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  1. Gameplay Topic – Discussion Topic – Profile Topic The mining city of Katipo lies buried in the bedrock of the Southern Continent. It is shielded from the outside world by a network of grand caverns and tunnels, known as Mangaia, an old Matoran word meaning “Protector”. In fact, the inhabitants have become so shielded that they have lost almost all connections to the outside world. It is very rare for beings to enter or leave. The last team of brave adventurers to set out from the city returned two months ago after trading what the miners had dug out of the earth with the surface-dwellers. They seem to have brought more than merchandise back with them. Trouble is stirring in the city. It began with the area’s rahi. They were acting strangely. It was hardly enough to worry about, until a heard of blade burrowers stampeded through a housing block, trampling two Matoran. Since then, more and more rahi-related incidents have occurred. Some rahi were spotted that no-one had heard of before. Odd mutants displaying baffling powers occasionally emerged from the surrounding darkness, frequently attacking citizens before retreating into the shadows. The best-known occasion was when a Muaka with the head of a Kane-Ra ran down one of the main streets while causing everything it touched to shrink to half its size. The beast was cornered by the city guard and captured, though nobody knew what to do with it after that, so it has remained in captivity. Even more disturbing, some beings have seemingly vanished, and chief among them is the leader of the last expedition out of Katipo, who is also the captain of the city’s guard. None of them have left any indications of where they went, or why. Citizens are growing nervous, however. Clearly, there are forces beyond simple rahi at work here. The leader of Katipo, Turaga Tawhito, has offered a great reward to any being who can solve the mystery behind the events and put an end the disappearances and the unnatural wildlife that has come to the City in the Dark. About the Game City in the Dark is an invitation for you, the player, to probe the mysteries of the darkness. What you seek is out there, but knowledge is not all you might find. Shadows, danger, power, and hope can all be found when seeking answers, but which you find is up to you. Do you dare to explore? You may be surprised by what you discover. If solving mysteries is not your thing, then there are plenty more things for you to do within the world of this game. Keep reading. The events of this RPG will take place around 5,000 years Before the Great Cataclysm (BGC) About Katipo Layout Katipo exists many kio below the surface of the Southern Continent, in a massive cavern 100 bio in height called Mangaia. The city and its 2,000 or so inhabitants take up most of the space in Mangaia. There are other, much smaller, caves and tunnels leading away from Mangaia. These used to house beings when Katipo itself was still under construction, but have long since been abandoned in favour of the main city. Only rahi, exiles and the mad live in the Outer Darkness. Katipo sits on top of the largest mine on the Southern Continent. It provides much of the universe with ores, stone, lightstones and many other goods. The mine forms the cornerstone of Katipo’s economy. The city itself is circular, with 24 main streets leading radially out from a central point, the Central Concourse. Curved cross streets run in circles around the city, joining these main passageways. It was this shape that led some outsiders to refer to the city as “The Web”. The Central Concourse contains all the most important buildings in Katipo, such as Turaga Tawhito’s hall, the largest markets in the city and the headquarters of organisations like the Katipo City Guard and the Miners’ Corporation. In addition the city is two-tiered. While half of Katipo lies on the floor of the cavern as in most cities, there is a mirror image second city carved out of the cavern’s roof. In the world above, the streets are made of (very thick and strong) glass to allow both levels to see each other. The two levels are connected by elevators, placed on every second junction between the radial and circular main streets. The entire place is lit by a myriad of different coloured lightstone lanterns. These are hung regularly along all the streets and inside buildings, so when looking down from the top tier of up from the bottom, the city looks like it has been sprinkled with glitter. Government Katipo is led by Turaga Tawhito and policed by the City Guard. Together, it is their responsibility to ensure the safety and prosperity of all the beings living in Katipo. Inhabitants The residents of Katipo are a diverse group, species-wise. Matoran and the most common, but there are also a few toa in the city, with other beings such as Vortixx, Steltians, Hydraxon’s, Tobduk’s and Trinuma’s species and even a few Skakdi. For notes on these species and their abilities, see below. Technology While not quite at Metru Nui’s level of advanced technology, Katipo’s mineral wealth has allowed it to trade with other lands for some pretty good tech. Kanoka disks are present here (though not as ubiquitous as in Metru Nui), as are knowledge crystals, protodermis refineries and many different kinds of motorised vehicles. Most of the more advanced tech is involved in the mines; I’m talking big vehicles, drilling machines and explosives – things that make ussal crab carts look horribly out of date. Factions: Katipo City Guard Really, there’s not a lot to say that isn’t implicit in the name. About 60 strong, the Guard is there to keep everyone in the city safe, whether from rahi, criminals, cave-ins or anything else that might pose a threat. They are well-regarded by the populace and have a reputation for being tough but fair. Leadership: Technically, the guard answers to Turaga Tawhito, but the day-to-day operations were all taken care of by a being named Turano, the Head of the Guard. Since his disappearance, the other guards have done their best to get along without him, but no replacement has yet been found. Base: Guard HQ is located on the Central Concourse, near the southwest corner. It is one of the largest structures there, standing three floors above cavern floor, and three more below. Symbol: A black stone shield on a red background. Other info: All members of the guard carry a badge with the Guard’s insignia to identify themselves. These allow access to secure locations within the city, such as Guard HQ. All Guard members are equipped with a shield and spear, but many choose to use their own equipment as well as or instead of these. Miners’ Corporation The mines below and around Katipo are not governed by the city’s leaders, but by their own independent body – the Miners’ Corporation. This group negotiates trade of minerals with other settlements, prospects new areas and employs everyone who works in the mines. As the economic powerhouse of the region, the Corporation holds huge influence within Katipo, because almost everybody depends on them one way or another. Leadership: The Miners’ Corporation uses a ridgid hierarchy of authority, accounting for the simplest worker digging holes up to the beings who coordinate the whole operation. The top level consists of a dozen beings who together form a ruling council. It should be noted that there is little unity within this council, and there is great contention among them over many issues. Really, the only reason any of them tolerate the others is that nobody has enough power to rule on their own. It’s a cutthroat world at the top of big business. Base: The headquarters of the Miners’ Corporation is located at the junction of the Central Concourse and the main street running north. It is a large building, taking up the entire city block. It is constantly bustling with activity as beings hurry to and fro, carrying information in and out, whether they be profit reports, requests for more drills or orders to excavate a new tunnel. Symbol: A pickaxe in front of a stack of golden ingots, all set against a green background. Other Information: Most of the richest beings in Katipo belong to the Corporation. The average workers lower down aren’t too badly off, but the further up the chain you go, the more affluent beings you find. The guys at the top are filthy-stinking-rich. The Hammer In these difficult times, fear and uncertainty are rife within the population, serving to inflame old rivalries and conflicts. The guard is stretched thin, trying to deal with rahi attacks, investigate disappearances and maintain order in Katipo. While this combination of misfortunes is horrifying for many, it is a perfect opportunity for the unscrupulous. The Hammer is a newly emerging faction, which has only appeared since the rahi attacks and disappearances began. It is composed of many different individuals who have little in common other than the desire to use the city’s troubles for their own benefit. This newly formed gang has congealed under the leadership of a being calling himself Bo-Kal. So far, they have been performing raids on various locations within the city, stealing, destroying and assaulting citizens, and then disappearing again just as quickly. They have demanded that Turaga Tawhito step down as leader of Katipo so that Bo-Kal can take his place in a coup. At this point, the demands have been laughed off and rejected, but as the attacks become more frequent and more violent, it remains to be seen whether the Guard can face enemies both within the city and without. Individual members also have their own agendas that they can advance by carefully targeting their raids. The members of The Hammer are known only to each other, and are careful to keep their identities hidden during their attacks. They wear large concealing cloaks and dark masks to cover their faces. There are currently 15-20 members. Leadership: All members are under the direct authority of Bo-Kal. Base: The Hammer are known to have a base, but just where it is is not public knowledge. The best guess is that it is somewhere within the top tier of the city, which is less densely inhabited, and where many of The Hammer’s raids have taken place. Symbol: Having been around only a short time, The Hammer doesn’t have a recognised, official seal. Drawings of hammers are occasionally used, but there is no consensus about what type of hammer, nor how it is drawn. Make your own. No really, go ahead. Make your own groups; this is encouraged. I have outlined the major groups in Katipo, but there are many other, smaller groups free for you to design and play. What to form the Katipo Kolhii Club? Feel free. Hold a city-wide tournament if you feel like it. In particular, groups of beings who are working together to solve the mysteries of the plot are highly encouraged. You will make more discoveries this way. More will be revealed later as the plot progresses. If say, a few Dark Hunters turn up, (not that I’m saying they will) players might get to play as them as a reward for good RPing and contribution to the game. Rules · All BZP rules apply, obviously. · In general, don’t do anything that breaks the realism or detracts from other peoples’ enjoyment of the game. All the usual RPG fallacies fall under this, such as god-modding, meta-gaming, bunnying, auto-hitting and the like. For more on these, see the BZPRPG topics, where you will find some great descriptions and more details on the subtleties of these. · Use IC and OOC to separate what your character(s) do from you talking. · Do not wreak huge destruction on the city. After all, if you decide to go nova and bring down the cavern, you will squish the entire city and end the game very quickly with the deaths of every character. Nobody wants that. Minor blowing stuff up is all right (so long as you can avoid the Guard and their prison). · Do not kill or injure somebody else’s character without permission. · GMs have the right to do anything they see fit in the IC world. This includes punishments for rule-breaking and rewards for making positive contributions to the RPG.
  2. Gameplay Topic – Discussion Topic – Profile Topic "In the months since Turaga Dume had refused the Dark Hunters a base on Metru Nui, countless Toa had fallen. Most were struck down from the shadows, never knowing their enemy was there. Oh, there had been some victories — Nidhiki had routed more than his share of the enemy, and Lhikan was worth six Toa in battle — but they all knew the numbers were against them. It was only a matter of time."—Birth of a Dark Hunter The year is 2,000 BGC. The Dark Hunters are at war in Metru Nui, locked in conflict with an army of Toa who answered a call to defend the City of Legends. They are led by the famous Toa of fire, Lhikan, but even with his leadership and prowess in battle, things do not look good for the heroes. Little over a month ago, an army of Dark Hunters set upon Metru Nui, sewing death and destruction. Nobody was prepared for their sudden attack, and the Vahki, along with the ten remaining Toa Mangai (Tuyet’s betrayal had come 500 years earlier) found that it was all they could do to fall back and barricade themselves inside the Coliseum, protecting their leader, Turaga Dume, from assassination. Outside, Matoran workers hid in their homes, praying to the Great Spirit that the Hunters would pass them by. Some had their prayers answered, but many did not. Trapped and outnumbered more than a dozen to one, the Toa sent for help. Toa Naho snuck out of the city by night, swam south to other lands and began the greatest recruitment of Toa that the Matoran Universe had ever seen. In a mere three days, a hundred Toa had been gathered from all across the universe to go to Metru Nui’s aid. The message spread fast by kakama, kadin or kualsi, while the answer returned just as swiftly, borne on elemental strength. The army broke on the south coast of Le-Metru more powerfully than any storm, and the Dark Hunters, as unprepared as the Toa had been, were driven back and scattered. The Coliseum was freed along with the many Matoran who had been taken inside, as were many other parts of the city. The Dark Hunters soon rallied, however, and dug in at their strongholds. The storm of elements abated there, and, when it did, the mercenaries still survived. Metru Nui has been in a state of civil war ever since, with both sides fighting back and forth. The Toa are strong protectors, and are aided by the Matoran and Vahki however possible, but the Dark Hunters found themselves equal to the pressure. They strike from the shadows, assassinating Toa before fading away as quickly as they appeared. Without giving the Toa a target to fight back against, they are slowly taking more and more ground as the defenders dwindle away. That was, until… The Coliseum... Turaga Dume listened to the latest report from a haggard-looking Toa of stone. He had been out all night, using his powers to detect the Dark Hunters’ attempts to tunnel underneath the Coliseum, and doing what he could to thwart them. The news wasn’t good, but he couldn’t let that disappointment show on his mask. This Toa needed something different. “Thank you, Toa Naki” he told the Toa. “You have done admirably, and Metru Nui owes you our thanks. You may go”. He shook the Toa's hand, and he left, leaving Dume alone in his office. The Turaga of Metru Nui looked back down to his desk, and noted down the new information. He would have to send more Toa to Ta-Metru, but that could mean leaving Le-Metru vulnerable. It would be a long night for him, but such decisions had to be made. At least he was alone now, and could work in peace without more appointments. He worked steadily for another half hour before there was another knock at his door. Dume jumped up, startled, and put a hand on his disk launcher, before remembering the seven Toa standing guard outside, and that Dark Hunters would not bother to knock. “Turaga, may I see you?” Lhikan’s voice called. “Certainly, commander” he replied. From his records, he knew that Lhikan was supposed to be off duty, getting some much-needed rest. He wasn’t surprised though – the Toa of fire always made time to help others, even when he seemed about to drop from exhaustion. Lhikan entered the room, bringing with him a nervous-looking Ta-Matoran wearing a kanohi huna. “Turaga, this is Vakama.” Lhikan said. “He is a mask-maker and has lived in this city all his life. Vakama, I’d like you to tell the Turaga what you told me. Don’t be afraid, out leader doesn’t bite.” “Well” stammered the Matoran, “I was working at my forge, crafting a great mask for our Toa, when I saw the city, all of it. It wasn't a dream, because I was still awake just before I saw it, and then when it was gone I was still standing up.” There was a small look of defiance on his face, wanting to be believed, not dismissed as some cross-wired freak with weird dreams. He knew what he had seen was important, and needed to share this with the Turaga. “You had a vision, Vakama” Dume said kindly. “Please go on”. “Well, I saw the city” Vakama said, "but it was in ruins, destroyed.” (Dume’s face turned very grave), “but then it was whole again, and shining. And I saw what did it: six kanoka disks. They sort of shot past me, and then all turned into one, great disk. That was what healed the city”. “The six great kanoka disks” Dume mused, remembering the legend. “I though as much” Lhikan interjected. “That was what prompted me to bring Vakama to you.” “This is a strong boon from the Great Spirit” Dume observed. “Was there anything else, Vakama?” “Yes, Turaga” Vakama replied. “Just before the vision ended, I saw six Matoran, and their names came to me. Nuhrii, Vhisola, Orkahm, Ehrye, Tehutti and Ahkmou.” Onu-Metru... Ancient sat, deep in the archives, a smile on his face. When clearing space for a squad of Hunters to rest, he had happened across a most interesting record. It had been written by none other than Toa Lhikan, before being stored here with other pieces of knowledge concerning past protectors of Metru Nui. He turned the tablet over and reread it from the beginning. Before my eyes, Tuyet began to rise on a column of water. Higher and higher she climbed, until it seemed like she would be able to touch the stars themselves. And she was laughing, a thunderous, horrible sound that seemed to break my hopes and beliefs like they were fragile things of crystal. I feared for her mind, but more for our city. "I always knew she looked down on us, but this is ridiculous," said Nidhiki. "Are you up to putting a chill in her plans?" I didn't answer. Instead, I focused my energy on drawing all the heat out of the column of water on which Tuyet stood. The effects were immediate – water became ice. Before the Toa of Water could respond, Nidhiki had picked up a pole made of solid metallic protodermis and swung it, smashing the pillar of ice to pieces. Stunned and thrown off-balance, Tuyet dropped the stone. Out of contact with it, her new powers abruptly vanished, and the sudden shock of such a loss stunned her. She fell. The stone fell. I watched them both, wondering which – if either – I should catch. I chose the Toa. Nidhiki was fine with that choice. He positioned himself under the Nui Stone, ready to snatch it out of the air. I caught Tuyet. The Nui Stone came closer, closer and then I made my choice. An object of such power that it could corrupt the hearts of Toa into murderous tyrants should not be saved. I threw out an arm and hurled a blast of fire to knock it out of the air. "No!" yelled Nidhiki, trying to grab it. But its surface was molten hot and he couldn't touch it for more than second. The stone hit the ground and splintered into a billion pieces, whose red glow flared and then faded for good. "You --!" raged Nidhiki. "You stupid, moronic -- what's the matter with you?" I had encircled Tuyet with fiery chains. Although they did not touch her, she could not move without being burned, and they burned so white-hot that any moisture instantly evaporated on contact. With the destruction of the stone, the red glow had faded around her as well. "Sorry, Nidhiki. My mistake," said Lhikan. "I seem to have made a lot of them lately." Tuyet would be confined in the Coliseum while Dume and I tried to decide on a fitting punishment. Despite being under guard, she disappeared during the night, never to be seen again. Reports that a large creature had suddenly appeared in her cell and then teleporting out with her were publicly dismissed as, at best, a delusion. Still, I wonder what became of her. She did not escape alone – of that I am sure. I set the guard myself, and made sure that she was secure. Who wanted to take her, and for what, I do not know, though it sometimes keeps me up at night. Does some unknown force seek the power of the Nui Stone? She was the last one to hold it, and may have knowledge of its workings. I can at least sleep safe in the knowledge that the thing itself is destroyed, shattered into innumerable tiny fragments on the Ga-Metru street. Even those were gone the next morning when I returned to the scene. It had rained that night in Ga-Metru, so I surmise that the fragments were washed into the canals, out into the silver sea and scattered by the tides. The stone is destroyed forever, of that I am sure. It is its last owner whose fate is uncertain. Whoever has her now, I can only hope they are a better judge of character than I, and can see the betrayal before it comes. Ancient finished reading the tablet and set it aside, thinking hard. He had no direct evidence of the Orders’ involvement, but it just seemed to fit, both with everything he knew of them, what he knew of the stone, and this record from the Toa who had been a first-hand witness, but never realised what had happened. This was a good day for the Dark Hunters, and with this knowledge, they would soon win the war. He would have to see Lariska immediately. Welcome This is the point at which you enter the game. You will play as either an inhabitant of Metru Nui, or as a part of the invading army, the Dark Hunters. As you can see, things in this war are a little different from how they were in canon. Ancient, a servant of both the Dark Hunters and the Order of Mata Nui, has made an important discovery in the archives, coming to the same conclusions that I presented in this topic in the Storyline and Theories forum about a year ago. Since this game coincides with a period when the Dark Hunters had the Staff of Artakha, they could recreate the whole Nui Stone from the smallest fragment. To balance things out, the Toa also get a boost, in the form of Vakama’s visions of the Great Disks coming two millennia early. Finding and combining these could allow the creation of the vahi, legendary mask of time. Let’s see who can solve their mystery first, in a race for power in the City of Legends. Factions: Mangai Nui The Great Protectors are an extension of the Toa Mangai, now including every being in Metru Nui who doesn't want to be ruled by the Dark Hunters. Toa and Vahki make up most of the fighting forces, while many Matoran work tirelessly to keep up the war effort, building fortifications, manufacturing weapons, carrying messages and a myriad of other vital tasks. There are currently fewer Vahki than usual, since their hives were destroyed in the Dark Hunters’ initial assault, but more are currently being produced. Leader: Turaga Dume Military Commander: Toa Lhikan Base of Operations: The Coliseum At the current time, the Mangai Nui have around 80 Toa, 150 Vahki and 2,000 Matoran. All members of the Mangai Nui are bound by the Toa Code. Dark Hunters This group of rogues needs little descriptions, as they’re much the same bunch they were in canon. This horde of mercenaries has no moral compass and has come to take Metru Nui for The Shadowed One. They come from all over the Matoran Universe (and possibly beyond), united in the name of power and profit. All species are welcomed into the Dark Hunters, so long as they have useful skills. (Hint, hint! Go for some more unusual species when making DH characters.) Leader: The Shadowed One, though he has chosen to remain on Odina rather than fight in the war himself. In his absence, the Hunters answer to… Military Commanders: Lariska and Ancient Base of Operations: The Canyon of Unending Whispers in Po-Metru. At the current time, the Dark Hunters have around 250 operatives in Metru Nui. Locations: Click for a larger version NOTE: This map contains an error regarding the location of the Canyon of Unending Whispers. It should be along the Po-Onu border. The Great Temple is also mislabelled: it is not on an island, but the end of the adjacent peninsula. This game is set in Metru Nui, a city we all know well. Much of it is as we knew it during the 2004 arc, but the war has made some changes, as wars inevitably do. Po-Metru Po-Metru has been taken by the Dark Hunters for their own. No Matoran live here anymore. The Hunters’ main camp is set in the Canyon of Unending Whispers, on the border with Onu-Metru. The district’s many canyons, abandoned sculptures and assemblers’ factories all make excellent hiding places for watchful Hunters, so anyone trying to approach the camp would likely by shot a dozen times before they realised there was anyone there. Most of the carvers and assemblers who lived here have been displaced to Le-Metru. Onu-Metru Onu-Metru is also heavily inhabited by Dark Hunters. The maze-like archives are a haven for Hunters slipping through the shadows, and a nightmare for those trying to track them down. The archives also provide the Hunters with knowledge, weapons, dangerous rahi to unleash on the Mangai Nui and tunnels leading all over the city. The Mangai Nui have made some efforts to collapse these, but the sheer number of tunnels and the fact that they undermine most of the city have made this very difficult. On the surface, the metru is largely abandoned, though any Toa travelling here should keep a careful watch out for snipers and assassins. Ta-Metru The steam and smoke of Ta-Metru have grown even thicker since the war began, with every forge and factory running around the clock to bolster the Mangai Nui’s war effort. Masks, weapons, barricades, prison bars, Vahki parts and more are being churned out at a phenomenal rate to keep the Toa supplied. Many Matoran from other metrus now live in this area, working alongside the Ta-Matoran. Those buildings which cannot be productive as factories now house the refugees. Vahki and Toa are thick on the ground, watching over the workers to keep them safe from stealthy Hunters. Le-Metru Le-Metru has become much like Ta-Metru, though its factories are of a different kind. Nevertheless, the Matoran here are working just as hard, aided by Po-Matoran assemblers driven out of their own metru. It is here that new Vahki units are assembled. Many airships were produced and fitted with all kinds of weapons, but have stayed on the ground, ineffective against a foe that can’t be found. Other vehicles, however, have proved useful, and so are being churned out of the Moto-Hub at record pace. The chute system is still operational, sending goods, people and messages between the Toas’ strongholds. To prevent interception by the Dark Hunters, squads of Vahki or Toa are now required to accompany every shipment, and emergency shut-off mechanisms are in place, controlled from the main chute-station in Le-Metru. Ko-Metru The neighbour of Onu-Metru, Ko-Metru is now mostly abandoned for fear of the Hunters. Only a few knowledge towers near the coliseum are still operating. Scholars and Astrologers are frantically searching the stars for any hints of prophecy about the war’s outcome, but none have been found yet. Ga-Metru The city of water is largely abandoned, since defending its large area and few resources would take too many Toa away from other strongholds of the Mangai Nui. Only a small area on the border with Ta-Metru remains inhabited, since it contains protodermis purification facilities. This area has, for all intents and purposes, become a part of Ta-Metru. The rest has been looted by the Hunters, though they too seem disinterested in controlling the territory. The Coliseum The centrepiece of Metru Nui was a fortress to hide in for the Toa Mangai when the Dark Hunters first attacked, but now it is a fortress to make its enemies cower. It has been given every protection possible, has a large stockpile of resources and is filled with Toa and Vahki guards right around the clock. As the centre of the Mangai Nui’s operations, it is a busy place, behind the walls. Messengers run about, warriors are in training, supplies are distributed, councils are held and orders given. The place has also become a safe haven for the hundreds of Matoran whose homes were conquered or destroyed by the Dark Hunters. It is connected by secure chutes to key points in Ta-Metru and Le-Metru, while chutes to the other metrus have been cut off. Characters Characters in this game can be any being living in Metru Nui. This includes many MU species, especially within the Dark Hunters’ ranks. There are no Makuta (yet ). To create a character, fill out this character profile and submit it for approval. This layout is only a suggestion, so feel free to change the format if you wish. Name: Make it BIONICLE-sounding. Gender: Male, Female, unknown, neither, somewhere in between. Species: Something from the MU, or create your own custom species. Faction: Mangai Nui / Dark Hunters / Other? Element: If applicable to the character’s species. Kanohi: If applicable to the character’s species. Custom masks are OK if approved by the GM. Other Powers: If applicable to the character’s species. Appearance: What do they look like? A MoC, drawing or description will do. Equipment: What do they have with them? Biography: About their life. Personality: What are they like? How do they act? Skills/Strengths: What are they good at? Weaknesses: What are they bad at? What hurts them? Character Limit There is no limit on how many characters a player may control at a time. Powers: As with any RPG, there are some canon powers that cannot be used. These include: The legendary masks, for obvious reasons.The olmak, avohkii, krahkan, olisi and mask of elemental energy, all of which are unique. There are none of these masks in existence other than the ones shown in the canon story.The elements of light and shadow (though some light or shadow-based powers may be allowed in custom species).The mohtrek, because insta-armies are annoying.The mask of undeath, because unkillable zombies are no fun.The komau (great mask of bunnying), the sanok (great mask of auto-hitting) and the mask of clairvoyance (great mask of meta-gaming) are all off-limits. While it is possible to use these responsibly in an RPG, I’d rather save everyone the trouble of sorting out how they should and shouldn't be used within good RPing etiquette.The mask of conjuring, because it is ridiculously overpowered. Canon Characters Some canon characters are available for use as PCs, both Toa Mangai and Dark Hunters. Players wishing to play as these characters should PM a profile to the GM. If there is competition for a character, the GM will award the character to the player who submitted the profile he liked best. The GM’s decision is final. The following characters are up for grabs, if anyone wants them. Mangai Nui: Nidhiki, Naho, four unknown Toa of ice, three unknown Toa (At least one of the unknown Toa wore a kakama) Orde, Zaria, Chiara, Lessovik, Takua, Nokama, Matau, Nuju, Whenua, Onewa, Jaller, Hahli, Kongu, Matoro, Nuparu, Hewkii, Kapura, Macku, Tamaru, Kopeke, Taipu, Hafu. Dark Hunters: Lariska, Airwatcher, Amphibax, Avak, Charger, Conjurer, Devastator, Eliminator, Gatherer, Gladiator, Guardian, Hakann, Lurker, Krekka, Mimic, Phantom, Poison, Primal, Prototype, Ravager, Savage, Shadow Stealer, Spinner, Thok, Tracker, Triglax, Tyrant, Reidak, Vengeance, Vezok, Zaktan. Kanohi In the days before the war, it was rare for Ta-Matoran mask makers to craft great kanohi, since there were very few Toa who had need of them. Matoran masks were cheaper to make, since they used lower-powered disks, and so were produced in much higher volumes. The forging of great masks was considered a show of great skill for a mask-maker, but had little practical value, and so was rarely done. Now, with over a hundred Toa in the city, all of them using masks against the Dark Hunters, the trend has reversed. Great masks are being produced as quickly as possible to aid the Toa. For this reason, it is acceptable for a PC to have two great kanohi, rather than the customary one. The conditions for this are as follows: a) The character with an extra mask must be a Toa b) The character with an extra mask must be part of the Mangai Nui, and have been for some time. c) The character will have had their second mask for only a short time, and so may not have completely mastered its power(s) as yet. Technology Concerning the level of technology present in the game, players should go with what we saw in Metru Nui in the 04-05 arc. Kanoka disks, moto-sleds, rhotuka launchers and memory crystals are all fair game. Xian standard weaponry is cool for DHs and some Toa, depending on which part of the universe they came from. Toa who lived on Xia or Nynrah before going to defend Metru Nui will have better tech than Toa from the back-blocks of the Tren Krom Peninsula. Rules All BZP rules apply, obviously.In general, don’t do anything that detracts from other peoples’ enjoyment of the game. All the usual RPG fallacies fall under this, such as god-modding, meta-gaming, bunnying, auto-hitting and the like. For more on these, see the BZPRPG, where you will find some great descriptions and more details on the subtleties of these.Use IC and OOC to separate what your character(s) do from you talking.Do not wreak huge destruction on the city. Both sides in this war want the city in-tact, so going nova and sinking Metru-Nui beneath the silver sea is no good for anyone. Cause a bit of destructive mayhem if you have to, but please, no apocalyptic, metru-destroying attacks.Do not kill or injure somebody else’s character without permission. The same goes for (character) life changing events.GMs have the right to do anything they see fit in the IC world. This includes punishments for rule-breaking and rewards for making positive contributions to the RPG. Final Words You will see that this game looks similar in many ways to Strike from the Shadows, a game created by Zarayna a few contests ago. I have taken some good ideas from the game and incorporated them into my own, with a few changes, while attempting to give City of Legends its own points of uniqueness and not just rip off the older game. Nonetheless, this game would not be what it is without Zarayna and his Co-GMs having pioneered RPGs set in this time and place. Credit where it is due.
  3. The Voyage of the Requiem IV He woke up with a start, eyes quickly flaring to life as he fell through the Zamor crystal that was keeping numerous gasses in the tube with him. Hitting the ground, he quickly attempted to stand. Where was he? No – who was he? Turning around, he looked at the crystal. The reflection showed a tag on his chest – 01359. His name? No, he knew that was wrong. But it was all he had now, wasn’t it? He moved to the computer terminal before him. He knew how to use it, somehow. In fact, he knew a number of things, and facts. All technologies and sciences, and that was all he knew. The room around him was dark, with lights flickering and holes in the metal walls. There were other tubes near his, still sealed behind metal and the crystal behind that. Some were open, empty. Others were broken into, or out of. As the terminal activated, the only thing he heard to go with it were screams. [Historical Records] The following is meant to include a brief summary of background information of the story. In-character knowledge of even this is to be highly limited, for reasons presented below. After the Battle of Spherus Magna, the inhabitants of the Matoran Universe and the planets natives came together under the name of their great savior, Mata-Nui. In pursuit of a better world, they worked in harmony to fulfill the task he had given of finding the Great Beings. Many attempts were made to reach beyond the world and create a vessel capable of travel in space. The SPSRD (Spherus Magna Space Research Department) worked tirelessly to create such vessels, and found the material best suited for the purpose was the protodermis hull of Mata-Nui’s former form. Success was great. Probes were launched, and eventually, ships could reach for the other planets in the Solis Magna system. However, all attempts to build a ship capable of transporting Matoran beyond showed no promise – there was no way to provide power. When delving through the Great Beings labs, they found their solution. A way to refine Energized Protodermis, separating the raw energies within to create something very similar to Toa Power, with the remainder being small traces of liquid protodermis. The process was quite similar to how the Great Beings refined it before, but with no protodermis in return. Luckily, they did not need it. The power source was a great success. A way was found to store large quantities and channel it for use, and promised to provide power to cities until the end of time. A spaceship was no small leap, but eventually, one was completed. It did not begin smoothly. The first two ships launched violently exploded, but the SPSRD continued to work. Eventually, they were issued and ultimatum by the governments of Spherus Magna to cease if one more failure was had. Unsure of their newest project, the ship was dubbed the Requiem. As luck would have it, the Requiem succeeded. She was the first ship able to hold the power to reach light speed, and she made good use of it to travel to the nearest solar system. The ships systems were modified continuously. At first, only the larger vessels were able to make the jump, but in time even small fighters could travel through deep space. The quadrant of the galaxy they inhabited seemed to be lifeless. No alien life, sentient at least, could be discovered. There was no trace of the Great Beings. Indeed, no planets capable of life, even by terra-forming, were found past the far off Zeta Sector. The Requiem IV, one of three ships lovingly named after the greatest SPSRD success, was to change that. One of the largest crafted, holding thousands of passengers to help colonized a new world and operate the ship, it was believed to be capable of travelling alone for tens of thousands of years at light speed. Perhaps it has already travelled that long. [Gameplay] The Voyage of the Requiem IV is designed to be a Horror/Sci-Fi RPG. Your characters awaken onboard a derelict craft with almost no knowledge of what is going – not even their names. It’s your job to figure out what happened, and, in fact, figure out who you even are. The RPG is a free-for-all. To call if a sandbox would be inaccurate, but I’m leaving a lot about the ships interior up to player interpretation. Your willingness to explore will be rewarded by finding certain areas of the ship, and possibly information about what happened. By the end, it’s possible the collective player knowledge base will have figured out the whole story. It’s also possible everyone will have died. It’s up to you to do what you want. Just make sure you have fun. [The Lost & Scavengers] Your players are not alone. The one thing your players cannot do is meet NPCs on their own; the GameMaster lets you run into them. Some of these NPCs are scavengers, those who woke up and are on their own personal missions. But they are not the only ones on the ship with you. Whatever damaged the ship caused a release of most if not all of the power stored in the engines. Having mutagenic effects similar to Energized Protodermis and the regenerative functions of Toa power… Pray that you do not encounter the Lost. [Locations] ---> Linking To ---> [MAP] The Requiem IV is a large ship with numerous sections and subsections. Red sections indicated on the map are badly damaged, and areas bordering the jagged lines from where areas of the ship are missing are now open to deep space. Danger levels are a mixture of the chance of encountering the Lost and the amount of damage sustained. Other factors may be present. The danger levels run as low, moderate, high, and very high. The danger level determines the chance something life threatening will occur to the player due to GameMaster action, and increases the longer you stay. Keep moving! Power levels reflect how much power the section has – the lighting, any elevator shafts, etc. The range moves along a scale of no power, little power, some power, high power, and full power. The term Deck or not, most of these areas are composed of multiple levels, including the bridge. {1} Bridge. This area of the ship is where the captain and the ships officers would direct it, and is the location if its main computers. Part of the bridge is completely gone, and many areas are sealed off by the ships defensive mechanisms and open to empty space. This area is very dangerous and has little power. {2} Officers Deck. This is where officers on the ship had their quarters, most having to stay awake during the voyage. Most of it is destroyed or ruined. This area is highly dangerous and has little power. {3} Mining Deck. Most of this area has been completely destroyed. Everything else is still mostly open to empty space or in bad conditions. This area is very dangerous and has no power. {4} Personnel Deck. The largest section on the ship. It is still mostly intact, and is where most who have awakened on here find themselves. The greatest danger here is usually others waking up with you. Most of the area is tubes with passengers inside, but there are a few recreational areas. This area has a low danger level and has some power. --- {4a} Training Deck. This area of the ship is quite small, and considered part of the Personnel Deck. Previously, it was stocked with robots meant to provide training. Most were destroyed; others were supercharged by the engine malfunction and have become very violent and disabled safety procedures on their weapons. This area is moderately dangerous and has some power. {5} Hydroponics. The section of the ship responsible for growing food to eat, and keeping plants that provide oxygen alive. Much of the area is still intact, but there are a few flooded halls. This area has a low danger level and has high levels of power. {6a) Communications. One of the three subsections located on the top of the ship, this was the main center of communications and the only relay between the Requiem IV and Spherus Magna. The primary signal towers were destroyed, but perhaps something can still be found. The communications deck is only .4 Kio in width. This area is moderately dangerous and has some power. {6b} Shuttle Bay. This area was used to launch short-range exploration shuttles down to any planets the Requiem IV came across. Most of the shuttles have seemingly been damaged or are missing. The shuttle bay is only 1 Kio in width. This area is moderately dangerous and has little power. {6c} Solar Battery. A massive dish built atop the ship that collects solar energy and stores it in the event of an emergency. It’s the only reason the ship has any power at the moment, but most of the systems are offline, preventing it from being fully restored. The area is mostly the walkways leading to the control stations. This area is highly dangerous and has high levels of power. {7} Engineering Deck. The only contact to the engines with the rest of the ship, this area is responsible for working on robotics and providing a space for the ships engineers to work. Numerous robotic systems have gone berserk here. This area is highly dangerous and has some power. {8} Engines. This area of the ship connects to the Engineering Deck only, and is obviously the location of the ships engines. The release of the engines power has short circuited all systems, leaving it in complete darkness. This area is very dangerous and has no power. {9} Science & Medical Deck. This area obviously served for non-engineering based studies, and acted as a counterpart to the Engineering sections. Many sections are closed off and quarantined to prevent any difficulties. This area is moderately dangerous and has some power. {10} Cargo Hold. This area of the ship was the base location for storing non-perishable food items for Spherus Magna natives that could not be provided in hydroponics. Other tools and pieces of equipment can be found here as well. This area is highly dangerous and has little power. {11} Maintenance. This area of the ship was where any malfunctioning equipment was brought to for repair. It also has its own docks for damaged shuttles to receive repair before returning to the shuttle bay. Much of this area is missing and destroyed. The maintenance deck is only 0.6 Kio in width. This area is very dangerous and has no power. [On Species and Power Suits] ~Species~ Many of the species from the Matoran Universe and on Spherus Magna could be found on the ship. Neither of the two surviving Makuta came onboard, nor did any beings of greater height than a Vortixx. ~Power Suits ~ All beings onboard the Requiem IV were issued a custom designed power suit allowing them to descend to a planet below if necessary, and required to wear it while in stasis. Each suit contained an information base to instantly provide the user with what was required to be known for their job. When players being the RPG, the only equipment they have is their suit, and the only abilities they have are those of their species, which are limited to the physical and a handful of special abilities (some mask powers or vision powers may work, but things like laser vision would not; elemental abilities are hampered in the suits as they would be in an Exo-Toa, as are many other similar abilities). The only knowledge they have is that which was contained in their suit. If you were an engineer, for instance, you would not have any information about melee combat. If you were a guard to keep people in line, you wouldn’t know how to make a chemical explosive. Staying in your suit is very much vital to your survival. [Rules of the Game] There are, of course, rules to be followed in the game that must be understood before creating your character. 1. Do not godmod – bunnying, doing something über powerful, finding yourself in possession of equipment you didn’t have before, avoiding every attack or automatically hitting with yours… stuff like that. If somebody else is godmodding, don’t do it back. Let the GameMaster take care of it. 2. You are not your character, even if they’re a Mary Sue. Your character does not know everything you know. In fact, your character knows pretty much nothing from the start. 3. You are allowed to perform a small amount of comedy or romance, but keep in mind this isn’t exactly a situation where people goof off and fall in love. This is where people die, often horribly, if they’re not smart. 4. Posts must include IC elements on the main topic, unless they’re from the GameMaster. Other posts must go in the Discussion Topic. 5. Follow all BZP Rules and RPG Forum Rules, or you’re going to get a lot worse than I can give you. Try to use proper spelling, grammar and the like as well. No emoticons in IC posts. Be aware – you can die, and it is hard to find any new equipment of actual use to you. I’m not going to be Monty Haul with the good stuff, but I won’t actively try to kill your characters. I can’t guarantee all of your characters will live. But if you’re smart about it, they might. Just remember to play in character. I’m not going to tell you the exact punishments for breaking rules. Only this – generally, your first offense is going to be a warning. After that, things will start getting bad. [Character Creation] Your character is to be created with the following form – [b]ID Tag:[/b][b]Gender & Species:[/b][b]Appearance:[/b][b]Power Suit:[/b][b]Abilities:[/b][b]Personality:[/b]When your character awakens, they don’t know their name. All they have is their ID Tag, which they can find on their power suit, and with which the systems in their power suit address them. It is possible characters may use some other alias, but that’s not really your choice. That’s up to the other players. If you have a pink power suit, you get what’s coming to you. Gender & Species is self explanatory. Your species determines mostly your physical stature and the like, and your physical prowess (to some extent). You may have a few abilities due to your species that still function in the suit. Appearance is what your character, fully equipped with their power suit, looks like. Maximum height and width are a few inches greater than an unsuited Vortixx (thus, a suited Vortixx). Power Suit describes the abilities and attached weaponry or equipment (or equipment that can be used as a weapon) of your power suit, and the knowledge it provides. Not allow powers and abilities are immediately accessible, and good roleplaying and the like may reward players with new abilities or powers in their suit they didn’t even realize they had… Abilities are your characters personal abilities. Any natural abilities from your species will not be automatically accessible, as it will take some time to get used to them. Elemental powers, vision powers that fire beams and the like, or any ability that requires physical contact cannot be used. Personality is your characters personality. This is the most important part of the profile, because above all else, this is who your character is. Any rewards that would be given from good roleplaying come from sticking to your personality. A minimum of fifty words must be devoted to this, and it can’t be too generic. As you may note, your character has no history or biography or anything like that. You may have an idea about who you were, but that is to be kept to PMing and stuff. If you find that out, it will be from your personal explorations. Post character profiles in the Discussion Topic. They will be approved there, and then may be placed in the Profiles Topic. You may have three characters at a time. [Playing the Game] Remember, playing this game means staying in character and out of character. Posts should look like this – [starting the Game] No matter who you are, your story begins the same. Your character awakens in a crystal tube full of gases to keep them in suspended animation with complete amnesia as to who they are and where they came from. You manage to either peacefully or violently get out of the tube, and find yourself in the Personnel Deck (or another, with GameMaster permission). From here, you have any number of options as to what you do next. Will you try to discover who you were? Where you are? Will you try to repair the ship, or send a message. Or will you just try to survive? Who, or what, damaged the ship? And why did they do it? Toa Levacius Zehvor, Signing Off
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