge destruction on the city. After all, if you decide to go nova and bring down the cavern, you will squish the entire city and end the game very quickly with the deaths of every character. Nobody wants that. Minor blowing stuff up is all right (so long as you can avoid the Guard and their prison).Do not kill or injure somebody else’s character without permission. The same goes for (character) life changing events.GMs have the right to do anything they see fit in the IC world. This includes punishments for rule-breaking and rewards for making positive contributions to the RPG.

 

 

Final Notes

Thanks for reading this, if you've managed to get all the way through to the end. I’ve enjoyed putting the game together, and I hope others can enjoy reading it as well. As always, I appreciate feedback in the review topic, and will be doing my best to review the other entries. This time, I’m particularly interested in whether I got the balance of the mystery right. Did I give away too many clues in the entry pitch, or too few?

 

Anyway, thanks again,

 

The Lorax

Edited by The Lorax

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The Voyage of the Requiem IV

 

He woke up with a start, eyes quickly flaring to life as he fell through the Zamor crystal that was keeping numerous gasses in the tube with him. Hitting the ground, he quickly attempted to stand. Where was he? No – who was he?

 

Turning around, he looked at the crystal. The reflection showed a tag on his chest – 01359. His name? No, he knew that was wrong. But it was all he had now, wasn’t it?

 

He moved to the computer terminal before him. He knew how to use it, somehow. In fact, he knew a number of things, and facts. All technologies and sciences, and that was all he knew.

 

The room around him was dark, with lights flickering and holes in the metal walls. There were other tubes near his, still sealed behind metal and the crystal behind that. Some were open, empty. Others were broken into, or out of. As the terminal activated, the only thing he heard to go with it were screams.

 

[Historical Records]

 

The following is meant to include a brief summary of background information of the story. In-character knowledge of even this is to be highly limited, for reasons presented below.

 

After the Battle of Spherus Magna, the inhabitants of the Matoran Universe and the planets natives came together under the name of their great savior, Mata-Nui. In pursuit of a better world, they worked in harmony to fulfill the task he had given of finding the Great Beings.

 

Many attempts were made to reach beyond the world and create a vessel capable of travel in space. The SPSRD (Spherus Magna Space Research Department) worked tirelessly to create such vessels, and found the material best suited for the purpose was the protodermis hull of Mata-Nui’s former form.

 

Success was great. Probes were launched, and eventually, ships could reach for the other planets in the Solis Magna system. However, all attempts to build a ship capable of transporting Matoran beyond showed no promise – there was no way to provide power.

 

When delving through the Great Beings labs, they found their solution. A way to refine Energized Protodermis, separating the raw energies within to create something very similar to Toa Power, with the remainder being small traces of liquid protodermis. The process was quite similar to how the Great Beings refined it before, but with no protodermis in return. Luckily, they did not need it.

 

The power source was a great success. A way was found to store large quantities and channel it for use, and promised to provide power to cities until the end of time. A spaceship was no small leap, but eventually, one was completed.

 

It did not begin smoothly. The first two ships launched violently exploded, but the SPSRD continued to work. Eventually, they were issued and ultimatum by the governments of Spherus Magna to cease if one more failure was had. Unsure of their newest project, the ship was dubbed the Requiem.

 

As luck would have it, the Requiem succeeded. She was the first ship able to hold the power to reach light speed, and she made good use of it to travel to the nearest solar system.

 

The ships systems were modified continuously. At first, only the larger vessels were able to make the jump, but in time even small fighters could travel through deep space.

 

The quadrant of the galaxy they inhabited seemed to be lifeless. No alien life, sentient at least, could be discovered. There was no trace of the Great Beings. Indeed, no planets capable of life, even by terra-forming, were found past the far off Zeta Sector.

 

The Requiem IV, one of three ships lovingly named after the greatest SPSRD success, was to change that. One of the largest crafted, holding thousands of passengers to help colonized a new world and operate the ship, it was believed to be capable of travelling alone for tens of thousands of years at light speed.

 

Perhaps it has already travelled that long.

 

[Gameplay]

 

The Voyage of the Requiem IV is designed to be a Horror/Sci-Fi RPG. Your characters awaken onboard a derelict craft with almost no knowledge of what is going – not even their names. It’s your job to figure out what happened, and, in fact, figure out who you even are.

 

The RPG is a free-for-all. To call if a sandbox would be inaccurate, but I’m leaving a lot about the ships interior up to player interpretation. Your willingness to explore will be rewarded by finding certain areas of the ship, and possibly information about what happened. By the end, it’s possible the collective player knowledge base will have figured out the whole story. It’s also possible everyone will have died.

 

It’s up to you to do what you want. Just make sure you have fun.

 

[The Lost & Scavengers]

 

Your players are not alone. The one thing your players cannot do is meet NPCs on their own; the GameMaster lets you run into them. Some of these NPCs are scavengers, those who woke up and are on their own personal missions.

 

But they are not the only ones on the ship with you. Whatever damaged the ship caused a release of most if not all of the power stored in the engines. Having mutagenic effects similar to Energized Protodermis and the regenerative functions of Toa power…

 

Pray that you do not encounter the Lost.

 

[Locations] --Linking To--> [MAP]

 

The Requiem IV is a large ship with numerous sections and subsections. Red sections indicated on the map are badly damaged, and areas bordering the jagged lines from where areas of the ship are missing are now open to deep space.

Danger levels are a mixture of the chance of encountering the Lost and the amount of damage sustained. Other factors may be present. The danger levels run as low, moderate, high, and very high. The danger level determines the chance something life threatening will occur to the player due to GameMaster action, and increases the longer you stay. Keep moving!

 

Power levels reflect how much power the section has – the lighting, any elevator shafts, etc. The range moves along a scale of no power, little power, some power, high power, and full power.

 

The term Deck or not, most of these areas are composed of multiple levels, including the bridge.

 

{1} Bridge. This area of the ship is where the captain and the ships officers would direct it, and is the location if its main computers. Part of the bridge is completely gone, and many areas are sealed off by the ships defensive mechanisms and open to empty space. This area is very dangerous and has little power.

{2} Officers Deck. This is where officers on the ship had their quarters, most having to stay awake during the voyage. Most of it is destroyed or ruined. This area is highly dangerous and has little power.

{3} Mining Deck. Most of this area has been completely destroyed. Everything else is still mostly open to empty space or in bad conditions. This area is very dangerous and has no power.

{4} Personnel Deck. The largest section on the ship. It is still mostly intact, and is where most who have awakened on here find themselves. The greatest danger here is usually others waking up with you. Most of the area is tubes with passengers inside, but there are a few recreational areas. This area has a low danger level and has some power.

--- {4a} Training Deck. This area of the ship is quite small, and considered part of the Personnel Deck. Previously, it was stocked with robots meant to provide training. Most were destroyed; others were supercharged by the engine malfunction and have become very violent and disabled safety procedures on their weapons. This area is moderately dangerous and has some power.

{5} Hydroponics. The section of the ship responsible for growing food to eat, and keeping plants that provide oxygen alive. Much of the area is still intact, but there are a few flooded halls. This area has a low danger level and has high levels of power.

{6a) Communications. One of the three subsections located on the top of the ship, this was the main center of communications and the only relay between the Requiem IV and Spherus Magna. The primary signal towers were destroyed, but perhaps something can still be found. The communications deck is only .4 Kio in width. This area is moderately dangerous and has some power.

{6b} Shuttle Bay. This area was used to launch short-range exploration shuttles down to any planets the Requiem IV came across. Most of the shuttles have seemingly been damaged or are missing. The shuttle bay is only 1 Kio in width. This area is moderately dangerous and has little power.

{6c} Solar Battery. A massive dish built atop the ship that collects solar energy and stores it in the event of an emergency. It’s the only reason the ship has any power at the moment, but most of the systems are offline, preventing it from being fully restored. The area is mostly the walkways leading to the control stations. This area is highly dangerous and has high levels of power.

{7} Engineering Deck. The only contact to the engines with the rest of the ship, this area is responsible for working on robotics and providing a space for the ships engineers to work. Numerous robotic systems have gone berserk here. This area is highly dangerous and has some power.

{8} Engines. This area of the ship connects to the Engineering Deck only, and is obviously the location of the ships engines. The release of the engines power has short circuited all systems, leaving it in complete darkness. This area is very dangerous and has no power.

{9} Science & Medical Deck. This area obviously served for non-engineering based studies, and acted as a counterpart to the Engineering sections. Many sections are closed off and quarantined to prevent any difficulties. This area is moderately dangerous and has some power.

{10} Cargo Hold. This area of the ship was the base location for storing non-perishable food items for Spherus Magna natives that could not be provided in hydroponics. Other tools and pieces of equipment can be found here as well. This area is highly dangerous and has little power.

{11} Maintenance. This area of the ship was where any malfunctioning equipment was brought to for repair. It also has its own docks for damaged shuttles to receive repair before returning to the shuttle bay. Much of this area is missing and destroyed. The maintenance deck is only 0.6 Kio in width. This area is very dangerous and has no power.

 

[On Species and Power Suits]

 

~Species~

 

Many of the species from the Matoran Universe and on Spherus Magna could be found on the ship. Neither of the two surviving Makuta came onboard, nor did any beings of greater height than a Vortixx.

 

~Power Suits ~

 

All beings onboard the Requiem IV were issued a custom designed power suit allowing them to descend to a planet below if necessary, and required to wear it while in stasis. Each suit contained an information base to instantly provide the user with what was required to be known for their job.

 

When players being the RPG, the only equipment they have is their suit, and the only abilities they have are those of their species, which are limited to the physical and a handful of special abilities (some mask powers or vision powers may work, but things like laser vision would not; elemental abilities are hampered in the suits as they would be in an Exo-Toa, as are many other similar abilities). The only knowledge they have is that which was contained in their suit. If you were an engineer, for instance, you would not have any information about melee combat. If you were a guard to keep people in line, you wouldn’t know how to make a chemical explosive.

 

Staying in your suit is very much vital to your survival.

 

[Rules of the Game]

 

There are, of course, rules to be followed in the game that must be understood before creating your character.

 

1. Do not godmod – bunnying, doing something über powerful, finding yourself in possession of equipment you didn’t have before, avoiding every attack or automatically hitting with yours… stuff like that. If somebody else is godmodding, don’t do it back. Let the GameMaster take care of it.

2. You are not your character, even if they’re a Mary Sue. Your character does not know everything you know. In fact, your character knows pretty much nothing from the start.

3. You are allowed to perform a small amount of comedy or romance, but keep in mind this isn’t exactly a situation where people goof off and fall in love. This is where people die, often horribly, if they’re not smart.

4. Posts must include IC elements on the main topic, unless they’re from the GameMaster. Other posts must go in the Discussion Topic.

5. Follow all BZP Rules and RPG Forum Rules, or you’re going to get a lot worse than I can give you. Try to use proper spelling, grammar and the like as well. No emoticons in IC posts.

 

Be aware – you can die, and it is hard to find any new equipment of actual use to you. I’m not going to be Monty Haul with the good stuff, but I won’t actively try to kill your characters. I can’t guarantee all of your characters will live. But if you’re smart about it, they might. Just remember to play in character.

 

I’m not going to tell you the exact punishments for breaking rules. Only this – generally, your first offense is going to be a warning. After that, things will start getting bad.

 

[Character Creation]

 

Your character is to be created with the following form –

 

 

ID Tag:Gender & Species:Appearance:Power Suit:Abilities:Personality:

 

When your character awakens, they don’t know their name. All they have is their ID Tag, which they can find on their power suit, and with which the systems in their power suit address them. It is possible characters may use some other alias, but that’s not really your choice. That’s up to the other players. If you have a pink power suit, you get what’s coming to you.

 

Gender & Species is self explanatory. Your species determines mostly your physical stature and the like, and your physical prowess (to some extent). You may have a few abilities due to your species that still function in the suit.

 

Appearance is what your character, fully equipped with their power suit, looks like. Maximum height and width are a few inches greater than an unsuited Vortixx (thus, a suited Vortixx).

 

Power Suit describes the abilities and attached weaponry or equipment (or equipment that can be used as a weapon) of your power suit, and the knowledge it provides. Not all powers and abilities are immediately accessible (a.k.a. you don't have very many), and good roleplaying and the like may reward players with new abilities or powers in their suit they didn’t even realize they had…

 

Abilities are your characters personal abilities. Any natural abilities from your species will not be automatically accessible, as it will take some time to get used to them. Elemental powers, vision powers that fire beams and the like, or any ability that requires physical contact cannot be used. Addendum: Mask powers are initially accessible, but that doesn't mean your characters are necessarily aware of what they are. If your first fight opens with you using your mask power, you're doing it wrong.

 

Personality is your characters personality. This is the most important part of the profile, because above all else, this is who your character is. Any rewards that would be given from good roleplaying come from sticking to your personality. A minimum of fifty words must be devoted to this, and it can’t be too generic.

 

As you may note, your character has no history or biography or anything like that. All of this will be revealed through gameplay. If you have an idea about something you wish to be discovered through exploration, or a sample biography you wish to be used as part of the discovery quest, PM it to the head GM. If you find out any information, it will be from your personal explorations and interaction.

 

Post character profiles in the Discussion Topic. They will be approved there, and then may be placed in the Profiles Topic. You may have three characters at a time.

 

[Playing the Game]

 

Remember, playing this game means staying in character and out of character. Posts should look like this –

 

OOC: The OOC section is where players may talk to other players directly, player to player. Posts such as “open for interaction” go in this space. Do not make a post solely in the OOC; if it’s to one person, use PM; if it’s to many, use the Discussion Topic.

 

 

IC: (Character ID/Location)

This is where you describe what your character is doing. Never meta-game by using OOC knowledge in the IC. You don’t need to format the posts heading the way I did; everyone does it differently. That’s just the one I use. All I require is you state where the character(s) is/are and who they are.

 

 

[starting the Game]

 

No matter who you are, your story begins the same. Your character awakens in a crystal tube full of gases to keep them in suspended animation with complete amnesia as to who they are and where they came from. You manage to either peacefully or violently get out of the tube, and find yourself in the Personnel Deck (or another, with GameMaster permission).

 

From here, you have any number of options as to what you do next. Will you try to discover who you were? Where you are? Will you try to repair the ship, or send a message. Or will you just try to survive? Who, or what, damaged the ship? And why did they do it?

 

Toa Levacius Zehvor, Signing Off

 

 

 

Note to Reviewers: This RPG does meet the requirements of the theme, in a rather unorthodox way which has been approved privately by Black Six due to its rather unorthodox, amnesiac set-up. Spoilers.

Edited by Toa Levacius Zehvor

"I disapprove of what you have to say, but I will defend to the death your right to say it."


- Evelyn Beatrice Hall (often attributed to Voltaire)

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  • 2 weeks later...

tides_logo.png

 

 

by Legolover-361

 

* * *

 

Hello. You were asking for Turaga Aiken? Yes, I am he.

 

Please, take a seat; my tent is your tent. Do close those flaps, please — I don’t like sand blowing in when I’m trying to relax. It’s terrible for the lungs.

 

No, I don’t remember why we ever set out on this long walk. I’m too weary from our trekking to do any thinking. I only know where we’re going: The Red Star that hangs over the horizon like a lantern. Yes, that star will lead us to our destination; I’m certain of it...

 

I’m sorry, did you say something? I’m afraid my ears aren’t what they used to be.

 

No, I wouldn’t recommend splitting off from the group. We’re much better staying together. There are many dangers in this desert — animals, sandstorms, cyclones, quicksand, and the list goes on. We must remain unified if we want to survive long enough to find... whatever it is that we’re trying to find.

 

History? There is none. We have been journeying across this desert for as long as we can remember. Ask anyone; they’ll echo my words. But though we have no history, we do have a future, and it is over the western horizon yonder.

 

* * *

 

THE LOCALE AND FAUNA

 

We don’t know much about Bara Magna, the Great Desert, except that it is big, windy, and hot, and it contains a lot of sand and nasty vermin. There’s no official map, for what would be the point of studying a location only to move on and never see that place again? Besides, we’re too focused on foraging and hunting for food, and preventing ourselves from becoming food, to bother with mapmaking.

 

We’ve passed a few dead forests and salt flats during our journeys. The forests are where we scavenge most herbs; the salt flats and occasional riverbed provide water to those willing to dig deep enough for it, and we are so willing; the only other nourishment we receive is garnered through hunting rodents, avians, and lizards that thrive in the heat and sand.

 

Sometimes we find pieces of wreckage littered across the landscape: here a broken sword, gears, or worn pottery; there an overturned, rusted chariot or decrepit dwelling. We tend not to linger too long to scavenge items from the sand, but if we find anything on our way, we’ll pick it up.

 

Each solar cycle lasts about twenty hours — at least, that’s my estimation — which means ten hours of scorching daylight and ten hours of freezing night. We break camp at the sound of the camp supervisor’s horn and set it again upon the same signal.

 

Despite the heat, the daytime is the safest time to travel. The only animals awake tend to be small: sand-mice and sand-rats, dune lizards, sky-hawks, and desert vipers — we will hunt and eat any of those animals for food if we can find them. The only large, diurnal predator we know, the large, four-legged Skopio, is very rare; we usually only see them once in a blue moon and at a distance.

 

At night, however, other predators emerge. Scorpions and flies are the least of our worries. Scarabax beetles, though small, can burrow through the sand and attack prey in swarms difficult to stem or disperse. Venomous rattlesnakes have rough, khaki scales that allow them to blend into the sand. Large desert-wolves with stiff, bristled fur and sharp teeth have been known to attack outliers of our group.

 

Rock Steeds, Spikit, and Sand Bats, though thankfully not very common, are a danger almost around the clock. The first rule of survival in Bara Magna: Be wary.

 

We place torches and guards around the circumference of our camp and keep a fire lit to discourage their attacks, but it’s hard for us to help people who wander beyond the camp’s boundaries. The predators aren’t always present, but they often are. Take care in the twilight.

 

* * *

 

THE GROUP

 

While I, Turaga Aiken, am technically the leader of this ragtag band of nomads, my bones aren’t what they used to be. Call me the organizer-slash-mentor, then. My companion and bodyguard, Toa Rho, and the camp supervisor, Harn, provide most of the physical necessities of leadership.

 

Every sunrise, Harn sounds a horn to alert everyone that it’s time to pack up and move on. Every evening, he sounds the same horn to alert everyone that it’s time to set up camp.

 

Members of our group take turns pulling seven scavenged sleds with much of our gear loaded atop. Shifts are usually determined voluntarily and / or through popular consent, though every so often the leadership needs to force someone to take a turn in the interests of fair division of labor. All the rest of the gear is carried in sacks by hand.

 

Apart from leadership and muscle, several members of our group have found time to pursue studies. For example: A Matoran named Nixie is our foremost astronomer, Kodan our foremost archiver, and Nuhrii our foremost engineer. Specializations are encouraged but not required; sometimes, after all, an individual with a general education is more useful than a specialist.

 

* * *

 

THE PROFILES

 

We require that forms be filled out for all members of our group for the interests of keeping track of everyone. We don’t want to lose someone without knowing; we have maybe sixty people by my rough count, a hard number to monitor at all times, and the desert’s a dangerous place.

 

I see you’re chuckling, but trust me when I say the desert only looks like a flat, open expanse of land. Do you know anything about sand dunes? Quicksand? Concealed pits? No? Then please no longer treat the risks of being left behind so flippantly.

 

Just turn in your profile to our librarian, Kodan, when you’ve filled it out, and he’ll file it away. Thank you.

 

Name: (no canon names; try to make it sound Bionicle-ish)

Gender:

Species: (Matoran / Toa)

Appearance: (description, link to image, or both)

Kanohi: (no Mask of Time, Life, Shadows, Light, Dimensional Gates, Creation, Reanimation, Wisdom, Valor, Corruption, Time Duplication, Repulsion, Disruption, Hunger, Silence)

Element: (one of the following: stone, air, fire, lightning, iron, sand, plasma, water, magnetism, plantlife, sonics)

Abilities: (skills not element-related)

Equipment: (no electrical items or otherwise advanced technology like guns)

Occupation: (if applicable, the role(s) your character has in the group, e.g. guard, hunter, astronomer, healer, etc.)

Personality: (try to write guidelines rather than absolutes)

 

* * *

 

THE RULES

 

Before you recline in your own tent, I’d just like to remind you that we do have guidelines for being in this group. I’m not saying you have disobeyed them; it’s just a general reminder. In most cases, the rules are implied — don’t fight, don’t steal, et cetera — if you have any questions about the others, don’t hesitate to ask me.

 

1. All BZPower rules and RPG forum rules apply.

2. No god-modding, auto-hitting, unapproved bunnying, etc.

3. Your character can and will die if you roleplay recklessly. While typical character preservation rules still apply, if your character is in a position where he or she literally cannot escape, do not godmod, autohit, bunny, etc. to avoid your character’s death. It won’t work.

4. Elemental powers are not as powerful as those in the canon storyline. Thus, no nova blasts are allowed because it’s impossible for anyone to do them.

5. Remember that this is an RPG of many players. You may attempt to run your own sub-storylines, but please don’t go out of your way to prevent other people from interacting with your own characters.

6. No more than three characters are allowed per player, and no more than one NPC per PC.

7. The staff of this RPG, Legolover-361 (GM) and Gravity (assistant GM), are present to ensure this RPG runs smoothly. While they don’t rule with an iron fist, they do ask that you be respectful of their wishes and, if you disagree, do so civilly.

8. The first time you break a rule, you will receive a warning. Depending on the severity of your next offenses, you may be given more warnings, have your character punished in-game, or outright banned according to the discretion of the staff.

9. Remember that you’re playing this to have fun! Treat other roleplayers with respect and feel free to explore the world within Tides.

Edited by Legolover-361
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Forges smolder in Ta Metru,

Chutes still fly through great Le Metru,

Towers still stand in Ko Metru,

But ruin lurks beneath these last buttresses:

The great webs encapsulate them all.

City of the Dead

…At our end in another Lost City…

 

      Metru Nui was more terrible deserted than when Matoran still dwelt there. When we found it, the stink of desolation was everywhere: ruined webs hung from every building; those that still stood. Rahi prowled the ruined city.

      We did not care. there was no world we could remain in. Earthquakes had scattered us, lawlessness broke us. All the while we suffered from the shadows--from the wars between the Makuta and Dark Hunters, from the oppression of the Makuta. We preferred the Rahi to the world we left behind.

 

      So we settled there, in the more intact parts of Ta and Ga Metru, as far from the Archives as we could, away from the regions where no Matoran dared enter for fear of the Rahi. Life has never been a utopia, and the bond of fear that held us all together in our travels began to disintegrate: The Matoran edged away from the Vortixx and Toa hardly treated them better than Skakdi--the Skakdi which they banished within a week of settlement. Voices were raised, blades were drawn, but in the end we had peace: hundreds were exiled to Onu Metru, which both they and we termed 'The Hole' and the Vortixx split into their own colony, but we had peace, bred from a time we would gladly forget, and we were content.

      But there was no way to escape the world outside.

      We had been there almost a month when we heard the deathly news; almost a month of peace before we heard that Rahkshi had been sighted at the border of Le and Ta Metru. We sent out a few brave beings to investigate: some returned, some didn't. Those that did related the sad facts: a group of over thirty Rahkshi were encamped in Le Metru. One reported of a black armored being leading them. A Makuta, or so they said. The leaders gathered for one desperate council: did we hide, fight, or flee. In the end we were won over by the zeal of Erazoth. There was no way to hide from a Makuta, and there was nowhere to flee to. We stood or we fell.

 

      So we stood. The noble Toa of Iron led all of us who could and would bear arms against that encampment while I sat with those who remained, waiting.

      It was almost night by the time we heard the clamor. Rushing to our fortifications, we were greeted by the sight of our warriors, waving Rahkshi staffs and shouting in their victory. The Makuta had fled, his forces were defeated and Le-Metru was deserted once more. We set up a system of scouts in Le-Metru to prevent another surprise. Perhaps some of us believe that such security would aid us.

      We should have known that we were still defeated. Even if we had killed the Makuta, our secrecy was shattered. Indeed it was only a month before our doom was spelled out.

     One scout brought us the news. A Le-Matoran faster than most, the only one of our scouts that survived, it had seemed. We listened in horror to his account. It was worse than a army of Rahkshi, much worse.

     Our island was being invaded by Visorak. The dreaded scourge, dispersed only a few years before, returned in great numbers. They were marching up through Le-Metru and into Ta-Metru, we had but a little time.

 

     We gathered once more in council, but this time we knew there was no hope. There were hardly six hundred of us, while the horde that approached through Ta-Metru was without number. But this time we were not unified: some proposed we hold our position, others that we simply retreat, perhaps defending an area like the Coliseum. Still others suggested we go underground, facing Rahi in the Archive tunnels rather than the Visorak.

     We never did decide a single plan. While all around us our followers packed their belongings and prepared to flee, we still debating. Time run short: Erazoth was bent upon holding, while we at last seemed to have agreed to retreat to Po Wahi.

     But there never was hope for an organized retreat. As our valiant Toa put up one last defense we fled, fled like Matoran are supposed to do. Some made it to Po Metru, others fled towards the Ta Metru coast. I am among those.

     And I, Turaga Norholk, still do not know what became of the rest. I only know of my small fragment, a hundred of us, mostly Matoran, who made it to here.

     May the Great Spirit have mercy on us all.

 

The Situation

 

     Metru-Nui is currently once again oppressed by Visorak. Although their numbers are less than in their days of glory, their potency is not lessened: by their side, sometimes leading them are mercenaries of all sorts. Their goal is simple to most: secure the island and destroy all who resist. But upon the orders of their leader, Makuta Chirox, they have another duty: Secure the Archives. and so they delve into The Hole, while Rahi, mysteriously organized, block them at every turn.

     To the settlers, refugees from a dozen different lands, the situation is desperate. broken into fragments, harried by Visorak, Rahi and even their own number, now Hordika. They have banded together in southern Po-metru under the leadership of Erazoth, Toa of Iron, and there prepare to fight to the last. Others find themselves huddled in a east Ta-metru chute station, waiting for the inevitable hunt to find them. Still another flees through Ga-Metru, hounded constantly by the Visorak hordes.

     Meanwhile, from their home in the central chute station of Po-Metru the Vortixx of New Xia prepare to deal with the Visorak threat--and few think they will side against it.

     All this is no care to the Outcasts: castaways from the first settlement, criminals banished there afterwards, they scramble a sparse living in Onu Metru, often feasting off the flesh of the very Rahi that hunt them down constantly.

 

 

Factions

 

The Settlers

     Mainly of the Matoran species, but also including a mixture of others, the settlers number perhaps five hundred, scattered throughout Metru-Nui.

The South: Led by Norholk, Turaga of Iron this group has fled to eastern Ta-Metru where it has dug in, turning a chute station into a fortress. They have amassed a whole arsenal of Kanoka from the abandoned factories, tools, assorted weaponry and powerless Kanohi: even a few noble or Great masks have been retreived.

The North: The smallest of all groups, this one is composed of the survivors from the Ga-Metru settlement. They are constantly moving, their goal being the northern tip of Ga-Metru. The fiery Turaga of Lightning, Elhast, leads them.

The West: the most powerful of all three groups, mainly due to having the remnants of the settlers rear guard, led by the valiant Erazoth, with them. They inhabit a canyon in central Po-Metru where they have remained largely unmolested by their foe. but as the Visorak approach their security vanishes day by day.

 

The Visorak

They are beyond count, from the rank and file spider to the massive Kahgarak. Rahkshi accompany them, as well as diverse mercenaries. They have occupied most of Ga-Metru and all of northern Ta-Metru, spilling into Po-Metru. They are led by the mysterious Makuta Chirox, and seem to have only one goal; capture and transform. Some of their victims have submitted to their Hordika side, joining the horde as some of their most brutal members. After securing the Great Temple area, groups of Visorak and mercenaries are migrating to Onu Metru, looking to occupy the archives. So far their forces have been stymied by the Rahi.

 

The Outcasts

Some are more recent, Hordika who have fled here, rejected by their former friends. Others are older, criminals and exiles from the settlers, banished to Onu Metru. The weak are long dead and the strong barely survive in a Metru that is simply swarming with hostile Rahi of all kinds. The Visorak invading their Metru have added one more problem to their lives, and some have fled to Ko-Metru.

 

Locations

 

Ga Metru

     The city of water, once a home of learning and teaching, now a broiling battleground. Central and southern Ga Metru are covered in Visorak webbing, and Hordika wander here and there In the north the small remnant of settlers live a nomadic life, constantly fleeing as Visorak pursuit whittles down their numbers.

 

Ta Metru

     The entire northern portion of Ta-Metru is under Visorak control, while the settlers have barricaded themselves a chute station in the east.

Po Metru

     Largely deserted except for the hiding settlers and the many wandering Rahi. Visorak have taken over the southern tip of it and are slowly moving north.

 

Ko Metru

     Ko Metru was hit worse than any other district by the Cataclysm. Few of its famed knowledge towers still stand. Instead, the ruins of towers, chutes, and buildings fall together to form a massive maze. Snow perpetually falls, and Rahi prowl softly through the constant twilight, always hungry. Survival rate here is almost as low as in Onu Metru, and as a result, is unoccupied except for a small amount of outcasts and the like, desperately trying to survive.

 

Le Metru

     Next to Ko Metru, Le Metru was hit the worst by the cataclysm, and is a far cry from the brilliant sector it once was, now a huge wasteland, filled with tangles of wires, ruined chutes and webbing: some chutes still work, but so slowly that most people who enter it drown before they can reach their destination.

 

Onu Metru

     The last, and most dangerous district. During the Great Cataclysm, the main entrance to the archives was opened, and the stasis tubes holding the thousands of rahi contained under Metru Nui were broken. The rahi spread across Metru Nui, but upon arriving, the settlers managed to drive them back into Po, Onu, and Ko Metru. When the settlers settled down they sent criminals exiles, misfits of all kinds here, almost four hundred. More followed over time. Death by rahi, and fighting amongst themselves have caused their numbers to decline. the Visorak hordes are beginning to focus on this Metru pouring the spiders and Rahkshi alike in there to secure the Archives. To their surprise the Rahi have attacked in surprisingly strategic movements, halting their initial advance.

 

Profiles

 

Name: Elhast. (Ehl-hast)

Gender: Female.

Species: Turaga.

Faction: Settlers (Northern)

Kanohi: Noble Calix.

Element: Lightning.

Appearance: Although Elhast is a turaga, she most certainly does not look like one. Full five feet in height, she is well muscled and athletic. Her armor is designed for practical use, unlike the standard garb of a turaga, and it covers and protects well.

Powers: Limited power over lightning.

Abilities: Agile, fast and strong, Elhast could hold her own against any matoran. She is skilled with the small glaive she wields, and with what little elemental power she has left.

Weapons: A staff, four feet in height. It is made of wood with a covering of metal, and a foot long blade is affixed to the top. It is a weapon, not a ceremonial badge.

Other Equipment: None.

Personality: Elhast has not changed a lot since her days as a toa. She is impatient often, with a fiery temper, and a strong sense of loyalty: a traitor would want to stay well away from her, if he wanted to keep his head on.

History: Once a matoran from the Southern continent, Elhast became a toa quickly, and soon left her native village. She worked first as a mercenary, then as a member of a toa team. She lived on the northern continent, and after several thousand years, handed her power over to another, becoming a turaga. After the betrayal of the makuta, her village was destroyed, and she and the rest of the survivors fled towards Metru-Nui. After the Visorak invasion she led the survivors in Ga-Metru northwards.

(Optional) Notes: None.

 

Name: Norholk. (Nor-ohlk)

Gender: Male.

Species: Turaga.

Faction: Settlers (Southern)

Kanohi: Noble Huna.

Element: Iron.

Appearance: Norholk is old, and looks it. His armor is scarred and faded, and the plain gray robe he wears is ragged and patched. Nonetheless, his red eyes burn with an undimmed fierceness.

Powers: Limited control over iron.

Abilities: Norholk is certainly not a warrior, and his strength and agility are on par with a normal turaga’s. However, like all his species he has marvelous endurance.

Weapons: A simple staff, untopped or ornamented. It is a simple walking stick, and Norholk uses it as such.

Other Equipment: None.

Personality: Once a fiery and fierce toa, Norholk has mellowed quite a bit, becoming far more thoughtful and wise. Not changed however, is his unbending iron stubbornness, a great asset in this period.

History: Norholk is among the oldest people on Metru Nui. He lived first as a matoran, than a toa, and finally as a turaga in a small village of Fe matoran. His village, like many other gravity, magnetism, and iron villages were raided by Brotherhood forces. Norholk fled with the few other survivors, and upon coming to Metru Nui, was made a member of the leaders council. He was forced to retreat into central Ta-Metru where he commands the fortified chute station where the settlers there have gathered.

(Optional) Notes: None.

 

Name: Feynioh. (Fay-nee-oh)

Gender: Male.

Species: Turaga.

Faction: Settlers (Western)

Kanohi: Noble Komau.

Element: Ice.

Appearance: A little over four feet in height, Feynioh is dressed in a simple monklike black robe, with offset his white armors feet and hands, and his white Kanohi. He walks without any form of bending.

Powers: Limited control over ice. His best attack is by freezing via hand or staff touch. At this, he is deadly, and can flash freeze a foe by simply tapping him with his staff, a fate shared by several visorak and a rahkshi so far.

Abilities: Feynioh is by no means an athlete, but neither is he a frail turaga. He is about as strong, agile, and fast as an average matoran.

Weapons: A long staff, made out of pure, tempered steel. Each end is spiked, making it both a blunt and stab weapon.

Other Equipment: None.

Personality: Of all the council, Feynioh is the quietest. He speaks only when he must, and when he does, it is in clipped, short statements. He prefers observing to acting, and thinking to speaking.

History: Feynioh grew up in metru, but left after a few hundred years. He traveled halfway across the world, and in the process became a toa. At length he settled down, became a member of yet another group of toa. He handed his power on to another, and became a turaga. His village, like many others, was destroyed during the first stages of the Makuta and Dark Hunter war, and Feynioh and his matoran and toa fled to Metru-Nui. He commands the settlers in Po-Metru, aided by Toa Erazoth.

(Optional) Notes: None.

 

Name: Erazoth. (Ear-ah-zohth)

Gender: Male.

Species: Toa.

Faction: Settlers (Western)

Kanohi: Kakama.

Element: Iron.

Appearance: With the distinctive gunmetal and burnt orange of his element, and his height and broadness, Erazoth stands out in any crowd. His sole weapon is a long sword, which he wears at his side.

Powers: Erazoth is a veteran, and has great control over the element of iron.

Abilities: Strong, fast, agile, and with the marvelous endurance of his kind, Erazoth is the embodiment of the warrior. He is an expert longsword fighter.

Weapons: A protosteel longsword.

Other Equipment: Erzoth wears full plate armor, with mail protecting what areas the plates cannot cover. It is made of pure protosteel.

Personality: Erazoth is stubborn and a bit hot tempered, although over the long years of combat, he has learned all too well when to think and when to fight His front greatly conceals the loss and pain he often feels over the sudden invasion, especially the losses of the settlers, warriors he knew and loved.

History: Erazoth grew up in a small village in the northern continent. The climate was harsh, and rahi were a constant threat, despite the village’s resident toa. He started out as a maker of weapons, but became a wielder of them as well, at first helping the village’s toa, and then organizing a small fighting force to better protect the village. A thousand years later, the village’s toa handed his powers to Erazoth after the death of the ruling turaga. Erazoth stayed there for many years, keeping up his tradition of forming the matoran into a self-defensive force. When word of the betrayal of the Brotherhood of Makuta, and their subsequent massacre of iron toa, Erazoth and the Matoran of Iron in the village fled in order to not endanger it. He was one o the most warlike leaders of the settlers, largely responsible for the defeat of the Makuta’s first force. He led a almost suicidal assault on the Visorak, pulling the remnants of his force back to Po-Metru where he resides.

(Optional) Notes: None

Character Creation

 

In City of the Dead, you may have a max of six characters. Some species and masks and powers are strictly off limits, although they can be given as gifts (do not ask for them).

-Outlawed Kanohi: The Ignika, Vahi, Mohtrek, Clairvoyance, Rua, Aki, Olmak, Possibilities, all Nuva masks, Creation and Alternate Futures are not allowed.

-Considering species: the main portion of the settlers are Matoran, Toa and Turaga, although there are Vortixx, Skakdi, Steltians and other species among them. Makuta are obviously outlawed, as well as all non MU species. Other species such as Axonn or Brutaka's species must be at least limited.

-Limited Kanohi: Elemental masks are allowed, but they may only have control over an element (no peace/rage etc) and the power level of the masks cannot be greater than the mask of gravity.

 

Name: No canon or nonsense names (examples, Tahu, and fheu4858).Gender: Male female, unknown, or none.Species: See prohibited species. All characters must have a species. Custom species are allowed but must be explained.Faction: Please state your faction here. If non affiliated, simply put down 'neutral'.Kanohi: List your character's kanohi here, if he/she has one. Custom kanohi are allowed.Element: Custom elements are not allowed. If your character is a toa, or another element defined species, list your character's element here.Appearance: Give a description or picture of your character.Powers: If your character has any powers, put them here.Abilities: A good swordsman? Archer? Athlete? Basically, what are the physical (or mental) abilities of your character.Weapons: List whatever weapons your character has, and please keep within reason. No weapons that give you full control over an element, or something along the lines of an ULTRA COOL HAMMER OF DOOM.Other Equipment: Whatever other equipment (special armor etc) your character possesses, put it here.Personality: How does your character act? What's he'she like? Put it here.History: Write a brief history of your character.(Optional) Notes: Put down whatever else about your character that you'd like to.

 

Rules

 

-Absolutely no autododging, autohitting, or other forms of god moding.

-Bunnying is illegal. No controlling other peoples’ characters without their permission.

-Use IC for In Character portions of the post, and OOC for out of character portions. Do not post OOC only posts in the role playing topic! The discussion topic is made for them. Making an OOC only post will result in a warning, and if repeated enough, banning.

-Please, use good grammar, and make your OOC and IC posts understandable. Bad grammar might not look bad to you, but it does for others.

-Staff controlled characters are staff controlled characters, not NPCs. Do not control them without permission of the GMs.

-NPCs are not target dummies. Just because they’re not PCs doesn’t make them a lower life form.

-Your characters cannot know your enemies plans in an instant, or know the exact power etc of an opponent unless they are told IC, or find out IC. Your character is not all knowing, although you may know something from reading another IC post not related to your character, or reading an OOC post or whatever.

-Please act civil. Do not insult, degrade, etc other players.

-Do not play to win. The purpose of an RPG is to have fun, and interact. Any character, no matter how powerful, can be defeated. Going into an RPG with only the specific intent to get ahead and win will get you nothing but failure and a lot of annoyed people.

-Respect staff rulings. If you have a problem with a staff’s ruling, take it up via PM with either that staff member or another. Do not disregard the ruling, start a temper tantrum over it, etc.

-When you are dead, you are dead. Your soul cannot take over another body. Bam, it's over, your character's soul is in the next world and whatnot. Reincarnation is also outlawed.

-There are times when death is unavoidable. Get used to it, your character is no more powerful than an NPC, you can die. It you're surrounded by a dozen Visorak, and you have a broken leg and no powers, you're going to die. The meter is this: When staying alive falls under auto-dodging/invulnerability, your character dies.

 

Notes

 

     Well, I’m back with this RPG. After Strike From the Shadows, I have removed aspects of the game that I know are going to fail: most specifically very organized factions that are irksome for a GM to run.

     I cannot promise that this game abides by the canon: I believe I definitely made the effects of the Makuta Dark Hunter War greater than they were, but there will definitely be other differences.

Edited by Grantaire
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Disruption

While we may have been the primary aggressors, we did not start this war. We are the

Stone Militia, and we fight for what is right. The Ta-Matoran raised taxes before

this conflict began, and we Po-Matoran could not live with their undue tariffs. They were

too high.We did the only thing we could. We attacked the Ta-Matoran. The first strike was

the sinking of one of those fire-spitter's barges. We only meant to send them a message. But

they took our attack much to far and retaliated in their own way. One thing turned to another,

and then we were in the middle of a war with the Le and Ko-Matoran as our great allies.

When this war began, we knew that both sides were wrong in their beliefs. No

good could have come from their senseless violence, and we saw this from the

beginning. We remained the loyal followers of the grand Turaga Mahili, ruler of

Metru Nui. The combatants blame her for the not stopping the war, but she knew

neither side was just. We holed ourselves up in the Coliseum, trying to outlast the

war. But it has been many years, and we grow tired of hiding. But as the forces of

the war have been fighting, we have been making war machines. We call them Kralhi.

And they are powerful killers.

We are the innocents of this war. We are the Eastern Alliance. We were attacked

by those Stone Militia swine. They attacked us and didn't expect us to retaliate

against them. Our people were starving before this war began. We had to raise

the costs of our goods to survive.We were not being greedy. In fact, we were acting

just the opposite. Luckily for us, the Matoran of Earth, the Onu-Matoran saw that

we are the just side in the war, and allied with us. Soon, the Ga-Matoran followed

suit. We are a formidable force. We will fight, and we will win!

War... is always profitable. We are the people of the grand island of Nynrah and

Xia, commonly referred to as the 'Traders' by the people fighting this war. And

we are fine with that characterization. We have full hold over an island south of

Metru Nui, off the coast of which we float many barges. We sell finest weapons to

all three forces in this war. Our weapons are the most advanced tools you can

use in this war. You want something good? Come to us.

Plot Summary

This RPG takes place in the middle of the Great Matoran Civil War. There are four major forces in the fighting: The Stone Militia, the Eastern Alliance, the Turaga's Loyalists, and the Traders. The island of Metru Nui is divided in the battles.

Tech Level

The tech level of this game is different from the actual, canon level for the Matoran Civil War. Vehicles for the Stone Militia is around the level of World War II vehicles. Common weapons are melee weapons, powerless disks, bows, and more primitive long ranged weapons. Traders have a more advanced technology, around about twenty thousand .

Locations

Onu-Metru: Wedged in between Po and Ko-Metrus, Onu-Metru is a constant battlefield. Despite this, it is mainly used as the base for the Eastern Alliance forces, which might be why so many battles are fought here. The Archives have been converted into the center of operations for the Eastern Alliance. Thanks to the maze-like structure of them, it was easy for the forces of one battle to retreat into it and wall themselves in. Most of the entrances in the other Metru's have been blocked off, though they are still used occasionally to launch surprise attacks. The surface of the Metru has been destroyed.

Ga-Metru: The research district for the Matoran of Fire, Earth and Water, this district is where any civilians live. It is the most peaceful of any of the districts controlled by the Eastern Alliance. All of the major advancements that the Eastern Alliance has made over the past two hundred years has come out of this district. It's pre-war position of a learning district made it the ideal candidate for weapons research. The Great Temple is used as a neutral meeting spot for all three factions,

Ta-Metru: The largest district in Metru-Nui, this district's purpose is the most varied. In fact, it has three distinct roles in the war. The first is to train new soldiers in the art of war and teach old ones new strategies. The second is to house the barracks for the soldiers, which is not a very big job, but important nonetheless. The third and final role is to mass produce new weapons for the same soldiers trained here to use when fighting. Once the weapon is devised and perfected in Ga-Metru, it is mass produced here.Po-Metru: This Metru has a role very similar to that of Ta-Metru. Make many weapons, train new soldiers and house the old ones. It also has an additional role similar to one of Ga-Metru's: House the civilians. The numbers of the civilians of the Stone Militia are actually quite large, and are the ones responsible for making weapons, creating new ones, training soldiers and many support roles. This Metru is rather peaceful compared to the Metrus south of it. The primary base of the Stone Militia is here, located in the Canyon of Unending Whispers.Ko-Metru: This is the king of innovation in all of Metru Nui. Before the Civil War began, it was already the center of advancement, so after the war began, it merely occupied the same niche it always did. The devices made here are very, very advanced, only rivaled by those bought from the Traders.Le-Metru: One of the major war zones of the conflict, the Metru of Air has been largely destroyed by the forces of the Eastern Alliance. The district still serves a distinct role for the Stone Militia: Make vehicles. Coming out of this Metru are tanks, motorcycles, and other small vehicles of war.

The Coliseum: The most heavily guarded place in all of Metru Nui, the grand arena is the base of the Turaga's Loyalists. All around it are giant walls, protecting it from the other two major sides of the war. On all of the walls and the outside of the main building are Cordak Blaster turrets, which will destroy anything that comes close to the Coliseum. Early in the war, the Loyalists were able to seal off the section of the Archives directly beneath it, and the Coliseum expands into them.The Trader's Island: A small island off the coasts of Ta-Metru and Le-Metru, the island is mostly inhabited by Nynrah Ghosts and Vortixx. All across the island, machines are whirring, creating new weapons of destruction. Floating in the ocean around the island are many large barges, which are used to actually sell the wares of the Traders, or as more space. A fleet of vessels surrounds the island itself. Letting the rival forces onto the same island would be much too dangerous, and would likely destroy the place.

Factions

The Stone Militia: Despite being called the Stone Militia, this factions forces do not solely consist of Po-Matoran, instead, that element founded it. The Le-Matoran joined as soon as the war began, and the Ko-Matoran after failing to broker a peace. They hold control over most of the western half of the island. They say that they would not have attacked if the Ta-Matoran did not raise taxes like they did. The Stone Militia's primary strength are their vehicles of war.

The Eastern Alliance: This faction says that they are the innocents of the war and could not have lived without raising the tariffs like they did. The Onu-Matoran saw this, and joined them soon after. The Ga-Matoran joined after finding out firsthand that they could not stay neutral. This side has full control over the east side of the city island. The fact that the Eastern Alliance outnumbers their enemies is what gives them an advantage in the war.The Turaga's Loyalists: The followers of the former leader of all of Metru Nui, Turaga Mahili. They saw when the war began that neither side was just in their actions, and holed themselves up inside of the Coliseum. They developed grand exo-suits called the Vahki which enhance physical abilities and allow flight. Each model carries a unique staff. The models and their staves are: Nuurakh, whose staves make their victims obey one task; the Bordakh, the staves of which make the victim suddenly become a Turaga Loyalist; Vorzakh, inhibit ability to fight; Zadakh, allows the pilot of the Vahki to persuade the victim heavily; Rorzakh, tap into a victim's senses; and finally, Keerakh, heavily disorient the victim. If any Matoran of any the non main elements was living in Metru Nui, they are now a Loyalist.The Traders: Soon after the war began, the Nynrah Ghosts and Vortixx heard about it and hatched a plan. Provide advanced weapons to the fighters of the war regardless of their individual faction. They arrived in Metru Nui, looked for a base, and found their signature island. They settled on it, quickly erecting structures and buildings. They just want to make money, not fight a war.

Important NPCs:

Name: Mahili

Gender, Element and Faction: Female Turaga of Magnetism, Turaga's Loyalists

Equipment: A small stick that ends in an axe blade. A Noble Akaku.

Personality: A wise, fair leader. Wants to end the war. She is kind to her people, and cares about them.

Skills: Great leadership skills, slight control over Magnetism, enhanced vision from Akaku.

Appearance: Mahili is slightly taller than the other inhabitants of Metru Nui, being the only Turaga on the island. She wears a traditional robe that is like a cape in the back, and hangs to her sides, a traditional and ceremonial piece of clothing for the Turaga. She is dark grey and black, and her mask doesn't have any scopes.

Background: Mahili used to be a Toa, and before that, a Matoran. She lived on the Southern Continent, and became a Toa when her local team sacrificed their power to make an astounding thirty six new Toa. They split up, with Mahili going to defend Metru Nui.

She got to the great city, and became it's defender, protecting it from any forces of evil that tried to attack it. Eventually, she did as her Toa did, giving up her power to six new Matoran. She was transformed into a Turaga, and became the leader of Metru Nui.

When the war broke out, she sided with neither side. The Ta-Matoran were starving, but the Po-Matoran could not bear the weight of the taxes. She took three days to try and think of a solution, and by the second day, a full out war had erupted. She had tried to stop the war, but it before she could, it had advanced too far.

Name: Kornan

Gender, Element and Faction: Male Ta-Matoran, Eastern Alliance

Equipment: A long broadsword. This sword is made out of protosteel and always sharpened.

Personality: Rash, a gambler, ends justify the means approach to war, brave. Plans are often risky gambles and head on attack, and are high risk, high yield.

Skills: Good at leading on the front lines, great swordsman. He is very inspiring to his people. Rather strong.

Appearance: A large, buff Matoran. He is very big, and large. His armor is dark red, with some burnt orange highlights to it. He commonly wears a Pakari for a mask, but this is a powerless replica. His copy looks like a Great Pakari.

Background: Kornan used to be a great military leader among the Matoran of an island south of Metru Nui. But even his great planning could not protect it against a Manas unleashed upon the island as a joke from a Makuta. Kornan and his Matoran fled to Metru Nui.

When the war began, the Ta-Matoran had heard of his great tales of bravery and made him their leader in a military government. He hates the Matoran of Air, Ice and Stone because they were some of the first to abandon his island when the Manas attacked. He associates all Matoran of those elements with those from his island.

Name: Triglii

Gender, Element and Faction: Male Po-Matoran, Stone Militia

Equipment: A long club with adorned with spikes. This is very heavy. It is also rather ornate and decorated.

Personality: Sneaky, deceptive, trickster. He always tries to find different ways to get around something. His strategies are often complex, and take a long time to come to fruition. They usually involve deception and trickery, with long term goals.

Skills: Good at thinking of creative strategies. He can create something that is very detailed and ornate.

Appearance: The leader of the Stone Militia is rather tall, and thin. His armor is colored tan, with brown as a secondary color to his armor. He typically wears a powerless Mahiki that looks Great, and has a scope on it, which he used when carving.

Background: Triglii has lived in Po-Metru all his life, and plans to continue to live in it for the rest of his life. He cares about his Metru deeply, and will fight to the tooth and nail to protect it. He worked as a stonemason, carving in complex ways before the war.

He was always admired by his fellow crasftmen, and was actually the first to suggest attacking the Ta-Matoran. In return for this, he was made the leader of the Stone Militia. All of the forces look up to him, admiring his work and strategies in the war. While the end result is not always clear at first, his forces trust him.

Name: Rexla

Gender, Element and Faction: Female Vortixx, Traders

Equipment: An abacus and a tablet used for bookkeeping.

Personality: Greedy, always trying to make a profit. She couldn't care less about the war. She is also rather persuasive.

Skills: Persuading someone to buy something that they had no interest in buying beforehand.

Appearance: Rexla towers above all the other fighters in this war, being a Vortixx. She keeps her 'hair' long. Her armor is dark blue colored. Among Vortixx, she would be considered beautiful.

Background: When the Matoran Civil War began, Rexla organized all of the trade guilds on Xia and had them come to Metru Nui. She found the Trader's Island, and turned it into the hub of activity it is today. She brokered a 'peace' between rival guilds.

Rexla discourages actually fighting in the war, as that could lead to injury, which, according to her, is 'not profitable'. Most of the Traders agree with her. For the most part, she and the rest of the Traders stay on their island or one of the nearby barges, selling their weapons.

Rules, Punishments and Rewards

  1. All BZPRPG and BZP rules are in effect here.
  2. Do not godmod, autohit, bunny or metagame. This and the rule above it are pretty standard.
  3. Respect any and all GMs. I, Canis, am currently the only GM.
  4. Use IC for in character posts, and OOC for out of character posts. Also, please keep OOC to a minimum in the gameplay topic. No OOC only posts in the gameplay topic at all.
  5. Keep romance and comedy down to a minimum. This is war, not a bad sitcom or comedy.
  6. Only Matoran are allowed. This was done to balance fights. A Toa will obliterate their enemies.
  7. Please use proper spelling and grammar in your posts. It's not that hard.
  8. Killing other player's PCs is allowed. The flip side is that there is no autohitting. You have to let the other person fight to keep their character.
  9. All profiles must be approved by staff. This is to ensure that you don't have all powerful characters.
  10. Have fun!

Punishments:

Punishments will only happen with the more serious rules. Breaking Rule Ten or the less serious rules will not be a Strike.

1st Strike: You get a public warning.

2nd Strike: One of your characters is seriously injured.

3rd Strike: All of your characters are seriously injured. One is killed.

4th Strike: All your characters save one are killed. The last is seriously injured.

5th Strike: Your last character is killed. You are banned from the game.

Rewards:

This game has rewards for good behavior. Rewards are for the player to choose. One can receive a Zamor Sphere Launcher, a Rhotuka Launcher or a Midak Sklybaster. The powers of the first two will be decided by the player, and the character that will receive it will also be decided by the player.

Profiles

You may have up to six profiles, with an extra slot provided as a reward. I recommend filling up all of them because your characters can and will be killed. If you notice, there is no 'Weakness' section. This is because all PCs are Matoran, and are equal physically and power wise. Use this sheet:

Name: Make it Bionicle sounding.

Gender, Element and Faction: Gender is not determined by element, faction is. If you are a Matoran of Fire, you can't be in the Stone Militia. If you're not of the main six, you're a Loyalist or a Trader.

Equipment: Be creative. Melee weapons are more common than ranged.

Personality: How does your character act?

Skills: What makes your character stand out from the rest?

Appearance: What does your character look like? If you want your character to have a specific mask, put it here.

Background: Where your character came from, who they are and the like.

Edited by Canis Lupus

I used to have a banner here.



But that RPG is dead.



What now?

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trapped_sig.pngTrapped in a Map

The Carver looked out his window at the crowd milling about in the market below. He carefully scanned the throng, checking out each Matoran, deciding which one he should choose. Finally, he settled on an Onu-Matoran with decorative gold shoulder armour.His choice made, the Carver activated his mask power. His eyes briefly glowed red as dozens upon dozens of names started to float above the heads of the Matoran in the crowd, visible only to the Carver. Silently, he sought out the Onu-Matoran’s among all the others. Finding it, he memorized it and bent down to write it down on the map carved into the tablet in front of him. The name flashed three times then dissolved into the stone.The Carver straightened and looked once more out the window. The Onu-Matoran, and his distinctive golden armour, was gone!

 

Story

You are a citizen of the Matoran Universe, or, at least, you were. Now you are the victim of someone known only as the Carver, a sinister Toa who likes to “play” with beings like you. Your new home is simply called the Map, because it is a map, carved into a tablet by the Carver, and you are trapped inside. Now you must find a way to escape, or forever live with your destiny carved out by the Carver… Now 2000 years after the Great Cataclysm that rocked the Matoran Universe, the Carver has been trapping people for over 1000 years. Time runs more slowly in the land of the Map however, and to those living there it has been more like 60,000. More and more beings are being trapped, causing many disturbances in the City. Most of those recently trapped aren’t quick to submit to the rule and ideology of the Worshippers. Conflicts are breaking out and the City Law Enforcers can’t handle them all. The City is on the verge of breaking up.Write about your characters’ struggle to survive in this rugged world and the challenges they face as they try to achieve their goals.

Factions

The WorshippersMostly made up of those who have been trapped in the Map the longest, they are the rulers of the City. They are so called, because they have given up on escape and believe that by worshipping the Carver, he will grant them an easier life in the Map. Many disagree with their way of thinking but must live under their rule because of their large sphere of influence. They control all distribution of food and water through the use of the City Law Enforcers.City Law EnforcersA sub-faction of the Worshippers, they are a large group of citizens, mostly big, tough ones, who keep order in the City according to the Worshippers’ rule. They either firmly believe in or have been convinced of the Worshippers’ ideology. Their two main tasks are to control the distribution of food and water throughout the city, and to subdue anyone who speaks out against the Worshippers’ Rule and the Carver, lest the Carver get angry.

 

The Disrupters

A small faction with no real leader or clear organization. Its members are ordinary citizens who don't agree with the Worshippers submissive ways. Their main goals consist of starting protests, riots and just general chaos wherever they can so they can cause misery to the Worshippers as they attempt to control the City.

Other FactionsFactions may be created by players. This is highly encouraged, it will increase the fun in the game. They do not need to be approved, but if I don’t like the direction one is going, I will ask it to disband.All The RestAll those characters who do not agree with the Worshippers, or just don’t care about what goes on in the City, and are not part of a player made faction.

Locationstrapped_map.png

The CityA big city that occupies the most of the Map. It is completely enclosed by a tall, sturdy wall. There is only one gate in this wall, and it has been sealed due to the outlying land being called unsafe. The City houses (almost) all the inhabitants of the Map, and is therefore very busy and crowded. It was partly built carved out by the carver, but as more and more people arrived in the map, the inhabitants started to build it up more to accommodate the influx in population. It is now approximately half the size of Metru Nui, an contains inhabitants that equal three quarters of it's population.The PalaceThe most prominent building in the City. It is the headquarters of the Worshippers. It is a large hexagonal building that is mazelike inside, and it rises high up over the surrounding buildings to look out over the whole city. It is surrounded by a low wall and is heavily guarded by the City Law Enforcers.The TempleThe second largest building in the city. It is a temple that has been dedicated to worshipping the Carver. It is a circular building consisting of one main floor and one turret. From above it looks a bit like the first letter of the Matoran alphabet, symbolizing that the Carver comes first above all else. Services are constantly being held in dedication to the Carver.The BarracksThe headquarters of the City Law Enforcers. A rectangular building located in the northeast corner of the city, this place crawls with the menacing figures. The basement consists of statis canisters where unlawful citizens are placed for certain amounts of time.The Royal GardensThe only gardens in the Map, as well as the only source of food. Workers cultivate this food and the Worshippers distribute it.The WellThe only source of water in the the City. Water is brought up from underground into the city via this well. Water can be gathered from here, but it is also distributed by the worshippers. Long lines can often be seen.The MarketThe busiest part of the City. Food and water is distributed from here. Venders gather from all over the City, trying to sell their goods, whatever they may be.The TunnelsA maze of tunnels under the surface of the Map, the entrance of which is just west of the Palace. Precious materials are mined from these tunnels, but many other beings and creatures roam these tunnels, and the entrance is not the only exit… However, it is important to note that at a certain point below ground the "earth/rock" becomes a mysterious substance which is immune to the elemental powers of Toa.The Outlying LandThe territory surrounding the city is flat and barren, inhabited mostly by Rahi. However, some beings who disagree with the ways of the Worshippers have found ways out of the city, in hopes of finding escape. It is deemed unsafe because the map is cracking and breaking around the edges.The Lake of LifeThe source of all water in the Map. It is a large lake in the northwestern corner of the Map. It’s water comes from underground and then flows off the edge of the Map through the two rivers: the River of Death and the River of Life.

om_6211.pngThe Outcast TowersA group of tall structures in the southwest corner of the Map. They rise high above all other buildings in the Map, including the Palace and the Temple. They used to be the headquarters of the Worshippers, but were abandoned when the outlying land was deemed unsafe. Now they are mostly deserted, home only to rahi and rogue citizens.

Character Profiles

Who are you? Have you given up on escape and now worship the Carver? Or do you still resent the Carver for trapping you in the Map? Or perhaps you’ve just arrived in the Map and still don’t quite know what happened?Whoever you are, you must submit a profile of your character in the profile topic. Be sure to include a detailed description of your character. All profiles must be submitted in the following format:

[b]Name:[/b] [Bionicle sounding][b]Gender:[/b] [male / female][b]Species:[/b] [any species is acceptable (including your own) within reason. if you are a toa or matoran or etc. please indicate your element][b]Affiliation:[/b] [Worshippers / City Law Enforcers / Other / None][b]Trapped:[/b] [have you been trapped long, or have you just arrived][b]Weapons/Tools:[/b] [be reasonable][b]Powers:[/b] [any other powers, again be reasonable][b]Appearance:[/b] [brief description or picture][b]Bio:[/b] [anything of importance of your character’s personality, goals, life, etc.]

Profiles must be reviewed and approved by myself or another staff member, if a profile is incomplete or does not follow the rules, you will be asked to fix the problems before you can start playing. As well, players are only allowed to have three characters to start.

NPC’s

The following are profiles of the Non-Player Character, which will be controlled by myself throughout the game to help the plot move forward, and add challenges for your characters to face.Name: The CarverGender: MaleSpecies: Toa (Element unknown, assumed to be stone)Affiliation: NoneTrapped: Not Trapped, but the Trapper.Weapons/Tools: Carving tools and the Map.- When someone's name is carved into the Map:

om_6210.png----> The person's name is carved into the Map, this can be seen happenning in the sky above the Map.----> The name flashes three times, both on the tablet and in the sky.----> The being then has a gut wrenching feeling as the world starts to spin and the start to disappear from where they are in the Matoran Universe.----> Their body slowly fades away and then slowly appears in the Map below where their name was carved.- Any living creacture can be trapped in the Map.-The holder of the Map can observe and control life going on in the world of the Map.----> People are controlled by the holder by putting thoughts into their heads. The people being controlled know these thoughts are not their own, but they are obligated to act on them.- The "ground" beneath it continues to infinity. There is no other side of the Map.- The sky continues infinitely up, as do the space around the Map and its infinite cliff in each direction.- Gravity pulls down perpendicular to the Map everywhere.- There is a sun that creates night and day, by rotating around the Map at an angular axis (at night there are also distant stars, but there is no moon).----> It rises over the eastern cliffs and sets over the western cliffs.----> It is night when the sun is below the horizon of northern cliffs.Powers: (Elemental Power of Stone?) Mask of Shinigamieyes Namevision, allows him to see a being’s name above their head. Can control anyone who resides in the Map.Appearance: Unknown.Bio: He was once betrayed by one of his fellow Toa and ever since has had a rotten view of the universe. He is constantly roaming the MU, trapping people in his map and having fun “playing” with them like dolls in a dollhouse.Now however, there too many people trapped in the Map, and he can monitor them all at all times of the day, so he mostly just spends his time keeping the leaders of the Worshippers in line.Name: CarmeraGender: FemaleSpecies: VortixxAffiliation: Leader of the WorshippersTrapped: One of the first ever trapped.Weapons/Tools: A laser pulse pistol that she keeps at her hip at all times.Powers: Manipulative and quick witted. Silver tongue.Appearance: Tall, with spiky black armour with blood red highlights.

om_6213.pngBio: Carmera was once a black market businesswoman. She is the one who sold the Carver the special stone tablet that the Map is carved out of, but she got greedy when she found out just how powerful the tablet was and asked for more money, confronting and threatening the Carver. When the Carver refused, she shot him with her laser pistol. Before the bolt hit its mark, the Carver speedily carved her name into the Map. She and the laser pulse were transported to the mysterious world.She was determined to escape, but the powers of the Carver and the Map itself prevented it. The Carver was able to control her and anyone else in the Map like he was playing with little army men. She was a puppet and he was pulling the strings. The Carver used her to bring a kind of tyrannical order to the Map.Feeling defeated, and seemingly unable to take control of her own life, Carmera has simply fallen into place following the Carver’s rule and leading the Worshippers.

Rules

Rules and guidelines to be followed at all times during the game:- BZP standard rules and guidelines.- Respect the staff and the other players.- Use IC (In character) and OOC (Out of character) when posting in the game topic.---> A good habit for when using IC, would be to also state the character’s name, where they are, what they are doing, and other characters that may be nearby.---> eg. IC / the Carver / in his hut / carving into the Map:- When fighting other players be reasonable and take a hit once in a while.- Do not GodMod.- Do not kill other players.- Be reasonable when creating characters and in your IC posts.---> eg. No giving yourself super powerful Kanohi.---> eg. Don’t say you're at the Palace and then a second later you're at the Outcast Towers.---> eg. Don’t all of a sudden kill twenty NPC's.---> eg. etc.- Have fun! (Failure to comply with this rule is punishable by immediate banning! :P )Punishments:Please follow the rules so I do not have to use these.1. A warning.2. An injury or loss of a weapon or something. For example, loss of an arm.3. One character dies.4. All characters die, and player is banned for a week.5. Permanent Banning.Awards: I may give out extras throughout the game depending on how it goes. These would be things like extra characters and special items falling out of the sky.

Staff

As of right now, there is just myself.

Thanks

Thanks to all those who have supported, voted for, reviewed and provided suggestions for this RPG in the past. Your help is very much appreciated!

Edited by Toa Kovolta

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Come my friends. Take a seat. Though this lowly tavern be filled with lolling drunkards and the stink of fish, it be a fine place for a story. Not a free story o'course, nothing round here is free. Just fill me tankard one more time, we'll consider that fair payment. Little bit more. Little bit more. There we go! Now let the sounds o' the sea wash over you as the tides of time roll you back through their inky depths. Let me tell you about...

The Legend of the Thirteenth Island!

These fair isles in the south have always been a little…lacking in the trivialities of law. The Barraki scorned to lord over us, lest their feet get wet on their high thrones. Axonn the Axe-Lord merely battled and butchered, he did not rule. No-one has cared what happens in this archipelago since the Great Beings first raised them from the ocean. Archipelago, 's a fancy word for a group of islands. That little fact'll cost you another tankard if you please. Thats a good lad. Anyway, laws. Don't exist in this part of the world. And lots of water and no laws, well, that means pirates. It just does. One of those facts o' life. Like how dropped bread always lands on the buttered side. In the end it turned into one o' them, whatchya call 'em? Vicious circles! Pirates sprang up, stole from anyone trying to get a toehold in the islands, forcing 'em out. Less people to enforce any hope of order and more people without a living meant more pirates. Meaning more pirate attacks. Meaning less and less order. And so on. 'swhy it's so much fun around here these days. A pirate's paradise. Least it was before the Brotherhood showed up, with their iron soldiers…

But before the shadow-slime, before the Barraki, before even the Axe-Lord, there was a pirate who…well he was a god amongst insects. Black Jaqkli. Ah, I see by the glint in your eyes that you've heard of him. As well you should. One of them tentacley types from up north, he was a master of all he surveyed. And with three eyes, thats a lot of surveying. He had loyal armies as his crews, an armada of battleships as his fleet. And the treasure? Oh the treasure! Powerful enough to go plunderin' the southern continent he was, stripping it of every last trinket and bauble. The piles of wealth he gathered were said to rival the sun for how they gleamed so.

But there were darker rumours about the god-admiral of the southern islands. Rumours that clung to him like seaweed to a corpse, that earned him the epithet 'Black'. Rumours about terrible bargains struck with things of horror and madness. Rumours about fell deeds of blood and ritual. Rumours that he'd found the secret of true immortality, or been given a fantastical new island obedient to his every whim, or been bestowed with the gift to charm minds and bend thoughts...

The first at least was proved false when a raid went wrong. The southern continent had grown tired of death arriving by sea and prepared a hefty defence. On that day it was shown that, black god of the sea or not, Jaqkli still bled like a mortal. Fearful for their admiral, his fleet withdrew but alas, his life had been spilt on the decks from a thousand wounds. It is said that, knowing his time was drawing near, he withdrew with his greatest treasures to that mysterious thirteenth island he was said to possess and, using the lives of all who knew its location as a sacrifice, caused the sea to swallow it up. Black Jaqkli would keep what was his even in the embrace of death…

There lad. Wasn't that a tale for the ages? Full of blood and drama. A terrible captain, a priceless treasure and a mysterious island. Not like the stories we get this day. Bah, that scoundrel LaYarteb may think himself a king of pirates but he's nothing more than a man lucky enough to have both brain and sword in a land where most have only one. Or neither. And this Zavarian from the Brotherhood who thinks himself some new new Axe-Lord, if he were here now I'd tell him to jump off the lighthouse of Golgarish! He makes no move that is not ordered down from his shadow-slime master, dancing on the strings his beloved Makuta pulls!

Hneh.

Another round of grog, there's a good lad.

Aye, 'tis a poor hand of card us civilised folk have been dealt. Just trying to make a living. But we got LaYarteb bleeding us of coin and food, and Zavarian trying to turn us into more clockwork soldiers. And both of 'em turning the place upside down for any sign of that treasure. Artahka help us if either o' the buggers actually find it...

The World At Large

The RPG is set in the Southern Isles of the West around 79,000 years ago, a chain of islands known for being beyond the normal laws and regulations of the Matoran Universe. To say this makes it a home for renegade and villainous behaviour is a gross understatement. There's piracy, smuggling, conquering, slaving and even a little bit of littering. The horror. Really, as long as the right people turn a profit at the end of the day, anything goes. Thats why, even after all these years, the treasure of Black Jaqkli is such a sought after legend. Possessing that vast wealth would get soldiers to fight for you, leaders to bow down to you, smugglers to bring you any object you desired...Everyone would be in your pocket, and you would be the most powerful individual in the isles. Provided, of course, you can find it. And not fall victim to a thief or assassin since power brings as many enemies as it does friends

The Isles

Xeros: The most northern of the islands, and one of the richest. Relatively speaking of course. It is close enough to the great continent of the south to trade with it, brining in currency and gadgetry. This gives it great influence among the other islands thanks their great love of all things shiny.

Skeres: This island used to suffer greatly from being little more than a stop-over point between Xeros and the Triplets. All the real wealth went to them, with Skeres forced to get by on scraps. Recently though it undergone a slight boom…as Hagah Zavarian has assumed control and made the place a base and staging point for Brotherhood activity, including establishing small garrisons in any settlement that swears loyalty

Kron, Kair, Kaal [The Triplets]: The hub of all activity in the chain, as the three islands block the natural currents of the water, keeping things calm in the sea between them. It made for easy mooring and harbours quickly sprang up until all three coastlines were covered in the sprawl of industry. If the western chain can said to have any sort of capital, the Triplets is it.

Dalarii: A blasted and ruined wasteland, torn asunder by the strife of war as a plough furrows a field. What started as the original pillaging of Axonn was continued by his would-be successors, by Skakdi warlords looking to make a name for themselves, by pirate kings seeking plunder…There is never a moment where someone isn't fighting someone else on the island. The current leading group is a band of Skakdi, who got ahead by declaring allegiance to Zavarian and using the troops he sent to aid them to snuff out their opposition. If they gain real dominance on the island there's a worry the Triplets could be caught between two Brotherhood strongholds...

Morcka: Renowned solely for being the current preferred hideaway of the pirate LaYarteb. He has a small fortified harbour in the narrow neck to dock and repair his ships…though as everyone knows this it can only mean he has several more harbours elsewhere ready to surprise anyone who tries challenging him on home turf.

Aubis: There are some scattered settlements here, but for one of the largest islands in the chain it is surprisingly bereft of life. Something about the tides in the area creates a flooding effect that swamps the island every few months, poisoning the land with salt from the seawater. Farms die, harbours are flooded…there is simply too little on offer to make living here worthwhile. It is a refuge for those who desire solitude and isolation. Recently the tidal floods have started washing up strange coins on the salty shores of Aubis. Old coins. Coins with markings not seen since the days of Black Jaqkli. The locals have tried keeping news of this within the island, but rumours that the hoard of Jaqkli may be resurfacing are hard to quash

Axe's Rest: No-one truly knows why the dread Axe-Lord chose to end his campaigns. No warrior brought him low, no general outwitted him. But end the campaigns did, and it was here they ended. It was here that the warrior Axonn simply…disappeared, leaving his conquests to their own devices once more. His more loyal soldiers erected a small monument in the centre of the island as memorial to their leader.

Axe's Reach: So called because it is the furthest point the Axe-Lord got in his rampage across the western chain. The remains of his army's last camp are still buried in the sands and earth of the island, left abandoned when the leaderless legions dispersed.

Golgarish: When the fearsome Axonn descended on his rampage through the southern isles, this was where the last dregs of resistance chose to make their stand here and the entire island was transformed into a mighty fortress. The great walls and mighty towers now lies in ruins, toppled not by Axon but simple time. Only the tallest watchtower remains, standing proud on the island's northern bluff, converted into a lighthouse to guide the path of ships.

Zo Halas: The last island in the chain, and the most mysterious. Far from the rest of the known universe this land is cold and lonely, locked in a permanent state of wintery decay. No-one has explored its autumnal forests, nor dared to live around its mist-shrouded coasts. It is nature's last uncut jewel in the the chain of islands.

Notes on Travelling

Ships in the southern isles do have sails, but rather than use them to catch winds the sails are in fact the single colossal leaf of a unique species of Vuata Maca tree. The still-living tree is formed into the ship's mast allowing its leaf to catch light and convert it into both power to move the ship, and a potential food source (though most ships prefer to carry a more nourishing supply). As result voyaging between islands by boat is a much more reliable affair, with the travel time represented in game with the use of paragraphs. One paragraph gets you from one island to the next. For longer voyages you could either split these travel paragraphs up individually, or test your writing skills and put them all in a single post, or any other combination you want. Just so long as they're there.

Factions

The Free Folk of the Southern Isles

~"No staffs, no axe!

No slaves, no tax!"~

Less a faction as such, more the group term for anyone living in the area who doesn't really belong elsewhere. Anyone who does a spot of pirating under their own flag, anyone who smuggles for coin rather than loyalty, or anyone just trying to make a (relatively) honest living.

LaYarteb's Band of the Bloodied Blades

~"For profit and plunder, tear all asunder!"~

Anyone who swears fealty to the pirate known as LaYarteb falls under this banner. From the finest fencer to the dampest deckhand, all owe a cut to their captain, but get a fair share of the remains. While LaYarteb does look upon any attempts to undermine his authority…somewhat poorly, he generally sees to it that anyone toeing the line is treated fairly as long as they're part of his extended crew.

The Brotherhood of Makuta

~"Order Over All."~

A new faction to arrive on the scene, and not an entirely welcome one. Having vanquished the League of Six Kingdoms, the Brotherhood of Makuta is seeking to secure its hold over the Matoran Universe by bringing the Southern Isles, last refuge from the long arm of the law, under their dominion. Its the only way to keep the rest of the world safe from lunatics like Jaqkli or Axonn. Under orders from the great Miserix, the Makuta Bitil has been put in charge of reigning the isles in and has sent one of his Hagah, Zavarian, over to lead the conquest.

Profiles

Character profile; there's no limit on how many of these you have.

Name:

Species:

Gender:

Appearance:

Powers:

Equipment:

Biography:

Ship profiles; you're allowed three.

Name:

Description: [What does the ship look like]

Arsenal: [What weapons does it have]

Special Modifications: [Does it have special hiding places for smuggling, some sort of energy storage to give it a boost for speed?]

Notes on Technology

As the RPG is set way back in the annals of history, a lot of the more fancy technology in a Bionicle setting simply hasn't been invented yet. Try to bear that in mind when writing up what gear your character owns.

On a similar note, Spiriah has not yet carried out his experiments on the Skakdi, meaning they lack the usual elemental and vision powers. But, taking a little liberty with standard canon, with no experiments their mental focus hasn't been lowered, allowing them to use Kanohi

Here be monsters!

Name: LaYarteb

Species: Vortixx

Gender: Male

Appearance: A stocky-built figure, the usual silver of a Vortixx replaced with gold as a symbol of his ever-increasing wealth. He lets the tubes and ornaments of Vortixx headgear hang loose around his face like steely dreadlocks. The fingers on his left hand are long twisted claws. He favours the usual tricorn hat and longcoat fashionable around the area

Powers: Can manifest a rhotuka from his left hand, capable of making the target magnetically repulsive. The more charge, the more repellant

Equipment: Cutlass, Fireworks Revolver, Rhotuka launcher built into left hand

Biography: A former slave from Xia, he led a few of his fellows in a daring escape. Daring, but not entirely successful. Not many of his compatriots survived. He and the survivors fled to the southern isles, where they'd be free of any repercussions except the odd bounty hunter. With their aptitude for mechanics they made a roaring trade devising and selling weapons. Until LaYarteb decided he wanted a larger slice of the riches on offer. He subtly encouraged his fellow survivors to fight amongst themselves, getting them to stab each other in the back (literally in most cases) until only he and one other remained. One other who conveniently vanished a few days later. This was when LaYarteb went from making weapons to using them, equipping a few thugs with some of his best equipment and setting them loose anywhere rich enough to pay them to stop. It didn't take him long to earn enough for a ship, and from there it was a simple matter of plundering to his heart's content. He took the pseudonym LaYarteb and made his flag a pair of Xs to make sure everyone knew what sort of person they were dealing with, at least if they were smart enough to figure it out, and just kept building his powerbase from there.

He's a tricksy fellow, fond of making deals but never sticking to them. He has no problem treating anyone who agrees to serve him fairly, but anyone who thinks they're his equal had better watch their back. And their sides. And probably their front too, can't underestimate the stopping power of a knife to the gut.

Name: Zavarian

Species: Toa

Gender: Male

Appearance: A striking figure of red and burnished bronze, his mask in the shape of the classic Hau. Tends to wear a form of dress-armour that he thinks represents the splendour of the Makuta, and which everyone else thinks looks poncey.

Powers: Elemental fire powers

Equipment: Double-headed axe. Kite shield capable of summoning a power-negation rhotuka. Kanohi Kakama, Mask of Speed

Biography: Zavarian has been a To a as long as he can remember, as far as his memories go he's had no life but the one he's spent serving Bitil. And since its the only life he can ever imagine wanting, he's fine with that.

While Zavarian lacks any real flair, preferring to just follow the orders Bitil gives him, he follows those orders with a certain methodical ruthlessness that is downright terrifying. If he's gets told to destroy a village, he'll reduce it rubble down to the foundations, if ordered to save a tribe he'll give his life to ensure not one of those Matoran gets so much as a single scratch. A man of extremes.

He has arrived in the southern islands with a force of Exo-Toa and Rahkshi donated by the Brotherhood of Makuta, along with whatever Toa, Skakdi, Vortixx and so on that he could recruit on the journey from Destral. From a fortified position on Skeres he sends his troops out on what he dubs "demonstrations" to annihilate pirate fleets, wipe out bands of brigands and so forth, to try and quash any potential threats and smooth the way for proper rule

Rules

  • BZP Rules apply, obviously.
  • No god-modding (e.g. controlling someone else's character, having your character do something impossible). And if someone god-modes against you, don't do it back, tell a Staffie.
  • This is a Text-Based RPG, so to join in you post what is basically a miniature story for what is currently happening to your character.
  • Don't bunny (meaning control extensively) other peoples characters without their permission.
  • No silliness such as suddenly firing cream pies from your ship's cannons. Believe me, it's not as funny as you think.
  • Don't glory hog or continuously degrade someone else's character.
  • Use IC for In-Character and OOC for Out-Of-Character.e.g:IC: The Toa leapt from ledge to ledge, escaping the enraged RahiOOC: Hey Randommember1, care to join in?
  • Legendary (eg. Time and Life) and unique (eg. Light and Shadow) masks are given a blanket ban, but other masks will be dealt with on a case to case basis

Edited by Lord of Adders Black

7AOYGDJ.jpg

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Note: If you do not know the full extent of the Red Star’s purpose, go here then come back, so I don’t get a ton of people asking about this. Thanks! (All banners and maps credit to the Lorax!, Banner links to full-size with a litte extra...)

“Hurry! He needs a mask, quickly!”

“All we’ve got for Noble Masks is a Miru!”

“Just give it to him, he can change it later if he wishes.”

Turaga Lhikan, who thought he had sacrificed himself for Toa Vakama, opened his eyes, not an action dead beings often do. There was a Ga-Matoran and Ga-Toa standing to the side, looking down on him with concern.

“Where am I? Is this some sort of afterlife?”

The Toa sighed, eyes lowering as she spoke.

“No, sir. This is the Red Star.”

“Wha-what?! Where is that?!?”

“We’re not truly sure, sir. All we know is that we died, but somehow were revived by this huge machine. Maps and schematics that we’ve found have told us the name of this place, and ‘talks’ with the beings who keep this working-and want us gone-have shown that it was supposed to send us back to our Universe. The problem is, it doesn’t. And so, we’re stuck here.”

Lhikan sat in silence for a while, absorbing the information. Finally, he spoke once more.

“Are there any limits on who is revived, that you know of?”

“Yes. We’ve come to the conclusion that the Red Star needs a body to work with. Beheaded beings can be revived, disintegrated, absorbed, and burned to ashes cannot.”

Something flared within Lhikan then, thoughts of meeting those he thought was gone.

“Then, have you seen any of the Toa Mangai?”

The Toa turns sharply, gazing at him with an intensity that he hasn’t seen from her before… or has he…

“Where did you hear of them?”

Lhikan met her gaze entirely, not shrinking back or glancing away.

“Where did I hear of them? Oh, I’m not sure… perhaps from my own mouth, when I proclaimed the name?”

She gasped, eyes widening.

“L-Lhikan?!?”

He grinned slyly.

“Yes. I presume you didn’t recognize me, Naho?”

“N-no. This-this changes everything about where you’re needed.”

The Ga-Toa made her way to the door, telling the Ga-Matoran to go on ahead which she did, before turning to address Lhikan again.

“Come, old friend. It’s time you met the rest of us, and the Makuta too.”

He frowned, expression of both confusion and slight anger.

“Makuta? Why would I want to talk to that Karzahni-spawn?”

“This isn’t the Makuta you’re thinking of. Come, brother. It’s time you met your home for the next forever and a day.”

A large amount of snow dumped itself over both of them at that moment. Lhikan looked up to see a gleeful Ta-Matoran clinging to the ceiling. He was holding a bucket, and was laughing in spite of those black, empty eyes that showed nothing.

"Yes, welcome to the Red Star" he cackled. He let go of the ceiling but still hung there, upside down, laughing at the two Mangai.

"I like to meet the new arrivals."

Lhikan shivered with cold as the snow slowly melted away, and looked up angrily at the Matoran.

"And is that the sort of greeting that goes among dead beings?” he asked hotly.

"Get down and get out of here. We have better things to do, and you're wasting our time."

Normally, Lhikan might have been more patient, and even laughed at the joke, but it had been a difficult few days for him and he was in no mood for foolishness.

"Lhikan!" Naho hissed at him, pulling the Turaga away.

"This is no normal Matoran, and you cannot scold him like those we knew on Metru Nui. Krash is... different. Nobody knows that much about him."

"She speaks the truth, Turaga" Krash called after them.

"You would be best not to anger me...eheheheh!"

“..Fine. But I will remember this, Matoran, if that is what you are.”

“I’m counting on it.”

Naho had taken him almost to the door of the revival chamber now, and Lhikan had turned his mind to other things - who else would he find here, and what would it be like? He hoped dearly that Vakama wouldn't show up soon. Things would certainly be different on the other side of death, and then there was this place where Naho had said he was needed. He guessed that some problems had also been carried over to the next life.

"Fine, go!" the Matoran called after him.

"Go find the place and meet your old friends, some of them have been waiting a very long time for you. Friends that you abandoned to their deaths while saving your own life!"

Lhikan whirled around, but the Matoran was gone.

Welcome, one and all, to the Red Star, home to the Kestora, supposed-to-be-dead people, and probably a malevolent force or two.

Enjoy your stay.

 

 

Overview

So, you just died.

Or maybe you're living in this mechanical Star.

Great job. Luckily for you, the MU has a nice little back-up system called the Red Star for when that stuff happens.

Sadly, you get to deal with all them revived beings that should really just be dead.

Unluckily for you, this Red Star is also broken in the fact that it’s a one-way trip up.

Annndddd they're stuck here.

You’re stuck.

Have fun with them.

Once again, luckily for you there are friendly people here that are already living within this Red Star.

Oh, and these cool dudes that have already gotten here made a settlement.

And there’s also these Kestora people that are constantly attempting to wipe you all out and make slaves out of the ones who come out of the Revival Pods they own.

And of course these beings refuse to be destroyed so you can have some nice, quiet peace. So of course you've gotta use their own kind against them, and destroy the pods they're coming from.

Have fun trying to get home.

Good luck with them cool dude invaders!

History of the Red Star

The Red Star was created by the Great Beings along with the Matoran Universe as both a booster-rocket for the robot and a backup system for replacing the beings living inside. They created the Kestora to keep order in the star and see to its functioning during Mata Nui's journey, and they did so dutifully for thousands of years without a problem.

The problem came 78,100 years before the Great Cataclysm, when the Great Disruption caused a breakdown in many of the Great Spirit's systems. Among these was the teleportation system that sent revived beings back into the Matoran Universe, and it was not fixed when Jovan's team found and used the mask of life to heal all the damage in the MU, because it wasn't, technically, part of the MU. The revived beings were now trapped in the Red Star, so the Kestora came up with the best solution they could to keep order - imprison them all in stasis tubes until the teleportation could be fixed or another solution devised.

This continued until 1,500 BGC, when a strange Ta-Matoran, not in a stasis tube, appeared in the prison, distracting and annoying the guards. A revived Makuta named Jeluk took advantage of this and used his newly-evolved antidermis form to escape his containment and release a toa of iron named Turano. The toa then retrieved the Makuta's body and together, they began breaking out others. More and more of the revived were awakened as the process snowballed, despite the Kestoras' efforts to stop it.

The revived quickly began to set up their own society inside the Red Star, and founded the city of Revi-Metru. The Kestora, however, rallied their forces and attacked the fledgling capital, capturing many before finally being repulsed. They could not stand having the revived free in their star doing Mata-Nui-knew-what and interfering with their neat, orderly way of life, and so were determined to reimprison them if they could, and if not, get them off the star however possible.

The two factions have been at war ever since, in a conflict lasting 2,500 years and counting.

 

 

Factions

The Rightous Kestoran State: The Kestora who believe that because they were in the Star first, and that since the Great Beings themselves put them here, that means that they’re the best and therefore everyone else should just GET OUT. (That’s all of them BTW) No really, if you won’t go they will make you. Utilizing things like exo-suits, large robots, elemental dampeners, laser pistols, beam-swords and advanced communications to hurt you. Painfully hurt you.

They’re based in Kestora-Metru, are led by a Dikatior, and have a social system where basically speaking, the government tells you what you will do and you do it. They have the advantage of technology over the Revived. The main forces you come across are either lone Kestora scouts with exo-suits improving speed and strength, patrols of Kestora, or attacking forces of enslaved MU beings along with Kestora masters and fighters.

The Revived: The people from the Matoran Universe that died, and should be dead, but instead are now living again and fighting once more. They’re out-gunned in terms of technology, but their powers make this war a long and tough one.

Based in Revi-Metru, are led by the Council of Revived Beings, and use a more typical capitalist system with everyone finding their own path, although the government does its best to keep everyone happy and fed. The main advantage they have is that of varied fighting styles and species, along with elemental powers and the like. Main forces you come across are scouts of any species, patrols that nearly always have a Toa or Skakdi, and attacking forces with all sorts and sizes of beings.

Renegades: The faction that’s not a faction, the Renegades are simply those who don’t want to be associated with either the Kestora or the Revived. Usually not the nicest beings you could meet.

No base, leader, or society, as they’re not a true faction. Advantages to being a Renegade is being able to do whatever the heck you want, and not having a known place you stay. Forces of Renegades are most often loners or small gangs.

 

 

Locations

The Red Star is a mysterious place, one full of mysteries and metal. It’s built much like an onion, as can be seen here, with the strange Karda and Hui-Wahi in the middle, regions inhabited by beings farther out, and then the Workings beyond that. Gravity, strangely enough, pulls outwards, towards the circumference of the Star. This has an interesting effect on the rooms and halls of the Star, with things slightly curving upwards as you look along the longer tunnels. It’s almost a ‘reverse horizon’.

The Red Star is nearly never quiet. Near the edges of the inhabitable zones, one can hear the constant groan of the Workings. Closer to the middle, one listens to Hui-Wahi rearranging itself. Silence is a valued thing here, one that you won’t find many places. The Star also seems prone to moving hallways and closets at it wishes, making finding your way through the Star a new adventure every time.

(Map here)

Zones include:

-The Workings: The name given to the zone outside the inhabitable region where everything resides, this is where the Star makes its light, has the propulsion systems for lift off help, large computers to set an orbit, and more. It’s just a wall of wire, metal, gears and tubes. One would have to destroy their way through it, bushwhacking to the extreme, especially due to the fact that it’s all made of Protosteel. Hard to get to, you’d have to blow a hole through the outermost passages to get there. Not a place to visit, one would likely be electrocuted or otherwise killed.

-Wahi of Reviving: Once, this was a peaceful place, where nothing more than the hissing of Revival Pods and crackles of teleporters broke the silence over the room. And then, one day, the crackles stopped altogether. It didn’t take long for the Kestora to imprison the revived, but not returned, beings of the Matoran Universe. And then the break-out happened. Nowadays, the Wahi is filled with constant fighting. There are lulls in the battle, but most of the time metal and elements are being thrown across the gigantic room and crashing into the barricades the opposing side has set up. Of the Revival Pods, only a few remain, which are constantly working. The Revived control a few more than the Kestora, as the Kestora often destroy Pods that they think will be lost soon.

-Bo-Wahi: The Region of Plants, named for the fact that it’s a giant greenhouse, artificially lit, that provides food for both sides. While Revival Pods do lie here, they only revive Rahi and are often surrounded by dens, nests, or herds of Rahi. It’s one of the more strange and mysterious places, for originally it was but the Kestora’s garden and the Rahi revival-transport zone. Now, however, it’s expanded greatly and is deep jungle, with a snow-capped mini-volcano and a sprinkling of lakes and deserts to provide an environment for all Rahi. This in itself is very strange, and points toward something else in the Star. Something…intelligent. This Wahi is as dangerous as the Revival Wahi, but the concern here is of Rahi and not Kestora/Revived. It also has the most potential other than Hui, having ruins which shouldn’t exist, ancient artifacts and other loot to find.

-Kestora-Metru: Where the Kestora live, eat, and all that good stuff. There are only 3-4 routes large enough for a sizable force to get into the city, all constantly guarded. This is where the Kestora live, eat, work, and be people. If you aren’t a Kestora, it’s not advised to visit. You will NOT get out alive. For the Kestora, however, this is home. A mass of tangled buildings, apartments, halls and a park or two all mashing together to form home sweet home. Near the center of the city, nestled against the wall behind which lie the Workings, are their labs. In there, they dissect and study the bodies of MU inhabitants, finding out exactly where to hit in order to kill, paralyze, or just plain cause a lot of pain. Not a happy place. The Star doesn’t rearrange things here at all, as it’s a large room that’s simply been built into an entire city.

-Storage A & B: Nearly identical storage hangers full of anything and everything. Most of the stuff is just piles and piles of scrap metal, wood, and other raw materials, but for the intrepid adventurer there are chests of weapons, armor, and other such equipment. Large cranes lie in the middle of each room, able to grip large amounts of material and bring it to another location. However, using one will likely alert anyone else in the room, so be careful. These are a place where fighting occurs, but not as often and less violent than the Wahi of Reviving, where fighting is fiercest.

-Revi-Metru: Once called Storage C, and later the Prison, Revi-Metru is now a thriving ramshackle city that keeps on going. You can find nearly anyone that’s been revived here, other than those who are out in the main Star or have fallen once more. This is the seat of power for the Revived Council, is the place to go to buy nearly anything, where a spare room is never more than a door away, and is the safest place in the Red Star for MU beings. As this was once a large storage room, the strange shiftings and movements of the Star are nonexistent here. The Council Building is the largest of them, forever lit and always has a receptionist willing to help a Revived with anything at all the best they can.

-Karda: Quite literally ‘The Core,’ this is a small room in the center of the Red Star that probably controls most of the strange occurrences that happen within these halls. It’s in the middle of the Star, and really the only reason why people know it exists is from maps left in certain rooms. Due to being in the middle, getting here is truly a climb to the top. More than a few residents of the Star feel that this is where the Trickster Matoran lives, as he’s impossible to find at times and this is one of the unexplored regions.

-Hui-Wahi: More commonly called ‘the Maze’, its true name is ‘Region of Confusion.’ Aptly named and nicknamed, it’s an absolute terror to try to go through, traps at every turn and Rahi around another few, and it rearranges itself constantly, much more than the normal hallways of the Star. (Actually, most of the traps are in the middle of hallways, not corners, but whateves) Karda sits at the middle of Hui-Wahi, which is why no-one has gotten there yet. Strangely, though, most adventurers are just sent out of the maze if they fall into a trap, perhaps paralyzed if they got just a bit too close. This is one of the Trickster’s most inhabited places, leading to the belief of his residence being Karda. When entering, one can know when they’ve left behind normalcy upon passing through a yellow doorway.

 

 

Profiles

Take form. Fill out form. Post in Discussion Topic. Get Approval, put in Profiles Topic. Play game.

Your character options here are going to seem a little strange, but here goes. You may have up to five characters in total, of which no more than 2 should be toa and at least one should be a Kestora. Up to 1 extra character may be awarded to those who deserve it, and there is the possibility of getting a Makuta character if you're really good.

Name: (Bionicle-y. Need I say more?)

Gender, Species, Faction: (Yes, it’s combined.)

Equipment: (All that good stuff that your character carries around on a daily basis.)

Powers: (All the abilities that your character can use. Mask powers are included here. Things not allowed: No Light Toa, Taka's the only one currently. No one-of-a-kind masks, no Legendaries, and no Makuta. Shadow Toa must have a really good backstory to be approved.)

Appearance: (Picture is best, but 25 words works too.)

Personality: (25+ words. It’s not hard, peeps.)

Biography: (50+ words for beings who have been revived. Look, it’s this simple: 20 for life in MU, 20 describing death, 10 on Red Star life. For Kestora, I guess maybe 25 words total will be fine, unless you just restate the same thing over and over. And hey, this is already 50+ words here already, so this really isn’t hard.)

 

Blank copy: {To be copied into Discussion for easier access.}

Name:

Gender, Species, Faction:

Equipment:

Powers:

Appearance:

Personality:

Biography:

 

Important Characters: {To be moved to Profiles topic}

-GMCharacter-

Name: Makuta Jeluk

Gender, Species, Faction: Male Makuta, Revived

Equipment: The Makuta of the Red Star, as he’s been christened by the populace, carries a large broadsword too heavy for most to carry without a Pakari. He wears a Mask of Emulation.

Powers: All 42 Kraata powers, elemental shadow and other Makuta abilities, along with being able to analyze and copy others' powers with the Mask of Emulation.

Appearance: Large, tall, and imposing, Jeluk towers over all but the Vortixx, standing at 1.5 times the size of a Toa. His armor is Metru Red and black, with the black going over the red in most cases. Hanging off his back are two cloth-like strips, making the illusion of a tailed jacket. His sword is sheathed on his left hip.

Personality: Jeluk is grim, stern, and cold. He doesn’t show his emotions all that much, but it’s known he has a heart for all of the people living in Revi-Metru. He’s often the one to give an unbiased view, point out holes in tactics, is often known as the Judge in comparison to the rest of the Council, whose varying personalities often clash.

Biography: Jeluk was one of the few Makuta that didn’t become jealous of Mata-Nui, and stood with Miserix when Teridax challenged him for leader. He was killed in the battle, having been stabbed through the throat by Icarax, and was revived in the Red Star, still having a body to be revived with. He was kept in a cell for quite some time, until he evolved with the rest of his species into pure Antidermis. With his new gaseous form and the help of a strange little trickster of a Matoran, he was able to escape his cell, free a Toa of Iron, free his armor and have the Toa fix it to fit with his new form, and then stage a prison break and release all that were captured. He was on the front lines of the war until Revi-Metru was completely liberated, and then took a position of helping fortify and set up the city. To this day he resides there, keeping everyday tasks working smoothly as the rest of the Council works on gaining more territory.

 

-GMCharacter-

Name: Krash, The Trickster

Gender, Species, Faction: Male? Matoran? N/A

Equipment: Unknown. Has been seen with various tools of destruction or annoyance.

Powers: The full extent is unknown but at the least teleportation or super-speed. Levitation is certain, as he’s been shown to use it many times before.

Appearance: A typical Ta-Matoran, but with dark, empty, almost nonexistant eyes behind an orange Pakari. His movements are often exaggerated or jerky, though this has been shown to be simply a choice through having been in disguise, where he can move normally and even subtly.

Personality: Insane, fun-loving, and a prankster. If there’s an opportunity for a trick or prank, it’s likely he’ll take it. Doesn’t seem to have much in a moral sense, though most pranks aren’t designed to harm, only get a good laugh. A few, however, get a laugh at the expense of harm.

Biography: He just appeared one day back when Revi-Metru was a prison complex, taunting the guards and doing other such things. Krash actually created the distraction Jeluk needed to escape and free others, eventually causing a massive break-out. Since then, the Trickster’s done nothing but be unhelpful to both sides, often forcing beings to take long, strange detours full of time-consuming-and often messy-traps.

However, he hasn’t done much more than be an extreme annoyance… yet.

 

-StaffCharacter-

Name: Vornisl

Gender, Species, Faction: Female, Skakdi, Revived

Equipment: Not much, actually, that she keeps on her. Just a patchwork sword, which has been fused together from pieces of broken ones she's come across after a battle, and other various weapons that change constantly. You want a certain weapon, she probably has one in her room somewhere.

Powers: Elemental Psionics powers when used in conjunction with another Skakdi, 'Loyalty' Eyebeams that can temporarily force an enemy to work for her, (Works about as long as a Vahki Staff) and the ability to influence other's emotions. This is unfocused, however, so if she wants one person to calm down everyone's going to calm down.

Appearance: A deep blue frame with golden armor, but by this time other colors have sneaked in, as gold isn't all that common of a color to find. Stands shorter than male Skakdi, and is about average for a female Skakdi. Her face was once quite beautiful, but has now suffered both the Skakdi grin mutation (which is more of a frown for her) and scars, marring it. Bright sky blue eyes haven't been affected by this, however, which has been a mistake that's occurred before.

Personality: Vornisl is a leader through and through, though most of her skill has come from experience. She's not as quick to anger as others of her species, which stems from the fact that she'd always been mild-mannered before. When she's not being a leader, she can be kind and helpful, often personally training those in the army who are falling behind in their class.

Biography: Vornisl was just a satchel-maker on Zakaz, way back before any Makuta messed with their genes. She had always been shy and polite, more so than other Skakdi, and so when they were mutated Vornisl took it better than most. The mutation which had made most more angry and irritable, gave her the confidence she needed to truly get out into the world, instead of staying holed up in her hut forever. True, she was more angry and irritable as well, but her meek nature from before lessened that impact. After many other events occurred, she was eventually killed due to circumstances that she refuses to talk about, and was sent to the Red Star. She was stuck in a cell with the rest of the MU inhabitants, until the breakout, when she proved her worth leading. Eventually, she became the General of Offensive Forces, who has a place on the Council along with the General of Defensive Forces, which currently is Lhikan.

 

-StaffCharacter-

Name: Lhikan

Gender, Species, Faction: Male Ta-Turaga, Revived

Equipment: A Noble Kanohi Miru, along with a shortsword and buckler. All are nicely polished, and haven’t seen much use.

Powers: Weakened elemental abilities of fire, along with limited levitation.

Appearance: A red-and-gold Turaga wearing a slightly black-tinted golden Noble Miru. He has bright orange eyes that stand out from his face, with determination, kindness, or weariness often shining out from them.

Personality: Lhikan has always been calm and patient, which is amplified now that he’s a Turaga. He’s also one to never stand down in the face of evil, even when against overwhelming odds. The Turaga is a natural-born leader, and with the skills he’s picked up from leading the Toa Mangai, running Metru-Nui, and keeping the Toa Metru in line.

Biography: (This is just a recap of Lhikan’s life, skip to the * if you have no wish to reread it.) Lhikan began life as a simple craftsman, who was visited by the then-Toa Dume, which led to Lhikan becoming a Toa. He, along with many others, guarded the Makoki Stone in the Toa Fortress, which was attacked by Frostelus just as two Dark Hunters stole the stone. He was the only one to live.

He continued with life, going to Metru-Nui to help stop the Kanohi Dragon, forming the Toa Mangai, and stopping Tuyet in a series of events that lasted around 4,000 years. The Toa/Dark Hunter war then occurred, leaving Lhikan the last of the Toa Mangai in Metru-Nui.

Next came the rise of the Toa Metru, as Lhikan sacrificed his Toa state to make way for the Metru, who went on to eventually defeat Teridax and establish Mata-Nui. Lhikan, however, was killed by a shadow hand meant for Vakama, and so left the Matoran Universe.

*When he first awoke on the Red Star, he was maskless due to the Star having scanned his body after Vakama took his mask. He was given a Noble Miru, and soon found his long-lost friend Naho, and met Krash as well. Lhikan has gone on from there to help solidify the Revived’s government and take some control himself as the General of Defensive Forces.

 

-StaffCharacter-

Name: Dikatior Wardin

Gender, Species, Faction: Male, Kestora, The Righteous Kestoran State

Equipment: Absolutely anything he wishes to use, although he prefers pencil, paper, and HypnoSaber, which can be used as both a light-sword and hypnotizing device. Wears a Great Kanohi Rode.

Powers: Wardin is able to detect when someone is lying and see invisible or disguised beings through his Mask of Truth. His extra power is to restore inorganic material to a previous state, turning back the hands of time for that small piece of the universe. This is one of the stronger Kestora powers, in comparison to minor telekinesis or x-ray vision.

Appearance: Black frame, with indigo armor and mask. No other colors are present, other than the lime green of his eyes. Stands slightly taller than most Kestora.

Personality: Cold, ruthless, leader that wants the Revived gone. Not known if he has any true personality behind that.

Biography: The last Dikatoir of the Kestora disappeared (presumed dead) around the time of Jeluk's breakout. The Kestora needed a new leader and Wardin got himself chosen by being more strongly anti-revived than any of the other candidates. He showed great determination and ruthlessness in this, proposing the use of any necessary force to rid the star of the revived and restore the Kestora's dominance and total control over the Red Star, with nobody to interfere with their way of life. The fanatical population followed him, and he has been their leader ever since, though he has not yet been able to deliver on his promises.

 

 

Species

Of the many species in the MU, it’s a given that at least one of them has died. Thus, you can find all of the species found in the MU up here in the Star, although there will be limits on powers and such. In cases of species where the only examples are Dark Hunters or Order of Mata Nui members, choose a few powers and assume the rest are due to experimentation. Customs are allowed, but keep it at the power level of a Toa or below. Follow the profile below to create a custom species OR identify a lesser known one, this mainly applies to unnamed species or ones that have not been in set form.

Species Name: (Make up your own, but if it’s a canon species put which it is in () please.)

Description: (Colors, sizes, heights, differences between males and females, standard personality, etc.)

Powers: (As stated. Keep within reason, Toa-level or below.)

 

List of approved Species: {To be moved to the Discussion and Profiles topics}

Species Name: Kestora

Description: Turaga-sized beings that bear dark-colored armor, the most common being purple, deep red, and black, with scatterings of other colors mixed in. They’re as physically fit as your typical Toa, and actually look a lot like Turaga-sized versions of them, the main difference being the lack of elemental coloring. Most Kestora are beings that prefer to interact with only others of their kind, believing that they’re head and shoulders above the ‘common rabble that get sent here for dying’, due to being alone for a very long time and having been the species put in the Red Star to keep it running.

Powers: Kestora have the ability to wear and use Great Masks, as well as having a unique power often related to their personality or skills, quite like the ‘improved’ Skakdi. However, none have ever gained elemental-like powers and this power is often minor, somewhat like just another mask power.

 

 

Other

There are a few more things I’d like to go over before we get to the rules, k?

First of all, this is an alternate take on the Red Star. Things will be different from what it may actually be like, whatever that is.

Second, while it may not seem like it, there are many little story ‘leads’ that you can follow if you want to get into a storyline. I’ll point out a big one, trying to find a way into Karda to find out what’s in there, but the rest you can find for yourself. Also, feel free to roam around the Metrus, you never know what you may find. ;)

Third, only join this RPG if you’re going to stick with it. I may sound harsh, but look at it this way: in the last 2-3 contests, at least 1, if not 2 or all 3, RPGs fizzled out due to lack of players. I’ll do my best to keep this up and running, but it’s up to you, the players, to make this be a grand adventure.

 

Rules

-All BZP rules, in general and pertaining just to this forum, apply.

-Respect people, especially the staff.

-IC and OOC are beautiful things. Announcing who and where a post takes is even more so.

-Posts=Readable. Better the spelling and grammar, happier everyone else is.

-Humor should stay low, romance even more.

-Your character is just as good as all the others, and don’t be other people. Be yourself.

-Profiles-->Discussion Topic-->Approval-->Profiles Topic.

-Have some PHUN!

Consequences will be decided if and when a rule is broken.

 

Staff and Such

Zakaro, Game Master

The Lorax and Canis Lupus, Staff

Thanks to ninjamonkey3000 for the name Revi-Metru, The Lorax for helping me really flesh out Reborn and making the maps and banner, and thanks to all of the RPers on BZP. You peeps rock. ^.^

Zakaro

Edited by ZakarOMEGA'D!

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They call me Zakaro. You should too.

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Made some changes. Hopefully this is better.

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Welcome to Spherus Magna, once a paradise for the former residents of Bara Magna and the Matoran Universe. However, about one thousand years ago, almost a decade after the reforming of Spherus Magna, the planet was invaded by the ruthless Midnight Collective, mysterious aliens with incredible power and technology. The war waged on for decades, and soon the planet was reduced to a wasteland, with only a small patch of jungle left and most of the great ocean dried up, all burned away by the harmful radiation released by the ships. The Collective was in possession of a powerful machine called SKY/FALL that had the ability to open holes in the planet’s atmosphere and hurl space debris with terrifying force. The war waged endlessly, until finally, after nearly a century, the Collective was defeated by an army of warriors led by a team of six legendary Toa, and the few remaining members went into hiding until they had nearly died off. Now, two former leaders of the Collective have re-emerged and now seek powerful StarCells located in their ships, which now plummet from orbit and collide with the planet at devastating speed.

 

Their only hope is to collect as many StarCells as they can to power their last SKY/FALL and tear apart Spherus Magna’s atmosphere to rain the derelict ships down on the planet all at once. But they are not unopposed. The Dawn Guard, a team of warriors tasked with protecting Spherus Magna, have discovered the plan, and now they rally the people of Spherus Magna to collect and destroy the StarCells and stop the Midnight Collective once and for all.

 

 

The Game:

 

Players can take control of their characters to aid either the Dawn Guard, the Midnight Collective or any faction you want and decide the fate of Spherus Magna. More and more debris is falling, and they will have to act fast to find the StarCells and prevent their enemies from winning. Derelicts, falling ships that remain intact, will occur as events, and will be announced beforehand. Not everyone will go after the same Derelict, so take your time, explore the vast world, and enjoy the game while you can, or don't bother with the Derelicts at all. Live your life as an inhabitant of Spherus Magna and enjoy your time exploring the planet or living in the bustling metropolis of Atero Metru.

 

Locations:

 

Bara Magna: The desert area, once dotted with various villages, is now reduced to the wasteland it once was. Some scraps of the old Matoran Universe remain, and can be explored by players. Though most of the MU was destroyed, there are still pieces of robot that can be entered, and even some old landmasses that survived the destruction of the robot.

Atero Metru: A city build in the ruins of Metru Nui, which were exposed when the head of the old robot was pulled open. Atero Metru is a metropolis in the desert, a bustling hub for the inhabitants of Spherus Magna, and a neutral zone where conflict is discouraged, though not forbidden. Obviously, there is no more liquid protodermis in the city, leaving most of it dry and dusty, though small oases still dot the landscape around the city, and the Skrall River still runs from the north. The Dawn Guard make the ruined remains of the Metru Nui Coliseum their home

White Quarts Mountains: Icy mountains in the north, the White Quarts Mountains are now the headquarters of the Old Order. They are patrolled by guards who attack anyone that gets too close to the Order's base.

Black Spike Mountains: Once the home of the Skrall, the mountain range is now in ruins. A network of old caverns still exists underneath, and it is here that the Midnight Collective dwells.

Aqua Magna: Once vast and endless, it is now a small oasis on the bottom of the planet, surrounded by treacherous desert and the reformed sea of liquid sand. The oasis is difficult to reach, but anyone who has been there will tell you that is is a paradise on a ravaged world, untouched by conflict.

Bota Magna: Formerly a paradise of green, now the northern tip of the planet is dotted with sparse, charred vegetation and the ruins of old fortresses to be looted and explored.

 

 

Factions:

 

The Dawn Guard: A collection of Toa and Glatorian warriors who act as guardians to the people of Spherus Magna. The Dawn Guard are selfish, brave and true to their duties. Members of the Dawn Guard have a duty to the people, and as such are reluctant to kill. They seek to prevent the Collective from destroying the planet, and recruit anyone brave enough to face down the sinister group.

 

The Midnight Collective: A once great galactic empire now reduced to scraps. Only two of the original members remain, and now they recruit the darkest of souls. No one knows what they are or where they came from, but it is clear that the sole purpose of the Collective is to conquer and destroy. They are truly evil, seeking the destruction of Spherus Magna for revenge against the people that defeated them.

 

The Old Order: A collection of Matoran, Toa, Turaga, Skakdi and Vortixx who oppose the union of MU and Spherus Magna natives, and wish to see the inhabitants of the Matoran Universe in control, believing themselves superior. They don’t get too involved in the current conflict, but instead work to their own agenda of overthrowing the Spherus Magna natives and claiming the planet in the name of the Great Spirit. They seek the power of the SKY/FALL to control the planet through fear.

 

Make Your Own! Create a group of warriors to fight for justice or evil and decide the fate of Spherus Magna.

 

Profiles: All profiles must be approved before playing.

 

Name:

Species:

Gender:

Alignment:

Powers: Elemental, Kanohi, Vision and Skakdi powers, etc.

Weapon:

Description: Detailed, or with an image

Personality:History:

Weakness: MUST HAVE ONE!

 

Players may choose from the various species on from both Spherus Magna or the MU, or create your own custom species.

 

Obviously, Makuta are not allowed, since by this point they are all extinct.

 

Toa, Turaga and Skakdi may choose an Elemental power, either canon or custom. However, Light and Shadow are not allowed.

 

Toa and Turaga may also choose a Kanohi, again custom or canon. Masks of Life, Time, Creation, Light and Shadow are forbidden.

 

Skakdi may choose a Vision power and ONE additional power. Please be reasonable.

 

 

Administrator Characters:

 

Name: Aida (AY-da)

Species: Unknown Alien

Gender: Female

Alignment: Midnight Collective

Powers: Aida has access to many powerful techniques reserved for the females of the Collective. She can use powerful electrical and flame attacks, both through her large weapon and her limbs. She is also capable of absorbing fire and lightning, making them weak against her. She also projects a powerful aura of fear. She is strong, fast and agile, and a deadly adversary to any foolish enough to challenge her.

Weapon: A large scissor claw on a chain that wraps around her arm. When unravelled, the claw can reach great distances and cut through nearly anything. Aida can manipulate the claw through the chain, which is attached to her nervous system.

Description: Image to be added.

Personality: Aida is intelligent, calculating, and ruthless. She never underestimates her opponents, and has a plan for every possible outcome before entering a fight. She is cynical, sarcastic, and has a rapier wit that makes her popular with her allies. She is the voice of the Collective, but don’t underestimate her potential, because her charisma is matched only by her sheer physical power.

History: For millennia, the Midnight Collective has scoured the universe, conquering planet after planet. Aida became High Commander of the Collective 700 years ago, and has ruled them with an iron fist the whole time. She and her brother, Ovan, have brought the Collective to new heights, and even their defeat on Spherus Magna will not stop them from ruling the galaxy.

Weakness: She is very sensitive to the cold, and water weakens her elemental powers.

 

Name: Ovan (OH-von)

Species: Unknown Alien

Gender: Male

Alignment: Midnight Collective

Powers: As a Collective male, Ovan has powers that are unique to him. He can command solid materials like metal and rock, and he can harden his body to near impenetrable strength by increasing the density of his armor. He can also alter the shape of solid material, though he cannot increase or decrease its mass, only change its shape and size. Like his sister, Ovan projects a powerful aura of fear around him. He is physically powerful, surpassed only by his sister, but not very fast.

Weapon: Claws, which can change into other weapons.

Description: Image to be added.

Personality: Where Aida is cool and calculating, Ovan is brutal, unyielding and easily enraged. He is more than willing to break a few limbs to get what he wants. He is not one for planning, but he understands that it is vital and often follows Aida’s lead. Ovan is the muscle of the Collective, leading their armies in battle and bringing swift death to all enemies.

History: Around the same time Aida became High Commander, a position reserved for females, Ovan was granted the title of Grand General of the Collective Army, a position reserved for males. He and his sister lead the Collective into a new age of conquest and glory. Now he and his sister prepare for their return to power.

Weakness: Like his sister, he is very sensitive to cold. He is also slow and heavy when he hardens his body.

 

Name: Ezren

Species: Toa of Gravity

Gender: Female

Alignment: Leader of the Dawn Guard

Kanohi: Calix, Mask of Fate

Powers: As a Toa of Gravity, Ezren can control it. She can increase gravity to crush her enemies, or lower it to lift them and herself into the air. She is a tough Toa, strong and agile, and is made even more competent by her Calix, which allows her to perform near impossible physical feats. She is proficient in the use of her whip, and can disable most opponents quickly.

Weapon: Protosteel Whip

Description: As a Toa of Gravity, Ezren has black and purple armor. She is taller than most Toa, and her body is very lean. Her purple Calix has been modified to have a more feminine appearance.

Personality: Ezren is a strong and competent leader. She believes in her people and her cause, and she understands that she may have to fight to get what she wants. However, she is a firm believer in the Toa Code, and refuses to kill her enemies, preferring to disable and imprison criminals. She appears as cold and distant on the outside, but she is fiercely protective of her people, and will do anything to see good prevail.

History: Not much is known about Ezren before she became a Toa. It is rumored that her village was destroyed, and that she was the sole survivor. When she became a Toa she dedicated herself to fighting evil. She took part in many battles throughout history, and was present for the final battle in Metru Nui.

Weakness: As a follower of the Toa Code, Ezren is forbidden to kill her enemies. As a result, she suffers from moral dilemmas every time she fights a truly evil opponent. This can be taken advantage of by enemies.

 

Name: Yaris

Species: Toa of Iron

Gender: Male

Alignment: Dawn Guard second in command

Kanohi: Iden, Mask of Spirit

Powers: As a Toa of Iron, Yaris can create and control Iron. He is physically tough, able to withstand all but the most powerful attacks, and he is a master of weaponry thanks to his control over all kinds of metal. His Kanohi Iden allows him to separate his spirit from his body and act independently. While in this form he can travel anywhere, but he is unable to interact with the world and he is unable to use his power. However, he has developed the ability to force his spirit into someone else’s body and control them for a short time. This is difficult, because the host spirit fights his for control, and it is often taxing on his spirit and mind. His most famous technique is to encase his body in an ornate Iron cocoon and separate from his body to turn enemies against each other.

Weapon: Twin protosteel swords

Description: Unlike most Toa of Iron, Yaris has a very lean build. However, when in battle he uses his power to build up his armor and make himself stronger. His armor is gunmetal grey.

Personality: Yaris is very laid back and relaxed. He prefers to avoid conflict, and doesn’t enjoy fighting enemies directly, but when forced into battle he is a fierce and unstoppable fighter. He is tough, determined, and not above causing pain. Yaris, unlike most of the Dawn Guard, is very friendly with Ezren. They are suspected to have known each other for a long time.

History: Yaris was once a Matoran on the Southern Continent. He lived a peaceful life until one day the Brotherhood of Makuta destroyed his village. Only a few Matoran survived, and he was one of them. One day he became a Toa, and began fighting the Brotherhood in secret. It is suspected that he and Ezren have a history, because they seem very friendly and founded the Dawn Guard together.

Weakness: Yaris prefers to avoid conflict, a trait that makes his usefulness in battle questionable. He is lazy, and does anything possible to get out of work.

 

Name: Durea (der-EY-uh)

Species: Turaga of Ice

Gender: Female

Alignment: Leader of the Old Order

Kanohi: Pakari, Mask of Strength

Powers: As a Turaga of Ice, Durea has control over ice. She has less power than a Toa, but still holds considerable control over all things cold. Her Mask of Strength grants her considerable strength, on par with an unaided Toa.

Weapon: Ice Axe

Description: Durea is short, as most Turaga are, and has sand blue and white armor.

Personality: Durea is a relic of the past, stuck in the ways of the Matoran Universe. She believes the people of the MU are meant to rely only on each other, and is untrusting of the natives of Spherus Magna. She is a cold and ruthless commander of the Old Order and is a skilled tactician.

History: Durea was a Toa back in the days before the Cataclysm. She was a strong and noble Toa, and believed in the Three Virtues above all else. When her Toa Team was killed, she grieved them, but continued to fight for good until just after the Great Cataclysm. Her village was under threat of destruction by underground channels of water, and she used her elemental power to freeze them permanently. This ended with her becoming a Turaga and staying in the village to guide them during the tragedies to come.

Weakness: Durea is slow to trust, and refuses to work with Spherus Magna natives. She is obsessed with the old ways, and this has made her close minded and weak.

 

 

To Come: The Toa Magna, the Team of six Toa who led the armies and defeated the Collective. After their victory, the Toa Magna disappeared, and nobody knows where they went. It is the hope that one day they will return to put an end to the Midnight Collective once and for all. These six will be controlled by anyone who wishes to be an administrator with me. PM me if you are interested.

 

 

Rules:

I think it's pretty straightforward. Be civil, play fair and have fun.

 

No god-modding, and wait for your profiles to be approved before playing. No auto-hitting or auto-dodging, and no bunnying or controlling other players' characters without permission.

 

Stay as IC as possible, only go OOC if you have to.

 

Post your profiles in the discussion topic, and when they are approved transfer them to the profiles topic.

 

Punishment:

 

Failure to comply with the rules will result in the following:

 

First Strike: A warning and instructions on how to correct your mistake if necessary.

  • If you break a different rule, this step will be repeated. If you break the same rule twice, you will receive your second strike.

Second Strike: The irrevocable and non-negotiable death of your violating character.

Third Strike: Permanent expulsion from the game.

 

If you disagree with an Admin’s decision to strike you, final say will go to myself, Head Admin.

Edited by MjolnirInTheFridge
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Villain puppetry will be kept a secret from the players- a PM will be sent to B6. Posting this off a phone, but cool staff will be added in about an hour. Posted for Toa of Dancing, and Lloyd: White Wolf, who did all the work on this project.

 

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The Trial of Nations
“Imagine a world where war was much worse than ever imagined. Beyond pain. Beyond grief. So horrible that the Great Beings, had they not already been eradicated, would look down and be ashamed.
“Every benevolent man has his beginnings, every tool for good has its origins. For example...Kanohi. Something Toa have always taken for granted. But where did they start? To answer, I'll have to go back to the Great Beings. They created us, but before that...was the Agony. Legend states that they were the most terrible, evil, despicable thing to ever exist. They radiated energy, and each type's energy had its own horrible traits. However, they all had a few things in common. Microscopic and fast-moving, they didn't just eat their prey–they literally ripped the beings apart, atom by atom, until all that was left was a memory of the being would dared to step too far outside. Even worse, they began expanding rapidly, the largest culture ever to exist. Trillions upon trillions upon trillions of them existed, so many that they eclipsed the sky.
“Supposedly, when the Great Beings eventually realized that–even in their incredible power–they could not fight back against this enemy, they took drastic action. They absorbed all the power of the Agony into blocks, and liquified the blocks, effectively killing the despicable creatures. However, these gods could still not kill the power inside. This liquid is what became the sea of protodermis, which is what ended up becoming the disks that formed masks of power. According to this myth, this is what the super weapon Kanohi were made out of. Evidence backing up the existence of these Agony has yet to be found, however. More on that in a bit.
“Our story begins with the death of the strongest Makuta who dared to threatened Mata Nui's omnipotence in the universe. Teridax–the name is even still associated with disgusting power and great evil. When he was defeated, the effects were felt across the universe, and specifically across Spherus Magna. From the ashes, new civilizations were built, and they grew to populate the world. They grew, and as they grew, they grew apart. They were no longer united under one being, or even the Three Virtues. Thus, wars began to rage.
“Technology allowed the return of a creature similar to the myth of the Agony- masks were made that devastated entire cultures. These new wars were incredibly destructive to the planet as the technology of each civilization advanced to frightening heights–yet still the fighting kept on. No one was willing to give in until they were forced to at knife- or gun-point. The fighting went on for nearly three centuries before it got even worse.
“Oh yes, it got so unimaginably worse.
“The Kanohi, tools once used by the Toa to serve and defend, were reforged in true Karzahni– pits of energized protodermis–to become terrifying mutations of what they once were. A single activation of even the weakest of these destructive masks could destroy cities. The activation of the very strongest could destroy nations. By the grace of the Great Beings, however, no one put these deadly masks to use.
“That is, not for a while. Of course, this false sense of a stalemate in war could only last for so long. Of the many prosperous countries, the sovereign nations of Arinth Magna and Graekoda had became two of the largest. They lived in supposed peace and harmony for many years until, ironically, they came into conflict over the possession of a certain powerful mask. War followed on the heels of this fight, and the once-friendly nations became locked in a bitter, bloody conflict.
“Not without some pleading from peaceful nations, the countries agreed to meet at a neutral location nestled in a nook between their borders. The plan was to destroy their weapons for the greater good of the planet. However, the leaders of each nation were sly, and unwilling to give up their power. They sent fake copies to the meeting and rained down the fire on each other from afar. The civilizations were both sent reeling. They both- each using a small army of psionics users to force the Toa Nuva to activate the masks -almost completely annihilated each other. All but Lewa and Onua were dead by the conclusion of the war, and they disappeared into shadows, presumably dying of radiation. In the end, if anything was left it was likely to be falling apart and rotting. All hope was lost for the two countries, when in came the rest of the world, rescuing them from the fate they had brought upon themselves.
“But alas, not even the neutral nations were willing to forgive the destruction of hundreds of lives and mio of land; the political and military leaders who had survived the brief and deadly war were put on trial. The trial was very constructive, at first–war was outlawed, and total peace was declared amongst the universe. However, things didn't go so well for the surviving leaders in question. They were declared war mongers, criminals, and power-abusers. All who were convicted were forced into an imprisoned brain trust with a single mission: to prevent what had happened from happening again. The prisoners, called the "Trust," had five years to make their plan or face execution for their heinous crimes.
“Around this time, the world's nations banded together to form the "Repairmen," a conglomerate dedicated to revitalizing the harsh and uninhabitable land titled the "Desolation." By this time, advances in technology and the honing of elemental abilities allowed most of the Desolation to be restored in the five-year time period while the Trust was locked up. For a time, all was well again.
“Five years after this took place, the Trust returned to the world with their daring plan: the promise of a bloodless war. "War" itself was even further declared the worst possible offense to civilization. To implement casualty-free combat, the parts of the Desolation seen as irreparable were completely covered in multiple layers of stone and earth; this became the grounds of the arenas used in the Trust's concept. At the top of these layers was the Summit, a plateau where most of arenas were built. Here, the newly formed world peace organization named the League of Spherus Magna met, discussed its matters, and ran the Trials.
“More pressingly, combat over disputes still took place between lone fighters. Using advanced technology, the ability to form special constructs was exclusive to microchips placed into the skulls of the warriors who would fight in the Trial of Nations. However, the League couldn't be too careful, and thus implemented more technology into the security of their arenas. Powers activated outside of the arenas would kill the user in a heartbeat. Should they find a way around this, the masks simply shut down and refuse to function. If even this somehow failed, they were connected to a tracking system making it easy to find renegades and take back the masks. All of this is unknown to the warriors themselves, of course–the League must always be one step ahead in their control of the Trials."
-Unnamed Matoran chronicler of the former nation of Graekoda
...
...
...
“War is a creature representing the antithesis of all the values deemed right by the world. How sad it is that we use the beast to try to prevent its own birth.”
-Master Flenen, Former President of the Nation of Arinth Magna
Setting
Spherus Magna, three centuries after the death of Teridax. The world has grown, the world has been decimated, and the world has recovered. Wars have been fought; nations have risen and fallen. Consequences caught the civilizations of the planet, and great masks were created with the power to completely decimate entire nations.
The world's peoples learned. The destruction of two formerly powerful nations, Arinth Magna and Graekoda, saw to that. The League of Spherus Magna, a world regulation organization, was formed, and the Trial of Nations was established. Now all disputes were to be settled through organized, casualty-free war. Technology gave everyone the power to fight without getting injured–physically, at the least. Every soldier that would continue representing their nation in battle had to be prepared.
Microchips encoded with a powerful secondary ability were planted into every one of these warriors' masks. Now the wearer could gather inanimate materials to create a living construct that could channel his powers. That warrior would be placed into a dual-purposed chamber in preparation for battle. On the one hand, the chamber would allow him full rest and concentration; on the other hand, it would be the only place that he could ever use his power of replication. The only atmosphere into which he could reach during the process would be the fields, or forests, or mountains of battle.
The world of Spherus Magna was at peace. The world advanced, and the scars of war healed. All the nations of the league began to work together. If a dispute was raised, it would be settled with minimum collateral damage. On occasion, the citizens of a nation would be unsettled at the outcome of a Trial, but soon enough grudges were forgotten.
The Trials evolved. Interested parties from the world around came to watch, and a picture capturing and projecting technology was invented. Toa of psionics wearing artificial masks of light could capture, transfer, and project moving images for the populations all over the world to see. Any trial was a huge event, and soon enough every Trial day was a holiday.
Therefore, the Trials were a gigantic money making tool for anyone who could get even a fraction of the pie. Many businesses were run based around the Trials, and almost the whole of civilization became infatuated. Greed pushed many to take hold of this infatuation and blow it to an even larger proportion. If someone wasn't involved in the Trials in some way, he was a rarity to be seen as a fool.
That was the decent evolution that came to fruition over the course of centuries.
Soon enough, however, certain national leaders began to realize how they could exploit the Trial. If the proper argument was raised, and if the right person supported the right idea, something more than a petty squabble would be brought forth. One nation in particular started to exploit the Trial more and more. The nation of Jelcoma slowly, methodically took this bit of this nation and that state of that nation, until soon enough it was by far the largest and most powerful nation on Spherus Magna. Over the course of about two centuries, the Jelcomans became a large population filled with a supposedly happy yet seemingly brainwashed population.
The rest of the world realized too late. Legislation was motioned, but never passed. Jelcoma was unchecked, and the process of growth became increasingly shorter and easier. Only a handful of nations were left outside of the Jelcoman empire, and only a few of these held any decent amount of power.
This is the story of a smaller nation. A nation that fights for survival against the Jelcoman tyranny. This fighter is the little country of Pecua Magna. The nation that currently stands with its head inches from the chopping block, with the executioner greedily holding his axe to perform the final blow. Pecua Magna is the side that stands against the dictatorship of an empire trying to conquest the world.
Thus began the fight. The Trial was to begin one week after declaration. Pecua Magna had to prepare to stand against the giant. The “free world” cheered them on and offered spare resources, and many nations even offered their best soldiers. The empire of Jelcoma loomed to take yet another foothold, but many could see that this wouldn't be a short war.
Tie Up–Where are You?
Spherus Magna, 349 Post Teridax. Close to three and one half centuries have passed since the colonization. The world has become reliant on the Trial of Nations. Your character will be spawned in this world of arenas that solve civilization's problems. But does your character need to be a participant in the arena? Indeed not. Your character could be a Matoran broker, an Agori blacksmith, a Glatorian fighter, even a Toa politician or a Turaga Repairman; whatever role you wish to play, you can.
The game world will be focused around the Trial of Nation, but finding out about the world through interaction could help your character immensely. Player interaction will be crucial to driving the game forward. After all, a battle of NPCs run by a government of NPCs would just be a fanfic, would it not?
So make your character. Drive your story. Have fun.
The Nations, The Trial, and Their Conditions
The world of Spherus Magna has, of course, grown. The population has increased accordingly. Various nations have risen and fallen, but two are especially important to the world at the time this occurs. What was the cause of the conflict between the two? What were the nations like before this time? This is where they shall be explained.
Pecua Magna
Pecua Magna is a fresh nation, born of a relatively peaceful split of the former largest nation only 27 years ago. The former nation of Gratia Magna became many countries of similar size, and many of them have been swallowed by Jelcoma. Unsurprisingly, Pecua Magna is next on the list in Jelcoma's systematic takeover.
The culture of this nation is advanced. Pecua Magnans are almost unanimously a kindly people, and their borders have always been open to any visitors or immigrants. Crime rate is low, the people are content with their personal government, and overall the country is considered by many to be a metropolis. Something that the average citizen wouldn't know, however, is that the country's national bank is desperately in debt. The government is so far is debt to the point that if Pecua Magna reigns victorious, the spoils of war will be the sum of their entire debt along with a hefty sum from Jelcoma.
Notably, the blacksmiths of Pecua Magna are renowned around the planet for their exquisite and durable work. Indeed, the blacksmith industry of this country is larger than all of its other industries combined. Ironically, the Pecua Magnans provided some of the very weapons that are used by either side in a Trial. Whether this will be an advantage or not is left to debate, for most of their people have no formal military training.
Located near the south side of the planet, the natural climate of Pecua Magna is usually chilly and rather dry, making the idea of crop growing a hobby at best. The landscape is also exceptionally uneven, with many cities having almost their entire blacksmith industries inside of mountains. That said, the nation rarely gets unbearably cold, and the weather is usually agreeable.
As any sovereign nation would be, the Pecua Magnans are rather indignant at the idea of becoming a part of a larger nation. This is especially magnified by the fact they the country was only recently formed. Endearing and important to much of the free world, they have very much support in the form of troops, supplies, and even money. Winning their Trial is the most important and pressing matter that its citizens have ever faced, and most are giving their all to see the victory come to fruition.
Jelcoma
The Sovereign Empire of Jecoma consists of many states that were formerly free countries. Despite the fact that the former citizens of these countries were forced to become part of an entirely different nation, see all of their laws changed, and in many cases have much of their property taken, the general populace seems to be happy. In some cases, many seem even more pleased with Jelcoma than their former nation. Whether this is a true change or something deeper is debated by many, but those who have managed to successfully leave the country almost unanimously say that they actually enjoyed living within the empire.
The culture of the nation is diverse, but much of the individuality has been subdued to bring about a relatively friendly but distant atmosphere. Most citizens are smiling and willing to be helpful, but circles of actual friends are usually kept very small. The only large direct contradiction to this would be the most recent national addition, Vosat Magna which happens to be a former neighboring country of Pecua Magna. The border between the nation and the state is heavily guarded, and a large amount of paperwork must be done to enter or exit Jelcoma.
A large military program is to be expected from a nation that is focused upon expansion. Every possible needed position is filled be someone who has spent years perfecting their skills. Almost everything can be provided for the military and the empire as a whole, much of it being very high quality. Free enterprise is the basis of the economy, with only quality and harmful substance regulations standing between someone and starting their own business.
The nation of Jelcoma stretches almost across the entire planet from North to South, and even surrounds the world's largest ocean, Aqua Magna. Practically any climate can be found within its borders. The reigning state, also named Jelcoma, is a coastal state, with a very hot and humid climate. However, its summers are kept tolerable and its winters kept enjoyable by the empire's national group of Repairmen, who regulate the climates of the central states at all times.
The Trial of Nations has very nearly become the personal stomping grounds of Jelcoma, with only minor defeats ever being recorded for the empire. Losing to the Pecua Magnans would be a massive setback for the nation's pride, along with its financial status. The government has raised concerns that a loss would possibly upset the balance, and citizens might become suddenly dissatisfied because of this instability.
The Trial of Nations and the League of Spherus Magna
Founded by the Trust, the League of Spherus Magna is the world police force, international rule-maker, and overall world peace organization. Any international issue must go through its courts, and anything that would formerly call for war is sent into the Trial of Nations. The Trials allow for the peaceful solution to any anger-fueled problem, even taking in disputes solely regarding one nation's problems and occasionally personal fights. Interesting to note, the land of the League and Trial is considered neutral territory and shares a border with Jelcoma, Pecua Magna, a small finger of another nation, and the ocean of Aqua Magna.
Multiple arenas were created for the Trial of Nations, with at least five of each type of arena having been built; the exception is the largest arena, of which only two have been built. The smallest consists of a long, single strip of land with a small amount of cover on each side in the middle. Within this arena, whoever is able to successfully destroy their opponent's outpost is successful. Up to five combatants per side are allowed in this arena; due to this, it is most commonly used for individual sport and personal disputes.
The next arena type consists of a forest with a strip of earth and molten lava on one side and a beachfront on the other. The winner of this arena is determined by the destruction of the small fortress on top of a small mountain on either side of the arena. This arena allows up to fifty forces on each side; as such, it's common use as the field for international team sports and for disputes only concerning those within the borders of one nation.
One of the larger of two arenas is a field modeled to be similar in feel to Mata Nui, with the addition of a miniature Metru Nui-like city in the center instead of the volcano. Because of this, the Ta sector has almost been flipped, smoothing to a field by the city and rising into a volcano directly beside the small surrounding body of water and arena wall. The victor in this arena is determined by who can successfully obtain the resources to crack their opponent's supercomputer system decimate their heavily fortified base located within the Ga and Ta sectors of the cityscape. This is the most commonly used arena for international disputes and allows for up to five hundred soldiers for each party. A yearly championship is held here, with each national team consisting of fifty soldiers and having a base placed within any section of the arena.
The largest of all the arenas is a section of the neighboring Aqua Magna ocean filled with many bi-elementally themed islands, with normal ones like earth-jungle and sand-water to the strange such as fire-ice and gravity-electricity. Rahi abound within this arena far more than within the other arenas. The losing side is the side to first reach ten thousand “deaths” on their side. As such, the matches allow up to one thousand warriors on each side, and the matches can go on for up to a month. If no victory has been achieved within forty-five days, the match is declared over and the side with the fewest casualities reigns victorious. This arena is used for a championship every decade in the sporting side of things with the changed rule of last team of up to one hundred standing, and from there into last man standing from that team. On the political side, it is used for large international debates, such as the war between Pecua Magna and Jelcoma.
The Peoples of Spherus Magna
Practically any race can be found somewhere on the planet, and most of these races have intermingled. Only a select few have become scarce, and of these only the Makuta have mostly withdrawn from society. One blaring exception to this is presented with the overseer of the Trial of Nations, Hedevai, who has said multiple times that he believes he is the last of his kind.
The most common races are as follows:
Toa – Hardy, strong control over their element and masks
Matoran – Smaller than Toa, rarely can their elemental or mask power be manifested
Turaga – Frail but generally some of the most intelligent beings, with a small control of their elemental power and masks
Vortixx – Tall, slim, and strong, with a knack for technology
Glatorian – More physically resilient and quite a bit stronger than Toa, but also less adept at elemental abilities
Agori – Almost identical to Matoran except for their lack of masks
A few races are also present, but fewer in number; some (such as the Elementals) are exceptionally rare:
Skakdi – Slightly shorter than Toa and Glatorian but usually even more muscular, with a variety of eye-beam powers available, and control of their element only possible through a tool
Masters (upper class Steltians) – Exceedingly tall, slightly muscular, usually part of the upper class
Servants (lower class Steltians) – Giants in both muscle and height, easily as tall as their Master counterparts but often less intelligent; despite their name, they can be equal in status to their Steltian companions
Elementals – Very rare beings of pure elemental energy, able to control their element and their own beings at roughly the same level as a Toa; they cannot be controlled unless they willingly allow themselves to be used
Zyglak – Still a reclusive race, though the more civilized of their kind have been accepted into some societies; they have the ability to ignore any direct elemental attacks
Skrall – Similar to Glatorian, though completely lacking in elemental power and often even better fighters
Other species are also known to exist, though not as commonly. The term Rahi has been taken to mean any non-sapient creature, whether it originated in the Matoran Universe or on Spherus Magna. Experiments have created talking Rahi, though the intelligence and wisdom level of these varies from simple and still animal-like to practically sapient, with a few even being accepted as citizens in certain nations.
Whichever being you choose to control, you can create as many characters as you see fit, though obviously a personal army of PCs would be greatly frowned upon. Any canon elemental power is allowed, as long as it is kept in check. All Kanohi except for the following are allowed: Vahi, Ignika, Avohkii, Kraahkan, Mask of Light and Shadow, Mask of Creation, Olisi, Olmak, Rua, Aki, and Mask of Possibilities. Custom elements and masks are to be approved on a case-by-case basis.
Rules
1. Do not overpower your characters. This means no auto-hitting, auto-dodging, pretending your character is a god, or having them do things beyond their abilities.
2. Do not use masks such as the Olmak, Ignika, or Kraahkan. If there's only a handful of the mask in existence, don't use it. This extends to elemental powers- no Toa of time or Toa of life.
3. If your characters are dead, they stay dead. No ghosts, resurrections, or clones.
4. BZP rules don't apply! #### yeah! ...except no. They do. Breaking even one rule will get you kicked out, no questions asked.
5. Have no fun. At all.
6. Respect the staff and other players. That means everyone!
Aaaand on to the profiles:
Name: (What is your character's name?)
Gender: (Male, female, unknown, or genderless.)
Race: (What is your character's race? Custom races approved on a case-by-case basis.)
Powers: (What element, Kanohi, eye-beams, or what-have-you does your character have?)
Preferred Weapons/Tools: (What does your character use?)
Appearance: (What does your character look like?)
Bio: (What is your character's background, personality, and affiliation? Don't make it an epic, but give enough for people to know what your character is like.)
Non-Player Characters (NPCs)
Name: Hedevai
Gender: Male
Race: Makuta
Powers: All 42 Kraata powers, along with the element of psionics and the Kanohi Rode, mask of truth
Preferred Weapons/Tools: Carries a beautifully crafted sword at his hip, though the actual ability for it to be used in fighting is questionable; he also almost always has a pen and paper
Appearance: Tall, roughly two bio in height. Slim, lean, and generally imposing in appearance. His exquisite armor is colored a deep purple and is accented by gold and several jewels. His eyes are a striking yellow that also compliments his armor. A long, flowing dark purple ceremonial cape adorns his shoulders, with pure gold fasteners.
Bio: Makuta Hedevai is the image of rich and powerful. He heads the Trial of Nations and the League of Spherus Magna with an air of his power, though an iron fist might not be the best way to put his rule. Every request is taken into careful consideration, and every detail is noted. His memory is superb, and he can wisely see through deception. Why he allows the growth of Jelcoma is unknown, though some think he supports planet-wide union.
Thanks
Thanks from Toa of Dancing: Well then. Back to BZP. Thanks first to the site itself and those who run it still. I'm back for a while, and that's cool. Now to be more specific, I'd like to thank anyone who has supported me through my experience on BZP; to be even more specific, those of you in the RPG forum. I thank The Power that Is (Lord of Adders Black), Lloyd: The White Wolf, and Toa Levacius Zehvor. I've been reprimanded and helped a lot by the three of them back when I was more active. All of them have helped to mold me as a storyteller and an RPer. I thank Riot Games and their game League of Legends for loosely inspiring the constructs of this game. And finally, I thank Lloyd again along with KNI (Shuhei Hisagi). The two of them jumped on this boat with me and greatly contributed to the forming of this RPG; both of them will also greatly contribute to helping run this if it wins.
Thanks from Lloyd: To be added...
Thanks from KNI: To be added...
Edited by Shuhei Hisagi

BZPRPG Profiles

IC:

"It comes with the job," Halfimus explained, "I'm not paid enough to give anything outside quick flavour descriptions."

So pay me more AuRon.

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Sunken Cities

Our universe is a shambles. During the Great Cataclysm, Mata Nui slid off the side of a trench.The resulting damage and extra depth flooded this place, and such places as Metru Nui and the Southern Continent are deep underwater. We've survived on massive ships constructed by many groups, the most advanced from the Vortixx and Nynrah Ghosts. Some go deep underwater after treasure at the bottom of the ocean, roaming through the ruins. Others have fallen deep into the former jail known as the Pit, and never returned.The only survivor of that place is a Le-Toa named Lesovikk, and he speaks of horrors beyond imagination. Along with him comes hope: He discovered a crescent shaped island, where the Mask of Life supposedly resides. Many think if this mask is found Mata Nui will rise once more, and the water will drain. We must do something about this quickly, however. Anything to alleviate the damage to the Spirit. Strange creatures have been filtering in through holes in the exterior of his body, creatures that not even our massive fleets can combat. Each faction has taken its own approach, but I am beginning to worry that our infighting will prove to be our doom.

-Turaga Levan, Ruler of the Toa Council.

The Monster:

Johon, I hope this letter finds you well. I'm worried. Attached is an article proving the existence of that Monster I was telling you about. Please, please come back to the Provider. Missing you,Mairan.

A massive sea creature was attacking ships in the Seeker Fleet, before being driven off by the Tarakava. It was surprisingly intelligent, by eyewitness reports, heading directly for the core of the fleet and moving around defenses and other obstacles.

The same creature was then reported going after the Tarakava later, leading a small army of water Rahi. Only the combined efforts of the ship and a small band of Lost were enough to stop the Monster this time.

Why the Lost were around is unknown.

According to the Captain of the Tarakava, the only portion of this beast seen was a set of serrated tentacles, though one thing is certain.

It's huge. Bigger than anything we have to throw at it.

Who are you? A maintenance worker for a ship? A treasure hunter? A scourge of the seas? A hero?Whatever you call yourself, this flooded robot isn't kind to the unprepared. Certainly not to those poor souls that have died in the depths. Two things we have plenty of: air and water, though we may only have one of those if the leak in the ceiling isn't stopped up.

Important Locations:

The Seeker Fleet: The Seekers have no large ship, instead having many small ones that congregate together in a large flotilla. Following their mission, it allows the maximum amount of area to be searched, as well as making it extremely hard to destroy them. Lesovikk's location is kept a secret.The Mighty Tarakava: The biggest weaponized ship, she patrols the seas in the name of the Council. Called the Tarakava because of her massive dual swiveling cannons, not many ships can challenge her. Her biggest disadvantage is the lack of food capacity: She must stop at the Great Provider every now and then for supplies. The Council meets here.The Great Provider: Built soon after the flood by the former inhabitants of Artakha. The starting location of most Creators, her food and water production are unmatched. She's about the size of a small island, and seldom moves. Almost all other ships have a device made by the Creators that, not unlike a compass, always points in the direction of the Provider.

Factions

The Seekers: Followers of Toa Lesovikk, they hunt for the Mask of Life. Lesovikk washed up on the Great Provider about a year ago, babbling about The Underwater City and The Crescent Island. Slowly he regained his sanity, and currently resides in a water filled tank on one of the Seeker ships. The Council: The largest force for law and order around, they try to keep the constant attacks by mutated sea Rahi and pirates to a minimum. Formed soon after the Cataclysm, their public reason for not wanting to help Lesovikk and his followers is an understandable one. With the late Monster sightings, it's unwise to send any ships on a fool's errand. Some, however, theorize that the Council enjoys its power, and doesn't want Mata Nui to rise.The Brotherhood of Makuta: Teridax disappeared during the time of the flood due to the Toa Metru's protodermis cage. The Brotherhood is conflicted now, some (like Gorast) trying to find Teridax, others (like Icarax) doing their best to make sure he stays trapped. They have many servants, from Matoran and infected Rahi to Dark Toa and Vortixx. All of them wish Mata Nui to stay down, and a Makuta is a Seeker's worst enemy.

 

The Brotherhood is only barely held together at this point, on the verge of civil war.The Creators: The Creators are the smallest faction, and are almost completely neutral. They are only attacked by the most foolhardy, because they are the main source of food and other resources in Aqua Nui. The badge of a Creator agent can get a being passage on nearly any ship (with some money, of course).The Lost: Some beings drift into the Pit, and those are mutated into water breathers. Most Lost have done this on purpose, believing that ability is the best for a changing world. What most don't realize is the certainty of going insane from the horrors that live in the Pit. Many regain their sanity, but with the exception of a few, they are cast out.Make yer own: This is permissible. Others wishing to join your faction must get your approval.

Profile Template.

Staff approval is required.

Name:

Gender:

Species:

Faction:

Powers: (please be clear)

Skills:

Equipment:

Weapons:

Kanohi: (if applicable)

Appearance: (Details are necessary)

Personality: (optional)

History: (5 sentences, at least)

Ship profile

(Submarine vessels are allowed, but they must have a major limitation.)

Name:

Appearance:

Armament:

History:

Run through of the profile:Name: Bionicleish. No Exampledude123 or John Smith.Gender: Male, Female, ambiguous.Species: Toa, Matoran, Turaga, Skakdi, and Vortixx are allowed. Other races will be done on a case to case basis. No Makuta. Custom races... Run those by two staffers first.Faction: See them up above the profiles.Powers: This should explain itself.Skills: Stuff they're particularly good at.Equipment: What they carry around.Weapons: Now, nearly anything can be a weapon, but these are particularly for fighting.Kanohi: Custom is allowed, but will be heavily scrutinized. No legendary masks, no Avohkii, Mask of Shadow, Zatth, Olisi. Use common sense, please.

 

Definitely no Mask of Rahi Control.Appearance: What the character looks like.

Personality: What you act like.History: Your character's history.

Staff:

The Fourteenth Doctor (GM)

Bulik

RULES:

(Read these or I feed you to the fishes)

1. All BZP rules apply.2. Listen to the staff.3. Your posts should go something like this, with IC for in character and OOC for out of character:IC: "Mayday, mayday! Any Council vessels in range, we need immediate assistance!" Johon yelled in terror, hoping anyone was around to hear him. OOC: Anyone around, I could use your help.4. Arguments/debates may go on for 3 posts in the main thread. After that, take it to PM or the discussion topic.5. No godmodding. Dodging unavoidable attacks, ignoring injuries, etc.6. This fits under godmodding: No metagaming. Knowing things your character didn't learn, magically crashing another player's party without a good IC reason.7. Put Water, water everywhere in your profile to prove you read this.8. Don't kill another player's character without permission from him/her. Make sure to write that you have permission in the post where you kill the character.9. IN THE EVENT THAT DEATH SEEMS UNAVOIDABLE: Your character may be killed to avoid breaking rule 5. Only staff can do this. This isn't a punishment, just realism. If you have a good way to get out of it after your character is dead, please PM the Doctor or another staffer.10. Canon characters are not allowed without having permission from the GM first.11. NPC autohitting is permitted as long as you play realistically.12. No destroying large, staff created ships without explicit staff permission from all staff. That is the ultimate case of NPC bashing.13. No bunnying. That means taking control of another person's character without permission.14. Double posting... Nah.15. Have fun! Punishments:These are no fun. Tier 4 and above must have mutual consent of the staff, instead of just one staffer.1. Warning.2. Serious injury.3. Character death.4. 1 week ban.5. All characters die.6. Permanent ban. Just... Go. Rewards are a bit trickier. Staff must agree on them, but they aren't as... General, as punishments are. Behave very well and the staff will decide on a reward, just for you. Relish that warm, fuzzy feeling. It'll keep you alive on the cold, windy nights of the ocean.

Important NPCs:

Name: LevanGender: MaleSpecies: Turaga of AirFaction: The Council, though in recent years he's been a bit... Odd.Powers: Air control, able to breathe underwater.Skills: Relatively good leader, still rather good with a quarterstaff.Equipment: His badge of office, a plain wooden staff.Weapons: Said wooden staff.Kanohi: Noble Kaukau.Appearance: Levan is tall for a Turaga, wearing green armor and his trusty Kaukau. Honestly, it'd be hard to pick him out of a crowd if you didn't know him.History: Levan came out of nowhere to become the leader of the civilized world, being elected for his quiet wisdom and trustworthy demeanor. But since the Monster made its first appearance, he's acted strangely. Always a bit on edge, always looking around corners before he walks out. Jumpy even around his oldest friends. One might think he's hiding something, but no one's found it yet. Of course, it could just be the stress getting to him.

 

Could be.And, here we are! Sunken Cities.Thanks will be added later. Yay for phone posting.Pming Black Six on the theme details.

Edited by The Fourteenth Doctor

No such thing as destiny.

BZPRPG Profiles

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