Jump to content

Friar Tuck

Banned Members
  • Posts

    908
  • Joined

  • Last visited

Everything posted by Friar Tuck

  1. Friar Tucks Guide to Common Sense in the Bzprpg I'm sure you heard the phrase not-so-common sense? Well, its true in all counts, the Bzprpg included. Here I attempt to shed light on the conundrums and proper etiquette of the Bzprpg in a humorous and tactful manner, since many of the below topics can be hot-button ones indeed. While not a set of rules in which if you break I will come and break a finger, leg, or other vital body part, these guidelines are the lines between the lines, what makes this game authentic and realistic, keeping fun for everyone so follow them well or Ill slap you silly So without further ado: -Common Sense dictates that:- You are not infinitely superior to NPCs We start with a sticker-shock; Surprise! While having many superior qualities over a common NPC, you indeed are much closer to its level than you think. The argument to this is "Hey, but I have super-powers! Robbing banks are a walk in the park!" Very true. But may I point out that in this world the bar is raised, and in fact almost everyone in this realm has super powers as well. You are indeed unique just like everyone one. Cliché, but true. You may be a icegun-wielding, impact-vision savvy Skakdi, but those pair of Toa guards have their own set of cool powers, and probably have just as much experience OR MORE than you do, since its their job to prevent people just like you from breaking and entering. From this point of view, the playing field is actually very even, and in fact you only have a few advantages over the common NPC, which brings us to our second point in our NPC discussion -Common Sense dictates that:- Killable does NOT equal easy target Are guards in real life standing sacks of meat with a note taped to their forehead Kill me!? No. They are highly-trained, alert people who are formidable opponents, getting tougher the more important object they guard. You are (more or less) immortal, something your NPC friend is not; but when did that mean that you can walk all over him? When was the last time you witnessed a swordsman run into the Smithsonian, and in a matter of moments decapitate all the guards and deactivate the security system? Only in movies, and that is simply for entertainment sake, not when interaction with others. NPCs are generally highly-trained protectors or soldiers who could more than match wits and powers with you. The largest difference is that you have a human conscience at all times; they do not. Tossing them aside as if they are dolls is just not realistic. And remember: since everyone is super-powered, no one is. -Common Sense dictates that:- Fortresses and/or Lairs are tough nuts to crack Your home is your castle, or so the saying goes. Not here! Welcome to the Bzprpg, where the word "Fortress" actually means sitting duck. In this game forts, Koro, lairs, even hidden and sealed compartments are a big open houses, to which any Joe Shmo has free access and reign, without the hindrances of having to deal with location, defenders, or other defensive mechanisms. Did I also mention that there is also always a map prominently placed so that the infiltrators know the location of every important circuit in the place? Ah, no. When was the last time you saw even an attempt at Fort Knox? Believe me, in this game there are places even sealed up tighter than that. People cannot simply walk into a secure location without a very good explanation, and unfortunately, that is a rarity. Seriously, it is. Usually a place like that has more tricks and traps than a professional magician, and that is not counting the NPC defenders (see above). Even open locations are not easy targets; in fact, it can be argued its actually more difficult in some respects. Case in point: which would be more difficult to sneak a weapon into? A warehouse complex that is locked, with one or two night guards, or an open building with only one or two entrances, with several alert security guards and a metal detector on the other side? -Common Sense dictates that:- Teleportation powers do NOT equal a free pass! A personal favorite of many, and a personal gripe for everyone else. This makes the Top Five easily. Its one thing to move quickly from one location to another, or shot jaunts between buildings, or even messing with the head of an opponent during battle. This however DOES NOT give you the right to hit and run secure locations. Is it fair that one person (probably staff), who has spent a lot of time, effort, and time working on this, when all it takes is one person who can teleport a squad of crazies to go "Lets blow something up! *zap* Oooohh! Look! Main control center! Mines! Guns! Grenades! Explosives! C4! Grandmas Fruit Cake! *bing bang boom* Uh-oh! Its gonna collapse! Bye!" *zap* This goes in conjunction with lair invasions above. How in the world did you know where the main controls were anyway? Armory? Database? Kitchen for snacks on the way out? Are you aware that you also disregarded everything that has been previously discussed including the victims privacy? This leads to the next point: -Common Sense dictates that:- There is NO such thing as instantaneous and omniscient intel Unless you have taken the grand tour, or have managed to steal a current blueprint of a building, how to you know that the room isn't a wall? Or a vat of toxic liquid verses a laboratory? Perhaps its the vicious animal pen than the armory? How do you know you're gonna appear in the library? You could just as well imprison yourself in the brig for all you know. -Common Sense dictates that:- You are NOT made of Teflon, or any other impervious substance Unless you have some power over reality that we have yet to know about, things stick to you. Like injuries. Disks. Arrows. Flying pieces of debris. Stickers. Plasma grenades. While you may have armor, the rest of you is soft, mushy, and susceptible to physical damage. In fact, armor does indeed bend, get punctured, ripped apart even! Yes! It can be damaged too. Which means you cannot be fighting your arc-foe and when he decides to set off pre-placed explosives that can rip apart reinforced metal and concrete structures, stand unscathed. Somewhere between the concussion blast, heat, and the raining debris, you will most likely have more bruises, burns, and otherwise puncture wounds than your aunt's pincushion. Generally you are bleeding profusely, half-crushed under a ceiling section, and not mentally sound due to the high-decibel event. When you get shot at, you get hit; you are not intangible and your pursuers are not terrible shots. When you get slashed at, you generally don't feel too hot. If this were real, hospitals would cease to exist due to the mysterious, chronic, and suspicious lack of bodily injuries. -Common Sense dictates that:- Insta-Items DONT exist Sorry, but bottomless pockets don't exist, nor can you conjure up any item or amount of widgets you need; endless Mary Poppins bag for small objects do not exist! I'm not talking about a procuring a disk launcher, gukko harness, or those new drapes; stuff like that can be purchased at your local trader or black market stand. I'm talking about endless ammo clips, always seeming to have a lock-pick, or that sword you lost last week with your fight with your arch-foe magically back inside it's sheath. You simply cannot carry everything with you, nor can you prepare for everything... so that means you must either do without, buy it, or try to find a substitute. -Common Sense dictates that:- The laws of Logic, Physics, and Thermodynamics apply to EVERYONE Yes they do! Its what makes the world go round, and YOU, my friend, are part of that world; THEREFORE, they must apply to you. Welcome to Logic 101, a place that allows one to think critically, solve problems, and make sense of the world around him. While this is indeed a large and umbrella statement, it needs to be said, and said again. There are rules that govern movements, both physically and energetically, to which breaching those is considered bad not to mention the universal consequences. So the next time you jump off a high building, get caught in an explosion, mastermind a plot, or just pull off a fantastic feat in battle, just ask yourself: Is this Logically or Physically impossible? Also, as a side note, you can be bested in a battle of brains! Yes, if someone has superior logic, they tend to win despite all your powerful brawny prowess. A well-thought plan can usually defeat any opponent, even those that are ten times stronger or have ten times the troops. The most important muscle in the body is the brain; it can be very useful. -Common Sense dictates that:- Plans are NOT perfect! The second extension of the Physics/Logic conundrum. While plans are good, they cannot possibly predict every possible outcome, especially if you're matching wits against an equal. There comes a time in battle where your prediction or how you wormed out of something hits the Ridiculous Factor. I mean, its one thing to come prepared to fight a necromancer that has a fascination with zombies; shotgun, crowbar, and a few friends with a workable strategy will win out almost every time. Its another to come prepared for that necromancer who secretly took over a circus, and now you has demented clowns coming after you, their baggy clothing making most of your weapons useless, but aha! I have Zombie Clown Repellent in a bottle. Never leave home without it. Seriously folks, did you happen to lean back and read it as objectively as possible, or did you decide to disregard whether or not this was getting rather over the top? Sometime while clever, it elicits an "Aww, come on! LAAAAME!"; Ridiculousness 1, Brainpower 0. Finally... -Common Sense dictates that:- Its ok and natural not to win There are winners, and there are losers, but you are never, or rarely, either one all the time. You don't have to always win the battles to win the war, and sometimes cowards live, to quote a famous Decepticon. There is ALWAYS someone better than you out there, so take your defeat like a man and swallow some of that over-sized ego and pride you have been lugging around. There are just some things you cant do, places you cant go, people you cant influence or talk to; its a fact. You can get captured, you cant always escape, but sometimes you pull one out from under your opponent for the epic win. So take a chill pill, take hold of your limits, and realize that there are just some things out of reach. After all, were only human. Appendix Right, this is where I add things that I think very useful in regards for common sense, or other useful tools for keeping your characters and actions believable, and generally they will be links to other places. Below you will find a lots of more useful advice and tools: Appendix #1: G-Modding Expansion Set Godmoding is a collection of numerous offenses that all deal with unrealistic roleplaying. With an open-ended sandbox RPG like this one, it's very easy to find yourself falling into godmod trap with your character. This, however, is most certainly not allowed and can ruin the RPG for everyone else. While it should be obvious which rules are broken in each instance, when godmod happens it might be so blatant. There are indeed many forms of godmodding, but we have listed here only the top three types: Invincibility: Your character and another player's character are fighting. If your character is either not taking hits or taking hits and having them not affect your character are both prime examples of invincibility and is the most well-known form of godmode (see Teflon and Logic sections above). This is not allowed under any circumstances as it is definitely not realistic role-playing.Puppet master: Alright, same example as above. However, in your posts, you are taking control of your opponent's character and forcing them to take hits they might have dodged or perhaps act in a way that is out of character for them. This is "puppeteering" or acting as a "puppet master". This is godmodding and it happens quite a bit. Obtain permission from your opponent if you are going to do something like this.Going super-saiyan: You are fighting an opponent that is vastly stronger and more experienced than you. He is beating the living daylights out of you. So what do you do? Rather than taking your defeat like a man or beating a retreat, you pull some sort of super-power-beam out of your butt. This is frowned upon though not outright banned if PERMISSION IS GRANTED FROM BOTH THE OPPONENT AND A GM. In some forms, yes, it is god-modding but if there you obtain permission and there is a price to be paid, go for it.Appendix #2: Metagaming: In simple terms, using out-of-game information, or resources, to affect one's in-game decisions. Also known as: "Breaking the fourth wall" The above sentence sums it up perfectly; its a term often used to describe players' use of assumed characteristics of the game. In particular, metagaming often refers to having a character act on knowledge that only the player has access to (for example: tricking a Medusa to stare at a mirror when the character has never even heard of the Medusa and should not be aware of their petrifying stare). For instance, a player might adjust his character's actions if the player has some foreknowledge of future events. Another one would be knowing names, abilities, powers, or locations without actually meeting someone, fighting that person, or having been at that location. Metagaming happens when players input information that they know into the game when their character has neither the right nor ability to know it. Sometimes it subtle, sometimes blatant, but this is why we have IC and OOC in RPing posts; to distinguish between player knowledge/speaking, and character knowledge/speaking. Such playing should be avoided at all costs, since it is both unrealistic and unfair.
  2. CURRENT REGIONS Mata Nui (map) is a large island measured 357 kio (303.75 miles / 486 Km) in length and 178 kio (151.3 miles / 285 Km) wide. It is located in the Endless Ocean. Ta-Wahi - Land of lava and ash Ga-Wahi - Region of water and natural beauty Le-Wahi - Massive jungle and swampland Ko-Wahi - Home to glaciers and blizzards Po-Wahi - Vast desert and wasteland Onu-Wahi - Place of magnificent caverns and dark tunnels Kini-Nui - Ancient temple grounds The Kentoku Archipelago - A chain of islands home to the Dasaka race, separate from Mata Nui PLAYER-CREATED LOCALES Wondering what's the best food in Le-Koro? Searching for the best smith in Ta-Koro? Or are you just looking for a place to bunk for the night? The following is a list of player-run and operated establishments and their locations, along with who runs them and a brief description. >Shops< Weaponsmith/Forge: "Assorted Weapons" Sells Handcrafted Melee Weaponry Location: Le-Koro Owner: Petorgas Player: Dude w/ a Hat "We Buy/Trade/Sell Swords, Knives, Spears, Maces, Axes (One- and Two-Handed), Hammers, and Projectiles." "Ogeka Tech" Sells some minor weapons, transport, mostly anything mechanical Location: Po-Koro Bazaar Owner: Ogeka, a Po-Matoran Player: Click Description: On the outside it looks mostly like a normal Po-Koro semi-spherical hut, but the inside has been filled with "modifications" by Ogeka including various apparatus that help him create "We trade raw materials (protometal, lightstones, heatstones), Onu-Koro tech, weapons, masks, etc." "Farzan's Workshop" Technology and Gadgets for any occasion Location: Po-Koro Owner: Farzan, Fa-Matoran Player: Geardirector "Ferron's Forge" Blacksmith/Engineer Location: Onu-Koro Owner: Ferron, Turaga of Iron Player: Geardirector "If I can't fix it, it's not broke." "Toa Akiru Forge" Location: Onu-Koro Owners: Toa Akiru -(Miraul, Buisness Management, Ranged & General Weapons Expert) -(Vilak, Master Swordsman, Welding and Precision Plasma Cutting) -(Divan, Metalworker) -(Axana, Blacksmith, Electrician [eventually]) -(Hikari, Crystal Expert) -(Takamaz, Welding and Engineering) Player: Tabby: Toa of Cats Description: The Matoran word Akiru is an old one that means "Master Craftsmen", and the name is aptly fitting for the Toa team that runs this engineering business. They currently specialize in the creation of all things metallic and crystalline, so Hikari and Divan are very busy. They both keep items in stock, and also make them to order. Takamaz and the others will engineer to meet the needs of clients where required. The Toa Akiru are always happy to expand their inventory and skill sets, however, so check back regularly for new developments and products. Bookstore: "The Wise Man's Archive - Library and Book Store" Books, tablets, scrolls, paper, writing utensils, and reading lights! Location: Onu-Koro, Ko-Koro Owners: Onu-Koro: Demos Etonae (Franchise Manager. Does not operate the front desk.) Ko-Koro: Elder Ko-Matoran Priicu (Store manager) Player: Draezeth Description: Both buildings are a three-story library, though the top floor is Demos's residence and off-limits. The other two floors are lined with floor-to-ceiling bookshelves containing books, tablets and scrolls. Paper, utensils and reading lights are purchasable, with a few on display, at the front desk, which is usually operated by two Matoran. The shop was recently purchased by Demos, who now gets his income from it. Often imports books from other villages. Does not deliver outside of Onu-Koro. The inside is brightly lit by lightstones in the ceiling and in the corners of partitioned reading areas. Reading a book within the library without purchasing is allowed, though only for an hour before you have to pay 5wi per half-hour afterwards. Book prices vary depending on the book. >Tavern/Inn< "The Bright-Star Inn" Inn, Bar, and Restaurant. Location: Le-Koro, westernmost platform. Owner: Unari, Toa of Air Player: Ilyusha Blokfase "The Crucible" Mead hall, training area, winery, brewery. Location: Lush fields outside Ga-Koro Owner: Xilecki, Toa of Air Player: Ilyusha Blokfase Description: When traveling the outskirts of the Koro, if you find the grapes, grains, and beehives, there'll be a long, squat mead hall nearby, with added wings consisting of an armory and all the necessary items for a winery and brewery; in the smaller yard is a large wine press, the larger is a courtyard wrapped in a fence forming an almost-complete ring, extending from either side of the main hall's entrance. "The Great Takea" Inn, Bar, and Restaurant. Location: Ga-Koro Owners: The Horde Player(s): Ilyusha Blokfase, Baltarc, Vezok's Friend, snoip lion, TX Wade, Wotzisnaim "The fish you eat today swam last night in Naho Bay - We should know, we killed it." "The Dal Riata" Tavern/Inn Location: Po-Koro Owners: ??? Player: MjonirlnTheFridge "For the strongest booze and the softest beds, stop by the Dal Riata in Po-Koro. If you've got coin, we've got accommodations!" (We also accept dirty secrets as payment) "The Magmatide Inn" Discrete Inn Location: Seedy side of Ta-Koro Owner: Caalus (conspicuously absent almost always, seems to always be manned by Denrika, the receptionist) Player: Keeper of Kraata Description: A small in relying on it's policy of no questions, no trouble. Has 8 rooms of varying size, with only 2 suitable for non-matoran with toa-sized beds. Guards have been known to raid the building if Denrika notices any trouble. >Services< Engineers/Inventors: "Matan & Natan" Inventors, Crafters and Weaponsmiths. Type: Engineers Location: Onu-Koro Owner(s): Matan and Natan Player: The Lorax "Just the right inventors for all types of machines and unique hand-crafted weapons. We also service existing machines as well as offer armor restoration. Wood and metal objects are our specialty. Inquire inside!" Private Eye/Investgator: "Khervos' Detective Agency" Type: Detective/Private Eye Location: Ta-Koro Owner: Khervos, Ba-Matoran Player: Toatapio Nuva "Effective casework of the highest order." "Dark C Investigations" Investigates murders, nothing else. Location: Onu-Koro Owner: Thedar Chronn Player: The Dark Chronicler The utmost professionals in the solving of homicide and bringing the perpetrators to justice. "There's no crime that we can't unravel." Apothecary/Medical: "Jarkale's Pharmacy and Healthcare Services" Sells medicine, health products and offers medical services and healhcare. Location: Po-Koro Owner: Jarkale Player: Toatapio Nuva "Serving the best herbs and professional healthcare." Brokers: Information Broker Owner: Marda Belatroja "No secret is too dark or too dirty. If you need information, Marda will find it. Price to be negotiated during briefing." >Training Facilities< "Le-Koro Fitness Center"Gym Location: Le-Koro Owner: Colx, Skakdi of Gravity Player: Geardirector, Voxumo "Want to learn how to handle a weapon? Or how to fight like a champ? Then drop by Le-Koro Fitness Center for a workout or two" >Minor Koros< "Pala-Koro" Settlement/Fortress Location: Lake Pala, Le-Wahi. Owner: The Island Liberation Front Player: BenLuke, TX Wade, Element Ussal, et cetera. Situated on in a large clearing on the south coast of Lake Pala, Pala-Koro is one of largest of the smaller villages that have sprung up in the shadows of the six great Koros. It was build in the weeks leading up to the joint ILF/Koro guard's assault on the Nui-Rama hive, and later almost leveled by an attack of the Followers of Makuta, but has now been mostly rebuild. Main features include a metal and stone wall that surrounds a series of huts and the Sanctum Only, the bar and grill that also serves as a makeshift HQ.
  3. BZPRPG Master Index --------------------------------- BZPRPG Hosts Friar Tuck ( PM | Email: joshuakerntke@gmail.com | AIM: Tucky Unlimited | MSN: krunch_line@hotmail.com | Skype: bzptucky )Nuju Metru ( PM | Email: aaron.new01@gmail.com | AIM: bznuju | MSN: N/A | Skype: lesmisfanatic )Emzee ( PM | Email: emzee@ymail.com | AIM: RokaBZP | MSN: emzee@ymail.com | Skype: rokabzp )Tyler ( PM | Email: bzdurden13@gmail.com | AIM: bzdurden | MSN: N/A | Skype: bzdurden )Ghosthands ( PM | Email: karzahni@hotmail.co.uk | AIM: N/A | MSN: N/A | Skype: uncertainpianist )Krayzikk ( PM | Email: stinger9933@gmail.com | AIM: N/A | MSN: N/A | Skype: alexprime12 )--------------------------------- Local Links: General DiscussionProfile PagesBZPRPG FAQMata-Nui Region Index/MapCommon Sense GuideBZPRPG News and AnnouncementsOutgoing/Wiki Links:BZPRPG Wiki (Pre-2011)BZPRPG Wiki (Post-2011)What is the official BZPower Role-Playing Game about, exactly? Well, that is for you to decide! In the BZPRPG you take on the persona of a character of your choice, and then what happens from there is your decision! Get a job as a freelancer, trader, hero or one of many other choices. Save villages and defeat your enemies -- the chances are endless! Joining the BZPRPG is exceptionally simple: just post a description of your character here. No approval is required; simple post a profile and start playing in any of the regional topics listed here. BZPRPG Master Rules I. General Rules All BZP forum rules apply! No flaming, spamming, trolling, inappropriate content, or other rule-breaking actions are allowed.Please take all personal disputes and conversations to PM, and if the situation cannot be resolved that way, talk to one of the Hosts or other BZPRPG staff members about the problem. These kinds of disputes are not to be had in the General Discussion topic.Do not insult other members.Though we are generally more lenient in the BZPRPG when it comes to PG-13 rated content than BZPower at large, please use common sense and remember that many of BZPower's visitors and members are minors. If your post contains inappropriate content or circumvents the word filter, we will ask you to edit the offending section out, or do it ourselves. If you are concerned that your post may be inappropriate, feel free to run it by a BZPRPG staffer before you publish it.Read Friar Tuck's Guide to Common Sense as a benchmark for acceptable gameplay. II. Basic Gameplay Rules The BZPRPG is a constantly evolving story written by the players, not a video game. You cannot win, nor can you lose.You must put "IC:" at the beginning of all role-playing posts. This is so that players recognize that you are posting as your character and adding to the story. IC stands for "in character".Conversely, you must put "OOC:" at the beginning of all parts of posts that do not have game content in them. This is called "out of character" and it is what OOC stands for. Keep OOC content to a minimum in role-playing posts and instead use the General Discussion topic for OOC matters.You are allowed to double-post in gameplay topics. However, you must wait twelve hours before doing this, so that others have the chance to post a response. The maximum number of posts you can make in a row this way is three.God-modding and other overpowered play is not allowed. (See section on God-modding)Adhere to basic science, such as gravity, inertia, and nature. Your character cannot bend the rules of the universe to better suit them. Logic and reason come first.Objects do not and cannot appear from thin air. You must describe how an object came into your player's possession before they can have it.Although the BZPRPG is a game founded in many parts of the BIONICLE canon, there are parts of the canon that the game discards or ignores. Unless something from the BIONICLE canon is acknowledged by a staff source to exist in the BZPRPG, it cannot be assumed to exist in the BZPRPG universe.III. Character RulesPlayer Characters (PC's) must adhere to all trait-related guidelines as posted in the Profiles topic unless otherwise stated by staff.It is required for your character to have one or more weaknesses. Invincibility is illegal.In PC versus PC combat, it is extremely discouraged to be unhittable. Dodging every attack thrown at you is a form of God-modding. (See section on God-modding)A character's weapons, technological items, mask, and other important belongings of theirs are regarded as extensions of their body. As such, a character's important possessions may not be taken, destroyed, or otherwise affected without the permission of the character's player. Actions which affect a character's possessions without explicitly given permission are autohits.PC traits should only be acquired or altered through IC play.Do not play as another player's character unless that player has given you explicit permission to do so. Likewise, you cannot kill or seriously injure another character without that player's permission.Non-Player Characters (NPC's) are legal to use in your posts. However, recurring NPC's such as personal bodyguards, armies, servants, etc. are not allowed.NPCs may be killed without permission from a player, seeing as they do not belong to a player. However, it is recommended that you bear in mind that NPCs are people too, and take just as much effort to kill as any other characters.IV. God-Modding Rules God-modding is when your player is performing with unnatural and illegal amounts of power and/or invincibility. The below are forms of GMing which are not allowed: Deus Ex Machina's (an unrealistic or improbable way of getting your characters out of a bad situation) are not allowed.Auto-hitting (throwing an attack at an enemy character and not allowing them to respond) is not allowed.Using powers in battle that are not predefined in one's profile is not allowed.If someone hits you where it hurts, then be hurt. Disregarding your weaknesses is not allowed.You may not use information gathered OOC in IC posts. This includes details of other players' profiles - otherwise known as "Metagaming" or "Breaking the fourth wall".Editing your character's traits directly before a fight in order to make them more suited to that fight is a form of GMing.V. StaffRespect all staff members.Respect all staff judgment calls and punishments.Staff members reserve the right to do whatever they want to your characters in the IC world as a form of punishment. These punishments are non-negotiable, and a disregard for staff decisions and/or punishments IC will be dealt with severely.Do not act like you're staff if you aren't. Backseat moderating isn't helpful to us in running the game. Friendly, helpful tips to other members, however, are welcomed.THE THREE-STRIKE SYSTEM As of this year, the staff has decided to employ a three-strike system in order to deal with repeated rule breaking and other severe infractions. Should a player do so to a degree deemed serious by staff, that member will receive a strike. The strikes are here listed with consequences: Strike One: Official warning from a staff member.Strike Two: Temporary suspension. You are not allowed to post in any BZPRPG topics for an amount of time decided by the staff member giving the suspension.Strike Three: Permanent banning from the BZPRPG.Only Nuju Metru can issue third strikes to members. All BZPRPG staff can give first and second strikes. Please understand that these strikes are to be taken with the utmost gravity. !!! Please do not post here. Use the Discussion Topic. This topic is only to be used by BZPRPG Staff for updates and rules. !!!
  4. CHARACTER RULESHere is where you post the profile(s) for your BZPRPG character(s) (you must post a character's profile before you begin playing). Staff is not required to give approval for characters: you may post and play immediately. However, we can at any time ask you to modify characters if we think that they are too powerful or otherwise against the rules. There is no set pattern when creating your character(s), but if you need inspiration for what to put down, look at the outlines from others and choose which category best fits you.General Rules[*]In the profile page, you are allowed ONE POST; multiple posts will be deleted. Edit all your characters into one post, making it easier for you, your fellow players, and the GMs to find your characters. However, you can have as many character as you wish listed in this one post.[*]Your character must be from the Bionicle universe. This is not to say you must be an official Bionicle species, but it must be something that could come from Bionicle.[*]You cannot use canon characters, so no Tahus and Pohatus - you can be your own custom Toa of Fire or Stone, however.[*]This is the most important rule: Your character must be reasonable. No gods or other invincible characters. They MUST HAVE WEAKNESSES; it must be possible for other players to defeat them.[*]You must post either a picture of your character or a detailed description of its appearance in the profile (or both).Suggested Profile FieldsUnsure of what to include in your Character's profile? Here are some suggestions as to what would be useful to have - it is by no means a definitive list; other things may be included and some of these suggestions may be omitted. These are just suggestions. Remember that the point of the profile is to help others when interacting with your character, so try to be very informative. [*]A detailed description of her or her appearance (this is actually required)[*]Weakness(es) (this is ALSO required)[*]Name[*]Species (Toa, Matoran, Turaga, et cetera)[*]Gender[*]Powers and/or weapons[*]Alignment (good, evil, neutral, et cetera)[*]Personality and history[*]Anything else deemed necessaryBelow you will find the lists of Species, Power(s), and Masks allowed in the Bzprpg. I've hidden the lists under the spoiler tags to save space, so just click the tag to see what's underneath.-Playable Species:Matoran – No powers or masksToa – One elemental power and One MaskTuraga – One weakened elemental power and One MaskVortixx – No powers or masksSkakdi – One elemental power (requires two Skakdi in conjunction to use) and one Vision powerCUSTOMIZATION EXCEPTION:Personalized/customized species are allowed – however – they MUST resemble or be very similar to one of the above species, including abilities, powers, and power levels, AND must be pre-approved by Staff before played.-Allowable Toa/Turaga/Skakdi Elemental PowersAirCrystalEarthFireGravityIceIronJungle/"The Green"ElectricityMagnetismPlasmaSonicsStoneWaterOne elemental power per character. No multiples. No exceptions.CUSTOMIZATION EXCEPTION:Customized powers are allowed – however – they MUST be reasonable, non-overpowered, AND be pre-approved by Staff before used.-Allowable Skakdi Vision Powers:Heat VisionImpact VisionInfrared VisionLaser VisionThermal ImagingTelescopic VisionX-Ray Vision-Allowable Toa/Turaga Masks:Kanohi Hau The Mask of ShieldingKanohi Pakari The Mask of StrengthKanohi Miru The Mask of LevitationKanohi Kakama The Mask of SpeedKanohi Akaku The Mask of VisionKanohi Kaukau The Mask of Water BreathingKanohi Huna The Mask of ConcealmentKanohi Ruru The Mask of Night VisionKanohi Mahiki The Mask of IllusionKanohi Matatu The Mask of TelekinesisKanohi Rau The Mask of TranslationKanohi Pehkui The Mask of DiminishmentKanohi Kualsi The Mask of Quick TravelKanohi Calix The Mask of FateKanohi Kadin The Mask of FlightKanohi Sanok The Mask of AccuracyKanohi Iden The Mask of SpiritKanohi Zatth The Mask of SummoningKanohi Tryna The Mask of ReanimationKanohi Arthron The Mask of SonarKanohi Faxon The Mask of KindredKanohi Volitak The Mask of StealthKanohi Garai The Mask of GravityThe Mask of BiomechanicsThe Mask of GrowthThe Mask of HealingThe Mask of PsychometryThe Mask of ReboundingThe Mask of Sensory AptitudeOne mask per character. No multiples, no suvas. Period. The only exception to this is if staff decides to give a certain character additional masks or more powered ones as rewards or gifts in response to some event or contest.Should you decide to want to CHANGE masks due to character development, that is permissible – however, you must make a mention to it when In Character and make a small stink about it, as well as edit your character's profile.CUSTOMIZATION EXCEPTION:Customized masks are allowed – however – they MUST be reasonable, non-overpowered, AND be pre-approved by Staff before used.Special Vortixx/Skakdi Item Rule:Per the nature of these species' foreign origins, if you have such a character you're allowed a piece of advanced tech. It MUST be racial and common to that species, nothing really exotic, and MUST be approved by staff prior to playing.Skakdi: ONE piece of foreign tech (Zamor launcher, advanced sword or gun-like apparatus, etc)Vortixx: TWO pieces of foreign tech (special weapon, gizmo, armor, etc)
  5. Alright guys, welcome back to the BZPRPG! There have been a few changes that we, the staff, have deemed necessary to make. The biggest of these is the total elimination of Xa-Kuta magic and Xa-Koronian society: it no longer exists in the game, and that includes any hierarchy, locations, tech, rules/laws, you name it. We as a team decided that, cool as all the mage stuff was, it wasn't helping our story or our environment - in fact, we deemed the existence of Xa-Kuta to be detrimental to our game. Why? It was too advanced for Mata Nui. The technology, social structuring, and urban/futuristic attitudes that the existence of Xa-Kuta fostered were bad for the spirit of the island of Mata Nui. We wanted to recreate the innocence, the simplicity, and the charm of the first years of BIONICLE. Xa-Kuta was doing the very opposite. As such, it is gone. It never happened - Xa-Kuta was never a part of the story. You may ask here, "But, if Xa-Kuta never existed... what happens to all those plots and characters shaped by it in the earlier part of the year?" The answer is very simple. They are disregarded. It's really a very easy fix. How, you wonder? Here's how:EVERYTHING THAT HAPPENED IN THE FIRST PART OF THIS YEAR NO LONGER HAPPENED.Yes, yes, I know, shout and cry all you want. But that's what we've decided is necessary to revive, to simplify, and to repair the game. For one, the earlier part of the year is all stuffed together in the old posts archive - inaccessible and inconvenient to keep checking back to for consistency. Another problem with trying to keep continuity with the first part of the year was the Xa-Kuta removal - it would have made the stuff that already happened confusing, full of holes. And we wanted to give ourselves and you a second shot at this "new beginning;" I don't think we got off to a very good start last time. For once a large data change worked in our favor. Imagine that ;)The other big announcement(s) is how I am going to handle the game form now on. First, some changes in how staff plays characters. All staff are still allowed to play personal characters; however, personal characters have NO PERKS; they are no more special than other PC's. They must follow the same rules as everyone else. If my staff wants to play just to have fun, then that's all they're doing. Treat staff personal characters as you would any other character. To balance this, though, staff will also control "BZPRPG Canon" characters that may or may not resemble personal characters; the purpose of these characters is to either help or hinder the players in the course of the game. They can have their own storylines and interests and dreams, but their first priority will be to the game and to the players. BZPRPG Canon characters may seem like regular PCs, but they most certainly are not. These guys will probably be at a much higher power level than everyone else, and will probably be able to kick-butt at will... but they are here to move the game along, help/hinder the players.Second, staff will be loosening up the gameplay a bit. I have been working with Nuju an my other staff to direct the BZPRPG to more of a sandbox-type game in which you can do whatever you want with your character. So if you want to be a detective, financial guru, sword-for-hire, create your own organization, or anything else, I'm not going to shoot it down. Everything is negotiable as long and its reasonable, you work at it, and realize a bunch of stuff might happen before it becomes a reality. There WILL be an official background story, but that's just it: background. Its what keeps this island fresh and time moving on, and chances are just like in real life most of you will not be able to affect it... though if you're lucky enough or just good enough or in the right place and the right time meh, it can happen. In exchange for your newfound liberties, though, myself and my staff will be putting the clamp down a few core rules, this one specifically:"Do not play as another player's character unless that player has given you explicit permission to do so. Likewise, you cannot kill or seriously injure another character without that player’s permission."Unless given permission under no circumstances can you take control in ANY way other person's char. This is ESPECIALLY important in combat, where people tend to post the blow landing or otherwise disregard other important details. If you shoot something, merely post the shot, do not have it land. If you are trying to rip the air out of somebody's lungs, post the vacuum but DO NOT post your victim's reaction. He/she is NOT your character, DO NOT RP it! Please use common sense and consideration when RPing with others.Alright guys, that should cover the big changes. If you have any questions either ask them here or PM them to me or my staff. But before you do, please read below, for this might answer your question(s). Thanks to Nuju for re-compiling/editing this for me/proofreading/etc... Like I'm doing right now! - NujuFrequently Asked QuestionsQ: Sweet! So I can have my current characters take up the mantle of the Toa Olda!A: Sorry, no. As has been said several times, this is a hard reset. All history, locations, characters are essentially deleted, erased, gone as if they never existed.Q: Wait, so that means-A: That's right: you make a brand-new character. From scratch. There will be NO carryover this time around, and that includes everyone, even staff! So no carbon-copies of previous chars, or really-close representations. Failure to follow this will result in character deletion, and possibly suspension if seen fit. That said, because of who I am, I am giving you an "out". Sort of.You cannot carbon-copy chars. Period. But I will allow, as long as it complies within the new rules, you to re-create an old char under the "What If" scenario – this is called “Character Preservation.” The key is to find some crucial difference, be it an event from their past, a trait, etc., that makes your past character into someone very different from their previous incarnation.The core is still there, but with numerous discrepancies, the character becomes instantly different, and now his/her demeanor, dialog, action, decisions, and future will end up being utterly different from those of his/her "first" self. By changing one or two key points in his/her past or character, it is possible to have a character radically different and new, but still familiar.Also, I would not recommend Character Preservation to newer players, or chars with little actual history. To re-invent someone is not as easy as it sounds, and if you're not careful you will end up with a carbon copy with a few cosmetic differences. In other words, you need a deep, developed character that when you change something really DOES alter his/her life in a radical fashion.I am being pretty basic, but I presume you get what I am going at. Character Preservation is allowed, but you should be warned – staff reserves the right to decide you’ve preserved too much. For most of you its would be better just to start from scratch, because staff will be watching closely and if ANYONE smells like and old char... Your character can very easily be smited if he/she does not follow our rules.Q: Okay, okay, no old chars. I got it. Anyway, I see several species other than toa and Matoran?A: Yes, in order to create a more diverse world I am allowing species from all over the MU instead of just Mata-Nui itself. Certain other species, like Skakdi or Vortixx, are allowed. But bear in mind, this is Mata Nui – the vast majority of the population are Matoran and, to a lesser extent, Toa. Foreign races shouldn’t be in abundance – and how they got to Mata Nui should not be fully known.Q: Cool, so that mean I can use Xia tech-A: Ok, come on back here a sec. We are on old-school Mata-Nui, INCLUDING tech level. That means no fancy laser guns or teleportation terminals or shiny spaceships. I'm talking Ussal carts, swords, disk launchers, and mask powers. If it wasn't found on Mata-Nui, you can't have it... and no, after six months you can't build a secret factory to produce the high-tech weapons. Nobody knows how to make them, anyway.THE EXCEPTION: And this is the only exception – the only way to legally possess more advanced tech is if you have a foreign species character, a Skakdi or a Vortixx. If you have a character of these races, then you are permitted ONE piece of foreign tech. This can be a weapon (like a Zamor Launcher) or any other kind of utilitarian device. You must clear all foreign-tech objects with a staff member.Q: You said "Makuta" several times. I assume you mean Teridax?A: No, I said Makuta and I mean Makuta. We don't know who he is. His powers are far-reaching and marvelous, if not mysterious. He is more or less all-powerful. And I think I will end this section on that point.We are starting over to a simpler time, simpler place. There are a lot of unexplained things, and many things will happen that will NOT be explained or actually cannot. We are re-introducing the art of mystery to the game, and no amount of complaining or scheming will bring you answers. There will be many things that just are, is, and otherwise there.Q: Can I have a mount/ride? If so, what kind?A: Yes, your character is allowed to have a pet/mount. However, this companion Rahi of yours must be reasonable – no taming Nui-Rama or other powerful/evil Rahi is allowed unless you have both a very good reason and staff permission. If you have to ask yourself, “Is this Rahi too powerful?” then odds are that it is. Take the safe route and go for something smaller. Beasties like Ussals, Gukkos, etc., animals that we already know have been tamed by Matoran on Mata Nui, however, are perfectly okay. And no, other characters can’t kill or maim your mount without your permission – owned animals are like PC’s in combat.Q: What is the deal with the Toa Olda? What happened to them? Are Kini-Nui, Makuta’s lair, etc. open territory to explore? Do people know where to find them?A: The location of the entrance to Makuta’s lair is not secret knowledge. However, entering it is a very bad idea. The lair of Makuta is a veritable fortress, guarded by hordes of nasty, more-powerful-than-you-are Rahi, and worse. The six Toa, mightiest of heroes, entered the lair all together, and even they didn’t come out. The status of the original heroes is currently unknown.Basically, should you try to go and face the big baddie yourself, it is almost guaranteed that you will be torn to pieces faster than you can say “Refrigerator.”Q: What about other secrets of Mata Nui, like the Bohrok or the Mask of Light?A: These aren’t discoverable yet. If and when they make an appearance, it will be by choice of the staff. You can’t just stumble in on the catacombs or the Avohkii, or any other hard-to-find information, either. The inhabitants of Mata Nui don’t know all of its secrets, so neither will you.Q: I’ve heard some rumblings about Toa Stones – those cool things that are a free pass to turn Matoran into Toa at the snap of a finger. Why are these things super rare, if someone can just start off as a Toa to begin with?A: Toa Stones aren’t rare in the game because the Staff doesn’t want people to have the powers of the Toa easily – Rather, they’re rare because the Toa Stone is an unbelievable character development tool that should therefore be unique. We want those few Matoran who become Toa by the means of the Toa Stone to be special, and as such, Toa stones will only be granted to Matoran characters that are played superbly. Toa Stones are a reward, not a limitation factor. It’s something to strive for.Q: Is my character okay?A: If you want a staff member to look over your character, that’s totally okay – but please send it to them via PM. Do not post character profiles in this topic.
  6. BZPRPG Rules and IndexBe sure to read the FAQ! ---------------------------------BZPRPG Hosts [*]Friar Tuck ( PM | Email: krunch_line@hotmail.com | AIM: Tucky Unlimited | MSN: krunch_line@hotmail.com )[*]Nuju Metru ( PM | Email: aaron.new01@gmail.com | AIM: bznuju | MSN: ??? )[*]Emzee ( PM | Email: emzee@ymail.com | AIM: RokaBZP | MSN: emzee@ymail.com )[*]Sisen ( PM | Email: inosisen@aim.com | AIM: inosisen | MSN: smartguy5796@wmconnect.com )--------------------------------- Map of Mata-Nui(As pointed out by some of our sharp-eyed sleuths, some of the locations are not exact. This is just a generalization to get basic bearings in-game, not a perfect topographical map) Story Thus Far: Intro! Bzprpg 2011: Mata-NuiThe Story- In the time before time, the Great Spirit descended from the heavens, carrying we, the ones called Matoran, to this island paradise. We were separate and without purpose, so the Great Spirit blessed us with three virtues: unity, duty, and destiny. We embraced these gifts and, in gratitude, we named our island home Mata-Nui, after the Great Spirit himself. But our happiness was not to last. Mata-Nui's brother, Makuta, was jealous of these honors and betrayed him. Makuta cast a spell over Mata-Nui, who fell into a deep slumber. Makuta's power dominated the land, as fields withered away, sunlight grew cold, and ancient values were forgotten. Still, all hope was not lost. Legends told of six mighty heroes, the Toa, who would arrive to save Mata-Nui. Time would reveal that these were not simply myths – for the Toa did appear on the shores of the island. They arrived with no memory, no knowledge of one another – but they pledged to defend Mata-Nui and its people against the darkness. Tahu, Toa of Fire. Onua, Toa of Earth. Gali, Toa of Water. Lewa, Toa of Air. Pohatu, Toa of Stone. And Kopaka, Toa of Ice. Great warriors with great power, drawn from the very elements themselves. Together, they were six heros with one destiny: to defeat Makuta and save Mata-Nui. These heroes were infallible. Or so we thought. As was their destiny, when all the masks of power were found, and their powers perfected, they descended into the Makuta's lair to confront the Master of Shadows himself, to free the Matoran of his power and awaken Mata-Nui. They disappeared into the temple of Kini-Nui… and never returned. Somehow, even the combined powers of the six Toa were not enough to defeat him. Makuta was too strong. After the Toa's disappearance, there was nothing to prevent the Master of Shadow from taking back the island; the Makuta was free to unleash his shadows once more. And unleash them… He did. The land and beasts were once again his. The rahi of the island, from the flying Nui-Rama to the crawling Mana were enslaved to Makuta's will by infected masks. But Makuta awakened even darker things to serve his will, as well. Terrifying and demonic creatures known as Rahkshi, spawn of the Master of Shadows himself, appeared, possessing the same qualities and powers of their creator - including his characteristic lack of mercy. This was over a hundred years ago. The Matoran of Mata Nui live still in fear. Many Toa have since come into being; the ailing Great Spirit has created hero after hero, but none so far have had the power or the strength of will to topple Makuta. Foreign races have washed up on the shores of the island, none able to remember from where they came. Only the fragile trust between the Koros has been enough to stave off Makuta's forces... but Unity is a virtue that is steadily losing its vitality. Duty is a dull pain that too many live under. The virtue of Destiny, however, has not run its full course. There is a new prophesy in the stars, one that brings hope to the Matoran: the rise of a new set of heroes, ones that will defeat the mighty Makuta, and save Mata-Nui. This is difficult to believe however as the Master of Shadow's hold on the island is nearly complete, his forces growing in number and force by the day. This is where my tale ends, ours meet, and yours starts, Adventurer. Who will you be? Are you a hero, a foretold one has come to fulfill the original six's destiny? Or are you a servant of the Makuta, working to make his hold complete? Your actions will reveal all. If you read the above storyline, you'll see that it is almost identical to that which we introduced at the beginning of this year. Imagine the island of Mata Nui, as it was in the 2001 story arc - but imagine that the Toa Mata failed. Since then, the island has grown more perilous, but no less innocent. The Matoran of Mata Nui try their best to go about life as it once was - fighting off Rahi is now as normal to them as enduring a storm. Toa are being created by the dozens (explains the high percentage of Toa living on the island) in an attempt to defeat Makuta. Skakdi and Vortixx, newcomers whose origins are uncertain, have been spotted by many. Some theorize that, just as Mata Nui has extended his will to increase the numbers of Toa, so too has Makuta extended his own intellect, interfering with the fates of many and landing many potential servants from other places off the coast of the island. If you read the above storyline closely, you probably also noticed that something is different from the beginning of the year: Xa-Kuta is no longer part of the story. It never existed. It never will exist. Our rationale for this can be found in the next post. Alright guys, this is the General Discussion Topic, or GD for short. Here you can talk about the game in general, catch up on recent events, or just chill out. If you have a specific question to ask staff, please use the provided links above to contact us directly, for any reason. Welcome to the game!
  7. Kumu Islets:The Kumu Islets are a small islands just south of Kanae Bay in Mata Nui. Many of the surviving Rahi of Metru Nui that were mutated by the Visorak migrated to the Islets, rendering them an extremely dangerous location.Though there were efforts at colonization by Matoran, they were ultimately abandoned due to the dangerous mutant creatures living there... with the exception one of one.Xa-Koro:Xa-Koro is a small but dense village that resides over a delta in the southern islands of Mata Nui. It is renowned across the island as a hub for unusual dealings – dealings that most “proper” matoran regard with as much spite as unease. The village is a badly stirred melting pot of different cultures and Koros, a veritable “Island of Misfit Toys”; anyone who belongs nowhere else belongs in Xa-Koro.The terrain around the village is in perpetual states of varying dampness. Ranging from wide rivers to stagnant swamps, the village sits upon many different kinds of land. Many of the structures of Xa-Koro are built to stand upon makeshift wooden stilts, to avoid high tides or mud, while others only a hundred feet away may have foundations in the earth. The diversity of inhabitants explains Xa-Koro’s appearance; it is a fusion of countless architectural styles, from stone buildings to leaf-built huts, each citizen building what he or she knows.The heart of the city is on dry land in the middle of an islet. The main square of Xa-Koro is a bustling bazaar, rife with traders and goods. An explorer in the bazaar can expect to happen upon persons and objects of intrigue, oddity, secrecy, and even downright darkness. The Xa-Koronian market is the premier in Mata Nui for the trade of foreign technology – when it’s at its least scarce.Rumor has it that below the village is an unexplored ruin, built in an earlier time, which has since sunken into the mud… The fools who try to verify these rumors rarely return as they were.
  8. Ko-Wahi:Ko-Wahi is the region of Ice on the island of Mata Nui. Ko-Wahi encompasses Mount Ihu, the largest mountain of Mata Nui, beginning in the north at the foothills of the mountain by Onu-Wahi and ending where the mountain merged into the Mangai Volcano, separated by the North March. The entire region is covered in ice and snow, fittingly for the Wahi of ice; the mountain is largely inhospitable, with only a few species of Rahi being able to successfully survive there. The area often experiences fierce storms that make it impossible to travel, either by foot, Gukko, or Cable Car. Among the more dominant features of Ko-Wahi are two massive glaciers, separated by a block of ice of which Ko-Koro is hid under. Most of the upper part of the mountain is dominated by the Drifts, massive, nearly featureless snowfields that experience almost constant storm. The most hazardous section of the Drifts is known as the Wastes. Local landmarks include:-Mount Ihu: A snow-covered mountain in the Ko-Wahi region of the island of Mata Nui. The Drifts are a prominent feature of the Mount Ihu and is the site of Ko-Matoran hunting and trapping expeditions.-The Drifts: Also known as the Wastes, is a snowy region situated on Mount Ihu in Ko-Wahi. Blinding blizzards come often, causing any who venture here to easily become lost, so Ko-Matoran use red Flags to find their way. During the Great War, Matoro came here to hunt Rahi, and Kopaka to meditate.-The North March: A pass on the border between Ko-Wahi and Ta-Wahi on the island of Mata Nui. The Ta-Koro Guard has an outpost there, and there is a Cable Car for Guard members to use to travel from Ta-Koro to the slopes of Mount Ihu.-Place of Shadow: A canyon on Mata Nui conquered by Makuta that borders Ko-Wahi and Ta-Wahi.Ko-Koro:"Turaga Nuju's village is called Ko-Koro. It's tucked away under a huge, solid ice block dividing two glaciers, safe from dangerous avalanches and icy storms. In the snow-covered mountains surrounding the village, deadly glacier crevasse can swallow the unwary. It's a cold, dangerous region."Ko-Koro is located in Ko-Wahi, hidden beneath a giant block of ice that separated two glaciers and surrounded by huge crevasses. The village itself has a single gate facing a massive crevasse, which was guarded at all times by the Sanctum Guard. The only other known entrance is a tunnel that led from the Sanctum to the Drifts. Inside the village, the Matoran lived in either huts made of ice on the ground, or in rooms carved into the glaciers that surrounded the village. The most famous location in Ko-Koro is the Sanctum, which contains the Wall of Prophecy. The Ko-Matoran are the primary residents of Ko-Koro. Here, they attend to day-to-day activities such as making prophesies or meditating, in addition to being master Rahi hunters and trap-builders.Places of interest include Ko-Kini, the Temple of Ice and dedicated to Toa Kopaka, Kopaka’s Suva, and The Temple of Peace (also known as the Ko-Koro Ruins, a gathering of statues in the Drifts of Ko-Wahi, so-named because it contained the Crystal of Peace). Also within Ko-Koro is the Sanctum, a building where the Wall of Prophecy was kept, and thus was among the most significant landmarks in the village. Here, Ko-Matoran take part in the Seeking, studying and translating of the prophecies on the Wall in an attempt to understand them and discern the future. The Wall of Prophecy itself is a massive wall of ice within the Sanctum, where many prophecies are recorded and stored. The Wall takes up the entire building. Most Ko-Matoran here take part in the Seeking, utilizing the Wall.
  9. Onu-Wahi:Onu-Wahi is the region of Earth on the island of Mata Nui. Onu-Wahi is mainly located underground, tunnels built by the Onu-Matoran leading the area to different parts of the island. The area is comprised mainly of caves and caverns beneath the ground, and Onu-Koro is also located here. Although Onu-Wahi did include surface areas, very little of the surface was ever developed. Known tunnels leading to Onu-Wahi are the Le-Koro Highway, Onu-Koro Highway and tunnels leading to Po-Wahi and Ko-Wahi. Onu-Wahi is also the location of the Great Sundial and the Cavern of Light. Local landmarks include:-The Great Mine: An expansive mine network near Onu-Koro where Onu-Matoran Miners and Prospectors toil to excavate its precious resources, such as Protodermis. Its quarries, which reach deep into the earth, provid many of the raw materials used in other villages across Mata Nui. Stone dug here fuels the creations of Po-Matoran Carvers, and Protodermis is brought from deposits within the earth and traded amongst the Matoran. Other precious resources, such as Ore, are mined here as well.**Special Note: Equipment**: The Miners and Prospectors greatly benefit from the mechanical marvels produced by Onu-Koro's Engineers. These include elevators that carry Matoran from level to level, powerful Lightstone-powered light fixtures, small computerized task pads, specialized telescopes, and tools crafted in the likeness of Turaga Whenua's Drill of Onua. Other tools and materials that are readily available were also used to their advantage, such as Pickaxes or Sluices. Ussals are often outfitted with mining paraphernalia, such as rotating gears, or made to pull carts of stone and Ore to assist with the mining efforts.-Marn Tunnels: Annexes of the Great Mine in Onu-Wahi.-Cavern of Light: A Lightstone mine in Onu-Wahi. The main supply of Lightstones for the village of Onu-Koro is located here. Its entrance is located in a tunnel network connecting Onu-Koro to Ta-Koro and Le-Koro, and the cave itself was only accessible when its entry was unlocked with a special key.-Papa Nihu Reef: A rocky section of land just off the coast of Onu-Wahi. A circle of eight boulders are located around the center of the reef. Matoran use these stones to engage in target practice. Villagers would hide behind the rocks, occasionally emerging, while one stood in the center and attempted to strike the others with Madu fruit from the trees which grew around the reef.-Onu-Koro Highway: An old and abandoned tunnel on Mata Nui, connected Ko-Wahi to Onu-Koro.-Le-Koro Highway: A tunnel to Le-Wahi from Onu-Koro.Onu-Koro:"Onu-Koro is home to Turaga Whenua. This village consists of huge caves are dug deep underground, safely hidden from the surface. Like its Toa, Onua, the people of Onu-Koru have night vision, but are sensitive to daylight. Some say that Onu-Koro is as dark as the Makuta would wish it, and care should be taken when entering this labyrinth of tunnels and caves."Onu-Koro is located in Onu-Wahi and is made up of the underground caves of the Wahi, with very little of it being on the surface. A landmark nearby was the Papa Nihu Reef. Underground, there is a labyrinth of tunnels leading to different locations, with Lightstones as the Onu-Matoran's source of light. These Matoran are sensitive to daylight, so they work as Miners or Engineers. Their Turaga is Turaga Whenua, who looks after and instructs the Matoran villagers here. The Rahi here are mostly nocturnal, and some creatures look like the crustaceans and arachnids of Earth. A sport played here was the Great Ussal Race, a sport involving riding Ussal crabs. There are entrances leading to Onu-Wahi from Le-Wahi, Po-Wahi, and Ko-Wahi. These entrances are all tunnels dug by the Onu-Matoran. As mentioned, Onu-Matoran are the primary residents of Onu-Koro. Here, the Matoran perform day-to-day activities which mainly consist of mining and digging. It is to note that the Ussal Crab Stables are located here, where tamed Ussal Crabs are rested and treated.Places of interest include Onu-Kini, the Temple of Earth dedicated to Toa Onua, Onua’s Suva, and The Temple of Prosperity (also known as the Secret Cave, a chamber at the bottom of the flooded Great Mine, so-named because it contained the Crystal of Prosperity)
  10. Po-Wahi:Po-Wahi is the Stone region on Mata Nui, located in a large desert with many canyons. The desert is a large, rocky expanse, located near the north of Mata Nui. It consists mainly of the Motara Desert, canyons and rocks. In the northern part of the desert, Po-Koro lays nestled in a canyon valley. The area has a coastline as well, where Leva Bay was situated. Paths leading to Onu-Wahi, Po-Koro, and the Quarry could also be found here. Local landmarks include:-Motara Desert: A desert covering the vast eastern portion of Po-Wahi on the island of Mata Nui.-Tiro Canyon: A large canyon in Po-Wahi on the island of Mata Nui.-Leva Bay: A bay located off the northern coast of Po-Wahi on the island of Mata Nui. Leva Bay is used as a port for a boat that ferried Matoran between Po-Wahi and Ga-Koro. The dock consists of a spit of stone extending out into the water, and a Po-Matoran to keep an eye on the dock and provide information. The Matoran also run a souvenir stand, selling statues and other items to travelers.-The Po-Wahi Quarry: A large, canyon-enclosed area of Po-Wahi on the island of Mata Nui, the Po-Matoran built the Quarry inside a canyon formation in the Motara Desert. It is here that the they mine for stone to be used in their carvings. It also featured six large statues of the Toa Mata's Kanohi mounted on Matoran heads. These statues serve as doorways to the various sections of the quarry, unlocked by means of small keys emblazoned with the symbols of the Elements. -The Path of Prophecies: A road flanked by carvings, leading to the village of Po-Koro on the island of Mata Nui, created by the Po-Matoran Carver Hafu soon after the Matoran established the village of Po-Koro. On either side of the road, there are three statues of Matoran heads. At the road's end is the entrance to Po-Koro, which is carved into the mouth of a large Matoran head.Po-Koro:"Turaga Onewa's village of Po-Koro is located in the desert of the far north. Strange cliff formations dominate the land. The village consists of organic-looking shelters built from rock and sand. They blend in with the desert and work as a perfect protection against dangers and sandstorms."Po-Koro is the village of Stone on the island of Mata Nui. It is located in the Motara Desert, which has paths leading to the village, Onu-Koro and the Po-Wahi Quarry. Inside Po-Koro is a Kolhii Field, a bazaar, and Matoran Homes. Po-Koro is generally filled with sand and rocks. The most notable aspect of the village is its Bazaar; the Po-Koro Bazaar is a gathering place for the Matoran to barter and sell goods and Rahi, such as Husi and Mahi as well. Po-Matoran are the primary residents of Po-Koro, perfoming day-to-day activities such as trading and playing Kolhii. To note the Po-Matoran in Po-Koro are carvers, athletes, and shepherds, leading herds of local Rahi. They believe in the Principle of Creation which was derived from the virtues of Unity and Destiny. This granted them the skill of Strategy which help them in playing the games they invented: Koli and Kolhii.Places of interest include: Po-Kini, the Temple of Stone, dedicated to Toa Pohatu; Pohatu’s Suva; and The Temple of Creation (also known as the Po-Koro Ruins, a temple in the Motara Desert, so-named because it contained the Crystal of Creation, its entrance carved in the likeness of a maskless Matoran head)
  11. Le-Wahi:Le-Wahi - the massive jungle area around Le-Koro, is roamed by the Le-Matoran and diverse Rahi (specifically Nui Rama and Gukko), is located on the southern area of Mata Nui and is the location of Le-Koro, the village of Air. The area consists mainly of a swamp and jungle, and almost the entire ground level of Le-Wahi is taken up by the Fau Swamp. This is also the location of Toa Lewa's Suva. Le-Wahi is bordered by Kanae Bay, which feeds into Lake Pala. Local landmarks include:-The Fau Swamp: A marshy area that extended through most of the jungle floor of Le-Wahi on the island of Mata Nui.-Kanae Bay: A large bay in southern Le-Wahi. It was here that Toa Lewa's Toa Canister washed ashore.-Nui-Rama Hive: A hive of Nui Rama in Le-Wahi, the Nui-Rama Hive is dangerously near Le-Koro, serving as a staging ground for attacks by tainted Rahi. It also hosts protodermis mines, presumably for Makuta. It can be considered the "base" from which the Rama would attack the Le-Matoran. These mines were enforced by odd taskmasters: glowing Hoto bugs that would deliver a shock to misbehaving Matoran. Le-Koro:"Turaga Matau's village, Le-Koro, lies hidden in Lewa's jungle region on the west of Mata Nui. The village is disguised to look like hanging jungle weeds to protect it from the evil beasts of Makuta. The tall trees of Le-Koro are jumping with life. Birds, insects and Matoran buzz about the treetops, chattering and shrieking. But Le-Koro's villagers live in fear of the dark swamp that lies beneath their treetops."The Le-Wahi treetops that grow in Le-Koro are located in Lake Kanae. The village mainly consists of trees, bushes, grass, swamps, wetlands, and many other plant-covered areas; the houses are all in the trees. At the edge of the village, the frigid Ko-Wahi region began. The village itself, however, was in Le-Wahi. The Le-Matoran live in dangling huts which resemble bee hives, and some trees are flattened half-way up in order to build Kolhii Fields or a central area. Le-Koro is also famous for its "Treespeak", the Le-Matoran version of the matoran language. Here, the Le-Matoran perform day to day activities such as Disk throwing or playing music. The village is ruled by Turaga Matau and at one time was protected by Lewa, Toa of Air. Le-Koro is also home to the Gukko Force, led by Kongu.Places of interest include Le-Kini (the location of Le-Koro's temple; Le-Matoran went here to honor Lewa), Lewa’s Suva, and The Temple of Faith (also known as the Le-Koro Ruins, is a secret area above Turaga Matau's hut, so-named because it contained the Crystal of Faith)
  12. Ga-Wahi:Ga-Wahi is a large and mostly submerged region located on the eastern side of the island of Mata Nui. It is dominated by Naho Bay, taking up the vast majority of the region, which is surrounded by towering white cliffs. Ga-Wahi's landscape is very diverse; the regions around the coastline are long, sandy beaches surrounded by very tall and steep cliffs of white rock. The rest of the area is split between plains with plentiful vegetation and thick jungle, though it is not as thick and the trees are not as large as Le-Wahi. The entire region has very high humidity. Ga-Koro is located in this Wahi, along with other famous landmarks, such as the Naho Falls and the Hura-Mafa River. The Toa Metru first set foot on Mata Nui here, and it was where all of the Matoran were awoken from their slumber. Local landmarks include:-Naho Bay: Home to Ga-Koro, Ga-Kini, and Ga-Suva, as well as several underwater caves. One such cave was connected to the passage to Metru Nui used by the Toa Metru in their first journey to Mata Nui, although the passage back was collapsed by Toa Onewa to prevent the corrupted robotic Vahki from following them to the island. Also, a large waterfall pours into Naho Bay, and the rock face of the falls is sculpted into the likeness of Toa Gali.-Hura-Mafa River: The river runs northward from Mount Ihu to Naho Bay, emptying into the bay by means of the Naho Falls, one of the largest rivers and falls on the island.-Old Fusa Path: This pathway was created by the Matoran to serve as an inland access point to the beaches of Naho Bay, and ultimately to the village of Ga-Koro. Harakeke and Bamboo plants proliferated along the path. Ga-Koro:"Turaga Nokama lives in the floating village of Ga-Koro. It's built out of strong, elastic seaweed, drifting in the water below the impressive white cliffs. Located in Gali's bay in the northeast region of the island, Ga-Koro is surrounded by swirling whirlpools and strong currents, which pull the unwary to the bottom of the ocean. The village floats above an underwater world of which little is known."Ga-Koro is situated just off the shore of Naho Bay in northeastern Mata Nui, surrounded by whirlpools and strong currents that made sea travel treacherous. The village is mainly built on top of huge floating pads, the huts made out of a thick seaweed-like material, and the various pads are connected by walkways made from similar material, with one leading to a gate on the beach. At least one hut in the village required a pump to keep it floating; if the pump stopped working, then the hut sank. The Ga-Matoran are the inhabitants of Ga-Koro; here, they construct different artifacts such as Rope and Air Bladders using different materials. Some Ga-Matoran also become sailors. Places of interest include Ga-Kini, a small temple in Ga-Wahi dedicated to Toa Gali; Gali’s Suva; and The Temple of Purity (also known as the Lost Reef; an underwater temple under Naho Bay so-named because it contained the Crystal of Purity)
  13. Ta-Wahi:Ta-Wahi, located near the south-eastern side of Mata Nui, is the part of the island in which the Ta-Matoran work and live, and Toa Tahu once resided. Its landscape was mainly a charred jungle, a molten wasteland, and the Mangai Volcano. Local landmarks include:-The Charred Forest: A section of Ta-Wahi that was charred by the Makuta in one of his early attacks on the Matoran of Mata Nui. It is easy to get lost, so several of the locals have marked paths among the trees, which can be seen only by a keen observer.-Mangai Volcano: A volcano near Ta-Koro, located in Ta-Wahi. A potentially destructive eruption of the volcano triggered by the Makuta was stopped successfully by Toa Onua and Lewa, who used a Kanohi Kakama and a Kanohi Pakari to dig a trench for the lava to flow away safely.-Tren Krom Break: A lava lake near Ta-Koro where Ignalu surfing competitions are often held. It was named after the legendary figure Tren Krom by Turaga Vakama. It is to note that the Ta-Koro Guard occupied an outpost here to defend against the Rahi threat during the Matoran-Rahi War. The outpost was abandoned when Jaller was forced to fall back behind the city, and it remains abandoned to this day.Ta-Koro:"Turaga Vakama lives in Ta-Koro. Located in the shadow of the Mangai volcano, the village looks like a collection of miniature volcanoes. It even has a small lava stream for heating. In the area around the village, burning lava streams flow like rivers down the mountain. Sometimes the main volcano bursts open and rains pure fire."Ta-Koro is the village of Fire on Mata Nui and home to the Ta-Matoran. It is located in the Mangai Volcano, in the middle of the Lake of Fire, with a bridge made up of multiple stones that could rise and sink into the lava. Vakama designed it to resemble a fortress in order to help the Matoran defend themselves, including a mechanism which allows giant stone blocks to emerge from the lava so that Matoran could travel from the village to the outside. Ta-Koro was also the location of several lava farms and a small Kohli stadium. The Ta-Matoran are the primary Matoran residents of Ta-Koro. The Matoran of Ta-Koro reside in homes made from cooled lava, and they perform day to day activities such as Lava Farming or Lava Surfing. Several notable Matoran live here, such as the Captain of the Guard, Jaller, and the Chronicler, Takua. Places of interest include Ta-Kini, the Temple of Fire built by the Matoran to honor Tahu, Tahu’s Suva, and The Temple of Courage (also known as the Ta-Koro Ruins; the temple is near Ta-Koro's bridge, and is so-named because it contained the Crystal of Courage)
  14. Kini-Nui:Kini-Nui, the most sacred place on the island, is also definitely one of the more dangerous places as well. It is located at roughly the center of Mata Nui, in a valley to the west of the Mangai Volcano, and very difficult to reach. It is situated above a ravine, whose breadth is spanned by the bridge joining the two halves of the temple.On one side of the valley is the upper temple area, which includs a tall temple with four spires, at the center of which is the Suva Kaita. This area includs six life-size carvings of the maskless Toa Mata. On the other side of the valley is the lower temple area, which includs the Amaja-Nui and a giant statue of a Toa Head. The Amaja-Nui is essentially a raised, larger version of the Amaja Circles found across the island and is used for the same purpose, to recount legends. The valley itself is forested, and tropical plants grow on the various parts of the Kini-Nui. Many tall, pointed rock spires fill the area surrounding the temple. At the bottom of the valley, running between the two halves of the Kini-Nui, is a stream that turns into a waterfall not far from the temple.There is a long-standing rumor of "darker things" that "lurk below" under the temple foundations... and even a myth that this temple holds the fabled entrance to the Makuta's lair. Granted, the Toa Mata were last seen here, readying themselves to fight the Master of Shadows, and those that have followed since have also disappeared, leading to much wild speculation...But it is only a myth... right?
  15. Your PM box is full buddy...

  16. Lol. Its fun being on the run! Especially when you got mad magic skizills ;)

    As for Grochi we'll see

  17. You can't use the PM function until you have made 10 posts. Once you get there you can PM me more details about what you want ;)

  18. You can't use the PM function until you have made 10 posts. Once you get there you can PM me more details about what you want ;)

  19. THE PACKERS ARE GOING TO THE SUPERBOWL!!!!!

  20. Thanks Velox! And how'd I lose a rating star!? I'm no longer five-star cool! NOOOOOOOOO!

  21. Me? Awesome?

    ...

    Awesome!

  22. BOO!

    Bwahahahahaaa!

  23. A meaning was never in doubt... what was in doubt was my ability to decipher that meaning ;) 'cause I'm still clueless =P

  24. So, EW... what did that comment mean exactly? =P

×
×
  • Create New...