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  1. Synopsis: One week has passed since the events of Six Kingdoms: Escapement. Past, present, and future collide in the Time Between Time on an island called Zakaz. Broken worlds drift closer as paradoxical alternative timelines collapse, and island denizens live short and violent lives seeking out a meager existence. Thousands of years ago the skakdi migrated to a new island after utterly destroying their homeland. They drove the local populations of matoran and toa nearly extinct and named their new island Zakaz as homage to their original home. Now, the desecrated wasteland tribes of the Skakdi-Xa ride their scrap-built vehicles and Advanced Combat Rigs through the dunes in search of Energy Sources to keep powering their machines. Miserix, an elder Aspect, guides the wastelands from his containment sphere prison. The Barraki Pridak and Ehlek seek to rebuild their once great empire. The refugees who fled the apocalyptic crash of Mata-Nui’s skull into Zakaz seek a new life and the answers hidden within ancient temples scattered across the island that show predictions of their arrival. The Aspects of Makuta scheme and plot from their cursed homes in the Kumu Islets... How To Play: Like many "Play By Post" RPG games on BZPower, we use a system of Out Of Character (OOC) and In Character (IC) for notifying readers when our writing is as ourselves or from our characters' perspectives. Please be patient between posts, allowing everyone else involved in the scene a chance to reply before continuing. The main focus of this game is a compelling narrative written together. This places more power in the hands of the players: you may describe the environments as you see fit, as long as pre-established in-game descriptions by other players, the GM, or Bionicle canon is not broken. By contributing our individual ideas we create a beautiful living world together. If you have an idea for a plot, write it because I believe in you. If you get greedy I'll step in and bring things back into perspective. The Reliable Narrator: When interacting with the world of Six Kingdoms: Rebirth (SKR), you may find your character is responded to by the Reliable Narrator. This is a game master describing the actions of your character and the responses to them by the rest of the world. Examples of the Reliable Narrator include descriptions of new locations your characters enter, rising tension, or sudden commentaries on events to shed new light on the story. As of 04/11/2020, UN and Veef are revamping the locations of SKR to include more details. Check back each day this coming week for a new location expansion! All Playable Locations Are In This Single IC Topic: Art by Rube (@art_rube) GSR Head/Metru Nui Ruins: Split off from its body by asteroid impacts and the wear and tear of millenia adrift in space, the head of Mata-Nui plunged into a rapidly decaying orbit, eventually entering the atmosphere and impacting on the Western half of the island of Zakaz. Metru-Nui, contained in the cranium, already ravaged by the Barraki’s invasion, was devastated by the impact. As the head fell, the entire island was flung forward and the combined force of the outer and inner impact cracked open the skull of the GSR, causing the silver sea to leak out and parts of the island to jut out of the opening. Ta-Metru, already damaged by a terrorist attack and deliberately sabotaged to halt the league’s advance into the city of legends, has been reduced to slag after the impact. The great forges and refineries exploded or ruptured, spilling molten steel like lava, destroying what was left of the once-great Metru. Whatever wasn’t utterly destroyed has been salvaged or scavenged by the survivors. Consider this Metru dead. Onu-Metru and its great archives had already been a dangerous place that was impossible to monitor properly. After the league invasion and subsequent massacre, this was even more true. Now, after the impact, the area has become an underground maze of collapsed tunnels, rifts, and all manner of Rahi freed from their stasis tubes by the loss of power. Only the brave or foolish venture here to salvage what little is left. Nobody lives here. Po-Metru was devastated alongside Onu-Metru when the massive underground archives collapsed for the most part. Broken statues reflecting broken dreams litter its ruins. Consider this area dead. Ga-Metru was left mostly intact during the invasion, thanks to the non-violent manner of Takadox’ takeover. Most of the damage here occurred during the sudden draining of the silver sea after the impact, causing many structures to collapse, though a number of the scholarly buildings remain. The great temple somehow managed to survive as well, serving as a refuge for a great number of survivors. However, it is now sitting on dry land, at a slant on the massive pillars that held it aloft in the sea. This is where most of the Barraki’s forces have made their new home. Le-Metru and Ko-Metru took the brunt of the impact and are now a massive tilted maze of fallen skyscrapers and broken chutes, jutting out of the ‘wound’ in the GSR skull. Effectively forming the entrance to the remains of the city, the league’s forces have begun fortifying the region and are slowly trying to salvage and rebuild these Metru to be habitable once again. They have managed to activate one chute, connecting the still functional Metru and Coliseum. Coliseum: What used to be the center of Matoran civilization is now largely defunct, but remains one of the only parts of the city that settled level after the impact. In addition, the Barraki managed to reactivate one of the Vahki hives contained within and several of the major functional rooms, including the Cortex are intact. This is where Pridak has set up his throne and is planning his next moves. Pridak's throne room is specifically in Dume's old office on the Private Floor 50 (of the 100 floors above ground). The broken glass floor to ceiling windows have been replaced in the past week, but construction continues on a section of the roof that caved in. Pridak moved the piloting chair from the Cortex into this space, and uses it as his new throne. The throne room sits level with where the pupil would be in the empty eye socket of the GSR skull, allowing Pridak a view of the world beyond. Zakaz Zakaz once represented a beautiful tropical island, but thousands of years of conquest, disregard for the environment, and the crash of the GSR's skull changed things. The Northern half is a desolate wasteland of dunes and rocky plateaus. The deserts of the North are easy to get lost in, and the skakdi who live there in warbands live in fear of giant, burrowing sand worms and other monstrous rahi. The Southern half of the island is scraggly plains, toxic bogs, and putrid marshland. Banyan trees and other plants grow in a massive forest over the marshes. The center of the island is home to an active volcano whose magma runs to the East. A forest of charred trees remains in the cooled magma. The entire Western side of the island's mountain ranges were flattened by the crash of the GSR from space, and now a great moat of toxic liquid from the Silver Sea surrounds the impact zone. Underneath the island are warrens and caverns of rahi and Masi. Each region, of which there were once six, has two temples. These are built in the matoran style the Refugees remember from their lives in the GSR. Find and explore them for more details to be posted below. A shortlist of locations on Zakaz are listed here. See below the short list for an expanded description of each region. Refugee Camps: small camps have popped up across Zakaz housing refugees from Metru-Nui. These are places to regroup, survive, and find a new place to call home. Metru Koro: one of the refugee camps, led by Turaga Sans. Ruins of Ice (511): this ziggurat is on the western side of Zakaz. Irnakk’s tooth: Named after the nightmare creature, the tallest mountain towers over the center of the island. Being volcanic in origin, it is honeycombed by cave systems containing all sorts of mysteries. The Nightmare Pits are located within this cave system. (See Ash Barrens) The Rig: Located just off of the eastern coast, accessible by a ramshackle bridge, this assembly of scrap metal is home to one of the major Skakdi factions. Half anchored to the sea floor by foundational pillars and chains and half floating on massive pontoons, the Skakdi use jury rigged wave energy generators, underwater turbines and other scrapper tech to power their habitat. As a recent addition, salvaged forge tech from Ta-Metru now dumps slag and waste into the coastal waters. Beings unfortunate enough to wind up on the Riggers bad side hang from chains or spend the end of their days in cages suspended from outriggers, until they expire. Their remnants are left as warnings. Fort Nektann: The Warskaks desert stronghold in the far North. Built into the natural terrain surrounding the oasis supplying the warband with water, this Skakdi village could be called almost quaint, if it weren’t for the spiked metal walls surrounding it and the fleet of wasteland raiding vehicles they operate. The Under Hive: deep below the surface of Zakaz are the Mesi’s fungal caverns and villages. These tunnels extend the length of Zakaz, and surface dwellers can be seen caving in entrances regularly to try and shun the Mesi away. Mesi also pose a problem to the Barraki as they can access the underside of the broken GSR’s skull. The Fau Swamps: the Southern half of the island is covered in a toxic bog. Ancient temples and ruined towers extend above the canopies of massive banyan groves. The Kumu Islets: these islands are the home of the Aspects of Makuta. Ruined temples dot the landscape, with labyrinths below. The skakdi dare not venture to these islands, instead performing the rites of desecration when Aspects visit the mainland. Natural hot springs of liquid antidermis exist in the islets. Aqua Sphere: a strange floating glass sphere hangs above the island of Zakaz, high above the cloud line. It can be seen glinting far away on sunny dies. It travels in a mysterious pattern that defines normal weather and provides rain to the island below. The rain, however, makes anything living younger. A trail of sapling plants and baby rahi is often left behind the rain's path from the Aqua Sphere. Treasures undoubtedly exist in this broken floating sphere for those brave enough to venture into the sky. The Ash Barrens: The desolate region to the East of the Zakaz’s active volcano, nothing grows in this hospitable land. The steam of constantly cooling lava fills the air with noxious vapors, and burned and petrified forests cover the view. No skakdi lives here, not even a very stupid one. Notable locations include: Dead Forest: a once massive forest now petrified and covered in the ash of countless eruptions. The Dead Forest contains many mysteries, and even more corpses. Fire Suva Temple: located in the center of the lava rivers flowing from Irnakk’s Tooth to the eastern coastline and cooling on the seaside. Irnakk’s Tooth: named after the nightmare creature, the tallest volcano towers over the center of the island. It is honeycombed by cave systems containing all sorts of mysteries, including the infamous Nightmare Pits where skakdi perform the Rites Of The Tahtorak. Ruins of Fire: a crumbling ziggurat ruin is located deep within the Dead Forest, and is one of the many ancient structures remaining from a time before the skakdi’s arrival. Untold mysteries are hidden within. Valley of Bones: near the Southern edge of the Dead Forest lies a deep valley where the soldiers of a great conflict were buried in a mass grave. It is here Kal has made his new home and created his Blood Keep. Many hazards present themselves to travelers braving the cruel Ash Barrens. Irnakk’s Tooth is prone to frequent eruptions, leading to lava rivers flooding their banks. In the aftermath a poisonous smoke lingers for days, causing severe nausea and dizziness in acute mild exposures and anaphylactic shock and death in chronic and prolonged exposure. Beyond the terrain, mounds of Charcoal Beetles house colonies of fist-sized relatives of the hoto bug who are dangerous, deadly, and extremely territorial. Beyond the physical, the Ash Barrens are rumored to be haunted by dead forest spirits, and it is said they lead travelers to their death with sounds of chimes and childish laughter. The Fau Swamps: The Southern end of Zakaz is covered in the bogs, marshes, and toxic waterways making the Fau Swamps. The waters are murky, filthy, and full of garbage. The marshland northern border of this region quickly becomes a blossoming fungal jungle clouded in acid rains, and toxic spores fill the air. Large trees with massive sprawling roots act as the solid base for much of the ecosystem. The rahi in the Fau Swamps are dangerous, mutating with successive generations, and mostly giant insects. Locals know to make as few sounds as possible so as to avoid gathering the attention of an insect swarm. Large conical nui rama hives dotting the Fau Swamps are best avoided. Notable known locations include: Mar-Koro: the secretive village of Gaius and other indigenous matoran villagers living in hiding from the warring skakdi of the rest of Zakaz. By the owning player’s request, Mar-Koro is not a playable location at this time. Sorilax’s Village: an Aspect living in the Fau Swamps has assembled a small village of under fifty refugees from the fallen head of Mata Nui. Sorilax teaches the refugees how to survive in the Fau Swamps, but how long his project will last no one can say. Radiation Zone: after the fight with the gargantuan manas crab, Giruga, the hex (6,11) became full of toxic radiation. Simply passing through this hex will give your characters radiation poisoning. They will need to seek immediate medical attention once exiting the hex. Grand Temple Ruins: Ancient temples and ruined towers extend above the canopies of the Fau Swamps as part of a massive ancient complex of unknown purpose. No one, not even the indigenous population, can remember when these structures were built. A hive of territorial nui rama built their nest inside a portion of the ruin, posing as a threat to visitors. Toa Stannis spent a short period of time looking at the ruins on his own after the Great Impact, and what he deduced from the temple walls greatly disturbed him. Explore these ruins to learn more! Suva Temple: hidden somewhere in the Fau Swamps is the Suva Temple for the region. Explore to find it! Desecration Rock: a spit of dark granite that juts into the sea from the southernmost point of Zakaz and has a view of the Kumu Islets. The surface of the rock is covered in the carvings of Skakdi prayers and wishes, as well as various religious symbols. It is Zakazian custom for those seeking to form a pact with an Aspect to make the dangerous trek to Desecration Rock and fast there until an Aspect forms a pact with them. Some Aspects will wait until a Zakazian is delirious with thirst and hunger before approaching. Very few make a life in the Fau Swamps, and are destined to succumb to a multitude of illnesses from their toxic environment. Two of the most common are Corodi and Brachel Spurs. Corodi is caused by breathing in toxic spores and turns organic tissue to glass over a process of several years. The glass breaks and shatters inside the body, killing those suffering from the inside. Brachel Spurs are painful growths that form on the inorganic matter of a protoderm, most commonly on the soles of the feet. Some healers say the spurs are actually polyps for an infectious worm that lives in the marshy waters. The only known alleviations for Corodi are regular healing sessions using a kanohi kiril or slowing but not stopping the transformation by chewing the root of a plant found in the Fau Swamps. The only known cure for Brachel Spurs is a mask of healing and avoiding the waters of the Fau Swamps. ... And so with all the fiddly bits out of the way, let's play! HEX MAP: each hex is equivalent to 77km, or the approx distance of a toa walking for 24 straight hours. and with hex numbers:
  2. Happy April! This is where you can post out of character about the Six Kingdoms: Rebirth (SKR) game until the end of August, 2020. Please see the general rules, common sense guide, and BZPRPG rules of play for how to behave in this and all SKR topics. Lastly, remember, your characters are part of a collectively told narrative and no one has plot armor. There are no "plot post." Please make sure to chat with friends about what stories you want to form together, be they faction quests or personal journeys. Your GMs are Unreliable Narrator and Vezok's Friend I look forward to playing with you all! P.S.: I couldn't NOT have a character demographics spreadsheet... PPS: there is also a discord I manage for communicating about Six Kingdoms. Please PM me for the invite link. Please have at least 1 approved character before requesting the link.
  3. I thought I'd post this on the new forum. Rules / Aim of the game: All ordinary BZP rules apply, obviously. After I say a Bionicle-associated name, the person after me will post another name beginning with the last letter of the previous name. Then the next person will do the same, and so on. For example: Person 1: Icarax. Person 2: Xia. Person 3: Axonn.etc. Try to say a name that hasn't been already said, but it's fine if you don't. If someone has said a name which is made up of two words, for example Mata Nui, say one which begins with the last letter of the last word. And REMEMBER, if someone says a name which ends with an X, say XIA! It never fails. Also, because this is the BIONICLE last letter game, don't say any HF-related words. Let's keep this to Bionicle please Rules on banning: If a member continually says non-Bionicle related words, or spams, he will be banned for 7 days. Have fun! So, I'll start: Nektann.
  4. art source for above The new Turaga elders of Mata Nui are in quite the conundrum. Their beloved villagers are having trouble remembering exactly how they wrangled the wild island of Mata Nui upon arrival, as they were still shaking off the dreary amnesia-coma of the dark Makuta. And they're good natured, hard working Matoran, they surely deserve to know, argue Turaga Nokama and Turaga Whenua, one day in a Turaga's meeting around the Amaja Circle. But, Turaga Vakama and Onewa have run into the age old issue of answering a question begetting only more questions, prying farther and farther back. And nobody wants to relive the dark last days of Metru Nui. And although nobody understood his clicks and whistles, Turaga Nuju pointed out somewhat smugly that he doesn't have to worry about disappointing his villagers with half-truths because they can't understand him anyways. So how, they all begin to bicker, to balance the curiosity of their hard-working villagers with enough truth to keep the real past concealed? "Enough!!" Turaga Matau ambles up to the circle, late again. But with good reason. "Why wrack-wreck our frail old brains trying to think-puzzle up an answer, when we can just send the Matoran on a little adventure of their own, to see for themselves?" And amidst accusatory derailments against his sanity and jokes about senility, the Turaga of Air proudly drops a sizeable box into the middle of the circle of Turaga. "Look-see, I know you were all wonder-missing where I was, the past few weeks (speak-talking to you, Nokama), but wonder-miss no more! I give you 'Settlers of Mata Nui'!" Matau heaved a melodramatic sigh, complete with an eyeroll that practically dislodged his Mahiki. "Don't all jump-shout at once." He flipped the lid off the box with the heel of his staff, and plopped down with surprising aplomb, excitedly unpacking the box. "It's a game! Next time they give you a stuck-stump question, just distract them with play-fun!" "''Distracted with play-fun' is your entire life," Turaga Onewa said, a half-chuckle, half-grumble, as the other Turaga obligingly took a seat around Matau's new invention. (MAJOR DISCLAIMER: I own essentially nothing here. Obviously not Catan, obviously not Bionicle. Most of the artwork is from the Mata Nui/Voya Nui online games, screenshots from BS01. Also, this isn’t a topic to learn how to play Catan. There are YouTube videos for that. Example, here's a decent one, less than 4 minutes for those curious.) Each player (2-4) needs the following assortment of ONE COLOR of lego bricks. (Lego bricks optional if you can come up with a better idea) Fifteen (15) road pieces. I was picturing 1x6 bricks for this. Five (5) settlement pieces, or Koros, in this case. 2x4’s would work. Four (4) city pieces, or Fortresses. A 2x4 with a 2x2 on top should suffice, but it’s probably fine to be creative. The game board will also need: One Makuta Stone. This is the Robber, for those who have played Settlers of Catan. A dark colored rock would go best with the spirit of the game, but as long as players can agree on a practical Makuta Stone piece, the sky is the limit. 2 dice, normal six-sided. Catan Original Mata Nui Version Quantity Needed Forest Hex (Lumber) Ussal Hex (Ussal) 4 Quarry Hex (Bricks) Po-Wahi Quarry (Solid Protodermis) 3 Pasture Hex (Sheep) Mahi Hex (Mahi Goats) 4 Fields Hex (Grain) Le-Wahi Hex (Bula Berries) 4 Mountains Hex (Ore) Onu-Wahi Mines (Lightstones) 3 Desert Hex Motara Desert Hex 1 Lumber Resource Card Ussal Resource Card 19 Brick Resource Card Protodermis Resource Card 19 Sheep Resource Card Mahi Resource Card 19 Grain Resource Card Bula Berries Resource Card 19 Ore Resource Card Lightstone Resource Card 19 Knight Development Card Toa Heroes Resource Card 14 Victory Point Card Victory Point Card 5 Year of Plenty Development Card Great Spirit’s Blessing Development Card 2 Road Building Development Card Pathfinder Development Card 2 Monopoly Development Card Trader’s Trick Development Card (Ahkmou) 2 Longest Road VP Card Onu-Koro Highway VP Card 1 Largest Army VP Card Toa Kaita VP Card 1 Building Cost Card Building Cost Card Per # of players Trading Harbors Trade Ships 9 Number Chips Number Chips 18 Board Hexes Example 1. Ussal Hex 2. Lightstone Hex 3. Quarry/Protodermis Hex 4. Le-Wahi/Bula Hex 5. Mahi Hex 6. Motara Desert 7. Back of hex tile, if desired Number Chips Trading Ships Ocean Borders (6 total) Cards Resource Cards 1. Ussal Resource (lumber) 2. Lightstone Resource (ore) 3. Protodermis Resource (brick) 4. Bula Resource (grain) 5. Mahi Resource (sheep) 6. Back of resource card Development Cards 1. Great Spirit's Bounty (Year of Plenty) 2. Pathfinder (Roadbuilding) 3. Trader's Trick/Ahkmou (Monopoly) 4. Toa Heroes (Knights) 5-9. Victory Point Cards 10. Back of Development Cards 11. Back of special VP cards (see below) Special Victory Point Cards 1. Onu-Koro Highway (Longest Road) 2. Toa Kaita (Largest Army) Building Cost Card Also, an apology/warning, I haven't printed and tested the game. I don't want anyone running their printer dry just to have some cards be too small, some be too blurry, etc. etc. It fits together on GIMP, is all I can tell you for sure. Here is a dropbox link for the whole project. There's a folder with (hopefully) printable PDFs if anyone is interested in going through a gallon of ink They are NOT set up to be printed double-sided. Also, I almost drowned trying to get the ocean border tiles to format to the right size, so that's pending indefinitely. Feedback always appreciated! This was a fun project, and I'm excited to share! Play well! EDIT: Fixed ocean border, replaced frame with water hexes, added hex printout and single-hex .png to dropbox. Example here.
  5. Six Kingdoms: Rebirth Welcome to the second game in the Six Kingdoms Story! This is the Character Profile and Rules Topic. Please see this first post for rules amendments, and post your Player Character (PC) profiles in this topic thread. By posting you are agreeing to follow all rules and guidelines of BZPower, the BZPRPG gameplay rules, and the Six Kingdom's rules amendments. The Game Masters (GMs) for SK:R are @Unreliable Narrator and @Vezok's Friend. Please reach out to either or both of us for rules, dispute resolution, or general questions. Synopsis Past, present, and future collide in the Time Between Time on an island called Zakaz. Broken worlds drift closer as paradoxical alternative timelines collapse, and island denizens live short and violent lives seeking out a meager existence. The wasteland tribes of the Skakdi-Xa ride their scrap-built vehicles and Advanced Combat Rigs through the dunes in search of Energy Sources to keep powering their machines. Miserix, an elder Aspect, guides the wastelands from his containment sphere prison... Rules Amendments: Auto-Hit Amendment: What’s an auto-hit in a Six Kingdoms RPG? An auto-hit is defined in the Six Kingdoms RPGs as: "any action that occurs to a character, character’s belongings, or characters property not owned by the writing player without the permission of the owning player and causes harm, damage, or otherwise impacts that character." “I pat them on the shoulder and say ‘nice job,’ after our characters complete making a tent,” is not an autohit. “I steal their canteen and throw it into the sea while they’re asleep,” is an autohit. If players are engaging in PVP they will assume their character is already dead for the narrative purposes of the story. They will not engage in actions they are uncomfortable placing their character in. Do not make the “biggest meanest skakdi of them all” for PVP if you refuse to let your character be hurt or die because “they’re the best.” If a GM observes this behavior they will ask you, the player, to shift gears and return to a collaborative mindset. If you do not… See the three strikes rule. A GM may auto-hit in these exclusive circumstances: facilitating in resolving a dispute between players, reminding players their characters are in a dangerous situation if players stop engaging with the world as a living and breathing system, or if an Environmental Effect or other game-changing effect takes place and affects all characters in a region. “Waffling” Amendment: Dead characters remain dead until actual in-game effort is put into raising said dead character. Do not delete your post because you killed your character and regret your actions. In short: “people die when they are killed.” Be honest with yourself before placing a PC into a situation where they may be killed: are you okay with your character dying? Death is a part of the game and should not be cheated or cheesed. "Happy Chat" Amendment: Approach other players with empathy and expect differences in opinion regarding locations, character actions, or game lore to be stemming from a miscommunication or lack of primary documents for either participant in the conversation. Do not immediately allege another player is incorrect and demand them to see your side. Instead, express a desire to work through whatever miscommunication exists. If you have a hard time understanding this concept Six Kingdoms is probably not the right game for you, and you should seek out another RPG on BZPower or another website. Three Strike Rule Amendment: GMs will reward poor player behavior with strikes. If you collect three strikes you are blacklisted. The rest of the Six Kingdoms RPG community has no responsibility to recognize or respond to any communication from blacklisted players in Six Kingdoms RPG topics (OOC, Character Creation, and IC). Continued negative behavior by blacklisted players will be passed along to BZPower staff for site moderation. Character Creation Please see the general rules, common sense guide, and BZPRPG rules of play. We will abide by those along with any changes, amendments, and addendums listed above. Post your character profile in the “Character Profiles” topic for the game. Please await an approval post from the GM before joining the story. If an alteration request is made by the GM, please see to it before continuing to post with the character in question. The “No” of Character Creation: Characters must be approved by a GM in the Character Profiles topic before playing. This is to provide a fair narrative storytelling environment in a game with an elevated power ceiling. Note: If you have a character from SKE and you are porting them to SKR you do not need approval for that character even if they have custom abilities, so long as those abilities do not change. Legendary kanohi are banned unless GMs have given written approval for the use of a legendary kanohi. If other kanohi prove they are being abused in a way that destroys the overall player enjoyment they will be added here. Play nice. The Order of Mata-Nui is a secretive society known to very few. To join the faction, find a recruiter and roleplay the rites of passage discovered in-game. You cannot start your character in the Order of Mata-Nui unless they were recruited in SKE. Nova blasts are banned, unless you message the GM and explain why it’s absolutely necessary for plot reasons to blow up your character and both GMs say yes. Nuva characters are not allowed at this time. This is a growing list of protoderm breeds unavailable in Character Creation at this time: canon bionicle makuta (Aspects are this world's version), rahkshi, most rahi... The “Yes” of Character Creation: All canon bionicle protoderm breeds not mentioned above are playable. Custom breeds from the BZPRPG that were approved are also available without need for further re-approval. New custom breeds need approval of the GMs before playing. Kanohi are not moral or amoral in this alternate universe. They are tools. Some tools are more feared than others based on famous users. All elements are available for play. Think about how your character’s element would be viewed by those around them. All beings are lightly resistant to psionic powers. Attempts to use psionic powers requires player consent in the same way as landing any elemental power. Dasaka are just matoran, toa, and turaga of psionics again. If you want to keep the powers as specified in BZPRPG, you certainly may. Player characters may have a personal vehicle, and any amount of technological items that fit the character narratively. For mechs, ACRs, please see their section in Character Creation. Please make sure to address any character approval questions from the GMs within 24-48 hours. You may not continue to play with the character in question until the approval issues are resolved. If you need more time, please let the GMs know as they are happy to accommodate. Remember, your characters are part of a collectively told narrative and no one has plot armor. This is a game with altered lore from canon. Do not assume anything is the same. The canon of SKE supersedes the official Bionicle canon. Please remember this is a team game. We are all telling a story. What do you want your characters to contribute to that story? There will be an IC forum thread, an OOC discussion thread, and a character profile thread. Please post character profiles in the character profiles thread and tag me in them for a quick approval! Character Profile template: Name: if a matoran, have they passed the rite of naming day Breed: canon or approved custom breeds of protoderms Faction: Aspects, Barraki, Refugees, Zakazian, etc. Brief Description: what’s their everyday or current appearance Background/Occupation: what do they do, where did they come from Flaws: character traits that hold them back, or where they break Powers/Equipment: stick to canon for what your character’s species can and cannot do We’re going a little different this time with character creation in order to encourage role playing and collaborative storytelling. All characters have the following system of powers and limitations: 1x Primary Element/Power 1x Secondary Power (i.e. Masks) 1x Breed quirk(s) 1x Psychological issue they struggle with 1x Physical limitation For example let’s take a character from Bionicle Canon in 2001, Tahu. Tahu has control over the element of fire (primary element/power), the mask of shielding (secondary power), and heat resistance (breed quirk). Tahu also consumes nutrients in foods by absorbing them through his hands rather than eating them like a skakdi would (another breed quirk). Tahu’s psychological issue is being a rage-aholic, his community supporting and validating his bursts by telling themselves, “he burns hot like fire.” Tahu’s physical limitation is he atrophied over time in the toa canister and needs to rebuild his strength. Kanohi Masks: Characters who’s races allow for wearing and using a kanohi may have one kanohi at the start of SKE2. The masks of Six Kingdoms are not divided into moral and amoral. For example, the beings of this world understand a mask of mutation can be used for healing or for creating terrible abominations. Masks are tools, some more dangerous or deadly than others. Banned Kanohi are as follows: All legendary masks Golden/Silver masks (at this time) Kanohi Olmak, mask of dimensional travel Masks of a single element, unless otherwise approved by a GM (please list this approval in your profile) Kaita Fusion: Three willing PCs of a similar breed (three matoran, three skakdi, three toa, etc.) of differing elements may form a kaita. A kaita is a Lesser Spirit, and governs a domain of its cultural ethos. All three players may post as the kaita, but they can only post once per interaction or in combat. Do not use the advantage of multiple players to double post as a Kaita. Kaita Fusions follow all the same rules as PCs and require an approved profile. GMs are actively watching for Kaita Fusion abuse. Kanohi Crafting: This content is not yet unlocked. Explore SK:R to unlock this content. Kanoka Disk Crafting: As seen by Gaius in Mar-Koro, kanoka disk crafting requires purified protodermis ores of several types to create the base nine disk types. Creating more complicated disk types needs the forging and prayer of a master smith, as well as the correct recipe through trial and error. More to come as explored. Airships, Vehicles and Watercraft: Please provide a name for the vessel and a general description. You may have a small NPC crew of five per each PC aboard the airship, vehicle, or watercraft. The NPCs cannot assist in combat except to keep the airship, vehicle, or watercraft moving and in operational condition. It is preferred to replace NPC crew with PC crew ASAP. Currently, airships are smaller than the cargo airships of Metru-Nui and cannot go above the cloud line. Watercraft are not well built enough for extended deep sea voyages. Feel free to make it a personal quest to improve your ship to break through these limitations. Advanced Combat Rigs (ACRs): Advanced Combat Rigs (ACRs) are personal mechs, which come in all sorts of shapes, colors, and designs. ACRs are unaffected by elemental attacks, as they have onboard elemental nullification technology. They still take the physical damage of an elemental attack. One ACR per Character: a warband or crew can own several ACRs, but each is limited to a single pilot. All ACRs require a heartlight to function, as they are akin to a body without a consciousness/soul. The exception to that are semi-sentient ACRs built with the central processor of a salvaged Vahki, which can act as an onboard AI and operate independently. Only the Barraki faction has access to Sentient ACRs at the beginning of the game. All other factions must find a vahki neuro-core. These are a limited resource. Most heartlights are kept in cylindrical canisters and carried like keys by the ACR’s pilot. Piloting is done via thought. Pilots sync their mind to the ACR via neural plugs implanted into their own bodies. This effectively makes the ACR an extension of their own body: their brain impulses is what makes it move. Due to the nature of the interface with the ACR, pilots do not have access to elemental abilities while plugged in. An ACR’s size is limited roughly to between a Canon Bionicle Boxor and an Exo-Toa. ACR shapes are as diverse as the pilots at the controls: bipedal, quadrupedal, tracked, hovering, and whatever else the pilot can imagine. You may display any patterns, heraldry, and weapons systems (see profile) that make sense for a desolate wasteland. Weapons: It's tempting to strap a lot of Dakka to your mech, but again: This is a wasteland. Where did you get that many blasters, reasonably? Also remember: The more dakka and shinier your mech, the more interested other wasteland dwellers will be in taking it from you. If you strap 10 Midak to your mech, you can be sure a bunch of Skakdi will drop by during construction and ask you to share your toys - and they don't ask nicely. Rule of thumb: Stick with the Exo Toa: High degree of protection, with one projectile launcher and one melee weapon. All ACRs require a simple profile as follows and must have GM approval before being used in-game: Name of ACR: ACR’s Faction/Homebase: Pilot of ACR: Type of heartlight: Physical Description: Onboard Weapons Systems Options (pick two): 1x Primary (+weakness) 1x Secondary (+weakness) 1x Melee (+weakness) 1x Shoulder mounted (+weakness) The Aspects of Makuta, Their Rites, & Taboo: The Aspects of Makuta are a powerful breed of individualistic gaseous entities who originate from the Kumu Islets south of Zakaz. These dark beings who practice taboos of a world lost to time seek to accomplish a Grand Wish, and require desecrated followers to achieve their ends. These PC followers come from all walks of life, some of which are the sub-breed of Skakdi-Xa. Faction Breed: Aspect of Makuta Primary Element: shadow Secondary Power: pick a second stage kraata power from the kraa variation tables on BS01. This power is an innate power of your Aspect and will grow over time as your Aspect ascends through the narrative milestones of their Grand Wish (see below). Breed Specific Quirks: aspects have a Grand Wish and perform Rites of Desecration, but cannot form kaita or access kanohi powers. Psychological Issues: aspects are fiercely independent, valuing their earned consciousness after rising from the liquid pools of antidermis in the Kumu-Islets. They are manipulative, often selfish, and consider all other beings as possible vessels for them to assume solid form. All Aspects of Makuta desire a solid body as often as possible. Physical Limitation: aspects exist as a sentient green gas and require either a suit of armor or a willing host to take solid form. Aspects may start the game with one suit of armor the same height as a toa. When in a gaseous form Aspects cannot physically interact with their environment. Host Possession: To possess a host, an Aspect must receive verbal or written consent from the host to house their gaseous essence. Once consent is given, the aspect can freely enter the body of the host in a creative manner. A possessed host can be played by both its original player and the player of the Aspect. Both players must communicate with each other about who will act at a given time. Since their respective characters share a body, players cannot double post by switching consciousnesses. Please do not violate this rule. When the Aspect is in control, the host's consciousness is dormant but aware of what the Aspect is doing. The host's consciousness cannot interact with the game world while the Aspect is in control. When the host is conscious, the Aspect is dormant and unable to interact with the world but knows what the host is doing. An Aspect may choose to leave a host they find unsuitable at any time. A single host may only be possessed by one Aspect at a time. A single Aspect may only possess a single host at a time. Rites of Desecration: A being who hosts a kraata is considered desecrated. Desecrated beings cannot remove the kraata without dying and are compelled to complete the narrative milestones laid out by their Aspect to achieve the aspect's Grand Wish. A character can undergo desecration twice for a maximum of two bonded kraata. To become desecrated a willing host provides a still beating heartlight from a sapient being -- excluding Rahi -- to an Aspect and consents to complete an Aspect's wish. In return, the Aspect forms any one first stage Kraata of the 42 known kraata powers and grafts it to the host. This binds the host and Aspect, and the host is compelled to complete the wish if possible. Below is the preparatory poem for the Rite of Desecration, which may be referenced or used during the rite's performance. Taboo: Some rites and rituals of the Aspects of Makuta are lost to the ruins of the world. Exploring temple ruins and researching goals through trial and error may unlock new perks and abilities for Aspects who have the knowledge. Any discovered taboos will be listed below along with the name of the character who has knowledge of these taboos. Your character’s name here! Grand Wish: All Aspects have a Grand Wish, something they wish to accomplish in the time they have before they rejoin the antidermis pools of the Kumu Islets and lose their sovereign identity. Achieving their grand wish is a massive undertaking, for all grand wishes change the fabric of reality to the Aspect’s true desire by the end. This grand wish has seven narrative milestones which must be accomplished by the Aspect’s desecrated followers. The first step for all Aspects is gaining a desecrated follower. Please submit your Aspect’s grand wish and the necessary narrative milestones to GMs for approval. The narrative milestones do not need to appear in a character profile until they are achieved, but the Grand Wish itself must appear in the character profile along with a mention of which GM(s) approved it. If denied, GMs will work with you to craft narrative milestones. The Aspect may reveal each narrative milestone of their grand wish to their desecrated followers during the initial desecration rites either step by step or all at once. Each time a sequential narrative milestone is achieved, the desecrated follower’s kraata increases in power by one stage and their Aspect also grows in power by one stage. Additional Ascension Perks for Aspects: Telepathic audio communication with an individual desecrated follower currently on the same plane of existence. Kraata power stage 3, ascend to learn more Kraata power stage 4, ascend to learn more Kraata power stage 5, ascend to learn more Kraata power stage 6, ascend to learn more Kraata power stage 7, ascend to learn more Grand Wish achieved, ascend to learn more Creating a Grand Wish: Explain the following: what is the grand wish and why does the Aspect desire it to be completed in their lifetime. Next, explain the ascension process in seven easily identifiable narrative milestones that the followers of your Aspect will need to achieve. Below is an example of a Grand Wish and the ascension steps. Example: What: the Aspect wishes to become a god. Why: so that they may truly feeling in control of their own life and destiny How: Desecrate a follower Gain a village of worshippers who pray to the Aspect daily Consume the power of a toa kaita Desecrate a tahtorak Use the heart of the tahtorak to build a grand vessel for the Aspect to live within Consume the powers of another Aspect worthy of respect Drink of the Lake of The Sun Skakdi-Xa: Like all Zakazian Skakdi, the Skakdi-Xa have frills along their spine or behind their head instead of protruding spines. The Zakazian Skakdi will often raise their frills when experiencing intense emotions. All PC Skakdi-Xa were desecrated by an Aspect before SKR began and are native to the island of Zakaz. They have a grafted first stage kraata near the frills extending from their spine. For the most fun, it's recommended you find a PC Aspect to have performed the desecration. Primary Power: one skakdi vision power. Secondary Power: one 1st stage kraata power. Reach out to players who have an approved Aspect in-game if you want to connect your character to an aspect at the start of play. Breed Quirk: latent elemental powers. Skakdi may only access their elemental powers if they work in tandem with another skakdi. Factions and Population: Population of Metru Nui: The population of Metru Nui is predominantly soldiers of the League. This is an incredibly diverse group of all breeds, including the matoran and toa who renounced their faith in the Great Spirit for the overall betterment of an inclusive society focused on the individual identities of its citizens. Dark Hunters who have given up their old mercenary work and joined the Barraki also live in Metru Nui. Recommissioned vahki serve as front line troops, and Ehlek is looking for a way to make a mobile charging hive. Population of Zakaz: The population Zakaz is predominantly skakdi of all elemental variations. Some native matoran inhabitants remain, along with their toa protectors, and some other breeds of Protoderms who sailed from islands now lost to climate change also eke out a meager existence amongst the warbands. 90% of the population prior to SKR was skakdi, with the rest a mixture of all other breeds. Among the majority of skakdi is the elite breed of desecrated Skakdi-Xa. These skakdi contract Faustian bargains by sacrificing others to Aspects of Makuta who visit the mainland. In exchange they gain a kraata that becomes grafted to their body, often near their spine. These kraata not only provide additional powers, but show their backing from and affiliation with an Aspect. Culturally, hosting a kraata is also seen as a nurturing act. Those who host more kraata than others are considered more worthy leaders because they are stronger, ready to make a sacrifice for power, and willing to nurture something besides themselves. Aspects of Makuta: These powerful entities secret themselves from the rest of the world in the Kumu Islets. They slowly grow in power as they desecrate the natural population of Zakaz. Their faction goal is to raise one of their kind to the seventh stage of kraata power through repeated desecrations. Only at this final stage will an Aspect finally become whole. Playing an Aspect involves researching and discovering ways to perform higher stage kraata desecration rites. Barraki: Pridak, Ehlek, and Takadox are the remaining leaders of the League of Six Kingdoms. Takadox left the League, and now only Pridak and Ehlek remain in the destroyed skull of the Mata Nui robot, which they have turned into a stronghold, populated by the few soldiers and converted citizens who survived the crash. Ehlek has brought several vahki hives back online, using them as soldiers in his new world order, and Pridak schemes to recollect the Mask of Creation. Those who serve the Barraki are looking for the Mask of Creation, and the fabled resting place of a time machine somewhere in the Zakazian landscape. Pooling from their new and growing fortress is a large lake - a natural moat formed by the silver sea. Howling Untethered live in the lake and along its borders. Metru-Nui Refugees: The remains of matoran civilization within the Mata Nui GSR fled the crash, fracturing as large groups often do after an apocalypse. Small refugee camps have begun forming in the past week across the Island of Zakaz. These camps contain the bare necessities at the moment for the survivors to stay alive and regroup, in order to figure out what to do next. While exploring this new land, they found six regional temples that had strange hieroglyphics carved into them, predicting the arrival of the GSR and the “Children of The Stars”. Beneath these temples are complicated mazes full of traps and puzzles. The Hieroglyphs speak of a powerful transformation at the end of each maze. Other Player Factions: Player factions also exist! Check the OOC channel for how to become involved in those. Kal’s Blood Skakdi is one of them. A growing list of player factions will be available here. Untethered: The horde of undead from the GSR pooled out from the crash of Mata-Nui’s skull and swam through the newly formed lake that leaked from the destroyed skull. They formed strange abyssal kaitas, and now roam the island seeking more life to assimilate. Zakazian Warbands: Clans of roving warriors who live on war rigs. They protect their hidden oases, and their current goals are survival and the accumulation of territory and power. They recently learned the Rite of The Tahtorak from an elder aspect, and now race each other to find a worthy sacrifice to be fed to the Nightmare Pools in the frozen caverns of the tallest mountain: Irnakk’s Tooth. The following are different pre-established warbands your character can be a part of, but feel free to create your own warband with friends! Nektann’s War Skaks: a Skakdi-Xa chief who caught an Aspect of Makuta, Miserix, in a magic containment sphere and makes him perform divinations for his warband’s travels across the desert wastelands of the North. They have a permanent stronghold deep in the deserts from which they stage raids on the less fortunate. Riggers: a warband that lives near the coastline in a semi aquatic fortress. These pirates value the smokes from the mainland as a form of currency, and drive aquatic vehicles made from the scrap provided by the crashed GSR skull as well as other coastal wrecks. Mesi: mutated, pale, often eyeless or otherwise deformed, these underground dwelling skakdi once worked in refineries below ground. Moss and fungi grow on their backs, and their senses of smell and hearing are impeccable. They raid the surface of Zakaz at night, giving a howling and piercing shriek when they begin. Approved Characters: Updated approximately every week. Please do not PM me to update this list. Azibo: Sans, Gaius, Amaru, Lrrthxx, Kokaliga Dane: Vent, Zai, Falh, Mega Snelly: Vashni, Skyra Daring, Varian, Taliesin Harvali: Kanohi, Collector, Bode, Mahrika Biological Chronicler: Pardehi, Tugarak, Changua, Balkan, Karai, The Ripple Tarn: Nale Vella, Datrox Karvan, Rose, Jutori, Korio Karasha, Triage, Nale Vella (UPDATED) Nato The Traveler: Sidra, Zaliyah, Xane, Corrivalis and The Raptor, Whisper, Reson Ance, Marrow, The Razorfish EmperorWhenua: Yumiwak, The Tactical Panda II, Stannis, Leklo Smudge8: Mazor, Jephro, The Janitor, Informant Keeper of Kraata: Skorm and V4 Muaka Interceptor, Fyura, Kaylus Bulik: Knichou and the Taku Burnmad: Barius and his ACR, Providence, Morangad, Ollem Toru Nui: Ulkarr, Ostrox, Achro, NU-8020S, Tekmo, Waveahk, Navu, Enra, Gnabol, Klawne, The Tranquility Onaku: Okuo, Arkius, Iradra, Zadred, Atka, Varah, Rangi, Ardoku, Kal, Druu Arkkan, The Inferno Conway: Irna the Sixth Born of Perror on The Northern Continent, Parnassus and The Horizon's Call Vezok's Friend: Zataka ~Xemnas~: Atamai, Kohara, Aurax and The Takea, Whira That Matoran With A Vahi: Varxii, Rek and Backstabber Pokemonlover360: Kilo-M9, Ysocla TL01 Nuva: Keitara XCCJ: Triki Eyru: Orieus, Taja, Tuakana, Dar Poroka Toden Kakoda Gan, The Wombat ZippyWharrgarbl: Yaushe Edelgard: Mahryo Jakura Nuva: Lueji Kal The Guardian: Seybo, Sorilax and Second Skin, The Eclipse, Viltia The UltimoScorp: Katherine, Legion, Toku Sparticus147: Zak-Yak, Uraborask, Sala, Vulimai, Apex, Drukarus, Gore Fury and The Grillmeister Crimson Jester: Korruhn A-Tak-Nid: Zsann Mr. House: Mons Shajs, Vestrix Toa Fanixe: Atzemio Kalen The Captain: TBD, welcome back buddy Blacklisted Players: No one yet, hooray!
  6. UPDATE: Biological Chronicle is now entirely readable on the web, no downloads required, at https://crosswiredgeeks.com/biologicalchronicle ! (you can find the download links for the PDF version there as well!) So, I realized a while back that the Bionicle story is... a little hard to know how to read. You've got the chapter books, the comics, the serials, the podcasts, etc., and no easy way of knowing what order it should all be read in. Well, I've decided to try and fix that. This is Biological Chronicle: the Complete Bionicle Collection. I've made PDFs containing practically every text- and audio-based piece of canon Bionicle fiction, plus any comics with story material not included elsewhere, in an ideal reading order. Everything is here, from the MNOG walkthrough to the Young Reader books, as well as QR codes (that are also clickable links!) which take you to video-only content. I re-did the existing podcast transcriptions, refined the existing translation of The Crossing, got the best comic scans I could, and just generally tried to make sure that everything is as high-quality as possible. This compilation is divided into 10 "Books," or volumes, each containing roughly one year's story. Now, I understand that some people might have different preferences for what's included, so I've created a few different versions of each volume to try and have options for every reader (the specifics are detailed for each one below). For example, every volume has a "Text-Only" option: no comics, no picture books, etc. I've also created a single, complete PDF, with EVERY volume in it (as well as another version of it that's text-only). I've spent many months working on this, but understand that there may still be some minor formatting issues or typos here and there. If you find any, please let me know! I want these collections to be as perfect as possible. Also, serious thanks to Toatapio Nuva, who typed up all the chapter books, and gave me great advice during the process of putting this together. Without his help, I can't imagine how much longer this would have taken me. So, anyways... I hope you guys enjoy! All feedback is welcome. Complete Collection (Last update: 1/26/2020) "Standard/Recommended:" NEW READER? START HERE. Includes "recommended" versions of all Biological Chronicle Books. Provides the best reading experience. "Complete:" For those that want absolutely everything, no matter how much of a slog it might be to read through. Includes some unimportant material that was excluded from the Recommended version for easier readability, and some unofficial fan transcriptions of videogame events. Alternate versions Recommended version, but without media links Complete version, but without media links Text-Only, Standard: Text-Only version of the best reading experience. Above, but without external media links Text-Only, Complete: For those that want everything, but only in text. Above, but without external media links Individual volumes (and their various alternate versions): Book 1: Infection (2001 story) - Last update: 1/26/2020 "Standard/Recommended:" Has the canon version of the Shadow Toa fight (from the Style Guide) Above, but without external media links Text-Only: No comics. Has the canon version of the Shadow Toa fight. Above, but without external media links Hapka version: Has the original version of the Shadow Toa fight from Tale of the Toa. Above, but without external media links Text-Only, Hapka version Above, but without external media links "Complete:" Same as the Standard version, plus a written version of the story from the videogame Quest for the Toa (this was omitted from the "Standard" version since it's a fan transcription and not officially endorsed). Above, but without external media links Text-Only, Complete Above, but without external media links Hapka version, Complete Above, but without external media links Text-Only, Hapka, Complete Above, but without external media links Book 2: Swarm (2002 story + Bohrok Kal) - Last update: 1/26/2020 Standard/Recommended Above, but without external media links Text-Only: No comics Above, but without external media links Book 3: Masks (post-Bohrok Kal 2003 story) - Last update: 1/26/2020 Standard/Recommended Text-Only "Complete:" Includes the MNOG II walkthrough from BS01 (Not included in above versions for readability) and a fan-made write-up of the 2003 Flash game "The Legend Continues" Text-Only, Complete: No comics. Includes the MNOG II walkthrough from BS01 Book 4: Legends (2004 story) - Last Update: 1/26/2020 Standard/Recommended Text-Only: No comics Book 5: Venom (2005 story) - Last update: 1/26/2020 "Standard/Recommended:" Includes screenshots from the Search for the Mask of Light Animations Above, but without external media links Text-Only: No comics, or animation screenshots Above, but without external media links No Animations: No screenshots Above, but without external media links "Complete:" Includes the short story "Protection," which was excluded from the above versions because it is confusing without the context of the Maze of Shadows videogame. Also includes the comics and MoL Animations Above, but without external media links "Complete," Text-Only:Includes Protection, but not the comics or animations. Above, but without external media links Book 6: Doomed (2006 story) - Last update: 1/26/2020 Standard/Recommended Text-Only: No comics Book 7: Sacrifice (2007 story) - Last update: 1/26/2020 Standard/Recommended Text-Only: No comics "Complete:" includes the prologue from the cancelled book "Bionicle Legends: Invasion" Text-Only, Complete Book 8: Rising (2008 story) - Last update: 1/26/2020 Standard/Recommended Above, but without external media links Complete: includes all Takanuva's Blog entires (redundant ones were omitted from the Standard release), as well as a line from Makuta's Diary that is confusing without outside knowledge. Above, but without external media links Text-Only, Standard: No comics. Includes text from Journey of Takanuva, rather than scans Above, but without external media links Text-Only, Complete Above, but without external media links Book 9: Destiny (2009+2010 story) - Last update: 1/26/2020 Standard/Recommended Complete: includes a written version of the story from the My Lego Network Bionicle campaign. Text-Only: No comics. Includes text from Early Reader books, rather than scans Text-Only, Complete Book 10: Epilogue (unfinished/post-finale serials) - Last update: 1/26/2020 Standard/Recommended (there are no comics in this one) And for those curious, here are my notes from the creation process. These aren't necessarily representative of the final order of things, but rather just what I jotted down during the process of putting everything together. I'll try to put together a more finalized list of what's included and where. Changelog (started 1/26/2020, does not include all changes made before this date)
  7. My entry for round 1 of this year's Bio-Cup. The theme was "Nature" with my bracket's subtheme being Rodents. I was at a loss as to what to build for so long, but when a friend unrelated to the cup informed me that the weird mutant villains in the Prime Empire wave of Ninjago are actually rats - who would've guessed? - it all came together.
  8. Hello. I hope you enjoy my videos where I play music from the BIONICLE trilogy. The Way of the Bionicle Mask of Light Legend of Mata Nui Mr. Nathan Furst about my video:
  9. What goes up must eventually come down. But like a phoenix from the ashes, that which falls can sometimes rise again. Discussion Topic Discord Server The Story: Welcome to Skyrise: Ascent. In this world, after defeating Makuta, Mata Nui was unable to restore Spherus Magna to its former glory, and the Mask of Life was lost in the chaos that followed. Without the mask’s energies to properly repair it, the newly-reformed planet became unstable, prone to earthquakes and floods, the decades of natural disasters drastically reshaping the landscape and decimating many of the existing population centres. Over a period of several hundred years, Bara Magna was transformed into a maze of plateaus and canyons, with the seas of sand at the bottom being ruled by rabid bands of Zesk, Vorox, and vicious Rahi. In the process, Marendar was unleashed, wiping out the few Toa who remained before presumably being destroyed. The sentient races that were left made their homes atop the sturdiest of the rock formations, further reinforced by the efforts of friendly Skakdi and other powered beings. On the less secure plateaus, criminals and other outcasts still cling to life in settlements of their own, living in constant fear of the next tremor being the one to spell their doom. Two years ago, a war broke out between the settlements of New Atero and Fe, with New Atero constructing terrain crawlers and striders to covertly assault the aeronautically-superior Fe from below. While this attack seemed, at first, to be unprovoked, it was eventually revealed that the government of New Atero was being manipulated by Tuma, whose sole intent was to emancipate the hundreds of Skrall being worked to death as slave labour in the mines of Fe. With all of their defences pointed skywards, Fe was taken by surprise, and though they were they had the technological advantage, their people weren’t as battle-hardened as those of New Atero, and were gradually overwhelmed. In the face of imminent defeat, Fe’s ruling council threatened to unleash a horde of trapped Baterra upon the wasteland. The attackers were left with no choice but to destroy Fe, detonating the settlement’s stockpiles of ammunition, weapons, and machinery. The surviving citizens either took to piracy, or assimilated into the other settlements. In the years since, an unsteady peace has settled over the Wasteland. While most of those within the remaining settlements are content in their uneventful lives, toiling each day to ensure there’s enough food and resources to go around, there are those tasked with travelling between settlements to bear news, ferry resources, and most importantly, keep the peace. It is into these roles that players will be stepping, captaining airships or piloting scout craft across the hostile surface of the new Great Barren. Locations: The new Bara Magna is a dangerous, desolate place, with the various permanent settlements serving as the only real safe havens. (Map) Note that there are certain marks and notes on the map that do not appear in the list below. These have been included for player reference, but are currently not common knowledge to characters in-game. Tesara – Sitting astride a singular pillar of earth and stone in the centre of an immense crater, the roots of this jungle village’s immense trees have withstood the test of time, and have held it together for untold decades. The Tesara plateau is overgrown with vegetation, and is even home to a small population of various rahi species, suitable for use as livestock or even pets. Tesara supplies most of the Great Barren’s food, and maintains long-standing trade deals with the other settlements. Tesara is undoubtedly the most open and accepting of all the settlements, although there are some who would argue that they’re too trusting, a trait that was used against them to some extent during the war, which has led to lasting tensions. Tesara is ruled by a triumvirate of elected officials. New Atero – Originally little more than a shanty town built up at the foot of the remains of the fallen Great Spirit Robot, New Atero has endured the disasters that have lashed the planet, and coalesced into a singular, colossal fortress. Being in fairly close proximity to a freshwater lake and the open ocean, they’re becoming increasingly self-reliant, their more militant nature leading many to distrust and fear them. New Atero’s surrounding are strewn with shattered metal and rocky outcroppings, dotted with watchtowers and turrets. New Atero is currently suffering civil strife, with a newly-formed parliament struggling to soothe tensions within the different factions among the populace. Fe – Once the technological powerhouse of the Great Barren, this settlement was reduced to rubble in the war. While many of the survivors were able to assimilate into other settlements, the actions of Fe’s leadership before and during the war have led to many of these survivors being treated with suspicion and disdain. Cliffside – A precarious shamble of random structures with no coherent order or organisation, this is where the outcasts and rogues flock together for survival. Scattered across a number of small plateaus spanned by constantly-collapsing bridges, this village has no government or law enforcement, and is dominated instead by mob rule. Its populace is too small in number to pose a true threat to any of the major settlements, while simultaneously being too big to be easily destroyed, and as such this pirate port continues its uncertain existence, its citizens stealing or bartering for what they need. Aqua Magna – Volcanic eruptions and earthquakes have turned the oceans foul and polluted, with only the strongest, most vicious of creatures still able to thrive there. Despite this, the beasts that dwell there make for good eating, for those who have the means and the skill to hunt them. Rumours abound of ancient treasures and old-world artefacts being located somewhere in the depths, although the equipment to pursue such rumours is costly, and difficult to come by. Expeditions have attempted to search for lands beyond the shores, but none have ever returned. The Arena – No one is entirely sure who built this place, or when, or why, only that it is hewn from some seemingly indestructible stone, the strongest of earthquakes and most powerful of Kanoka alike having no effect on this mysterious structure. Given its proximity to The Chasm, most beings chose to avoid it entirely, but it is still occasionally used for trade meetings or impromptu tournaments. On some nights, a beacon issues skywards from a dais in the arena’s centre, though none have yet figured out to enable whatever mechanism the dais is intended to activate. The Chasm – While the planet slowly shook itself apart, the colossal corpse of the Matoran Universe remained where it lay, sprawled across the fragmented canyons. That was, until Marendar did battle with the last remaining Toa atop the long dead machine, and the ground gaped open like a hungry maw, swallowing the entirety of the Great Spirit Robot into the darkened depths. The resulting chasm’s edges still glow with unseen heat, frequently belching fetid smog into the air, and every now and again some kind of horrendously mutated rahi crawls up from below. Those who’ve attempted to explore what lies below have never returned. At least, not with their sanity intact. Aircraft: Travel between settlements, aerial combat, and scouting is accomplished using various vehicles, reverse-engineered from technology that was salvaged from Karda Nui before the evacuation of the Matoran Universe. In addition to these uses, it is strongly encouraged by the rulers of the settlements that those who feel the need for violence to take their altercations away from where innocent people can be caught in the crossfire, and fight their battles in the skies instead. Please note, each character is only allowed to have a single vessel/vehicle. Airships - Utilising a complicated system of levitation and weight increase Kanoka, each of the airships is controlled by pulleys that cause either the levitation or the weight increase Kanoka Disks to strike the Airship's framework, forcing the Airship to rise or fall. A modified version of a transport Chute, capped at both ends, is built into the back of the Airship, providing forward thrust by letting a small portion of pressurised air jet out from the back. These vessels are usually slow and unarmed, but often come equipped with a small number of Cargo Haulers to make the task of transferring goods easier. There are no set limits for what players can and can’t include in an airship, but please exercise common sense. Airships are already slow and heavy, so tacking on a whole heap of armour or weapons, for example, is going to weigh you down even more. Likewise, if you wanted to use your airship to carry a crew of other players and serve as a hangar for their aircraft, there won’t be much room left for any other special additions. Jetpacks - utilised solely by smaller races, these are simple, sturdy devices. With in-built parachutes and enough energy to stay airborne for several days, they can get up a decent amount of speed, and depending on the skill of the user, can be highly manoeuvrable. These are equipped with a built-in parachute, and have no proper weapon or customisation slots. However, they do double as backpacks, being able to store extra fuel, equipment, weapons, etc., so that the wearer is able to keep their hands free. Skyfighters - again only able to be used by the smaller species, these speedy, agile fighters are equipped with a single weapon. It is worth noting, however, that while these glorified gliders are able to stay airborne for much longer than most other craft, they’re far from the most versatile of aircraft, and a few well-placed shots in the right place could easily knock them out of the sky. (Pilot teleportation, 1 weapon slots, 1 customisation slot). Rockoh - used primarily by many of the larger races, these stocky, heavily armoured craft are equipped with enhanced engines, capable of putting on incredible, albeit brief, bursts of speed in order to ram targets. As well as their characteristic rams, these craft are usually equipped with two weapons. (Pilot teleportation, 2 weapon slots, 2 customisation slots). Jetrax - the perfect midpoint between speed, agility and firepower, these craft are also used by most of the larger races. Capable of carrying three weapons, the Jetrax model’s most noteworthy vulnerabilities are its two bulky wing-mounted engines. In addition, although most of the vehicle is armoured, the cockpit is not, leaving the pilot somewhat exposed. (Pilot teleportation, 3 weapon slots, 2 customisation slots). Axalara - the biggest and heaviest of the vehicles in the fleet, it’s not as fast or agile as the Jetrax, but is much more heavily armoured. It can carry only two weapons, as its primary purpose is to serve as a bomber, deploying explosives from a hatch underneath to drop onto targets. This aircraft’s main drawback is that its pilot is left even more exposed than that of a Jetrax. (Pilot teleportation, 2 weapon slots, 2 customisation slots, 1 bomb bay). With the exception of jetpacks and airships, which carry parachutes, all vehicles are equipped with teleportation devices that will automatically transport their pilots safely to the nearest stable surface if their aircraft is destroyed, or they’re severely injured. This system is in place to prevent the rampant murdering of PCs, and hopefully stop people from godmodding in order to save their characters from what would otherwise be inescapable deaths. All aircraft share a default cruising speed, which allows them to travel between any of the main settlements within 3-4 hours. While airships and jetpacks cannot accelerate much beyond this cruising speed, most other aircraft can make this trip in roughly half the time, making them ideal for use as messengers or scouts. The crew and pilots of airships, jetpacks, and skyfighters are still able to access their powers and use powered weapons. However, the unique energies that power larger aircraft (Axalara, Rockoh, Jetrax) also render the pilots unable to use any powers or powered weapons they might have, forcing them to rely solely on their vehicle’s capabilities. After the fall of Fe, the means to create new aircraft was shared with all three of the remaining settlements, with advances in development allowing for new innovations in regards to customisation and capabilities. New or replacement aircraft, as well as upgrades to existing ones, can be obtained from staff NPCs such as settlement leaders, usually in exchange for favours or as a reward for some kind of special quest or mission. Rules: Please use IC (in character) and OOC (out of character) tags in your posts. OOC-only posts should be limited solely to the discussion topic. This is a pet peeve of mine, but please put both your character’s name and their location in your posts. It’s confusing for other players seeking interaction, otherwise, especially in an open-world game such as this one. No god-modding, metagaming, fightbotting, autohitting, etc. In general, play fair. Please be considerate of other players, and recognise the distinction between OOC and IC. If someone’s character kills/injures/dislikes one of your characters, it doesn’t mean that their player has a personal problem with you. Most importantly, have fun. _____________________________________________________________________________________ Note: This is not an April Fool’s joke, and permission has been gained from site staff to restart this game:
  10. Here are six revamps/tributes for the Piraka Hakann, Avak and Vezok, and the Toa Inika Kongu, Nuparu and Matoro! Had lots of fun, and heaps of nostalgia, reading through those ancient Bionicle texts then figuring out how I could make the most faithful revamp/tribute for each character. Which one of these is your favourite? Check out my Flickr for quotes, flavour text and design write-ups, and my Instagram and Twitter for more photos!
  11. Namata

    Naming Day

    Ever wonder what the first few days on Mata Nui were like? How the Turaga adjusted to their new roles as village elders? Why some Matoran's names were spelled differently on Metru Nui? This story takes place very shortly after the Toa Metru awoke the sleeping Matoran and became the Turaga we know and love. It's a serious story, if slightly comedic in tone, and I've tried to emulate Greg's writing style to an extent. It's also supposed to be canon-compliant, because that's how I like to do things, but there are probably a few errors here and there. If you notice any lore inaccuracies, or have comments or criticisms in general, feel free to let me know in the review thread! Naming Day Chapter One Nokama waded out into the calm ocean surrounding Mata Nui. Not for the first time since she and her brothers arrived on that island, she found herself trying to command the sea, only to be painfully reminded that she was no longer a Toa. All she could do now with her diminished elemental powers was stir the water slightly. Still, she found comfort in the thought of why she had sacrificed her powers. It had been the only way to wake the Matoran of Metru Nui from their comatose state and save them from eventual death. Besides, she thought, I was a Matoran for thousands of years before becoming a Toa, and life was generally good. I think I’ll survive a couple of thousand years as a Turaga. She came to a stop and shut her eyes. Clearing her head – not easy for a scholar to do – she made an effort to focus on the currents, the plants and the marine animals around her. After only a few moments, her worries started to wash away. Nokama smiled, her spirit soothed. Though she no longer controlled it, water was still her element. Of course, this water was quite different from that which surrounded Metru Nui, her old home. That had been silvery in color, not clear. And that was only one of many mysteries of this new island… “Sister!” Nokama turned and saw Onewa, Turaga of Stone, standing on the rocky beach. She was still not used to his new, smaller form, but his voice was the same, coarse and with a constant hint of cynicism. “The Matoran are waking up,” said Onewa. “We should probably get ready for the ceremony.” “Of course,” said Nokama, wading ashore. “Let the six hours of uninterrupted carving begin.” They left the beach and made their way through Ta-Wahi, the recently established fire region of Mata Nui. It was a barren land made up of dark, volcanic rock. Smoke billowed from streams of lava that crisscrossed the terrain. This was to be the site of the new Ta-Metru, and Nokama had no doubt that any Ta-Matoran would feel right at home here. But to water types like her, the stifling heat and pitch-black landscape were unbearable. The one thing she found beautiful was the forest in the distance, perhaps the only significant vegetation in Ta-Wahi. Lush and green, it appeared completely unbothered by the vast pool of lava that bordered it. Thankfully, this forest was their destination. “So, how do you feel about the whole… Turaga thing?” asked Onewa. “I feel surprisingly at peace with the physical change,” Nokama answered truthfully. “But I’m not sure we’re ready for life as Turaga. It’s going to be our greatest challenge yet, one we’ll have to face without our Toa powers.” “I feel the same way,” said Onewa. “But I guess we’ll have to do what we’ve always done.” ”Dive recklessly into the unknown?” Onewa chuckled. ”I was going to say listen to Vakama, but that too.” *** “Sister, good you’re here,” said Vakama, Turaga of Fire, when he spotted Nokama and Onewa entering the large glade. “I sent Matau to gather the Matoran from the shelters a few moments ago. Whenua is retrieving the stone tablets and should be here any second.” “Good. And Nuju?” asked Nokama. The answer came in the form of a sharp clicking sound from her left. She turned and saw the Turaga of Ice, waving his arms about. “Brother, I thought we agreed that you’d speak normally for the first few days on Mata Nui,” said Onewa. “We want the Matoran to take us seriously.” Nuju responded with a series of angry shrieks, clicks and gestures. Because Nokama’s mask had transformed along with her body, it no longer enabled her to instantly translate Nuju’s bizarre language, but she had picked up enough of it as a Toa to get the general gist of what he was saying now. In the interest of keeping Onewa from smacking their white-armored brother right in the mask, she decided not to share it. “Enough,” said Vakama sternly, though Nokama could tell he was amused by his two brothers. “The Matoran will be here soon. And Onewa is right; we must make a serious impression. These Matoran will look to us for guidance for millennia to come. Let us show them we deserve that trust.” The words made Nokama more uncomfortable than she wanted to admit. This was only their third day on Mata Nui, and she already felt overwhelmed by her new responsibilities. She was to become the leader of over a hundred Ga-Matoran, oversee the construction of a new Ga-Metru, and protect that place against whatever threats their enemy, the evil Makuta, might unleash on it. Worse, the Matoran had all lost their memories on their way here, and had no idea who they were or how to survive on their own. It was up to the six Turaga to reeducate them. An excited chatter became audible in the distance, along with the soft thuds of a thousand tiny feet against the forest floor. The Matoran were coming. “Let’s do this,” said Nokama, more to herself than to any of her brothers. *** “Gathered friends,” said Vakama, ”on our first day here, we told you the Legend of Mata Nui. You know now about the Great Spirit, the Three Virtues, and…” he paused, “the threat of the Makuta.” The assembled Matoran shuddered at the mention of their enigmatic enemy, and Nokama felt a twinge of guilt. The ”Legend of Mata Nui”, which the Matoran had immediately accepted as truth, was nothing more than a simplified, incomplete version of the actual events, shrouded in excessive mysticism. The other five Turaga had vetoed her wish to share the truth about Metru Nui, and the real nature of Makuta, arguing that a false mythology would be easier for the Matoran to handle. ”Trust that we will share more tales about the past,” Vakama continued. “But now, let us focus on the present. Let us focus on you.” The gravelly voice of Whenua, Turaga of Earth, continued the rehearsed speech. “You are all strong in body and in spirit. Yesterday, you built shelters in this forest, to be your temporary homes until we begin construction on our six cities. Your unity and sense of duty would make the Great Spirit proud. However, one obstacle still blocks the path to your destiny.” Matau, Turaga of Air, delivered the next line in an exaggeratedly solemn tone: ”You have all forgotten your names, and this third day will be dedicated to reminding you of them. This is Naming Day.” Nokama glanced at Nuju. Naming Day had been a biannual holiday on Metru Nui, one where especially brave Matoran were honored with new names. All the Turaga had thought it appropriate to honor that tradition by repurposing its name for this important day. All except Nuju. The original Naming Day had occurred much later in the year, and moving it to today made no sense from an astrological point of view, he had argued. No one had paid him much attention. ”We Turaga will help you remember,” said Onewa. ”Look at your colors, for they will tell you where to go. Those of you who are brown, come to me.” ”Blue Matoran, come see me,” said Nokama. ”Anyone who is black, dark grey or purple, come to me,” said Whenua. ”All green Matoran, form a line here”, said Matau. ”If you are white or light grey, talk to me,” said Nuju, sounding more than a little uncomfortable. It was the first time he had spoken the Matoran language in a while, and it was clearly not coming to him easily. ”And finally, those who are red, orange or yellow, you will go to me,” said Vakama. ”What if you’re both blue, red and yellow?” asked a timid voice from somewhere in the crowd. Vakama smiled, clearly familiar with the Matoran. ”Come and see me anyway, my friend,” he said. ”If anyone else has multiple colors and is unsure of where to go, ask Nuju,” said Matau, struggling to keep up the serious act. ”He is quite fond of speak-talking.”
  12. Matoran concept and turaga comes later. New matoran build Prototype build Set form Kaita form Updates coming soon.
  13. • • Xph˚lgíœk, a trilaterian from Altair V, and Cyrus Pell, a hominid from Sol III, have teamed up to investigate the disappearance of the colony on Gamma Leonis II. ••• This dynamic duo was built for the 2020 BioCup and CZQ's #CZQcharacters contest. Both were designed with a pulp sci-fi novel aesthetic in mind. Cyrus took cues from this artwork, and Xph˚lgíœk was inspired by povorot's Amphorans on DeviantArt.
  14. Hey BZPower. what_year_is_it.jpg It's been a heck of a long while since I've posted anything there. And after years of different PMs going unanswered (sorry), I've finally taken the time to see how many old fangames I could dig up. The point of this is just really for nostalgia. Looking through them takes me back to simpler times. There's no chance that I'm going back to updating that software library anymore. I've more-or-less ridden off into the sunset. But I can at least leave something here and maybe a new topic where people just share old fangames can take its place. Here's the Drive link of games that I've booted up and deemed safe to share. Be sure to look at the Readme document and share this link around: Link Games that I have but won't include: Toa's Quest 3. This game just gave a black screen of death whenever I try to run it. If you think you can fix it and you're not too worried about your own computer, PM me and I'll send it to you as-is. You'll have to run it at your own risk though. Dark709's Comics The Game: This one really did a number on my machine. I don't recommend anyone take this file. But if you have an old computer to experiment on, PM me and I can send you this game. Destiny War 2: Something got corrupted with this one and I can't get it to run. Surprising since it's an RPG Maker XP game and RPG Maker games have shown to be much more resilient than GameMaker or Multimedia Fusion games. Asks: Any copy of Bionicle: The Infestation pre-Silver Edition (released around 2006) would be greatly appreciated.
  15. A reimagining of the prototype Visorak as a part of a collab. Click the image to be taken to the Flickr post, where the other builds are linked.
  16. Hello, Templar retweeted this today and I thought it is really nicely made.
  17. SECTION I The sun had set over the Great Desert, but one corner of it was still bathed in light. Wedged between a large oasis and the border of Iron Canyon, the imposing city of Xia gleamed like a vast array of lightstones, visible from miles away and audible from almost as far. The entire population buzzed—Glatorian, Agori, Matoran, Toa, Vortixx, even a few Vorox and Zesk, all clamored excitedly in the streets, most of them trying to squeeze into the main square to get a good view of the stage that had been built just for this occasion. And then, as a Toa of Fire stepped onto that stage, the noise all suddenly ceased. “Gathered friends,” said the Toa, his voice weathered yet clear. “Listen again to the tale of the Bionicle.” At the rear of the stage there was a flash of light. A large three-dimensional image appeared, a depiction of the planet of Spherus Magna that turned slowly in place. “In the time before time, Spherus Magna was without leaders. All were lost, drowning in strife and confusion, fixated on selfishness and separateness.” The Toa snapped his fingers. A small pillar of flame appeared behind him for a moment, and when it vanished, a Glatorian wearing a purple cloak stood there. “Yet out of this chaos rose those who would bring order: the Great Beings. They took control of the lawless word, taught us the Virtues of Unity, Duty, and Destiny, and led the way to a new age of enlightenment. Under their rule, Spherus Magna prospered, and the land was at peace.” Six more Glatorian walked in from the sides of the stage, each wearing a cloak of a different color. The one in purple raised their hands. “To better organize the masses, the Great Beings selected a warrior from each Tribe to serve as their appointed leaders. Upon these six, the Great Beings bestowed the fantastic power of the Elements.” A ring of light pulsed outward from the projection. The six Glatorian raised their swords, and the light vanished as it brushed against them. “For a time, the Tribes were ruled over by these Element-Lords. But this was not to last.” The image of Spherus Magna took on a silvery hue. “It was discovered that a precious, mysterious resource known as protodermis lay beneath our feet. The Element-Lords wished to control this substance, and entered into competition with one another. Their greed overtook them. Their lust for power drove the entire planet into war.” The six Glatorian plunged their swords into the stage. The one in purple crossed their arms. “Displeased by the Element-Lords’ shameful display, the Great Beings ordered them to relinquish their commands. The arrogant Lords saw fit to challenge the beings who made them…and were struck down.” Four of the Glatorian crumpled, ending up sprawled on the floor. “The brutal Skrall even sided with the Rock-Lord, thinking they could overthrow the Great Beings and seize power. They shared in his punishment.” One of the remaining Glatorian fell like the others. He opened his cloak as he did, letting several replica skulls spill out. The last Glatorian, however, simply knelt. “Only the Sand-Lord had the wisdom to surrender to her betters. She was allowed to live, and would rededicate her life to the serving the Great Beings.” The five “fallen” Glatorian exited the stage. The one in purple drew their arms wide, and at this signal, several Matoran and Toa came to join them. “The Great Beings knew they could not trust just anyone to solve this crisis. And so, they created the perfect servants to accomplish it. Matoran were born to loyally bear the burdens that lay ahead, while Toa were made to enter the depths of the planet and wield its own Elements to repair the damage done to it. It took several years, but in the end, the Great Beings’ plan was successful. The Melding was complete.” The image of Spherus Magna returned to its original shade. The one in purple nodded, and everyone else on the stage (save the Toa of Fire) left them. “With the safety of all assured, the Great Beings wished to turn again to their work. To better guide us, they taught us the Principles of Courage, Purity, Faith, Creation, Prosperity, and Peace. However, they knew that this would not be enough, and had learned that not just any being could be trusted to lead in their stead. They decided that it was time for new leaders to be forged.” Six new Matoran approached the swords left earlier, each wearing a white cloak and a mask of gold. “And so the Great Beings crafted the perfect servants: the noble Makuta, second only to their makers in power and wisdom. With these valiant champions carrying out their will, the Great Beings led the world to peace once more…and this time, peace has remained.” The Toa drew the swords and raised them high. The one in purple nodded, looking satisfied, and then walked off-stage. “For a thousand centuries, we have been at peace, watched over by the Great Beings and the Makuta. All of Spherus Magna has prospered from their guidance, and perhaps none so much as our own great city. Not only is Xia home to the finest smiths, and the hardest workers, but it is also home to the noblest Makuta of all.” The Toa in cloaks backed away, and the image of Spherus Magna vanished. From behind the stage, a new figure stepped onto it. Much of her armor was white, but at least as much was a dull, stony shade of gray. Her hands and feet were clawed, two large, streamlined wings were attached to her shoulders, and while she wore a white and gray Kanohi Kiril, its shape had been altered just enough to give the appearance that its wearer had vicious fangs. Attached to her waist was a sheath decorated by an ‘M’-shaped insignia, holding a blade within. The crowd cheered at her appearance. “With the leadership of Makuta Antroz, Xia has had yet another successful business year! We thank you for all you have done for us, great Makuta, and will continue to work under your guidance for as long as you will have us.” Antroz nodded and smiled. “The pleasure is all mine, Toa Vakama. And the success belongs to all of you! So let us end this ceremony, and let the annual Festival of Bounty begin at last!” The crowd cheered again. Fireworks exploded overhead, and music began to play from somewhere. Antroz said a final farewell to the Toa, and then turned, stepped off the stage, and began to wade through the masses. “Spectacular as always, Makuta!” cheered a Matoran. Antroz smiled at them. “Thank you, my friend.” “Makuta!” shouted an Agori. “Good, I wanted to see you directly! Thank you so much for all your hard work!” “You are very welcome. It is an honor to serve such fine people.” “Join us, Makuta!” a Glatorian said. “Why not take part in this glorious festival?” Antroz shook her head. “I’m afraid I can’t. But please, enjoy yourselves, all of you. You’ve earned this.” Eventually she reached the edge of the square, and the crowd gradually began to thin. She continued to converse with the citizens as she wove through the street she found herself on, slowly but surely making her way towards the tall tower at its end, and eventually passed a fruit stall on the side of the road attended by a Vorox and a Zesk. “Oh, Makuta,” said the Vorox, quickly pulling out of his slouch. “At ease,” Antroz said. “Not many customers?” The Vorox chuckled awkwardly. “Yeah, uh, not really. I guess most people want something tastier than a madu to celebrate the occasion.” “I suppose. Be sure to enjoy the festival yourself before it is over.” The Zesk turned to the Vorox, looking a bit excited. The Vorox’s eyes focused on the ground. “That’s very generous of you. But, we’re still a fair bit behind our quota for the week. Maybe next year.” Antroz hummed. Her hand began to glow faintly with black energy, and she flexed it lightly. “There is still time for you to prosper.” The Vorox’s eyes widened. Antroz stepped away, and an Agori came in behind her. “Hey, how much for one madu?” As the Vorox made his sale, Antroz continued on until a familiar Toa of Ice bounded up to her. “Makuta Antroz!” Ehrye greeted. “I guess I missed the opening ceremony, huh?” “Oh? Where were you?” “I was double checking that all the cauldrons at my factory were properly cooled. You know, just to be on the safe side.” “You are very dedicated to your work, Ehrye. Toa like you are the reason why we are able to celebrate like this.” Ehrye puffed out his chest and grinned. “Haha, thank you, Makuta! I hope the Great Beings find my work as satisfactory. It’s like you always say: there’s no greater reward than making the Great Beings proud, and I think I made a good impression on Lord Angonce when he visited last! I’m going to keep working until they all see how dedicated I am!” Antroz smiled a bit. “…A noble goal, Toa.” “Well, if you’ll excuse me, Makuta—I’ve got a festival to catch up on! Catch you later!” Ehrye took off the way Antroz had just come, quickly gravitating towards the now-surrounded fruit stand. Antroz stood there for a moment before resuming her walk. “Wouldn’t you like to join the celebration as well, Emsar?” she asked. A Vortixx slid out from the crowd, falling into step directly behind Antroz. “Won’t you ever let me have fun? Honestly, I never dreamed sneaking up on someone without sight would be so difficult.” “Perhaps your efforts would be put to better use on something other than sneaking.” Emsar shrugged with one shoulder. “First you say I work too much, now you’re saying I should be working, which is it dear Makuta?” Antroz sighed. “Come now, be a good sport. I just want to cheer you up. You’ve seemed a bit out of sorts lately, not really carrying yourself with the same sureness you usually do. If something’s troubling you, why don’t you tell me?” Antroz stopped at the foot of the tower, seeming to ponder this for a moment. Turning around, she asked, “Is there something you were coming to report?” Emsar rolled her eyes. “Yes, actually. As a Vortixx I’m still offended we aren’t included in the grand tale of the Bionicle.” “And I must again reply that listing off all of the Great Beings’ creations would have the opening ceremony last for at least a full day. But you aren’t actually angry about that.” Emsar let out a small gasp. “Makuta, did you just read my mind? I can’t believe you’d violate my privacy so! I demand you shut off that telepathy this second.” “You know very well that all I can sense is where you stand, Emsar. The reason I know you aren’t irate is because I know you very well.” “Oh, yes. Pity that.” “You’d rather I walk around bumping into walls?” “Well, only for a few minutes. Then it’d get old.” “I’m touched,” Antroz said. She undid the door. “Will that be all?” Emsar shook her head. “No, I’m afraid there is something serious I should be mentioning. Lord Angonce is here.” Antroz paused for a moment. “Perhaps you should have led with that?” “Oh, lighten up. You do have power over Light, it shouldn’t be this difficult for you.” “Where is he? Why did he come here—why didn’t he inform me?” “He said he’d be in the weapons district. That’s all I’ve got for you. Now if you’ll excuse me, I think I will go enjoy myself after all.” She vanished into the crowd before Antroz could say anything else. Grunting, Antroz closed the tower door and reached out with her mind, broadening the range of her telepathy to cover all of Xia. To her dismay, she was still unable to sense the presence of Angonce. Then I can assume he will be in disguise. I suppose I should’ve expected as much. Antroz walked down the street, smiling for the sake of her many citizens as she passed them. Truthfully, she felt slightly anxious about this meeting: it was very unusual for a Great Being to show up unannounced, and there was a good chance Angonce had come with another Makuta as a bodyguard. Many of her brothers and sisters did not approve of the Festival, and she had long since grown tired of explaining her reasoning to them. More than that, though, she could not help but think of the last time Angonce had visited, of the criminal who had insulted the Great Beings, of Angonce vetoing her usual trial in favor of a brutal beating and execution…of how she had known it was cruel and wrong, yet done nothing to stop it. Then again, she had already been spending a great deal of time thinking about that. Antroz shook her head as she set foot in the weapons district. She focused her mind on the area directly around her, getting an idea of how many people there were and which way they were moving. After she had greeted a dozen or so citizens, a Matoran sitting on a nearby bench waved to her. “Are you enjoying the festival?” she asked as she approached. “Oh, most definitely!” the Matoran said, nodding excitedly. “I just love the sheer frivolity of the whole thing—and they’re enjoying themselves so much! Look at that one! Well, not ‘look’, but…” Antroz sat down. “Is something amiss, Lord Angonce?” The false Matoran sighed. “…Yeah, I guess you could say that. I really am sorry for interrupting, I wanted to wait until the festival was over but this is pretty urgent.” “No apology is needed, my lord.” Angonce looked up at the sky, lost in thought for a moment. “So what we need is for you to go to Nynrah.” Antroz tilted her head. “…I see. May I ask why?” Angonce looked around, and then leaned in closer. “The Makuta there has taken someone awfully dangerous into custody, and we want you to go get them, since, well…” As he hesitated, Antroz finished, “The Great Beings lack confidence in Krika.” “You said it, not me,” Angonce muttered. “Thing is, we need to be very careful bringing this person to the Valley of the Maze. And hey, the way you handled that last prisoner was great, so I thought of you immediately as the most qualified applicant.” An uneasy feeling began to overtake Antroz. “If I may, my lord, I believe it was more you and Gorast who handled that prisoner.” With a shrug, Angonce said, “Well, you held him until we arrived. That’s basically all we’re asking you to do here.” “I see. May I ask what makes this individual so dangerous?” Angonce shook his head. “Sorry, Antroz. We’ve gotta be real tight-lipped on this one.” Antroz shifted. “…Forgive me, my lord, but I feel it is important for me to know. Not only do I need to be prepared to deal with this person, I would feel uncomfortable delivering them to punishment when I do not know their crime.” Angonce stared forward for a moment. He turned slightly to look at Antroz, not saying anything, his mouth slightly open. A long moment passed before he said, “That’s…really all I’m allowed to tell you, Antroz. Sorry, but it’s just gonna have to be enough.” Antroz faced forward. “Believe me: this is absolutely necessary, and you need to be ready for anything. This person…” He stopped, looked around, and then quietly resumed, “This person could tear down Spherus Magna: all the cities we’ve built, all the people we’ve created, this whole society we’ve nurtured…it’s all at risk. If you don’t do this, then all of this…” He paused to gesture to their surroundings. “…could easily go up in smoke.” The Makuta turned. “There exists an enemy that could do that? That could challenge even the Great Beings?” Angonce looked up and grimaced. “Not quite yet. Technically speaking. But that’s exactly why we need to get them to the Maze ASAP, before they have the chance to become a real threat.” After giving it a bit more thought, Antroz said, “I shall leave at once. I should be able to reach Nynrah before sundown tomorrow.” Angonce grinned and nodded. “Good. Be careful, okay? I’ll be waiting for you at the Maze.” Antroz stood, bowed, and headed off. After a minute of walking, she said, “Emsar.” The Vortixx sighed loudly. “Really? Again? You just can’t let me have the satisfaction, can you?” “I trust you weren’t eavesdropping?” “Give me some credit, Makuta. I kept my distance. But if you’re offering, I am dying to know.” “Unfortunately, there is little I can share. I must depart at once, and it may be some time until I return—you will be responsible for Xia in my absence.” Emsar raised her eyebrows. “I see. Well I suppose I can manage for a while by my lonesome—it’s not as if anything special is scheduled in the immediate future.” “Have you forgotten about the conference with the Sand-Lord?” “Oh, that’s not that special. I suppose I can handle that.” Antroz stopped at the edge of the city. “I have the utmost confidence in you, Emsar. Please take good care of our city.” “Aw, how can I refuse now?” Emsar said, her teeth showing through her smirk. “Good luck on your mysterious journey, Makuta. We’ll be eagerly awaiting your return.” The Vortixx disappeared once more, leaving Antroz alone with her thoughts. She still wasn’t entirely satisfied—the sheer lack of information she had been given was far too unsettling to her. It was not long ago that the Great Beings had seen fit to torture someone for a petty crime. How could she know for sure that this was different? But as she thought about it, her mind wandered outward, reaching into the city and brushing past several of its citizens as they celebrated. Their joy flooded out from them, filling the crowded streets and reaching back to try to pull her into its flow. Despite her misgivings, Antroz could only smile. This peace is something I must do my best to preserve. I still believe I can trust Lord Angonce…so I will do what I must. Antroz spent the night gliding silently over the Great Desert, doing her best to keep her mind empty. She kept close to the southern border of the wastes, noticing only the occasional creature below—though she did take care to slow down as she passed an outpost around dawn, sending a telepathic message to the Makuta who ran it so he wouldn’t shoot her out of the sky. She felt the warmth of the sun as it rose behind her, letting it seep into her armor. Her ability to feel had dulled when she evolved beyond her physical body, but there were still some sensations to be felt, and she was sure to appreciate each one. The sun was high when she reached the shore of the Great Sea. She landed a few miles away from Nynrah, her wings kicking up a small cloud of sand, and prepared to walk the rest of the way. It wasn’t long after she landed that a Toa of Plasma ran out to meet her. “Greetings, Makuta Antroz!” the Toa shouted. “What brings you all the way to our humble settlement?” “Greetings, Toa,” Antroz replied, nodding once. “I am afraid I come on urgent business from the Great Beings. May I return to Nynrah with you, so that I may speak with Makuta Krika?” The Toa jumped. “Urgent business?! My word, that sounds dreadful! Yes, of course—follow me!” Nynrah didn’t cover as much area as Xia, and its buildings were a fraction of the size. It had no factories, its inhabitants lived in huts, and the people all seemed to move at their own individual paces without any cohesive structure to the community. As Antroz and her escort came through the gates, a few citizens looked up, most of them smiling, but many were too engrossed in their own projects to notice. There were so many sounds: clinking, scraping, sloshing, clanging, none of them loud enough on their own to be a nuisance, but all of them together formed a wretched cacophony that made Antroz glad she hadn’t taken Vamprah’s suggestion of mastering echolocation. “Beautiful, isn’t it?” the Toa said. “That’s a symphony of creation! Oh, making another attempt, Onewa?” A nearby Toa of Stone waved dismissively in their direction, grumbling as he squinted at the statue before him. He slowly raised his chisel as they walked past. “It is…certainly a unique sound,” Antroz offered. The Toa of Plasma chuckled. “You don’t think much of Nynrah, do you Makuta?” Antroz took a moment to construct her reply. “It is quite different from Xia, and given that both cities share similar purposes, it is a bit jarring to see things run in such a way.” “We aren’t that similar, really. True, the Great Beings sought to foster twin cities of builders, but Xians are more focused on…the matter of fact. You make weapons, and armor, and all sorts of things that are made a specific way for a practical purpose.” He leaned over a railing. Down next to the ocean was a Toa of Water standing before a canvas, furiously assaulting it with two brushes. Antroz couldn’t help but notice that the sea itself was calm. “In Nynrah, we use emotion to create. Our works might not have any particular purpose, but for us, creating without needing a purpose is the noblest pursuit of all.” Turning back to Antroz, he asked, “Who’s to say which approach is correct?” Antroz said nothing for a moment. Then, with a sigh, she said, “Those are the words of a lazy Guardian.” The Toa laughed. His body began to change suddenly, reshaping into a tall, lean figure clad in sleek black and gold armor, a Kanohi Mahiki sitting on his face. “You are meant to enforce order, Krika. Not let them simply float about in pursuit of their own selfish goals.” “Thank you for the words of wisdom, great Makuta,” Krika said, giving an exaggerated bow. “But as long as the Great Beings are not beating down my door, I’d say I haven’t exactly failed in my duties. Wouldn’t you agree?” Antroz turned and resumed walking. “I have been sent to transport your prisoner.” Krika sighed, and then teleported ahead of Antroz. “Always business. This is exactly what I’m talking about. Isn’t your Festival of Bounty going on right now? That was one idea you had that I always liked.” “This matter is too urgent, it would seem.” Krika frowned. “Hm. Indeed. Indulge me, Antroz: what did the Great Beings tell you about this prisoner?” “We should not discuss this out in the open.” “You just saw how focused they are. No one will hear a word we say.” Giving an unsatisfied grunt, Antroz called upon her Sonic powers. She created a wall of random sound on either side of her and Krika, cutting them off from the din that permeated Nynrah and, more importantly, keeping their words firmly within these invisible boundaries. “Lord Angonce said this was a person who could destroy everything the Great Beings had created,” Antroz said. “I am to escort them to the Maze before they are given that chance.” Krika nodded thoughtfully. After a few more steps, he stopped, turned, and looked Antroz in the eye. “I hear Gorast murdered the last criminal you got your hands on.” Antroz stopped abruptly. Lowering her eyebrows, she replied, “I did what Lord Angonce asked of me, nothing more, nothing less.” “Yes, I know. And you would never even think to question the Great Beings, no matter the order they gave you.” “We were created to serve them, Krika. We are required to be absolutely loyal.” Krika shook his head and kept walking. Before Antroz could say anything more, he called back, “I wonder if you recall one of our earlier assignments. A number of the Great Beings’ experiments got loose, and we were tasked with hunting them down—do you remember?” “Of course I do!” Antroz said, rushing to catch up. “We had to scour all of Aqua Magna to find them all. Not an exhaustion one forgets, especially considering we were still flesh back then.” The streets soon gave way to sand. A cliff face could be seen up ahead, but Krika stopped and looked out at the ocean. “We had to kill each and every one,” he mused. “Dozens of creatures, all one of a kind, all gone forever. All because the Great Beings told us to.” “Those creatures posed a danger to the citizens.” “That’s what they said.” “One of them had a thousand teeth, and Gorast’s temper to boot.” Krika shrugged. “Okay, fair enough, they were dangerous. But being a Makuta of such upstanding moral character, do you really think killing them was the right thing to do?” “Our first duty is to the citizens of Spherus Magna. We had to keep them safe. What alternative was there?” With a flick of his wrist, Krika exerted his own Sonic power, shattering Antroz’s walls. It was now that Antroz realized they were not completely alone: not far away, a lone Toa of Earth sat on a rock watching the tide go out. They looked over their shoulder at them. Krika smirked for a moment, and then kept walking. “Oh, who knows?” The Toa of Earth faced the sea again. Growing frustrated, Antroz walked until she overtook Krika, and continued leading them to the cliff face. “Enough. If you don’t take me to the prisoner, then I’ll be forced to search your compound myself.” Krika rolled his eyes, but didn’t stop walking. “There’s no need for that. I’ll take you to her.” “Thank you.” At the foot of the cliff was a large metal door, beyond which was the entryway to a small network of tunnels running through the rock, its interior coated in metal and lit by lightstones. Krika led Antroz through a tunnel that sloped upward sharply. As they went, Antroz noticed several doors hanging wide open. “Aren’t you the least bit curious?” Krika asked eventually. “About what?” “You know what.” “…I do find it hard to believe that anyone could pose a true threat to the Great Beings.” Krika nodded. “Right? And how we Makuta could have the means to detain and transport someone supposedly on par with our creators? You’re smart, Antroz—you must see that it doesn’t add up.” “It doesn’t seem that you have been able to detain her,” Antroz said, pointing to the doors. “Ah, yes. She has proved quite troublesome. I’ve been using the most advanced electronic locks you Xians have produced, but every time I leave her alone I come back to find her hacking her way through them like it’s nothing.” Antroz turned. “What? That shouldn’t be possible.” Krika glanced over his shoulder. “…More importantly, if she’s capable of escaping electronic locks, perhaps you should instead use physical locks.” “I tried. As best I can tell, what she did was pull off a wall tile, rip out some of the piping, and pound the metal into crude lockpicking tools. Just a guess, of course—I didn’t realize she was out until she was trying to sneak out one of the maintenance tunnels.” Antroz’s footsteps slowed. “She sounds quite resourceful.” “That’s an understatement.” “You left her with guards, I assume?” Krika rubbed his neck. “I was going to, but—“ He was cut off by the sound of another door sliding open just ahead. Someone stumbled out into the hallway: a Glatorian, a relatively young-looking one, with armor that was a shade of teal rare amongst the Jungle Tribe. The Glatorian immediately spotted the two Makuta, and her body froze. A long moment passed before Krika sighed in exasperation. “Zaekura,” he said, “I thought I already demonstrated good faith. If you keep breaking out the situation is only going to get more difficult.” The Glatorian eyed Antroz. Resting a hand on her sword’s pommel, the Makuta asked, “Krika, I take it she is the one? I must admit, I hardly expected a mere Glatorian.” Glaring at her, Zaekura muttered, “Yeah, well you’re not much to look at either, fangs.” Krika stepped between the two of them. “Why don’t I just introduce you, and we can all sit down and discuss matters? Zaekura, this is Makuta Antroz, Guardian of Xia.” Antroz nodded. Zaekura grimaced. “Antroz, this is Zaekura, a citizen of Nynrah. Her crime is that she possesses a talent not seen fully in hundreds of thousands of years. This girl is a Great Being.” ADDENDUM: -This story takes place in the Melding Alternate Universe first seen in the Brothers in Arms serial, albeit with a few creative liberties taken. Also important to note, this continues off from my story The Gargoyle Knight, which is essentially the prologue. Reading that will give you a much better understanding of where Antroz stands right now. -Kicking off with the legend of the Bionicle seemed like a good way to pile on the backstory without it sticking out like a sore thumb. Granted, it isn’t done with rocks, but I think the theatrical telling better fits an industrialized place like Xia. It’s also more fun to write this way. -The one representing the Great Beings wears purple because the Great Beings have purple armor. I wanted to give them one unifying color that stood out from the existing Glatorian tribes, and since purple is associated with royalty it was my first choice. Also I like purple. Don’t we all? -Eliminating the Element-Lords and the Skrall was done mainly to cut down on the potential number of factions present on Spherus Magna, as well as to show just how strongly the Great Beings react when challenged. I have some plans for the Vorox, though. Also, while not explicitly mentioned, the Iron and Earth Tribes are more or less in the same state as they were in the prime reality (or possibly even worse off)—the Dreaming Plague happened pre-Core War, and the Earth Tribe was ostracized for the hand they had in its start, so that all happened before the divergence occurred. -I should try not to go on too long about Antroz, but I should probably clarify a few things. I wanted the Makuta to be more active leaders of their domains, and this presented a problem if I kept Antroz in Xia: a place known for being run by women isn’t really run by women if the appointed governor is male. Making this Antroz female seemed the easiest fix. She is similar to her prime counterpart in appearance because she wants to show that she has “defeated her demons”, and took their appearance to serve as a warning to anyone who might challenge her. She also lost her sight, though this was back when the Makuta purged themselves of darkness; she opted not to have her sight restored because she thought that if her eyes were cast out alongside her darkness, it meant she didn’t need them, and instead has adapted to telepathically sense were other people and objects are. Her sword has a sheathe to show she values restraint, because she is a beacon of righteousness, justice, and honor to the people of Spherus Magna. This is going on too long, basically Antroz was designed to seem really pretentious! -BS01 says the Great Beings used the Thornax as a base for madu. I didn’t know that. But then it makes sense that in this world they would introduce madu as a more edible, equally-resilient alternative for their subjects to cultivate. The energy Antroz uses at the fruit stall is one of her Makuta powers: it’s been established that the Melding Makuta use powers tied to the Principles from MNOGII rather than the original Rahkshi powers that counter them, so in place of Hunger she has Prosperity. Some of these Principles are really vague when you think about how to use them as powers, so here I’m presenting Prosperity as a general luck buff—the target becomes much more likely to succeed in their endeavors, at least until the effect wears off. Think of it like a less physical variation on the Calix. -Now, in the prime reality, Krika was not the Makuta of Nynrah—he was in charge of the northern part of the North Continent, which…sounds beyond vague in my opinion, so I freed him up to be put anywhere in this world. Krika was an obvious choice to include in this story, and I thought it would make sense for Nynrah and Xia to be rivals of sorts, so the two just ended up together. It was actually Tridax who watched Nynrah in the main universe, but don’t you worry, Melding Tridax is otherwise occupied. And with Teridax gone, there’s no one for him to get his name confused with! -A few of the Kanohi the Makuta will be wearing are going to be redundant with some of their powers, unfortunately—it would just be too difficult to pick really good Kanohi without having any overlap. Let’s say that using the Kanohi doesn’t actually drain the Makuta’s energy, while their equivalent Rahkshi powers do. -I think those are all my notes for now. Time to get to work on Section II! -Reviews to be submitted here
  18. as always: "TIME TO ROUGH THAT CHUMP TERRY UP GOOD!!!" had this lying around as a sketch since last year and forgot about it. might as well make it a little nicer. all digital since digital lets me ctrl+z & hue shift and i am one lazy man. used clipstudio paint to make it but you could probably do it in most drawing programs just as easily. here's the sketch in case anyone is interested. take care bioboys n girls until we meet again
  19. "The evil on this island is about to learn that justice can be very...cold." Sometimes it's nice to go back to where things all began.
  20. This is my first post to BZPower and my first Bionicle Music Video - are these technically AMVs? It's a little sloppy just because it is my first but let me know what you think. I know I'm posting this late at night but I hope at least a few of you see this. I've got quite a few ideas for songs that were not Bionicle songs but fit the theme very well - all of them are sort of obscure punk or alternative songs. If you like this, check out Bob Mould, late 2000s Propagandhi, and early 2000s Dag Nasty. Jawbox is a band from Washington, D.C., originally signed to Dischord Records. They're one of the many bands that came from that label that were vitally important to the development of alternative rock. Although they weren't signed to Dischord in 1996 when their final album, Jawbox, was released, it is easily their best work, and from it I pulled the first track "Mirrorful" to use for this video. I tried to give it an overarching story based on the line "histories" from the chorus, and so it sees the Toa Nuva in Karda Nui reminiscing on their adventure thus far. I also sort of made it as if Tahu Nuva, in the first clip, is peering into the future, as the end of this same clip appears at the very end of the video. I also left in the entire Rise of Mata Nui clip at the end. Anyways, I hope this makes you guys feel like kids again. It was a blast to make and watch it all come together.
  21. new Bionicle animated kanohi series 1
  22. What goes up must eventually come down. But like a phoenix from the ashes, that which falls can sometimes rise again. Gameplay Topic Discord Server Welcome to the discussion topic for Skyrise: Ascent. All OOC-only conversations, as well as profiles, are to be posted here. If you've got any questions, this is the place for them, too. The first post of this topic includes links to a list of character and NPC profiles, as well as a noticeboard linking to plot-relevant GM posts. Returning characters and new players alike are all welcome. The gameplay and discussion topics for the original version of this game can be found near the bottom of this page, should anyone be interested in finding old profiles or reading up on past events (though this knowledge is by no means necessary to understand or enjoy this game). However, please don’t make the mistake of posting in the old topics. Please use the following templates for profiles: GM NPC Profiles Tesara - Jira & The Tesaran Breeze, Those Two Guards. Cliffside - Blackbristle & the King Irnakk's Revenge, Silvana & The Whisper. New Atero - Doctor K, Hakkzan, Coyle & the Mace of Roxtus. Other/Unaffiliated - The Overseer & the Faithless Wraith. Approved Characters Click - Mirror & the Ricochet, Garuda & the Sand Bat. Eoron & The Gavel. Kaenis & the Benevolence. Arkis. Laval - Akkitu & The Sight. Smudge8 - Paju & The Element. Rakin. Kane-Oma & The Mukau. Dane - Viann & the Helix. Taurek & the Deliverance. Voyin & the Flight. Juno & the Intrepid. Calidus Serpico. Ultimoscorp - Toruhn & the Indomitable, Temujin & The Orange Bandit. Tirkah & the Silver Star. Keeper. Onaku - Tacitus & the Blind Abaddon, Drukann & Irnakk's Inferno, Porangi & the Clunka-Clunk. Hadraeka & the Black Rose. Oko & the Virtuous Veil Ironfist - Hestala & the Vista Baby. Bacchus & the Horse With No Name. Catina. Grank & the First Collier. EmperorWhenua - Laryna & The Prodigal Goat. Darth Jaller - Tarutu & the Lucky Find. Kastir & the Huntress' Pride, Littiuu Alarei Toru Nui - Tekmo & Wings of Fire, Waveahk & The Aquarium Lipuret McKauKau - Vrokdann & the Stolara. Lontra Canadensis - Ikilwa & The Baterra. Bionic_ - Zeiral & The Scarab. Zippywharrgarbl - Armani & THESE Guns, and Matilda & the Trash of the Desert /Daddy Issues. Silo: Kathok Hann & Redshift. Azibo: Tyren & Sull. Toa Niretta: Tamaya CobaltGale: Kodran & the Daedelus TheLegoRoleplayer: Rakpazis & the Dweller in the Deep Community Noticeboard Welcome Back to the Great Barren The Word of the Wasteland _____________________________________________________________________________________ Note: This is not an April Fool’s joke, and permission has been gained from site staff to restart this game:
  23. So for the first few months of 2020 I have been posting a bunch of my short stories on BZPower, most of them connected to versions of my vigilante Fe-Matoran character “Kanohi.” Because if you are going to make a Bionicle superhero, there are worse names than “Mask.” The story concept was a Matoran who would protect his fellows, guided by visions like Vakama had in LoMN. Because I freaking love the idea of that glitch. He would never become a a Toa, if fact his Destiny would be to always be a Matoran, never to transform. Since then I have explored a version of Kanohi over in the RPG topic, one who is a bit more of a mess than the one in these short stories. He’s a lovable mess though. He still can be a bit of a mess here, but in these stories he’s been a vigilante for at least a few centuries, he’s a bit more confident and a lot more experienced. Either way he continues to grapple around on Volo Lutu Launchers, helping the Matoran he can. Point is, I figured I should make a little library for these short stories, in case anyone is interested in reading the adventures of Kanohi, outside of the Six Kingdoms RPGs. They are all fairly short, no epics so far, and if I do make an epic I don’t think it would involve Kanohi much, and instead would be about a version of the Toa Inika. Spoilers for one of my continuities though. Anyway, please enjoy these short stories about a Matoran vigilante trying to protect his people. sprite made with the Danska’s Bionicle Builder sprite kit Kanohi: Core The Core Universe Of Villagers, Outcasts, and Heroes: The short story that started it all, this takes place in the island of Mata-Nui, during the events of the Mask of Light movie. This short story is removed from most of that movie’s plot, just him rescuing some refugees from Ta-Koro from a Rahi. This story is canon to both the Core Universe, the Kingdom, and an alternate universe based off the vision Karzahni showed Jaller in the book Dark Destiny. New The Willing Exiles: A short story taking place post Mask of Light, in the months when the Turaga tell the legends of Metru-Nui. For some Matoran there is a disconnect with the great city, they feel no attachment to it, Mata-Nui is their home. For others, the revelations the Turaga give are almost a betrayal, as the knowledge they withheld could have helped some outcasts be less isolated. Kanohi feels both, and his bond with Turaga Vakama is damaged. Kanohi: Fear In the book Dark Destiny, Jaller witnessed a vision of a world where he did not sacrifice himself for Takua. The Chronicler was killed, the Toa Nuva were overwhelmed, and the island of Mata-Nui fell into everlasting shadow. Of course, this vision does not make sense in canon, as Teridax would not be content to rule a mere island, nor kill the Toa Nuva. So instead of adhering strictly to the vision, I used it as a springboard for a world without a Toa of Light. It is a dark age, Ta-Koro and Onu-Koro destroyed, the Turaga imprisoned, a horde of Rahkshi enforce their Master’s law, all while six false Toa encourage the Matoran to submit to the Makuta. Of Villagers, Outcasts, and Heroes: also canon to this reality. The Company of Cowards: In this short story thirty seven Matoran flee for the south, guided by visions Kanohi has had of another island. Among the voyagers are the Chronicler’s Company, Nuparu, and Hewkii, all hoping to find asylum from the Makuta, and hopefully allies to free Mata-Nui. A Village Against the Rahkshi: Things have changed drastically for the Matoran, both the refugees of Mata-Nui and the hardy folk of Voya-Nui. With the Chronicler’s Company gone to fulfill two desperate destinies, the remaining Matoran find themselves under attack as six Rahkshi land on their island, searching for the escaped refugees. The Matoran of Mata-Nui only know fear from the Rahkshi, but the Voya-Nui Matoran have not been beaten yet. Kanohi joins them with his Volo Lutu Launchers in defending their village from the Rahkshi, but he strangely requests the Matoran capture and not kill the Rahkshi’s Kraata. What has he foreseen? Those We Choose to Forget: A story taking place in a poor village of Mahri-Koro on the shores of Aqua-Magna, millennia after the Makuta’s defeat. Here Turaga Macku is swimming, when the Chronicler of Spherus-Magna comes on a visit, asking for a forgotten tale. Kanohi: Kingdom The Universe of the Kingdom of the Great Spirit, the universe Takanuva visited on his journey to reach Karda-Nui. Of Villagers, Outcasts, and Heroes: also canon to this reality. The Willing Exiles: also canon to this reality A Restless Freak in Paradise: A short story about a version of Kanohi in the Kingdom Of the Great Spirit, years after Takanuva visited it, but before the people all migrated off Aqua-Magna. In this era of peace, where the Toa no longer protect the Matoran what use is a near powerless vigilante. Kanohi: Rebirth An alternate timeline spinning off of Six Kingdoms Escapement, where a version of Kanohi in his past experiences a vision of the events of the first season of the incredible Bionicle RPG. Knowing that his homeland may be destroyed, he resolves to become a vigilante hero early, to prevent the horrible future from coming to pass. The Impact of a Rebirth: After having a vision of a future, noted failure Kanohi resolves to help his Toa and his island as a vigilante. His first struggle? To help rescue Matoran as a fire raged in their swamp of an island. Other Stories Interview with a Supervillain: Ultra Agents came out during my “Dark Age” but a few years ago I discovered their sets, and was enamored by their villains. Struck by how LEGO often makes their own villains, but rarely their own original superheroes, and the fact that “Tox” was a hero of sorts in the Ninjago show, I wrote this story about a former villainess running into an old adversary. It’s a little preachy, I was less subtle back then, also was in a mood, but if you want a story about a vigilante and a former ultra agent being more than a little gay, here you go.
  24. Greetings, all! I recently decided to build the Toa Mata as LEGO BrickHeadz using LEGO Digital Designer (LDD), and then used Mecabrick's 3D-rendering software to create photo-realistic pictures of them. I've posted these as a project on LEGO Ideas, but I wanted to post them here as well for feedback. Thoughts?
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