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  1. (Similar to previous games, this story will take place in a drastically alternate timeline. The game will largely ignore a lot of the GSR stuff, including the forced gender assignments for each element, and instead focus on some of the more mystical aspects of the G1 story. If seeing the early years of Bionicle reinterpreted and retold like this isn’t your cup of tea, go somewhere else.) THE STORY Two years have passed since the events of the first game, and the situation on Mata Nui is worsening. Swarms of roving Bohrok rampage across the island, growing in number and strength with each passing day, laying waste to the landscape. Colossal defensive barriers now surround each of the villages, shielding swathes of land and wildlife from the wrath of the ravenous creatures. Debates rage in every corner of every settlement as to how this crisis should be combated, with no clear answers. Some argue for unity, while others petition for independence. Followers of the old gods urge for the resurrection of Makuta, while other factions suggest that nature be allowed to take its course. Regardless of what line of thought one chooses to follow, one thing is abundantly clear: something needs to be done, and soon. The remaining Krana have been found, but their power is wavering. Unconfirmed sightings suggest that the rumoured ‘Generals’ of the swarms, the Bohrok-Kal, have awoken, and if they have freed themselves from their ancient prison, then it’s only a matter of time before the Bohrok Queens rise... and all life on Mata Nui succumbs to their ravenous hunger. HOW IT WORKS Although I imagine that most of you will be somewhat familiar with how these games work by now, I’ll give a quick rundown of the basics nonetheless. The game will consist of seven rounds, known as Episodes. (However, the number of rounds may be increased or reduced if I feel it necessary) These episodes will last 3-5 days, depending on how much is happening, and I will announce in this topic when each episode begins or ends. Over the course of each episode, players will use PMs to travel between locations, interact with other players, and a wide variety of other actions, which will be elaborated on further below. When each episode is concluded, the actions that occurred across the various PMs will be combined into a scene and posted in this main topic. Keep in mind that even if you, the player, knows something from reading the scene, that doesn’t necessarily mean your character will know those same things in-game. In regards to PMs, there are two kinds: OFFICIAL and BACKDOOR. An Official PM is any PM that I have been added to. Anything you say or do in these PMs may or may not find its way into the scene, so be careful. Actions and moves made in Official PMs are the only ones that will be acknowledged in episodes, so if you wish to travel, or communicate, or do anything that will actually happen, it needs to be declared in an Official PM. Each player and village will have an Official PM, and others will be established as the game goes on. (So please ensure you have room in your inboxes for multiple PMs). A Backdoor PM is any PM that I’m not included in. These are the PMs where you can form secret alliances, communicate covertly with other players, or whatever else you wish. Keep in mind, though, that anything you say or do in a Backdoor PM will not be acknowledged as having actually happened. This also means that information gained in a Backdoor PM can’t be used in-game unless your character has another way of learning it. MOVES There are a great many actions you can take over the course of an episode, and very few limitations to what they moves can entail, but here’s a brief overview of some of the more common moves you might choose to make. Communication – The simplest and most integral of moves, this is the simple act of talking to another player. Obviously, you need to be in the same PM as the other person for this to work, but aside from that, there aren’t many limitations to this. Remember, only conversations that occur in an Official PM will be included in the episodes.Messages – Each Koro also has access to a limited number of small Kewa birds. As scavengers, they’re easier to feed and care for than most other rahi species, and serve well at the task of delivering handwritten messages between villages. Due to their small size, there is a slight risk that they can be intercepted by larger bird species, but they still provide the best way of delivering anonymous messages. (In other words, if you send a message by bird, your name won’t be explicitly mentioned in the scene unless someone sees you, or you include your name in the letter). In addition to this, certain roles also have the authority to send NPCs via Gukko bird to deliver messages on their behalf. Combat – Depending on how you all choose to “negotiate”, this might happen a lot, or not at all. How it works is fairly straightforward – you describe your action, then the other player/s involved will describe their response, and counteraction. You might choose to ask me to roll for certain stats to better your chances of landing or evading a hit (more on stats later), in which case you’ll need to wait for me to determine the outcome of the dice rolls before proceeding further with the battle. Command – Regardless of your role, you may at some point find yourself in charge of groups of NPCs. As with regular combat, battle with NPCs will be turn based, with the commanding players dictating to me which re/actions they wish to take. However, battles between NPCs will not be won solely based on whoever has the largest force at hand. The way you take advantage of terrain and resources, as well as your use of strategy and logistics, will have a major impact on deciding the outcome of any engagement. Travel – Another straightforward action, this is the simple act of going from one location to another. How long this takes will depend on where you’re travelling, who you’re travelling with, and what might happen along the way. As a baseline rule, though, it takes roughly 24 hours IRL to travel from one Wahi to another. Other – There are plenty of other things you can attempt. If you can think of it, and justify being able to pull it off, it’s probably worth a try. ROLES Turaga – In a slight divergence from canon, Turaga is simply the name given to the Matoran who’ve been appointed to lead each village. They get the final say in most decisions, and can potentially overrule the commands of other roles. Captain – Serving as both Captain of the Guard, and Admiral of the navy in certain cases, this role oversees the protection and defence of their village, and is expected to take charge during combat operations. Should the Turaga be killed or incapacitated, it may fall to the General to lead the Koro in times of crisis. Diplomat – These guys handle trade, negotiation, etc. with the other tribes. Much of their time is spent travelling across the island, speaking with their counterparts in the other villages. Some diplomats also have access to certain shady contacts, who may be able to provide them with integral Intel on other villages. Should a Diplomat be eliminated, or deliberately sever trade, it will take three episodes for the other villages to run out of whatever resource that diplomat was dealing in.Other – Each Koro will also have a fourth player. It’s up to you to pitch to me what capabilities and privileges this additional player may have – they may be a religious leader, a spymaster, or something else entirely. In some cases, this role may instead go to a returning character who is estranged from their home village. GETTING STARTED You don’t need to have read or participated in the original BZPMN to play this game, but if you wish to read up on the events that have come before, they can be found in the Season 1 topic. There is also a blog post explaining some of the events that have transpired between seasons, and a map of the island. Please post in the topic which village you would like to be assigned to, then send a PM to me entitled BZPMN 2: [Your Username]. Include in this PM your stat sheet (see below), your character’s pet (if they have one – see below), a short description of your character if you wish, and their name (if you want them to be called something other than your current username). Once all spots have been filled for a village, I’ll gather everyone into their village PMs, where you can decide on your roles. After this is done, I’ll create a short, introductory prologue episode, and then the game will begin in earnest. STATS For the most part, I’ll be relying on player’s own logic and decision-making skills to determine the outcome of most of their actions, but for those of you who prefer to use numbers for these sorts of games, the stats below will help generate more divergence between players during actions and encounters. You have 15 points to distribute between the three categories, although you are limited to a maximum of 10 points for any given stat. Whenever an action occurs that requires a roll, your stat will be combined with a RNG roll out of 10, resulting in a total value out of 20. Strength – this stat relates to any action involving brute force or endurance, such as overpowering an opponent, fighting on despite an injury, and so on.Agility – this stat is used for actions relating to speed and finesse, such as attacking quickly, dodging incoming blows/projectiles, and sleight of hand. Intellect – this stat is used for actions involved perception and persuasion, such as convincing or deceiving someone, or noticing hidden things. PETS While resources are somewhat scarce on post-cataclysm Mata Nui, there are nonetheless some Matoran in positions of power who can afford to own and care for rahi companions, which can provide certain benefits. Players are limited to only one rahi pet, which will share the same stat sheet as their owner, and are just as vulnerable to fatigue and attack. Brakas – Annoying, noisy, ape-like rahi, these creatures are extremely dextrous, adept at climbing trees and walls. While not the brightest animals around, they do understand simple commands, and can be instructed to fetch objects and the like. However, they’re not the most stealthy of creatures, and are therefore better suited as distractions. Dikapi – Well acclimated to a desert environment, these creatures are known for their strong beaks, and heightened endurance. A Dikapi is capable of carrying two Matoran, or one Matoran and additional equipment, without reducing travel time. A Dikapi can make multiple trips across the island without needing any sustenance or rest, making it an ideal mount for those who plan to do a lot of frequent travelling. Ussal – Similar to the Dikapi, Ussal crabs can be used to carry two Matoran, or a single Matoran with extra gear, without impacting the time it takes to travel. As well as this, many of them have been trained to serve as mounts in combat, particularly in the Great Ussalry of Onu-Koro. Gukko – Graceful, four-winged birds, these creatures were frequently used as mounts in Le-Koro. The few that survived the inferno have found new homes in the other villages. Riding one reduces the travel time between any location by half, but once the destination is reached, the Gukko will require 24 hours IRL to rest before it can be used in this way again. The Gukko can still fight and travel during this cooldown time, if need be. Hapaka – Agile, dog-like rahi, these bipedal creatures are known for their sociable, curious nature, and sharp, barking cry. They understand basic commands, can track scents, and make for amiable companions or guard dogs. Kavinika – The bigger, meaner cousin of the Hapaka, these vicious lupine beasts are more savage and hard to control than their relatives. Kahu – Cunning, hawk-like rahi, (for the purposes of this game, think of them as being more like a bird of prey, big enough to ride on your arm or shoulder), these intelligent avians have been trained to follow simple commands, and are capable of intercepting and grounding their smaller Kewa cousins. VILLAGES As detailed in the blog post linked above, many things have changed on the island of Mata Nui during the past few years. The villages have embraced a newfound sense of multiculturalism, allowing Matoran of any element to reside within their walls. As such, there are many who believe that the names of the villages are outdated, and in desperate need of changing. S0, after a village has been filled, players will have the opportunity to decide if they wish to rename their village. Once the villages are filled, players will be arranged into a group PM, which will contain more in-depth information about the Koros. Ta-Koro A veritable fortress of stone and metal, Ta-Koro is encased in towering fortified walls, and surrounded by a moat of lava, with a retractable drawbridge to prevent enemy access during a siege. They primarily trade in metal and other goods mined from within the volcano. The village’s total population numbers at around 1000, with 300 of those serving in the guard, and 100 more in the navy. The population consists mainly of Ta and Su Matoran. Turaga - Grav Muthbren (Burnmad) Captain - Nakali (Onaku) Diplomat - Dornak (Toru Nui) Exile - Elittra (Voltex) Ko-Koro Making judicious use of the natural defences at their disposal, Ko-Koro is situated beneath a colossal block of ice that separates two glaciers, and is surrounded on all side by crevasses. The village is accessible only via a bridge connecting to the main entrance, and a secret tunnel known to only a few high-ranking officials. With a population of skilled rahi hunters, they trade heavily in sophisticated animal traps, as well as various captive rahi and other animal goods. Their population is roughly 1000, with 300 serving in the Sanctum guard, and a further 100 in the navy. Most of the inhabitants are Ko and De Matoran. Turaga - Unit Captain - Romana (TTL) Diplomat - Stark (Voltex) Recluse - Tuili (xccj) Po-Koro Situated on the vast, open plains of Po-Wahi, the skilled carvers and masons of Po-Koro have had to work hard to establish their village’s defences. A high stone wall encircles the village, and the surrounding landscape is dotted with statues and monuments that are both visually pleasing, and make for decent cover in a firefight. Officially, the population is currently around 750, with 250 of these operating as a defensive garrison, but the city is still home to a great many criminals and fugitives. Po-Koro is primarily populated by Po-Matoran, but is home to a wide variety of others as well. Turaga - Zee (ZippyWharrgarbl) Captain - Kunduj (Trijhak) Diplomat - Ehksidian (Finch) Scout - Kaathe (Voxumo) Onu-Koro Hidden away in a cavern deep underground, Onu-Koro’s isolation is its greatest defence. A singular large tunnel connects from the village entrance to the surface, but there are numerous other entrances known only to the populace. Their exports include minerals and metals mined from beneath the earth, Their population sits at around 750, with 250 of these serving in the Ussalry. In addition to the resident Onu-Matoran, the village has also come to house a large population of Fa and Fe Matoran. Turaga - Onaku Captain - Kefana (Jed) Diplomat - Domor (Burnmad) Mining Chief - Oxokoro (Drakua) Ga-Koro Nestled in the heart of Naho Bay, Ga-Koro is built atop a network of giant lily pads growing up from the seabed, connected by sturdy bridges and walkways, and held aloft by a series of pumps. Much of the surrounding land is dense mangroves and inhospitable bogs, meaning that the safest approach to the village is by boat. Beyond their trade of food and water, their other goods include fish, rope, and bamboo. They have a sizeable population of 1100, 325 of whom serve in the Marines, while a further 125 make up the Gukko Force. In addition to the resident Ga-Matoran, Ga-Koro has also come to be home for the Le and Bo Matoran. Turaga - Tomodo (Scrubbish) Captain - Maxas (Toru) Diplomat - Guurahk (RG) Spymaster - Azalea (FF) Kra-Koro Built atop the ruins of what was once Kini-Nui, the sprawling encampment that makes up this ‘village’ is protected by a labyrinthine mess of defensive trenches, imposing barricades, and rudimentary ramparts. It remains largely self-sufficient, housing Matoran of all elements and skillsets, and trades nothing to the rest of the island save for vague promises of ‘salvation’. The population is believed to number somewhere around 500, and given the fanatical nature of the inhabitants, it’s expected that most, if not all, of this number would commit themselves to the defence if Kra-Koro were ever to come under attack. Turaga - Tuyet (GM NPC) Captain - Davros (Timelord) Diplomat - Trijhak (the mad) Spy - Hua (Scrubbish) ARTEFACTS The island of Mata Nui is home to a great many strange and powerful items and devices, some originating from ages long gone, others having been constructed in more recent times. Krana Xa – provides more complex control over the Bohrok, allowing the wearer to control 30 Lehvak and 15 Lehvak Va. (Currently worn by Tuyet of Kra-Koro). Krana Vu – allows the wearer to control 20 Tahnok, and 10 Tahnok Va, as well as fly short distances. (Currently in Elittra’s possession)Krana Su – grants the wearer greatly enhanced strength, and allows them to control 20 Gahlok, and 10 Gahlok Va. (Currently in Ga-Koro’s possession). Krana Za – allows the wearer to, with concentration, read the surface-level thoughts of others, as well as control 20 Kohrak and 10 Kohrak-Va. (Currently owned by Kaathe of Po-Koro).Krana Ca – provides the ability to generate a weak, temporary energy shield, and allows the wearer to control 20 Pahrak, and 10 Pahrak Va. (Currently owned by Tuili of Ko-Koro).Krana Bo – gives night/low light vision to the wearer, and provides control over 20 Nuhvok, and 10 Nuhvok-Va. (Currently in Onu-Koro).Fire Sword – the famed weapon of Toa Tahu, the blade remains hot to the touch, and constantly emits a flickering, torch-like light. (Currently in Onu-Koro).Air Axe – once wielded by Toa Lewa, this weapon is incredibly light, and meets with no resistance when being swung through the air, allowing it to be wielded far more dextrously than is normal for an axe. (Currently owned by Grav of Ta-Koro). Water Hooks – the weapons of Toa Gali, these peculiar tools have a strange habit of making their way back to each other should one of them be dropped or thrown. (Currently possessed by Unit of Ko-Koro).Earth Claws – once owned by Toa Onua, the tips of these weapons are deceptively sharp, able to penetrate stone and metal alike with unnatural ease. (Currently located in Po-Koro).Ice Sword – formerly the personal weapon of Toa Kopaka, this blade gives off a constant, intense aura of cold. (Currently located in Kra-Koro). Toa Shield – the other tool of Toa Kopaka. Like the rest of the Toa tools, the shield appears to be utterly indestructible, although the impractical network of gaps in the surface of the shield make it semi-useless for fending off regular weapons. However, the shield has proven itself able to negate elemental attacks. (Currently in Ga-Koro).Staff of Light – formerly wielded by the short-lived Toa of Light, Takanuva, this staff is allegedly more powerful than the other, comparatively dormant Toa Tools. (Location currently unknown). Makuta’s Mask – once worn by the Dark God Makuta himself, the mask is many sizes too large for a Matoran to wear, and is always cold to the touch. Many believe that this is where Makuta’s spirit still resides.Infected Masks – tainted by Makuta influence, Matoran who wear these items often hear an unfamiliar voice inside their minds, a voice that urges them to indulge their darkest vices and desires (to be very, very clear – I am not trying to mind control players. The voice from the mask is just a voice, and can be ignored).EPISODES As each episode occurs, it will be linked here. Season 1 Teaser – Countdown to Chaos Prologue – Another Story's Beginning Episode 1 – Broken Koros, Part 1 & Part 2 Episode 2 – Dreams of Chaos, Part 1 & Part 2 Episode 3 – Beneath the Surface, Part 1 & Part 2 Episode 4 – The Dawn of War, Part 1 & Part 2 Episode 5 – A Slaughter of Ice and Fire, Part 1 & Part 2 Episode 6 – The Cost of Victory, Overture Episode 7 – Into Darkness, Finale Season 2 Teaser – Evolution of an Island Prologue - A Chorus of Warnings Episode 1 - Stand Alone Episode 2 - The Calm Before The Storm Episode 3 - The Bohrok War Begins CANCELLED
  2. (Similar to Tex’s BZPGOT series, and Trijhak and Voxumo’s BARA MAGNA, this story will take place in a drastically alternate timeline. The game will largely ignore a lot of the GSR stuff, including the forced gender assignments for each elements, and instead focus on some of the more mystical aspects of the early G1 story. If seeing the early years of Bionicle reinterpreted and retold like this isn’t your cup of tea, go somewhere else.) An Apology THE STORY SO FAR Long before Bara Magna, and even longer before Okoto, there existed an island mired in mystery and malice, an island where the forces legend and destiny were almost tangible, an island where two great spirits warred for centuries over the hearts and minds of the populace. The island of Mata Nui. For millennia, the island had existed in a delicate balance between good and evil, with the benevolent Mata Nui (after whom the island had been named), and his brother, the malevolent Makuta, fighting in an endless stalemate over the souls of the Matoran inhabitants. But, as time went by, the people lost faith in their legends, and Makuta was able to cast the weakened Mata Nui into an endless slumber, giving himself the freedom to wreak havoc across the island. All was not lost, though, as six prophesised champions, the Toa, rose from obscurity to combat Makuta and reawaken Mata Nui. However, fate played a cruel trick on these heroes. The stories foretelling their destiny had been misconstrued, distorted, and skewed. Under the direction of the Turaga, the Toa ventured into Makuta’s lair beneath the island, and slew him. They never returned. Their mission had been to reawaken Mata Nui, and restore balance to the island. By destroying Makuta, they had instead destroyed what little balance remained, bringing about a disaster more catastrophic than anything Makuta alone could’ve managed, and opening the way for far darker, more destructive powers to rise to prominence. The island underwent an immense tectonic upheaval, tsunamis battered the coastlines, fissures ripped apart the ground, and the Mangai Volcano erupted, shrouding the land in ash. The villages survived the chaos, save for one; as a result of Ta-Koro’s attempt to redirect the lava flows away from destroying their own village, the jungles of Le-Wahi burned, and Le-Koro burned with them. With almost half the island incinerated, and much of the fertile land spoiled by the fallen ash, Ga-Koro soon came to hold the monopoly on water and food. With only limited land available to grow food and crops, they struck up a partnership with Po-Koro, who worked to maintain farms and fields on Ga-Koro’s behalf. This remained a peaceful partnership until ten years ago, when Ga-Koro caught wind of rumours that Po-Koro was planning to invade and seize sole control of the food and water trade, and pre-emptively poisoned their next water shipment, slaughtering half of Po-Koro’s population. In the aftermath, the rulers of Ga-Koro made it clear that they would do the same to anyone else who crossed them, and even threatened to burn the fields and poison the water stores if they were invaded… a threat that, if carried out, would likely doom much of the island’s population to starvation. Since then, the people of Mata Nui have lived in a tentative state of tension. Now, change is on the wind once more. The villages have slowly recovered from the ravages of the cataclysm, their defences repaired, their populations growing, but resources remain just as scarce as always. Ko-Koro, having been quiet for years, has begun rapidly militarising, while the people of Onu-Koro have become even more elusive than usual, retreating into their defensive tunnels. Most concerning, Ga-Koro has recently undergone some manner of internal conflict, resulting in all of their leadership being replaced. Only time will tell if these new leaders will continue to threaten and extort the other villages, or seek a more peaceful path. Rumours abound of strange artefacts being discovered across the island – fragments of broken masks and armour, and shattered tools, allegedly belonging to the fallen Toa. With increasing frequency, miners and explorers from various regions report discovering unnatural tunnels or fissures in the earth, sometimes accompanied by sightings of unknown insect-like creatures. Tales of whispering masks and cults devoted to old gods fill the taverns, and stranger still, there are reports from all over the island of Matoran vanishing from their homes, wandering out into the night with unusual Kolhii balls clutched in their hands, never to return… …at this point, there is no denying that dark forces are afoot on Mata Nui. Has Makuta somehow returned, or is there another power at work? HOW IT WORKS Although I imagine that most of you will be somewhat familiar with how these games work by now, I’ll give a quick rundown of the basics nonetheless. The game will consist of ten rounds, known as Episodes. (However, the number of rounds may be increased or reduced if I feel it necessary) These episodes will last 3-5 days, depending on how much is happening, and I will announce in this topic when each episode begins or ends. Over the course of each episode, players will use PMs to travel between locations, interact with other players, and a wide variety of other actions, which will be elaborated on further below. When each episode is concluded, the actions that occurred across the various PMs will be combined into a scene and posted in this main topic. Keep in mind that even if you, the player, knows something from reading the scene, that doesn’t necessarily mean your character will know those same things in-game. In regards to PMs, there are two kinds: OFFICIAL and BACKDOOR. An Official PM is any PM that I have been added to. Anything you say or do in these PMs may or may not find its way into the scene, so be careful. Actions and moves made in Official PMs are the only ones that will be acknowledged in episodes, so if you wish to travel, or communicate, or do anything that will actually happen, it needs to be declared in an Official PM. Each player and village will have an Official PM, and others will be established as the game goes on. (So please ensure you have room in your inboxes for multiple PMs). A Backdoor PM is any PM that I’m not included in. These are the PMs where you can form secret alliances, communicate covertly with other players, or whatever else you wish. Keep in mind, though, that anything you say or do in a Backdoor PM will not be acknowledged as having actually happened. This also means that information gained in a Backdoor PM can’t be used in-game unless your character has another way of learning it. MOVES There are a great many actions you can take over the course of an episode, and very few limitations to what they moves can entail, but here’s a brief overview of some of the more common moves you might choose to make. Communication – The simplest and most integral of moves, this is the simple act of talking to another player. Obviously, you need to be in the same PM as the other person for this to work, but aside from that, there aren’t many limitations to this. Remember, only conversations that occur in an Official PM will be included in the episodes. Messages – Each Koro also has access to a limited number of small Kewa birds. As scavengers, they’re easier to feed and care for than most other rahi species, and serve well at the task of delivering handwritten messages between villages. Due to their small size, there is a slight risk that they can be intercepted by larger bird species, but they still provide the best way of delivering anonymous messages. (In other words, if you send a message by bird, your name won’t be explicitly mentioned in the scene unless someone sees you, or you include your name in the letter). In addition to this, certain roles also have the authority to send NPCs to deliver messages on their behalf. Combat – Depending on how you all choose to “negotiate”, this might happen a lot, or not at all. How it works is fairly straightforward – you describe your action, then the other player/s involved will describe their response, and counteraction. You might choose to ask me to roll for certain stats to better your chances of landing or evading a hit (more on stats later), in which case you’ll need to wait for me to determine the outcome of the dice rolls before proceeding further with the battle. Travel – Another straightforward action, this is the simple act of going from one location to another. How long this takes will depend on where you’re travelling, who you’re travelling with, and what might happen along the way. As a baseline rule, though, it takes roughly 24 hours IRL to travel from one Wahi to another in sequence (for example, if you went from Onu-Koro to Po-Koro), and 36 to travel further than that (such as travelling across the island from Ga-Koro to Ko-Koro). Refer to this MAP for reference. It’s also possible to travel by boat, which will take roughly the same amount of time, but is generally a little safer overall. Of course, a boat can’t sneak past guards… Other – There are plenty of other things you can attempt. If you can think of it, and justify being able to pull it off, it’s probably worth a try. ​ROLES Turaga – In a slight divergence from canon, Turaga is simply the name given to the Matoran who’ve been appointed to lead each village. They get the final say in most decisions, and can potentially overrule the commands of other roles. As wise, experienced rulers, they also get slight buffs to their Perception and Strength stats. Captain – Serving as both Captain of the Guard, and Admiral of the navy in certain cases, this role oversees the protection and defence of their village, and is expected to take charge during combat operations. Should the Turaga be killed or incapacitated, it may fall to the General to lead the Koro in times of crisis. As a combat-oriented position, they get a small buff to Agility and Strength. Diplomat – These guys handle trade, negotiation, etc. with the other tribes. Much of their time is spent travelling across the island, speaking with their counterparts in the other villages. Should something happen to the Turaga, the Diplomat may be forced to take over that role, depending on circumstances. Should a Diplomat be eliminated, or deliberately sever trade, it will take three episodes for the other villages to run out of whatever resource that diplomat was dealing in. As their primary duty revolves around mediation and compromise, they get slight buffs to Perception and Luck. Scout – A more polite word for spy, their jobs are to gather intel, infiltrate villages, listen in on conversations, and much more, depending on the agendas of themselves or their Turaga. While they hold no official place in the chain of command, they answer only to their Turaga, and have been known to take over as military leaders if the Captain is otherwise indisposed. As a stealth/espionage-focused position, they receive a minor boost to Agility and Luck. GETTING STARTED Please post in the topic which village you would like to be assigned to, then send a PM to me entitled BZPMN: [Your Username]. Include in this PM your stat sheet (see below), your character’s pet (if they have one – see below), a short description of your character if you wish, and their name (if you want them to be called something other than your current username). Once all spots have been filled, I’ll gather everyone into their village PMs, where you can decide on your roles. These village PMs will also feature some information that isn’t included in this post, including a few Goals (these are suggestions only, and there are no penalties for failing or ignoring them), and a single Secret that may prove to be a decisive factor somewhere down the line. After roles have been settled, I may contact certain players to assign them additional character-specific secrets or special tasks. These extras will be determined by RNG after roles have been assigned. After this is done, I’ll create a short, introductory prologue episode, and then the game will begin in earnest. STATS The stats below will help generate more divergence between players during actions and encounters. You have 25 points to distribute between the four categories, although you are limited to a maximum of 10 points for any given stat (the bonuses for different roles are exempt from this limit). Whenever an action occurs that requires a roll, your stat will be combined with a RNG roll out of 10, resulting in a total value out of 20. Please note, while you may feel that some actions require you to use multiple stats, please refrain from trying to spam all of your stats at once. This inevitably results in such wonderful exchanges as “I roll all of my stats to kill you”, followed by “I roll all of my stats to not die”, which somewhat defeats the purpose of having a stat system in the first place. In the same vein, please resist the compulsion to simply try to use your strongest stat for everything you do. Even a perfect Strength roll isn’t going to be much use when you’re trying to lie to someone, or sneak through an area. Likewise, pouring all of your points into Luck and trying to use that all the time in place of the other stats won’t be as effective as you might hope. Strength – This value relates to physical strength and fortitude. Whether you’re trying to overpower or pummel someone, or fight on past the pain of an injury, Endurance is the stat you’ll need. Dependant on your choice in weapon and type of attack, you may deign to use Agility for attack actions instead. Luck – Can be used as a saving or aiding throw, to help your chances of accomplishing a complicated or risky manoeuvre, or mitigating the outcome of unfavourable rolls. It may also be used by me to determine the likelihood of you finding, or being found by, something while you’re travelling. Agility - This category pertains to any actions involving speed, agility, finesse, or quick reactions. Depending on your preferred combat style and choice in weaponry, you may use this or Strength to decide attack effectiveness and damage. In addition, this value can also be used for any stealth-based actions. Perception –This stat covers anything involving wisdom, charisma, manipulation, strategy, and much more. Basically, it encompasses anything that relates to planning something complicated, or trying to persuade someone of something. It is also passively rolled against other player’s stats when they are trying to deceive you, or carry out sneak attacks against you. This is also the stat you use when trying to aim with ranged weapons, such as knives, bows, spears, or launchers.PETS While resources are somewhat scarce on post-cataclysm Mata Nui, there are nonetheless some Matoran in positions of power who can afford to own and care for rahi companions, which can provide certain benefits. Players are limited to only one rahi pet, which will share the same stat sheet as their owner, and are just as vulnerable to fatigue and attack. This is a bit of an experimental addition on my part, so we’ll see how it goes. (Please note, pets are entirely optional. If you don’t want one, you won’t be penalised for it.) Brakas – Annoying, noisy, ape-like rahi, these creatures are extremely dextrous, adept at climbing trees and walls. While not the brightest animals around, they do understand simple commands, and can be instructed to fetch objects and the like. However, they’re not the most stealthy of creatures, and are therefore better suited as distractions. Dikapi – Well acclimated to a desert environment, these creatures are known for their strong beaks, and heightened endurance. A Dikapi is capable of carrying two Matoran, or one Matoran and additional equipment, without reducing travel time. A Dikapi can make multiple trips across the island without needing any sustenance or rest, making it an ideal mount for those who plan to do a lot of frequent travelling. Ussal – Similar to the Dikapi, Ussal crabs can be used to carry two Matoran, or a single Matoran with extra gear, without impacting the time it takes to travel. As well as this, many of them have been trained to serve as mounts in combat, particularly in the Great Ussalry of Onu-Koro. Gukko – Graceful, four-winged birds, these creatures were frequently used as mounts in Le-Koro. The few that survived the inferno have found new homes in the other villages. Riding one reduces the travel time between any location by half, but once the destination is reached, the Gukko will require 24 hours IRL to rest before it can be used in this way again. The Gukko can still fight and travel during this cooldown time, if need be. Hapaka – Agile, dog-like rahi, these bipedal creatures are known for their sociable, curious nature, and sharp, barking cry. They understand basic commands, can track scents, and make for amiable companions or guard dogs. Kavinika – The bigger, meaner cousin of the Hapaka, these vicious lupine beasts are hard to control, and are useful for little else except as savage attack animals. Kahu – Cunning, hawk-like rahi, (for the purposes of this game, think of them as being more like a bird of prey, big enough to ride on your arm or shoulder), these intelligent avians have been trained to follow simple commands, and are even capable of intercepting and grounding their smaller Kewa cousins, without harming them. SPECIAL VARIABLES To make things a little more interesting, I’ve come up with a system of special modifiers to add some extra variety to the game. Before the beginning of each episode, I’ll roll an RNG to determine what, if any, of these variables might come into play. Once the event has been decided, I’ll make another series of RNG rolls for each region of the island to figure out what kind of impact the event is having there. For example, an island-wide earthquake might open up a rich ore deposit in the mines of Onu-Koro, but trigger a damaging avalanche in Ko-Wahi. VILLAGES Ta-Koro A veritable fortress of stone and metal, Ta-Koro is encased in towering fortified walls, and surrounded by a moat of lava, with a retractable drawbridge to prevent enemy access during a siege. They primarily trade in metal and other goods mined from within the volcano. The village’s total population numbers at around 200, with 50 of those serving in the guard, and 50 more divided between Ta-Koro’s five four military ships. Turaga - Voltex/Elittra Captain - Burnmad/Grav Diplomat - Trijhak/Nahaki Scout - Luroka/Kuan Ko-Koro Making judicious use of the natural defences at their disposal, Ko-Koro is situated beneath a colossal block of ice that separated two glaciers, and is surrounded on all side by crevasses. The village has only a singular entrance, guarded at all times by a heavy contingent of Sanctum Guards, although there are rumours about a tunnel that leads somewhere out into the Drifts. With a population of skilled rahi hunters, they trade heavily in sophisticated animal traps, as well as various captive rahi and other animal goods. Their population also sits at approximately 200, with 50 44 serving in the Sanctum guard, and a further 50 divided between their ten navy vessels. Turaga - Scrubbish/Rhialtus Captain - Timelord/Daenerys Diplomat - Unit Scout - Toru Nui Po-Koro Situated on the vast, open plains of Po-Wahi, this village lacks the imposing natural defences possessed by most of the other villages. The Po-Matoran are skilled carvers and masons, however, and have managed to establish a high stone wall around the village, with the surrounding landscape dotted with statues and monuments that are both visually pleasing, and make for decent cover in a firefight. Their population remains low after the poisoning, with many houses remaining empty, and their total population numbering at only 100. The majority of these work as labour in the farms and fields, with a measly 25 operating as a defensive garrison. With so many empty buildings, and the guards stretched thin protecting the city, and the workers out in the fields, Po-Koro has become a den for criminals and other unsavoury sorts. Turaga - Dane/Quin Captain - Pahrak the Heretic Diplomat - Finch/Ehksidian Scout - Vox/Kaathe Onu-Koro Hidden away in a cavern deep underground, Onu-Koro suffered greatly during the cataclysm, with much of their tunnel network being damaged, or destroyed outright. With the subterranean highways connecting them to the rest of the island cut off, Onu-Koro initially struggled to re-establish trade, until they were forced to overcome their sensitivity to light and establish overland trade routes like everyone else. Their exports include minerals and metals mined from beneath the earth, although it’s rumoured that their engineers also have some kind of exclusive trade deal with Ko-Koro. Their population sits at around 150 95, with 50 29 of them serving in the Ussalry. Turaga - Iaredios Captain - Smoke Monster Diplomat - Onaku Scout - Jed/Erihapeti Ga-Koro Nestled in the heart of Naho Bay, Ga-Koro is built atop a network of giant lily pads growing up from the seabed, connected by sturdy bridges and walkways, and held aloft by a series of pumps. With access to multiple waterways, the area around Ga-Koro remains extremely fertile compared to the rest of the island, and is home to a prosperous rahi population… including a significant number of tarakavas, which pose as much of a threat to the locals as they do to everyone else. Beyond their trade of food and water, their other goods include fish, rope, and bamboo. They have a sizeable population of 250, 100 of whom serve in the Navy, which consists of 50 ships. Turaga - Terrorsaur/Fractyl Captain - Shadowvezon Diplomat - RG/Guurahk Scout - FF/Azalea EPISODES Prologue - Another Story's Beginning Episode 1 - Broken Koros, Part 1 & Part 2 Episode 2 - Dreams of Chaos, Part 1 & Part 2 Episode 3 - Beneath the Surface, Part 1 & Part 2 Episode 4 - The Dawn of War, Part 1 & Part 2 Episode 5 - A Slaughter of Ice and Fire, Part 1 & Part 2 Episode 6 - The Cost of Victory, Part 1. Episode 7 - Into Darkness, Finale
  3. After BZPower's Bara Magna got started, I thought to myself "what other settings could work for these kinds of games", and I eventually settled on the original Mata Nui as being a potentially workable location. I'm working on a modified map, which I'll add to this once it's done. The biggest issue I had with both BZPGOT and BZPBM (I mean no offence to the creators of those games when I say this), was that there was usually an obviously-evil NPC faction that everyone was forced to side with or against, rather than players being completely free to make their own decisions. While this probably made the games easier to run overall, it also meant that (especially in regards to BZPGOT S2) certain factions and characters got screwed over pretty badly between seasons. With this game, I wanted to create a situation where each village had its own strengths, weaknesses, and motivations, and leave players free to their own machinations. Obviously, there are still some subplot elements that people will uncover as the game goes on, but nothing quite as blatant as an entire faction of nigh-unbeatable NPC villains. So, without further ado, I present: (Similar to Tex’s BZPGOT, and Trijhak and Voxumo’s BARA MAGNA, this story will take place in a drastically alternate timeline. The game will largely ignore most of the GSR stuff and forced genders, among other things, and focus on the more mystical aspects of the early G1 story. If seeing the early years of Bionicle distorted like this isn’t your cup of tea, back out now.) THE STORY SO FAR Long before Bara Magna, and even longer before Okoto, there existed an island mired in mystery and malice, an island where the forces legend and destiny were almost tangible, an island where two great spirits warred for centuries over the hearts and minds of the populace. The island of Mata Nui. For millennia, the island had existed in a delicate balance between good and evil, with the benevolent Mata Nui (after whom the island had been named), and the malevolent Makuta, fighting in an endless stalemate over the souls of the Matoran inhabitants. But, as time went by, the people lost faith in their legends, and Makuta was able to cast the weakened Mata Nui into an endless slumber, giving himself the freedom to wreak havoc across the island. All was not lost, though, as seven prophesised champions, the Toa, rose from obscurity to combat Makuta and reawaken Mata Nui. However, fate played a cruel trick on these heroes. The stories foretelling their destiny had been misconstrued, distorted, and skewed. Under the direction of the Turaga, the Toa ventured into Makuta’s lair beneath the island, and slew him. They never returned. Their mission had been to reawaken Mata Nui, and restore balance to the island. By destroying Makuta, they had instead destroyed what little balance remained, bringing about a disaster more catastrophic than anything Makuta alone could’ve managed. The island underwent an immense tectonic upheaval, the Mangai Volcano erupted, and, as a result of Ta-Koro’s attempt to redirect the lava flows away from destroying their own village, the jungles of Le-Wahi burned. With almost half the island incinerated, Ga-Koro soon came to hold the monopoly on water and food. With only limited land available to grow food and crops, they struck up a partnership with Po-Koro, who worked to maintain farms and fields on Ga-Koro’s behalf. However, ten years ago, Ga-Koro caught wind of rumours that Po-Koro was planning to invade and seize sole control of the food and water trade, and pre-emptively poisoned their next water shipment, slaughtering half of Po-Koro’s population. In the aftermath, the rulers of Ga-Koro made it clear that they would do the same to anyone else who crossed them, and even threatened to burn the fields and poison the water stores if they were invaded… a threat that, if carried out, would likely doom much of the island’s population to starvation. Now, change is on the wind once more. The villages have slowly recovered from the ravages of the cataclysm, their defences repaired, their populations growing, but resources remain just as scarce as always. Ko-Koro, having been quiet for years, has begun rapidly militarising, while the people of Onu-Koro have become even more elusive than usual, retreating into their defensive tunnels. Most concerning, Ga-Koro has recently undergone some manner of internal conflict, resulting in all of their leadership being replaced. Only time will tell if these new leaders will continue to threaten and extort the other villages, or seek a more peaceful path. HOW IT WORKS Although I imagine that most of you will be somewhat familiar with how these games work by now, I’ll give a quick rundown of the basics nonetheless. The game will consist of ten rounds, known as Episodes. These episodes will last 3-5 days, depending on how much is happening, and I will announce in this topic when each episode begins or ends. Over the course of each episode, players will use PMs to travel between locations, interact with other players, and a wide variety of other actions, which will be elaborated on further below. When each episode is concluded, the actions that occurred across the various PMs will be combined into a scene and posted in this main topic. Keep in mind that even if you, the player, knows something from reading the scene, that doesn’t necessarily mean your character will know those same things in-game. In regards to PMs, there are two kinds: OFFICIAL and BACKDOOR. An Official PM is any PM that I have been added to. Anything you say or do in these PMs may or may not find its way into the scene, so be careful. Actions and moves made in Official PMs are the only ones that will be acknowledged in episodes, so if you wish to travel, or communicate, or do anything that will actually happen, it needs to be declared in an Official PM. Each player and village will have an Official PM, and others will be established as the game goes on. (So please ensure you have room in your inboxes for multiple PMs). A Backdoor PM is any PM that I’m not included in. These are the PMs where you can form secret alliances, communicate covertly with other players, or whatever else you wish. Keep in mind, though, that anything you say or do in a Backdoor PM will not be acknowledged as having actually happened. Keep in mind, also, that information gained in a Backdoor PM can’t be used in-game unless your character has another way of learning it. MOVES There are a great many actions you can take over the course of an episode, and very few limitations to what they moves can entail, but here’s a brief overview of some of the more common moves you might choose to make. Communication – The simplest and most integral of moves, this is the simple act of talking to another player. Obviously, you need to be in the same PM as the other person for this to work, but aside from that, there aren’t many limitations to this. Remember, only conversations that occur in an Official PM will be included in the episodes. Messages – Each Koro also has access to a limited number of small Kewa birds. As scavengers, they’re easier to feed and care for than most other rahi species, and serve well at the task of delivering handwritten messages between villages. Due to their small size, there is a slight risk that they can be intercepted by larger bird species, but they still provide the best way of delivering anonymous messages. (In other words, if you send a message by bird, your name won’t be explicitly mentioned in the scene unless someone sees you, or you include your name in the letter). In addition to this, certain roles also have the authority to send NPCs to deliver messages instead. Combat – Depending on how you all choose to “negotiate”, this might happen a lot, or not at all. How it works is fairly straightforward – you describe your action, then the other player/s involved will describe their response, and counteraction. You might choose to ask me to roll for certain stats to better your chances of landing or evading a hit (more on stats later), in which case you’ll need to wait for me to determine the outcome of the dice rolls before proceeding further with the battle. Travel – Another straightforward action, this is the simple act of travelling from one location to another. How long this takes will depend on where you’re travelling, who you’re travelling with, and what might happen along the way. As a baseline rule, though, it takes roughly 24 hours IRL to travel from one Wahi to another in sequence (for example, if you went from Onu-Koro to Po-Koro), and 24 to travel further than that (such as travelling from Ga-Koro to Ko-Koro). It’s also possible to travel by boat, which will take roughly the same amount of time, but is generally a little safer overall. Of course, a boat can’t sneak past guards… Other – There are plenty of other things you can attempt. If you can think of it, and justify being able to pull it off, it’s probably worth a try. ROLES Turaga – In a slight divergence from canon, Turaga is simply the name given to the Matoran who’ve been appointed to lead each village. They get the final say in most decisions, and can potentially overrule the commands of other roles. As wise, experienced rulers, they also get slight buffs to their Perception and Intelligence stats. Captain – Serving as both Captain of the Guard, and Admiral of the navy in certain cases, this role oversees the protection and defence of their village, and is expected to take charge during combat operations. Should the Turaga be killed or incapacitated, it may fall to the General to lead the Koro in times of crisis. As a combat-oriented position, they get a small buff to Speed and Endurance. Diplomat – These guys handle trade, negotiation, etc. with the other tribes. Much of their time is spent travelling across the island, speaking with their counterparts in the other villages. Should something happen to the Turaga, the Diplomat may be forced to take over that role, depending on circumstances. Should a Diplomat be eliminated, or deliberately sever trade, it will take three episodes for the other villages to run out of whatever resource that diplomat was dealing in. As their primary duty revolves around mediation and compromise, they get slight buffs to Intelligence and Luck. Scout – A more polite word for spy, their jobs are to gather intel, infiltrate villages, listen in on conversations, and much more, depending on the agendas of themselves or their Turaga. While they hold no official place in the chain of command, they answer only to their Turaga, and have been known to take over as military leaders if the Captain is otherwise indisposed. As a stealth/espionage-focused position, they receive a minor boost to Speed, Perception, and Luck, but also get a small penalty to Endurance. GETTING STARTED Please post in the topic which village you would like to be assigned to, then send a PM to me entitled BZPMN: [Your Username]. Include in this PM your stat sheet (see below), your character’s pet (if they have one – see below), a short description of your character if you wish, and their name (if you want them to be called something other than your current username). Once all spots have been filled, I’ll gather everyone into their village PMs, where you can decide on your roles. These village PMs will also feature some information that isn’t included in this post, including a few Goals (these are suggestions only, and there are no penalties for failing or ignoring them), and a single Secret that may prove to be a decisive factor somewhere down the line. After roles have been settled, I’ll create a short, introductory prologue episode, and then the game will begin in earnest. STATS The stats below will help generate more divergence between players during actions and encounters. You have 30 points to distribute between the five categories, although you are limited to a maximum of 10 points for any given stat (the bonuses for different roles are exempt from this limit). Whenever an action occurs that requires a roll, your stat will be combined with a RNG roll out of 10, resulting in a total value out of 20. Please note, while you may feel that some actions require you to use multiple stats, please refrain from trying to spam all of your stats at once. This inevitably results in such wonderful exchanges as “I roll all of my stats to kill you”, followed by “I roll all of my stats to not die”, which somewhat defeats the purpose of having a stat system in the first place. Speed – This category pertains to any actions involving speed, agility, finesse, or quick reactions. Depending on your preferred combat style and choice in weaponry, you may use this or Endurance to decide attack effectiveness and damage. In addition, this value can also be used for stealth-based actions. Perception – This particular stat functions somewhat differently from the others, as it functions passively. Any time you enter a new area or situation, I’ll automatically roll for Perception, and detail what you see or discover, based on the result. Intelligence – This stat covers anything involving wisdom, charisma, manipulation, strategy, and much more. Basically, it encompasses anything that relates to planning something complicated, or trying to persuade someone of something. This is also the stat you use when trying to aim with ranged weapons, such as knives, bows, spears, or launchers. Endurance – This value relates to physical strength and fortitude. Whether you’re trying to overpower or pummel someone, or fight on past the pain of an injury, Endurance is the stat you’ll need. Again, dependant on your choice in weapon and type of attack, you may deign to use Speed for attack rolls instead. Luck – Can be used as a saving or aiding throw, to help your chances of accomplishing a complicated or risky manoeuvre, or mitigating the outcome of unfavourable rolls. It may also be used by me, alongside your Perception stat, to determine the likelihood of you finding, or being found by, something while you’re travelling. PETS While resources are somewhat scarce on post-cataclysm Mata Nui, there are nonetheless some Matoran in positions of power who can afford to own and care for rahi companions, which can provide certain benefits. Players are limited to only one rahi pet, which will share the same stat sheet as their owner, and are just as vulnerable to fatigue and attack. This is a bit of an experimental addition on my part, so we’ll see how it goes. Brakas – Annoying, noisy, ape-like rahi, these creatures are extremely dextrous, adept at climbing trees and walls. While not the brightest animals around, they do understand simple commands, and can be instructed to fetch objects and the like. However, they’re not the most stealthy of creatures, and are therefore better suited as distractions. Dikapi – Well acclimated to a desert environment, these creatures are known for their strong beaks, and heightened endurance. A Dikapi is capable of carrying two Matoran, or one Matoran and additional equipment, without reducing travel time. A Dikapi can make multiple trips across the island without needing any sustenance or rest, making it an ideal mount for those who plan to do a lot of frequent travelling. Ussal – Similar to the Dikapi, Ussal crabs can be used to carry two Matoran, or a single Matoran with extra gear, without impacting the time it takes to travel. As well as this, many of them have been trained to serve as mounts in combat, particularly in the Great Ussalry of Onu-Koro. Gukko – Graceful, four-winged birds, these creatures were frequently used as mounts in Le-Koro. The few that survived the inferno have found new homes in the other villages. Riding one reduces the travel time between any location by half, but once the destination is reached, the Gukko will require 24 hours IRL to rest before it can be used in this way again. The Gukko can still fight and travel during this cooldown time, if need be. Hapaka – Agile, dog-like rahi, these bipedal creatures are known for their sociable, curious nature, and sharp, barking cry. They understand basic commands, can track scents, and make for amiable companions or guard dogs. Kavinika – The bigger, meaner cousin of the Hapaka, these vicious lupine beasts are hard to control, and are useful for little else except as savage attack animals. Kahu – Cunning, hawk-like rahi, (for the purposes of this game, think of them as being more like a bird of prey, big enough to ride on your arm or shoulder), these intelligent avians have been trained to follow simple commands, and are even capable of intercepting and grounding their smaller Kewa cousins, without harming them. VILLAGES Ta-Koro A veritable fortress of stone and metal, Ta-Koro is encased in towering fortified walls, and surrounded by a moat of lava, with a retractable drawbridge to prevent enemy access during a siege. They primarily trade in metal and other goods mined from within the volcano. The village’s total population numbers at around 200, with 50 of those serving in the guard, and 50 more divided between Ta-Koro’s five military ships. Ko-Koro Making judicious use of the natural defences at their disposal, Ko-Koro is situated beneath a colossal block of ice that separated two glaciers, and is surrounded on all side by crevasses. The village has only a singular entrance, guarded at all times by a heavy contingent of Sanctum Guards, although there are rumours about a tunnel that leads somewhere out into the Drifts. With a population of skilled rahi hunters, they trade heavily in sophisticated animal traps, as well as various captive rahi and other animal goods. Their population also sits at approximately 200, with 50 serving in the Sanctum guard, and a further 50 divided between their ten navy vessels. Po-Koro Situated on the vast, open plains of Po-Wahi, this village lacks the imposing natural defences possessed by most of the other villages. The Po-Matoran are skilled carvers and masons, however, and have managed to establish a high stone wall around the village, with the surrounding landscape dotted with statues and monuments that are both visually pleasing, and make for decent cover in a firefight. Their population remains low after the poisoning, with many houses remaining empty, and their total population numbering at only 100. The majority of these work as labour in the farms and fields, with a measly 25 operating as a defensive garrison. With so many empty buildings, and the guards stretched thin protecting the city, and the workers out in the fields, Po-Koro has become a den for criminals and other unsavoury sorts. Onu-Koro Hidden away in a cavern deep underground, Onu-Koro suffered greatly during the cataclysm, with much of their tunnel network being damaged, or destroyed outright. With the subterranean highways connecting them to the rest of the island cut off, Onu-Koro initially struggled to re-establish trade, until they were forced to overcome their sensitivity to light and establish overland trade routes like everyone else. Their exports include minerals and metals mined from beneath the earth, although it’s rumoured that their engineers also have some kind of exclusive trade deal with Ko-Koro. Their population sits at around 150, with 50 of them serving in the Ussalry. Ga-Koro Nestled in the heart of Naho Bay, Ga-Koro is built atop a network of giant lily pads growing up from the seabed, connected by sturdy bridges and walkways, and held aloft by a series of pumps. With access to multiple waterways, the area around Ga-Koro remains extremely fertile compared to the rest of the island, and is home to a prosperous rahi population… including a significant number of tarakavas, which pose as much of a threat to the locals as they do to everyone else. Beyond their trade of food and water, their other goods include fish, rope, and bamboo. They have a sizeable population of 250, 100 of whom serve in the Ga-Koroan Navy. EPISODES As each episode occurs, it will be linked here. So yeah, that's the rough draft of what I've got so far. I've been weighing up whether I should change the stats and bonuses and whatnot, I just didn't want to outright copy the systems used in previous games. Any suggestions, feedback, etc. on the game concept as a whole would be appreciated.
  4. On May 6th 2016 Voltex introduced BZPower to a new world of game play. That would BZPower's realms. What is BZPower's realms? This game format is special because the game revolves around the players and their actions. There are no strick roles that have to be followed. If you want to turn on your faction you can the possibilities are endless for what you can do. This topic is to archive links to past games and plan new ones. If someone wishes to create a new series or release a new season to their game post they can post it here directly or post a link to a blog entry. Here is a rough idea on how the game type works that I have quoted from Voltex's BZPGOT S1. List of Series Season 1 Season 2 Created by Voltex Hosted by Voltex Season 1 Created by Pulse Hosted by Pulse, Vox
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