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  1. 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! Conduct: Conduct is defined as anything requiring GM intervention for resolution. This can be facilitating the resolution of a scene or handling reports of rule-breaking. Please note, we only handle conduct for BZPower specific issues. We do not handle conduct related to 3rd party sites like Discord or Google docs unless the conduct directly involves the GMs (i.e. harassment in private message threads). If you have an issue with a player on those platforms please contact the appropriate support team. While we hope players can be kind and collaborative, we understand sometimes not engaging is the best solution. Reporting Conduct: To report Conduct issues, please submit a single PM on BZPower to the GMs. In the subject line please include “SK CONDUCT” along with the type of isse (dispute, rules violation, etc.). We will read and reply to these PMs on a weekly basis. Thank you for your patience in advance. Gameplay and Lore Questions: Please post all questions regarding gameplay, planning, and lore in the OOC Topic for the game. For visibility, tag both GMs in your post. We’ll answer these questions as they come up, or during the weekly news roundup on Mondays. P.S.: I couldn't NOT have a character demographics spreadsheet...
  2. 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. The Reliable Narrator is similar to a Game Master (GM) in more standard table-top roleplaying games (i.e. Dungeons & Dragons, Pathfinder, Fate Core). 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. Kini Nui: the central temple of the Builders, and a site of great history and power. You can access the Far Shore expansion from here. 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 (4,6) 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! Updated Zakazian Map (new coordinates) with environmental effects Legacy map (old coordinates) for reference Expansion: Unlocked November, 2020 The Far Shore: The Far Shore is a location beyond the reality of the multiverse. It’s a realm where the universe verifies the resolution of all possible realities. Buildings fade in and out of focus and time, being both decayed and built simultaneously. Stars and constellations swirl within everything. Colors of objects and locations blend and change, never quite settling on a permanent appearance. What matters most in this realm is your will. Rather than physics, the strength of one’s will can overcome all possibilities. There are two solidified timelines within the Far Shore accessible via the portal in Kini-Nui. Speak with Nuju near the portal for more information about his hunt for the Makoki Stones. List of Optional Matoran Principles Prompts: Duty Courage Strength Unity Speed Purity Faith Accuracy Strategy Creation Destiny Prosperity Stamina Peace Willpower Timeline "A" Available Option Prompts: Destiny Prosperity Strength Timeline "B" Available Option Prompts: Purity Creation Willpower Running Far Shore Adventures: Entering the Far Shore changes its reality, meaning each time you visit is different! Each short adventure in the Far Shore has a selection of randomly determined prompts. A Game Master determines the timeline, the central conflict, and the twist by using random tables. Players who’ve returned from an adventure in the opposite timeline can provide three optional prompts as well. You and everyone else who entered the Far Shore with you use the combined prompts to construct a short adventure. As long as the core conflict is resolved, there is no minimum adventure length. Game Masters will determine if the story is fairly concluded in cases of obvious system abuse. Tag a Game Master in the post where you enter the portal to the Far Shore. There are four parts of each adventure in the Far Shore determined by Game Masters using random tables: The Timeline: determines A or B The Element: determines the primary element of the region. The Conflict: determines what must be overcome The Twist: determines what complicates the resolution Once you’ve been assigned your prompts, it’s up to you and your friends to create the short adventure in the Far Shore! Need a suggestion on combining prompts? Feel free to contact a Game Master in the OOC topic if you need assistance. The Timeline: This fifty-fifty chance places you randomly in timeline A or timeline B. The same timeline can only be run twice in a row before the opposite timeline if chosen. You are only able to interact with other Player Characters that entered at the same time as you and in the same timeline. The Element: This table determines the primary elemental alignment of the region. You determine how this affects the region of the adventure. You and your fellow players decide the details of your adventure’s setting. Characters with the same element as the one rolled for the adventure gain a temporary boost to their elemental-based abilities during the adventure. The Conflict: This table determines what must be overcome. There are a few core conflicts, which can be interpreted as you wish during your adventure, but must be resolved to conclude your adventure. These conflicts are the six forms of conflict in Western literary fiction: Character vs Self Character vs Character Character vs Nature Character vs Supernatural Character vs Technology Character vs Society The antagonizing force, or the villain, of your adventure in the Far Shore is based on this central conflict. You may choose how these conflicts are approached, explored, and resolved while keeping the final prompt in mind. The Twist: This final random prompt determines what complicates the central conflict of your adventure in the Far Shore. This complication changes how you view the conflict, as well as perhaps how to resolve it. Work the twist into how you resolve the central conflict of your adventure in the Far Shore. Be careful what you wish for The cake is a lie Genuine Imposter The story that never was Yank the dog’s chain Random twist from TV Tropes Ending Your Adventure: Once the conflict is resolved, your adventure in the Far Shore comes to an end. Your characters travel through a portal back into the Time Between Time at the end of your adventure. They cannot bring anything from the Far Shore back to the Time Between Time except the loot they are rewarded after the adventure. Tag a Game Master in your final post for the adventure. A Game Master will read the adventure to make sure all the required prompts were used. If everything is concluded properly, a Game Master will post in the OOC topic regarding your rewards. You will receive awesome loot equal to the number of Player Characters that participated plus the number of optional player prompts used based on a random loot table. At the end of your adventure as a group, pick three matoran principles charms that have been unused (used is indicated by the strikethrough effect) in the opposite timeline you were assigned. Provide the list of three matoran principles to a Game Master so they can properly update the available optional prompts for the correct timeline. If the same timeline is run multiple times in a row, do not choose new charms at the end of the adventure. A certain timeline cannot be run more than twice in a row. If GMs roll the A or B timeline more than twice in a row, they will assign the other less played timeline in order to balance charms across both timelines. The next adventuring group may choose to use up to three of the currently available matoran principle charms for their respective timeline (A or B) during their next short adventure. Once all of the optional prompts are used in a given timeline, the next short adventure will be run by a Game Master and will guarantee the Far Shore Makoki Stone as a reward.
  3. I hope to one day finish my Naming Day fanfic, but in the meantime, check out my electronic, dance-friendly medley of BIONICLE music! Complete with a slideshow! Youtube link I'm an amateur music producer, so I very much welcome constructive criticism about how I can improve the mix. But I must say, I'm pretty happy with how I managed to combine two of the rock songs in the final chorus
  4. 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.
  5. A reimagining of Lewa and Kongu, built for New Elementary. You can check out the post and more images here: https://www.newelementary.com/2020/11/66960-lego-ninjago-energy-burst-hinge.html Inthert came up with the idea that inspired Kongu's mask.
  6. 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.
  7. I have a video call on Halloween coming up, and I thought I'd build myself a mask to get into the spirit of things. (Edit: incorrect verb tense)
  8. Hello fellow Bionicle entusiasts, So you've heard of Bionicle quest for the masks tcg, right? and you played it? If so I have the opportunity of a lifetime for you. Do you like other card games? I do and in those card games there generally exist a little format called draft. You've heard of it, right?, no? Well then let me explain draft is a format where you in turn pick cards form piles until you have a gathering of cards from which you create a deck, sounds fun? yes? Now draft can be done through two methods in most card games, either you buy new booster packs and play with those or you can use a cube which is a collection of cards chosen too work well with eachother in a limited environment. Consider it to be like building your own expansion set to the card game in question. Where you choose what strategys and archetypes you want in your cube. In other words a personalized draft experience that is replayable. Now what does all of this have to do with Bionicle Quest for the mask TCG or play testers? I'm glad you asked because I do actually have a Bionicle qftm tcg cube and draft format in development. Thusly I'm in need of a few play testers, 12 or more to be exact. Why 12? well one game needs six players hence having more than the requiered amount of players will give more varied games and it will make finding flaws in my current prototype build of the cube easier as no game will be the same. Also since qftm isn't to widely played in the bionicle community this will be a good way to see what archetypes or the most common decks people would make is or in other words finding the games meta. Because of this the cube is built based on the base set which will give the most amount of creative freedom for people to go wild. In comparison too if I would have forced archetypes on players. However you might now be wondering well how do I join this project? You can join by dming me either here on the site, on discord or reddit with a list of your qualifications. I do have some criterias though and those are as follows: - Have experience within tabletop simulator. - What times you are available. - Being able to analys things critically. So what are you waiting for if you feel that you fulfill 2 or more of these criterias, why wait enroll today and get a chance at being part of this project. Hope to be able to work with you! //Tarkur
  9. Hello all! It's with great pleasure I announce the release of a Bionicle Heroes mod I've been working on for some time - the first mod on ModDB for Bionicle Heroes! Introducing - Bionicle Heroes: Myths of Voya Nui! https://www.moddb.com/mods/bionicle-heroes-myths-of-voya-nui This mod and a lot of the work within it would not have been possible without help from a few people - Sl0th and Iridium77 from one of my mod teams, Raising the Bar: Redux, who helped me work out the sound and texture formats and how to mod them respectively. Additionally, Hexadecimal Mantis over at Biomedia Project created several scripts that made previewing changes and extracting game content much easier. Finally, maver1k_xvii gave me one of his experimental scripts that, whilst not being used in the development of MOVN, allows me to look through older content in the game, and may lead to some interesting model ports in the future. Now then - on with describing the changes coming to you in MOVN! Gameplay: Toa Part of what I considered a problem in Bionicle Heroes was how the Toa felt tremendously unbalanced - in the majority of encounters, Kongu's fast movement speed and high time-to-kill made him feel like the only obvious choice at Level 1, 2, and 3. Nuparu Level 3 is also very powerful, but carries the penalty of having a mortar attack, which balances him out a bit. My objective with the gameplay regarding the Toa is to pull most of them up to Kongu's level. Given Bionicle Heroes is very much a casual game, I wanted all Toa to be equally fun to play, rather than nerfing Kongu and Nuparu (which would have the side effect of making the game quite a bit harder). A number of changes went into making this happen, across all three levels of Toa, with most Toa at Level 1 and 2 getting extensive changes. Level 3 is the most well-rounded, though some Toa still received buffs and changes here. Overall: -Made all Toa have the same movement speeds and slightly improved turn rates to make all Heroes equally fun to control, as well as an increased FOV. The excruciatingly slow movement of Hewkii and Matoro made them quite frustrating to play, and Hahli, already the least powerful and useful Toa, did not benefit from a movement penalty. As a result, all Heroes now move at Kongu's speed, and all Heroes (including Kongu) turn a little faster to make static elevator sections a little better. The improved FOV helps the Heroes have less tunnel vision and allows you to take in more of Bionicle Heroes' reasonably nice environments. Hewkii, with this change, doesn't really require further buffs - which is why you'll see I made no changes to him. Kongu, of course, was already top-dog in most situations. Level 1 Toa -Raised Jaller's Level 1 firing rate and slightly decreased his damage - his result is a higher and more satisfying time to kill. Jaller is the rapid-fire Hero, and having a weapon that blitzes through enemies is both more fun and interesting than his previous incarnation. The slight damage nerf, however, doesn't make him overpowered at Level 1. -Raised Hahli's Level 1 effective range and her damage. Hahli is by far the least useful and weakest Toa in vanilla Bionicle Heroes. She still does not have as high a time to kill as Jaller or Kongu, but her increased range means she is more viable at mid-range and the damage improvement means she can more comfortably deal with clusters of weak enemies. Using her no longer feels like a downgrade compared to other Toa. -Raised Matoro's Level 1 damage very slightly so he can one-shot weak Bohrok and most Visorak. Stronger Bohrok varieties will still require two shots. This was due to his role as a sniper feeling less powerful when his attack couldn't one-shot basic enemies from the hip. -Slightly raised Nuparu's Level 1 range and damage. Nuparu sees a significant power spike at level 3 but his level 1 and level 2 weapons are very underwhelming, so this aims to make the mortar just a bit more reliable. Level 2 Toa -Raised Jaller's Level 2 firing speed and damage - his DPS at Level 2 was previously very ineffective, but a small increase of both raises them to more satisfying levels. In some ways his Level 2 attack felt like a downgrade compared to Level 1. This ensures a better progression between upgrade tiers. -Raised Hahli's Level 2 range and damage - for the same reasons as raising the level 1 stats. Hahli is one of the only Toa to receive major buffs across all three upgrade tiers, given her previously ineffective status. -Slightly raised Nuparu's Level 2 range and damage - same reasons as raising Level 1 stats. This change ensures that the massive power spike at Level 3 Nuparu feels a little more balanced with previous levels. Level 3 Toa -About doubled Jaller's Level 3 firing speed but decreased his damage a few points - the result is still a higher TTK more in keeping with his rapid-fire attack. Jaller's Level 3 attack didn't feel like an evolution on the design of the character as a rapid-fire close-ranged blitzer. These changes keep this motif whilst also making it the most dangerous incarnation of Jaller. -Increased Hahli's Level 3 beam damage and slightly increased effective range - for the same reasons as raising Level 1 and 2 stats. With this change, with clusters of very weak enemies, Hahli becomes very effective at quickly chaining her attacks between them. Her increased effective range also makes her more useful during boss battles. Examples: Gameplay: Piraka The main problem I felt was present with the Piraka characters was they often weren't true evolutions of their Toa counterparts' attacks, combined with the fact that most of them, with the exception of Hakann and Vezon, had similar attacks. Hakann didn't feel fit for purpose or in keeping with his character, whilst Vezon felt underpowered considering for many players, playing as him may well be their third playthrough of all game levels for 100% completion. My changes aim to make each Piraka feel more like an evolution of their Toa, with the design philosophy being each Piraka should be better than their respective Level 3 Toa in most situations. The exception to this philosophy is Vezon - who, again, as the final unlockable character and most likely the one players use the most on a 100% playthrough, is intended to be better than any other character in almost all situations. Overall: -Made all Piraka have the same movement speeds, FOV, and turn rates as the Toa. I wanted to make sure the Piraka were on an equal footing with the Toa in these respects to keep them from sinking below some of the newly-buffed Toa. -Thok: instead of just a generic beam weapon, Thok now fires out two very strong ice projectiles every 1.2 seconds. These projectiles travel very quickly and also have high range, making him as effective as Matoro at mid-to-long range, though for long-to-very long range sniping Matoro is still king. Thok feels like more of an evolution on Matoro, covering one of his weaknesses whilst not outshining Matoro in long-range engagements. -Hakann: Hakann's attack speed was upped, damage reduced, and some small amount of spread added to his projectiles. To make him stand out further from Jaller, his attacks also have a small AOE damage radius and a small amount of AOE damage, making him better at handling groups of enemies than Jaller and overall more powerful at short range whilst not having Jaller's mid-range capability. -Vezok: Vezok's beam attack received a damage buff and a slight range increase to push it to being a bit more powerful than level 3 Hahli, but otherwise his attack seemed very fitting for him, and received the least tweaks. -Zaktan: Zaktan's rapid-fire projectile attack has been replaced with a shotgun attack with a tight spread, firing four projectiles at once roughly three times a second. His original homing effect remains but the range of the projectiles is significantly reduced, making him a strong close-range competitor to Kongu, but level 3 kongu has slightly more effectiveness at longer ranges. Zaktan's VFX has also been changed so his projectiles are green and the hit VFX is green, too, to better represent his elemental colours. -Reidak: Reidak's sonic beam attack has been replaced for a modified version of the Piraka fragmentation Zamor - now firing at a rate of just over one a second with a reasonable blast radius, Reidak is not the "nuke the screen" option Nuparu is, but he is able to wreak havoc with smaller groups of enemies due to the volume of AOE explosions he can put out, trading reliability for sheer volume -Avak: Avak's rapid fire bullet has been replaced with a slow firing barrage of three explosive bullets which do high single-target damage and have a small amount of AOE, styled after the third level Hewkii attack in Bionicle Heroes DS -Vezon: Vezon has been massively suped-up so he feels properly like an end-game unlock character, whereas before he often fell short of level 3 Toa heroes. He shoots a barrage of four projectiles at a time five times a second with a small AOE, though the damage of each projectile has been reduced and there is a bit of spread. Nevertheless he is now chaos incarnate in most encounters, and ensures the third and final playthrough of Bionicle Heroes for 100% completion is both an exciting romp and a breeze. Examples: Gameplay: Misc There are a number of small inconsistencies and mild issues with Bionicle Heroes I sought to rectify. Unfortunately, due to the lack of true modding tools for the game, actual level geometry and bugs with progression are nearly impossible to tweak at this time. I still feel the overall vision of the mod is achieved through the changes above alone, but there remains room for a more comprehensive overhaul should the necessary tools and breakthroughs in modding knowledge be made. -Made first level start you with only Jaller to reflect the game's canon. This does not affect progression and helps make a new game playthrough more tonally consistent. -Made hero mode in the bonus levels basically unobtainable - it seemed to go against the spirit of these levels as tough challenge levels when usually a third of the way in you'd get invincibility for the rest of it. As a result, Bonus Levels are tougher but feel better fitting in the game's sandbox. -Added Hahli to the starting roster in Thok's boss level, as she's otherwise unobtainable in this level. Going without one of the six core Toa for a whole level arbitrarily felt like a slap in the face for Hahli. Thok's boss level is all-round very unrefined and probably the worst out of all of the Piraka boss levels - I wish I'd been able to do more with his actual level as the other Piraka have vast, interesting arenas where their boss level takes place. Thok feels hard-done by in comparison. -Fixed bug where Thok's ground pound attack and ranged attack were swapped, meaning his ranged attack action would instead trigger the ground pound and vice versa, reducing his effectiveness in his boss fight. He now correctly fires his projectiles at the player and ground-pounds when nearby. This goes some way to making his boss fight a bit more satisfying. Visuals: Enemies Thanks to Iridium77, the workflow for injecting custom textures into Bionicle Heroes was worked out. Whilst it requires manual hex-editing, the results in-game are hard to argue with. I had a few inconsistencies I wanted to work out, and hopefully these changes will make the game a little more visually satisfying for long-time Bionicle fans. -Made Vahki textures more accurate to their set counterparts - the main edit being the headpiece. In the vanilla game they were all grey - their colours are now correct to the sets. Examples: -Made Nidhiki's head texture more accurate to his canon depiction - grey head, green back headpiece. All associated unlock images and splash screens have also been updated -Made all Piraka weapon worldmodels (so the weapon models they hold when not used by the player) more consistent with the player viewmodels, but due to them having a totally different model in all cases with different UVs, this is only an approximate consistency Examples: Visuals: Player Whilst I felt the Toa weapons were reasonably good looking, I felt the Piraka weapons needed more work to look closer to their set counterparts. I did, however, also want to preserve the art style of Heroes, with the alternating elemental colouring on the player weapons. -All Piraka weapons have received texture improvements. Added gold accents to Reidak's player weapon to make it more visually consistent with the set version, but retained elemental colouring for visual consistency with other weapon models in the game. Avak received more dark silver accents to the player weapon and a changed contrast/saturation. Zaktan's weapon had gold accents added and changed a few of the elementally coloured areas to have a better spread of colours between silver, gold, and green. Finally, Thok's weapon got more blue accents to to make a few areas more tonally consistent. Examples: Visuals: Misc A few miscellaneous changes were made visually throughout the game. These are mostly flavourful additions I did for my own interest, though I feel they add to the experience of the mod. -Modified unlock images to be more accurate - the Avohkii uses the cut GUI texture found in the game files (wonder what it's doing there?), and the Vahki use modified images to reflect the changes to their model textures -Restored original status screen from the Bionicle Heroes demo with some additional detail, though colours were inverted since the original was dark coloured and the status screen text is black -Modified main menu screen to use a unique logo for the mod! Examples: Little crusty but the version in the files is quite a bit lower resolution unfortunately Wrapping Up Bionicle Heroes: Myths of Voya Nui is currently complete, and is playable now, over at ModDB: https://www.moddb.com/mods/bionicle-heroes-myths-of-voya-nui More videos will be appearing on my YouTube account like the ones above showing the new gameplay in action with annotations to say what has been changed. It's been a fun time, and I'm thrilled to be finally able to release a mod for Bionicle Heroes after reading about so many modding attempts over the years. If you want to know how I did much of the above, check out the following wiki, where modding Bionicle Heroes is actively being documented! I encourage you to give it a go - with the tutorials I've placed onto the wiki, more aesthetic mods like music changes and more are very possible! https://bionicle-heroes-datamining.fandom.com/wiki/Bionicle_Heroes_-_Datamining_Wiki Your myth will begin soon, Toa Heroes! Stay tuned!
  10. Inspired by this thread, specifically this post: ...I've decided to compile a list of all the origins of the names of the Matoran from early G1, as a lot of them seem to be derived from real words and names. I can't figure out all of them, so I figured we might be able to build this together. Bear in mind that I'll have to work with all characters' original names where possible, and I only intend to list the most likely etymological sources. I'll also include all Toa and Turaga. Ta-Matoran Aft: Albanian; "warmth from a fire."Agni: Sanskrit; "fire," also the name of the Hindu god of fire.Aodhan: Gaelic; "little fire," or a diminutive of the name of the Irish cthonic god Aed.Brander: English; denotes a person who brands something, or marks it with a branding iron.Jala: Rotuman; "to burn."Kapura: Maori; "fire."Kalama: Hawaiian; "the torch."Keahi: Hawaiian; "the fire."Maglya: Hungarian; "pyre."Nuri: Hebrew; "my fire."Tahu: Maori; "to set on fire."Takua (who wasn't initially an Av-Matoran): Maori; "ship." Might also be Swahili for "piety" or "devoutness."Tiribomba: Romanian; "firecracker."Vakama: Fijian; "to burn."Vohon: Ukrainian; "fire."Ga-MatoranAmaya: Japanese; "night rain."Gali: Gamilaraay or Indonesian; "water."Hali: Finnish; "hug." 'Cuz she's wholesome...?Kai: Hawaiian; "sea." Japanese; "ocean." Estonian or Basque; "pier."Kailani: Hawaiian; "heavenly sea" or "sea and sky."Maku: Maori; "moist" or "moisture." dontmakeajokedontmakeajokedontmakeajokeMarka: Finnish; "wet."Nireta: Greek; "from the sea."Nixie: English; a treacherous water-spirit derived from European folklore.Nokama: ?Okoth: Luo (or some western African language); "born while it is raining."Orkan: Various languages; "whirlwind" or "hurricane."Pelagia: Greek; "of the sea."Shasa: Unknown African language; "precious water."Vhisola: Unknown African language; derived from "Visola," meaning "longings are waterfalls." Le-MatoranBoreas: Greek; the name of the god of the north wind.Kongu: Maori; "overcast."Kumo: Japanese; "cloud."Lewa: Hawaiian; "sky" or "air."Makani: Hawaiian; "wind" or "to blow."Matau: Maori; "fishhook," "knowledge," or the Uncinia genus of sedge. Can also mean "right," which Lego may have referenced in LoMN.Sanso: Undertale; a fat skeleton with an added "o." Nah, just kidding, it's Japanese for "oxygen."Shu: Egyptian; the name of the god of air.Taiki: Maori; "wicker basket" or "atmosphere." (He's from the Metru Nui arc, but there seems to be some reasoning behind the name nonetheless.Tamaru: "overcast."Tuuli: Finnish; "wind."Vira: Swedish; "to wind." Possibly a pun on Lego's part.Po-MatoranAhkmou: ?Ally: Unknown Celtic language; "stone."Bour: Unknown African language; "rock."Epena: Hawaiian; "stone."Gadjati: Serbo-Croatian; "to shoot" or "to aim for."Golyo: Hungarian; "ball."Hafu: Rotuman; "stone, "brick," or "rocky cape."Huki: Maori or Rapa Nui language; "to strike" or "digging stick," respectively.Kamenrider: Serbo-Croatian; "stone."Kivi: Estonian; "rock."Onewa: Maori; term for a stone adze. Can also refer to basalt.Pekka: Finnish; given name equivalent to "Peter," which is derived from the Greek word "petros," or "stone."Piatra: Romanian; "stone."Podu: Romanian; "bridge."Pohatu: Maori; "stone."Ko-MatoranArktinen: Finnish; "Arctic."Ehrye: ?Jaa: Estonian; "ice."Jaatikko: Finnish; "glacier."Kantaicollection: Japanese; "frigid zone."Kokkan: Japanese; "severe cold."Kopaka: Maori; "ice."Kopeke: Maori; "cold" or "coldness."Kylma: Finnish; "cold."Lumi: Estonian; "snow."Matoro: Maori; "to investigate."Nuju: Finnish; derived from "nujuta," or "to play." Possibly a reference to Bionicle as a toy or a nod to Lego's name, which is a Danish portmanteau meaning "play well."Pakastaa: Finnish; "to freeze."Talvi: Finnish; "winter."Toudo: Japanese; "frozen soil."Onu-MatoranAiyetoro: Nigerian; "peace on Earth," most likely a pun.Akamu: Hawaiian; a surname.Azibo: Egyptian; "earth."Damek: Czech; a diminutive of "Adam."Dosne: Unknown Celtic language; "from the sand hill."Gar: ok this is from '07 but THEY LITERALLY NAMED HIM AFTER A FISH AOIDNEOWHEFSDFISEFUBKaj: Swedish; "quay," which is apparently a word. Also a Danish derivative of the Latin name "Gaius," which is taken from "Gaia," the Greek personification of the Earth.Mamru: Japanese; alternate spelling of "Mamoru," or "earth."Midak: possibly a misspelling of the Greek name "Midas," linking gold to his use of lightstones. Note that this name was only retroactively assigned to this character in '08.Nuparu: ?Onepu: Maori; "sandy" or "sand."Onua: Unknown African language; "earth and strength."Haf--er, Taipu: Maori; "dune."Tehutti: Egyptian; derived from "Tehuti," an alternate name for the god Thoth. Some baby name sites misattribute him as a god of the Earth, sky, and sea.Whenua: Maori; "ground."Zemya: Serbo-Croatian; "Earth," referring to the planet.Other/Non-MatoranGraalok: ?Puku: Maori; "stomach." Could be a nod to the fact that crabs are commonly eaten as seafood.Akamai: Hawaiian; "clever." Ironically, this makes more sense for Wairuha, who embodied wisdom where Akamai is valor.Wairuha: Derived from the Maori word "wairua," or "soul."Makuta: Javanese; "crown," referencing his megalomania.Umbra: Latin; "shadow." Probably a joke by Lego. (Yes, he's from '06, but it's too conspicuous not to mention.)Wairuha: ?Should I make these threads for places and Rahi, too? Let me know if you'd like to see that or if you know where any of these names really come from.
  11. 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 , @Vezok's Friend, and @Eyru. 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 banned from Six Kingdoms. The rest of the Six Kingdoms RPG community has no responsibility to recognize or respond to any communication from banned players in Six Kingdoms RPG topics (OOC, Character Creation, and IC). Continued negative behavior by banned players will be passed along to BZPower staff for site moderation. Conduct: Conduct is defined as anything requiring GM intervention for resolution. This can be facilitating the resolution of a scene or handling reports of rule-breaking. Please note, we only handle conduct for BZPower specific issues. We do not handle conduct related to 3rd party sites like Discord or Google docs unless the conduct directly involves the GMs (i.e. harassment in private message threads). If you have an issue with a player on those platforms please contact the appropriate support team. While we hope players can be kind and collaborative, we understand sometimes not engaging is the best solution. Reporting Conduct: To report Conduct issues, please submit a single PM on BZPower to the GMs. In the subject line please include “SK CONDUCT” along with the type of isse (dispute, rules violation, etc.). We will read and reply to these PMs on a weekly basis. Thank you for your patience in advance. Gameplay and Lore Questions: Please post all questions regarding gameplay, planning, and lore in the OOC Topic for the game. For visibility, tag both GMs in your post. We’ll answer these questions as they come up, or during the weekly news roundup on Mondays. 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. Mask of Creation (Currently exists, worn by Knichou, only 1 in existence) Mask of Time (Vahi) Mask of Life (Ignika) Mask of Dimension Travel (Olmak) (currently exists, only 1 in existence) Gold Masks (must be unlocked via finding the in-game method) 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 all GMs say yes in writing. DO NOT MAKE A NUVA CHARACTER. Nuva and Nuva Proxima are character expansions that are incredibly rare. You must complete the in game rituals and have written approval of at least one GM to upgrade your character to Nuva or Nuva Proxima. This is a highly regulated character expansion. Being the first to insert the correct Great Disk into a Nuva room device inside an elemental Ruin will trigger the NUVA expansion for your character. 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... Please note, as of 8/14/2020 the taboo for creating rahkshi has been found. Only characters who possess such knowledge are able to bring rahkshi into existence. 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: See Kanoka Disk Crafting 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. The village of Le-Metru Koro explored these ore-based kanoka forging techniques to great success. They have been able to forge disks of incredible strength, and even one Great Disk of Freezing by using an elemental sword of ice as the base material. 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. EXPANSION -- 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) EXPANSION -- SUVAS AND THE SUVA SYSTEM Scattered around the island of Zakaz are puzzle shrines known as suvas. These sacred spaces were once places of prayer and reflection. They were also a place where mighty warriors stored their weapons and equipment. Suvas allow for telepathically switching the gear carried on one's person without having to physically collect it. Completing suva puzzles may very well be worth your while! A registered user of a suva may withdraw an item from a suva using their mind by depositing an equivalent item (mask for mask, etc.) from their person in a suva while within a suva’s regional range of 3 hexes on the world map. A registered user of a suva may add an item to a suva without having to withdraw something of equal type. A registered user is aware of the contents within the suva at all times while within range. More than one user may be registered with a suva. A user may be registered with only a single suva, and it should be noted on their character profile. Registering with a different suva temple ends any ongoing suva registrations elsewhere. EXPANSION -- NUVA & NUVA PROXIMA: NUVA Check back soon. Requires initial gameplay reveal before this section will be updated. NUVA PROXIMA: 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. When the Aspect completes their milestone and increases their powers, the desecrated follower's kraata grows to the next stage as well. 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. Sorilax: Elemental Alteration Sorilax: Rahkshi Creation Goodbye Tortured is the heart that lies empty Full is the belly of the beast A shell protects the broken yolk Sleep is better than peace Hello Korruhn: Flaw Consumption Tuakana: Star Swallowing Whisper, Apex, Stannis, Korruhn, Taja, Sorilax: Infectious Kraata Creation Kraata Creation and Infected Masks Taboo: Rahkshi Creation Taboo: Elemental Alteration Taboo: Tethered Bonds: Gluttonous Desecration: Kraata Corruption: 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, see through the eyes of their desecrated on the same plane Kraata power stage 4, remotely possess their desecrated through shadow puppetry Kraata power stage 5, teleport to one of their desecrated follower's shadows. Kraata power stage 6, teleport their desecrated follower to their shadow. 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 Su 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. You can find the GM-NPC Master List HERE. 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 Banned Players: Azibo
  12. WALL OF HISTORY Wall of History is a web archive of the entire BIONICLE legend — in an accessible, easy-to-read format. We currently host all the BIONICLE animations, comics, novels, podcasts, and story serials (plus a bit more), compiled into a single, interwoven narrative. If you'd like to keep up with Wall of History's continuing development, I'd encourage you to follow our official Twitter account and Tumblr blog.
  13. video for a bionicle mask of light reanimated collaboration (UPDATE): the full version of this video. This is better.
  14. Built using digital bricks in Bricklink Studio. No parts were harmed clipped in the making of this build. Glossy render kindly supplied by Marko (aka Cezium) via Blender 3D: www.flickr.com/photos/cezium/ A System build of a Bionicle symbol (so I'm now like 60% sure I posted this in the wrong forum...) - EDIT: Instructions for a new version of this MOC are now available from my Ko-fi page: https://ko-fi.com/s/2ba937f4e5
  15. Hi all! Please check out and support my BIONICLE project on LEGO Ideas! BIONICLE Legacy aims to please longtime fans as well as potentially attract new ones. I wanted to remain faithful to original story motifs while also leaving an element of open-endedness so as to encourage a wider appeal. BIONICLE Legacy: Storytelling with the LEGO Brick My questions for you all are as follows: #1. In a future update, I feel like I need to further justify why Takua is included as a figure. I think adding another play feature for Takua would be beneficial. But the total piece count for BIONICLE Legacy is already at ~2850, so I’m trying to think of something that could be economical parts-wise, but also add play value to the set. Any thoughts? #2. Do you have any advice about other fan groups you may be aware of that may be interested in supporting this idea? Where else can this idea be promoted? I hope you can help this project get on shelves as an official set! Thank you!
  16. I don’t even know if this is the appropriate place to put this. I would have put it on the Biomedia Project forums, but they apparently don’t exist anymore. My family got digital cable sometime in 2005, and I was addicted to Comcast’s On Demand service for a really long time, particularly Cartoon Network. Video On Demand was a relatively new concept at the time, and perhaps because of that, it was really light on the advertising, at least with kid shows. There would be a short sponsor plug at the beginning, and sometimes, but only rarely, a full commercial after that, then your show. Well, sometime in late winter/early spring 2006, I was greeted by this sponsor plug: It had some kind of moving blue background, waves, I think, and the Piraka logo popped up. That was it; there was no commercial following it. Now, I was very into...well, I wouldn’t call it “piracy,” but I liked to record the On Demand episodes onto DVDs because the lineup rotated regularly for some of the shows. This bumper was used for a pretty long time (several months, I think) so I was able to record it multiple times to DVD. Alas, those discs are all gone, along with this short sponsor plug. It’s not on BIONICLE Media Project, nor anywhere else, I think, despite these kind of bumpers being all over YouTube. Lost BIONICLE history, no matter how small, is still lost BIONICLE history, and I don’t think there’s any hope of recovering it unless someone else happened to record it at the time and still has it. Or find out what ad agency made it and see if they have it in their portfolio. Would anyone be able to help find this? It may not seem worth the effort, but I kind of feel responsible for it being lost, seeing as I recorded it and then lost the discs...
  17. A few friends and I teamed up for a revamp of the Phantoka wave from 2008 (Mistika may or may not be coming soon). Any of you familiar with me won't be surprised by which character I took a swing at. For my interpretation of Pohatu, I took things down a "bioformer" route, taking his twin-rotor helicopter inspiration more literally than the set did. Interesting how only recently an official Lego Osprey was cancelled which had the exact same colour scheme! Make sure to check out the other mocs in this collab, to which I have placed links in the description - and massive shoutout to Buttloaf for doing a fantastic job on the photo editing.
  18. Well here we are, ladies and gentlemen. Artakha - The Forge Lord by Mohamed Marei, on Flickr Artakha has always been one of my favourite canon characters. Whenever I used to imagine him, the main characteristics that would resonate in my head would be his aura of elegance. My portrayal sought to depict that element and bring it to focus. Artakha - The Forge Lord by Mohamed Marei, on Flickr He also wields a Warhammer, which I wanted to keep as simple as I could without losing on that unique touch. A side view: Artakha - The Forge Lord (side) by Mohamed Marei, on Flickr Back view: Artakha - The Forge Lord (back) by Mohamed Marei, on Flickr And here's the deconstructed view. Tried to dismantle the bigger parts while leaving the sub-elements intact. https://flic.kr/p/2jJDnuR Anyways, I hope you guys enjoy this MOC as much as I have enjoyed building it! Link to the contest post: https://board.ttvchannel.com/t/bionicle-canon-contest-2-meet-the-maker/55451
  19. Had this moc made since 2017. Thought it was time to give him an upgrade and post him. Check out my flickr and Instagram pages for more. Flickr: https://www.flickr.com/photos/102848133@N04/with/50035364061/ Insta: https://www.instagram.com/awesomenessborn/ ~Borne
  20. Can anyone tell me who originally verified that the All Insane Kids were also known as Dial Zero? That's not just someone's hunch, right, because they seem like a very good fit from what little info can be found about them? And can anyone tell me if there's ever been an attempt at digging up and sharing some of their songs outside of what extremely little is available online? I'm strongly considering ordering their CD when I can as I'm very curious to hear a little more of that 2005 alternative rock vibe we all know and love.
  21. A challenge seemed enticing, so I designed this sewing pattern for a Vahi face mask. The pattern was created by tracing the outline of a scaled Vahi mask off a monitor, onto a piece of paper. Then the outline was cut and splayed to the angle of a fitted face mask and seam allowances were added. Here is the finished mask. It’s 3-ply, has a nose wire casing and includes a filter pocket. It’s made in XL size, because that seems to be the most common size people request. (Sorry for the frightening facial blurring.) You can make one too, if you would like! The photo tutorial and pattern are below. It is a preliminary hand-drawn pattern, so lines are a bit rough. The steps also could be streamlined further if one had more fabric, but this one was designed from scraps. The measurements are in US customary units. The pattern is for an XL size mask, but I have included my “Master block pattern” that has all of the additional sizes listed. You would need to re-scale the Vahi mask parts page in your printer settings for the smaller sizes. Cut out the pattern along the labeled line with your desired size. *It is for personal/non-commercial use only. *Disclaimer: This mask design has not been tested for effectiveness and does not replace personal protective equipment like medical or construction masks. This mask does not prevent, protect from, or reduce viruses or diseases. Notes: All of the seam allowances are ¼” unless otherwise stated. Pre-wash all cotton fabrics on warm or cold, prior to cutting to prevent shrinkage. Color-fasting may be necessary if the fabric dye “bleeds” when wet. Iron cotton fabrics before cutting. This may not be the best pattern for beginners. It took five hours to cut, sew and assemble the mask after the initial pattern drafting. This is a markedly longer time period for mask construction, so don’t be discouraged if it takes a while to complete. Size guide: 2XL is for extra large faces and loosely fits on the neck. It was designed to accommodate facial swelling. 2XL mask dimensions are as follows: Length across center: 11” Width/height: 6.75”. XL is designed to fit males & females with larger builds. XL dimensions are as follows: H 6” W 8.5”. Model shown is wearing size XL. L fits average/larger medium males and females. L dimensions are as follows: H 5.25” W 9”. M fits average females, males and teenagers. M dimensions are as follows: H 5” W 7.5”. Care Instructions: Wash before wearing. Hand wash cold, air dry. May be carefully ironed after fully dry. Do not iron the leather patch details or elastic straps, as they may melt. Tools/Supplies needed: Sewing machine Overlock machine/serger (optional, zigzag stitching may be used) Scissors Tracing wheel Pins and a hand sewing needle Toothpicks (optional) Ironing ham, mini ironing ham, or towels wadded into a ball shape. Disappearing ink fabric marker Fabri-tac or similar fabric glue Washable glue stick or Lapel Stick ⅛” or ¼” wide elastic, preferably in black. One nose wire. I use soft, plastic coated wires that are similar to twist ties. Black, orange and white polyester sewing machine thread Fabric needed (generous estimations to allow for miscuts): About ½ yard of very dark gray cotton fabric for mask outer About ½ yard of orange cotton fabric for Vahi mask details About ½ yard of white muslin for the lining and filter pocket ⅛ to ¼ yard of black faux leather, or very thin real leather for the oval patch details 3 Page pattern: Page1 Page2 Page3 Kind of messy photo tutorial: (I have linked to the photos, so as not to overwhelm the website. I unfortunately do not know how to directly link to them. Here is the Complete Album , in case that's easier.) Step1 Step2 Step3 Step4 Step5 Step6 Step7 Step8 Step9 Step10 Step11 Step12 Step13 Step14 Step15 Step16 Step17 Step18 Step19 Step20 Step21 Step22 Step23 Step24 I hope these steps make sense, this wasn't really a planned thing...and I have zero training or qualifications to make tutorials. Best wishes and hope you have fun if you decide to make one!
  22. All right, everyone, sorry about the delay on this one but I’ve been so busy with work that I haven’t had time to work on my stories. But anyways, here’s the next one. A small thing deviating from the canon story introduced here is that Nidhiki is not from the Tren Krom Peninsula. Also, credit to nuhrii-flaming and outofgloom on Tumblr for the name of the month, Olva. Anyways, give me your honest feedback as usual and here we go. Legends of the Bionicle: Tension Rising 1,006 AGC Lhikan and Nidhiki stood on the side of the dock in Ga-Metru, along with Vamkoda and Malohi, watching the Ga-Matoran regatta celebrating six years since the end of the Attack on Ga-Koro and the defeat of the Bohrok swarms. The day had become something of a holiday to the Ga-Matoran, commemorating the bravery shown by all the Matoran in the defense of Ga-Koro that day. Matoran from every metru lined the docks, laughing with each other and enjoying themselves. Turaga Nokama stood with Gaaki and Gali, watching the proceedings with pride. Vamkoda and Malohi cheered on Kai as she pulled ahead of the other racers. “Go, Kai!” shouted Vamkoda. “So this whole thing is remembering an attack from those mechanical bugs they found in Onu-Metru?” asked Nidhiki. “I didn’t think they would be any trouble.” “They aren’t when they are dormant,” said Vamkoda. “But the Bohrok swarms are very dangerous when awakened. They did untold damage to our villages, including devastating Le-Koro.” “I helped save the day!” Malohi interjected. “Yeah, not really,” said Vamkoda. “It’s nice to finally be getting back to something resembling normalcy,” said Lhikan. “It’s been a rough eight months.” Vamkoda nodded in agreement. Eight months ago, the monstrous titan Voporak had attacked the Coliseum and stolen the legendary Mask of Time. Fortunately, no one had been killed but it was quite the blow to Metru Nui. And to make matters worse, Ahkmou and other provocateurs had been stirring up sentiment against the Resurrected, the term for the beings brought back to life through a time anomaly. Vamkoda wanted nothing more than to knock Ahkmou’s mask right off his face. Starting two months ago, Matoran and Toa had started arriving on Metru Nui, drawn to the newly reinhabited City of Legends. Some were Resurrected. They brought with them many skills and ideas that helped improve the city and for the most part were a benefit. But some were reviled by the Resurrected and listened to Ahkmou’s lectures and agreed with him. Lhikan and Nidhiki never showed any great concern about it but to say that the Turaga were worried was an understatement. Vamkoda noticed Lhikan was not watching the boats anymore and he followed the Toa’s gaze to see a Toa of Water watching the regatta. Lhikan seemed to be staring at her. “Uh, Lhikan?” said Vamkoda. “You okay, buddy?” The Toa of Water noticed Lhikan watching her and smiled before walking over. “Hey, how’s it going?” she asked. Nidhiki noticed Lhikan staring as well and elbowed him in the side. “Well answer her, idiot.” The Toa of Fire quickly recovered. “Uh, fine. How are you?” “Pretty good. I’ve been watching this regatta of yours here, it’s pretty impressive I have to say. You Metru Nuians know how to put on a show.” “Actually I’m from Rehi Nui,” said Nidhiki. He pointed his thumb at Lhikan. “And he’s from Taminu Nui but he’s too love-struck to mention that.” “Knock it off,” Lhikan warned darkly. “Well I was born and raised on Metru Nui,” said Malohi. “Although I don’t remember any of it.” “Well I’m from the southern continent,” replied the Toa of Water. “I had heard that Metru Nui was occupied again so I decided to come and see for myself. Oh, my name’s Reymar by the way.” “Lhikan, former leader of the Toa Mangai,” said the Toa of Fire. “Although you probably haven’t heard of us.” “Nope, sorry, can’t say I have.” “That’s probably for the best,” said Nidhiki. “I’m Nidhiki.” “I’m Vamkoda, and this is Malohi,” said Vamkoda. “Yo,” said Malohi, raising his hand in greeting. “So you’re enjoying your stay in the City of Legends so far?” said Lhikan. “I am, it’s quite a step up from the small villages I was used to on the southern continent.” “Maybe afterward you’d like to see more of the city, I could be your guide,” offered Lhikan. “That would be lovely, thank you, Lhikan.” Vamkoda looked up at Nidhiki who rolled his eyes and looked back out at the sea. Everyone was so caught up in the event that no one noticed a slapped together sailboat had entered the fray until it almost collided with a Ga-Matoran boat. The sailor shouted an angry rebuke at the rogue vessel as it moved closer to the docks and more people began to notice it. “What is that?” asked Nidhiki. “A cobbled together craft if I’ve ever seen one,” said Reymar. Nokama pointed out to the boat. “It looks like it’s been damaged, it’s sinking! Gali, go and help them.” “At once, Turaga!” said Gali before she dove into the water. Other boats began moving in to help try to rescue any passengers. Lhikan was wondering if anyone was even onboard when a Ko-Matoran appeared above deck. Even at this distance, the Toa of Fire could tell there was something strange looking about the Matoran. Gali reached the boat and began guiding it toward the shore as some of the crew of the vessel evacuated to the other boats. By the time they reached the docks, only an Onu-Matoran was left on board. Spectators helped him onto the dock as Gali climbed out of the water, leaving the boat to its fate. The Onu-Matoran glanced back at the now rapidly sinking vessel. “Thank you, you served us well,” he said to it. Vamkoda and the others made their way through the crowd even as the other boats were delivering the other crewmembers to the docks. There were six Matoran total, one of each primary element. All of them were smaller than normal Matoran and looked like they had been disfigured in some way. It reminded Vamkoda of the Matoran’s rebuilding on the island of Mata Nui but in a sick, twisted way. “Who are you?” Nokama asked as she reached the group of Matoran with Gaaki. The Onu-Matoran turned to face her. “My name is Garan. Sorry about our crude entrance, we aren’t typically a seafaring people but our situation has become very desperate. We are from the island of Voya Nui.” “Voya Nui?” said Reymar. “You’ve heard of it?” asked Nidhiki. “It was a village that lay at the center of my continent until the Great Cataclysm when it and the landmass around it were jettisoned through the dome.” “That sounds improbable,” said Nidhiki. “Well you should believe it, a giant waterfall is currently falling through the hole in the dome and into a cavern below. I just never imagined anyone could have survived the ascent, or that there was anything above for them to exist on.” “There’s an entire ocean above although we never explored it,” said Vamkoda. “Takua was talking about setting out on a voyage shortly before the discovery of the Mask of Light.” “We have come seeking aid for our island,” Garan continued. “The situation has become very bleak back home.” Garan relayed his story of Voya Nui’s ascent, including the deaths of many Matoran and their Turaga. After a thousand years of carving out a miserable existence, including the sinking of an entire village three centuries ago, some debris that showed the location of another island in relation to the stars floated into their bay. Inspired to find help, the Matoran spent the next few years building test craft until finally Garan and his friends decided they couldn’t waste any more time and set sail. “And then we found an island but it seemed to be abandoned,” said the Ta-Matoran, Balta. “So after some scouting, we found some tunnels that showed recent use and found a subterranean sea. We carried the boat down to the tunnels and set sail. However, it seems we took some damage on the way.” “Well I’m glad you made it here safely,” said Nokama. “Let’s get you to the Coliseum, we can tell the other Turaga and then we can decide our next move.” *** The Turaga and Rahaga all listened intently to the Matoran’s story in Dume’s personal chamber, and once they were finished, Dume stood up. “I commend your bravery in venturing out to seek help. I know the voyage must have been very trying. But all the same, we cannot spare any aid to your island. Metru Nui is still in very bad shape and after the further damage to the Coliseum we suffered this past Olva, we’re even further behind in repairs. I’m sorry.” “I understand your position, Turaga, I truly do,” said Garan, “but if I may, you are at least connected to other islands, so you and the others create a net to support each other. We are completely cut off from the rest of the universe. Water is running dangerously low, we will be completely dry by the end of the year. Please, Turaga, I beg you to reconsider.” Garan and the other five Matoran with him all fell to their knees and bowed their heads in respect. “Dume, we have to do something to help them,” said Nokama. “They wouldn’t come to us unless the situation was so dire.” “Yes, Nokama, but so is ours, and we have more Matoran to worry about. We just can’t spare the resources. You can’t save a drowning Matoran at the risk of your own life. All you end up with is two drowned Matoran.” “Please, Turaga,” said the Ga-Matoran in the group, Dalu. She looked up at Dume with pleading eyes. “There must be something we can do in return, just name your price.” “Whatever it is, we’ll pay it,” said Piruk, the Le-Matoran. “Our friends are worth anything.” Dume sighed heavily. “All right, but some of your numbers would need to come and work here to help generate the additional resources, at least until Metru Nui is fully repaired.” Garan smiled and bowed his head again. “All we want is a chance, Turaga. The six of us will gladly stay and do whatever work you require of us, and I’m sure others from our island would do the same.” Vakama stood up and clapped his hands together. “Excellent, then it is decided. ­The Matoran of Voya Nui will help us to produce more resources, and in return, we will send them supplies. Is there anything else that needs to be addressed while we’re here?” The Ko-Matoran, Kazi, raised his hand. “Yeah, I have a question. Who are those Matoran causing a ruckus outside?” *** Ahkmou stood behind a makeshift podium as he faced a riled-up crowd holding various signs of protest. He smiled internally as he surveyed the beautiful scene he had helped create. The Turaga were beside themselves with worry and the Toa were not much better over Ahkmou’s machinations. After all his schemes of trying to undermine the Turaga’s leadership over the years, all it took to do it was some time anomaly. And Ahkmou was going to get to the bottom of what caused that anomaly but in the end, it didn’t really matter. He was going to spin it however it best suited him. “Brothers and sisters!” Ahkmou announced loudly. “Eight months ago, we were attacked by a savage monster, drawn here by a time distortion surrounding the Resurrected. And while I have my sources looking into what caused that, what is not disputed is the Resurrected’s part in all this. The temporal anomaly surrounds them and drew Voporak to our shores!” The crowd erupted into cheers of agreement. Ahkmou smiled internally again. Sure he was exaggerating about the Resurrected’s actual involvement. There was no evidence that the temporal anomaly surrounded the Resurrected but that didn’t matter to him. Everyone needed a target to take out their aggression on. Ahkmou held up a hand for silence. “That is why I have been petitioning the Turaga for months, pleading with them, that they send the Resurrected away. I’m sure there’s a peaceful island they can live on out there, away from all of us. But my words have fallen on deaf ears.” A chorus of boos from the audience. “It seems they care more about a couple of hundred freaks of nature than thousands of natural Matoran. Does that seem fair or right to any of you?” The crowd replied in the negative. “And now, as I speak to you here, there are newcomers from Mata Nui knows where talking to the Turaga about getting resources from us when we can barely take care of ourselves.” “How do you know all this?” asked a Ta-Matoran in wonder. “I have eyes and ears everywhere,” said Ahkmou with a sly smile. “There is nowhere on the island that escapes my awareness.” “Okay, okay, show’s over,” said Jaller as he pushed his way through the crowd, flanked by Ta-Metru guards. “You’ve said your piece, Ahkmou, now move along.” “I’ll have you know, Captain, that I have a permit to be here.” “One that expired weeks ago I’m sure. But if you want to play that game, let me see it.” When Ahkmou didn’t make a move, Jaller added, “That’s what I thought. Now get out of here.” “People have a right to know what’s going on here,” protested Ahkmou. “The Turaga have told us what happened.” “And the Turaga have always been so truthful with us in the past,” said Ahkmou with dripping sarcasm. Jaller tried to hide his uncertainty. “They have told us what we need to know. If there’s more, they will tell us that when we need to know it.” “So naïve, Jaller. But then again, Vakama needs a good puppet to help with his control of the idiotic masses.” Jaller stepped right up to Ahkmou, shoving his mask into the Po-Matoran’s. “Let’s make sure something is understood, rock head. I never liked you. Even before we knew you were allied with Makuta. You always preyed on Matoran’s superstitions and fears, with no regard for the damage you were causing to our fragile communities. And once it was revealed where your real loyalties lay, I would have much preferred you be taken out back and dealt with like the common Rahi you are.” Ahkmou gave a confident smirk. “Careful, Captain, the others will see you for the hotheaded tyrant that you truly are.” Jaller became aware of the others watching him and straightened up. He pointed out into the city. “Get lost, Ahkmou. Go peddle your conspiracy theories elsewhere.” Ahkmou noticed Lhikan talking to a Toa of Water near the Coliseum before the new Matoran came walking out. After a brief discussion, Lhikan led the Toa of Water off in the direction of Ta-Metru. “Very well, Captain. You win today. I have other places to be anyway.” *** Lhikan and Reymar walked through the streets of Ta-Metru, the former pointing out different places of interest to the latter. The two talked about Metru Nui, their homelands, their adventures, and everything else under the suns until they set, and even afterward. Even when it began to rain, the two Toa didn’t mind. They still talked as they snaked their way to the edge of the metru. Lhikan couldn’t help smiling as Reymar recalled a story where she defeated three Rahkshi while the rest of her team were incapacitated by the dark creatures’ abilities. He felt very different around this Toa than anyone else he had ever been around. He had seen Naho and Tuyet in purely sisterly terms, and of course, he didn’t even feel that for Tuyet anymore. No, this felt like it could be something more. Lhikan was so enraptured in his thoughts that he was completely oblivious to the trap they were walking into. The Toa of Fire heard the scrape of metal against stone and instantly froze. That was no Rahi, that was a being with intent, one trying to be quiet. He held out his hand to stop Reymar and put a finger to his mouth. “What is it?” she asked, now on the alert as well. “We are not alone.” Lhikan was now aware of sounds all around them. He scanned his eyes in all directions, thinking he caught movements in the shadows. But the rain and lack of light made it almost impossible to see. He cursed himself for not paying better attention and walking into a section of the city still under reconstruction where no Matoran or lights were. “Get ready,” he said. Lhikan could now see shapes moving in the shadows. He created two columns of fire in his hands and the glow revealed dozens of Matoran with various weapons surrounding them. The orange light distorted the wolfish and hungry expressions on the Matoran’s masks into even more grotesque versions of themselves. Ahkmou seemed to be leading them, holding a club threateningly. “Ahkmou, what is the meaning of this?” Lhikan demanded. “Nothing personal, Lhikan, just trying to protect our island.” “Yeah, like you care about the wellbeing of Metru Nui. And attacking me is supposed to do that?” “You Resurrected are more trouble than you’re worth. You drain our resources and draw threats to Metru Nui.” “My only intention is to protect the heart of Metru Nui as I have done since I first set foot on these shores. But if this is truly the will of the Matoran, I will leave without a fight.” “But, Lhikan, this is your home!” said Reymar. “How could you just leave?” “I didn’t say I would be happy, it would be one of the hardest things I’ve ever done. But I’ve already given my life for the city I love, so this seems like a small sacrifice in comparison.” The crowd’s resolve suddenly wavered. Obviously, they had been led to believe that Lhikan was a dangerous and unreasonable character. Ahkmou looked nervous, like he was going to lose his grip on his lynch gang. “You can’t believe him, he’s a liar!” said the Po-Matoran. “I mean, how do we even know this is really Lhikan? He could just be some monster using him as a disguise. We don’t know what these Resurrected are!” Fear of the unknown took over once again and the angry mob started to advance. Reymar pulled out two scimitars and looked around at the threatening faces surrounding the two Toa. “What’s the plan, Lhikan? They have us boxed in here.” Lhikan threw out a spread of fireballs around himself and Reymar. It made the Matoran jump back but the flames were nowhere near touching them. It was meant to keep the villagers back, not hurt them. Lhikan had no interest in hurting those he was sworn to protect, even if the feeling was not mutual. He took his greatswords off his back and combined them into his flying board. He threw it on the ground and stepped on board as he wrapped his arm around Reymar’s waist. “Hang on,” he said as he mentally triggered the board and took off into the night sky. But Ahkmou wasn’t going to be so easily outmaneuvered. “Freeze disks, now! Shoot him out of the sky!” The mob took aim with disk launchers and fired. Lhikan saw the incoming projectiles and began jerking left and right, trying to dodge them. He looked back and activated his Hau, but it was hard to spot all the disks in the darkness and continue flying forward at the same time. One got through and struck his feet, freezing them to the board. The shock made him lose concentration over his mask and the sudden weight made him lose balance. More disks struck, weighing the board down and sending the two Toa plummeting to the ground. The Toa Mangai of Fire tried to drop Reymar off before she wound up entangled in the inevitable crash. She dropped from the board and hit the ground, still getting stunned from the impact. Lhikan didn’t have any time to try to save himself and slammed into the ground at a high rate of speed. The impact broke one of his legs free of the ice but the other one stayed stuck as he rolled across the ground, board and all. Lhikan shook his head to clear it and rolled over before immediately starting to thaw out the ice. It must have been a pretty high-level disk that hit him as his fire was hardly having any effect. Lhikan looked up to see Reymar stirring before a dozen Matoran jumped on her, pinning her to the ground. “Hey, leave her alone!” he barked. “She has nothing to do with this!” “Don’t worry, Lhikan, we’re not going to hurt her,” said Ahkmou. “We’re just making sure she doesn’t interfere.” The Po-Matoran nodded to some others who moved in with their clubs. Lhikan threw up his shield as the Matoran brought down their weapons, causing them to ricochet off. The Toa was unharmed but he was also at a stalemate with the Matoran. Their attacks were so constant that if he were to drop his shield, he would immediately beset upon by their weapons. Unfortunately, the choice was soon taken from Lhikan’s hands. A Matoran came up behind the Toa of Fire and smashed Lhikan’s mask off his face. He watched helplessly as it skidded across the ground. Then the mob began to hammer away at him with their clubs. Reymar was conscious again and struggled under the Matoran’s weight. “You have to fight back, Lhikan!” she cried. “They’ll kill you if you don’t!” She glanced and saw her scimitars were out of reach, meaning her elemental powers would be limited. She was able to twist her hand out and hit a Matoran in the face with a stream of water. The Matoran stumbled backward as he tried to get out of the jet. As he fell to the ground, three more Matoran jumped and took his place, forcing Reymar even lower into the ground. Meanwhile the Matoran clubbing Lhikan began to tire and slowed down drastically. This allowed the Toa to climb laboriously to his feet, stumbling a little once he did so. His armor looked like it had been through Karzahni and back with all the dents and marks on it. “I never asked to come back,” he said distantly, sounding like he was thinking out loud. The Matoran paused in their attack. “When I closed my eyes on the Great Barrier over a thousand years ago, I thought it would be for the last time. And I was at peace with that. I gave my life protecting the future and I would do it all over again if I had to. But I figured if I came back, it must be for a reason. And I’m determined to live my life to the fullest and protect those I care about.” Lhikan looked at Ahkmou. “I intend to help those I let down: Nidhiki, my nephews, and anyone else. And you won’t stop me, Ahkmou.” The Po-Matoran looked thoroughly bored. “That was a great speech, Lhikan,” he said patronizingly. “String him up!” A Matoran jumped up behind Lhikan and wrapped a cable around his neck. Lhikan’s hands instinctively shot to his neck to try to free himself from the makeshift noose. The Matoran yanked the cable backward and pulled Lhikan off his feet. Other Matoran joined the first in hauling Lhikan toward a broken wall two and a half bio tall. Ahkmou looked around. “Make this quick, the Guard could be here any minute.” “No!” Reymar cried as she struggled as hard as she could. She shot streams of water from her hands. But without her tools, the blasts were hardly enough to get the Matoran wet at this range. The Matoran threw the cable over the wall and quickly began pulling it back, lifting Lhikan off the ground. He struggled to keep his neck off the cable as he swung his legs frantically. He tried to brace his feet against the wall to attempt to relieve the pressure but they kept slipping against the rain-slicked solid protodermis. The cable ground a rut into the rock under Lhikan’s weight. “Stop it!” Reymar shouted. “You’re killing him!” “That’s the idea,” replied Ahkmou emotionlessly. “You’ll never get away with it!” said Reymar. “I’ll tell the Turaga what you did!” Ahkmou sighed. “I suppose you will, won’t you?” He took an axe off his back and held it over the Toa of Water’s neck. “Now no one will know.” He brought the axe up only to have it knocked from his hand by a Kanoka disk. “What the—?” “Go, go, go!” shouted Jaller as he led the Ta-Metru Guard into the fray. They were outfitted in riot gear: heavy armor with shields and batons. They began to batter their way through the crowd, beating back Ahkmou’s fanatic followers. The Po-Matoran growled in anger. “They always ruin everything!” Jaller kicked a Matoran back into another before blocking a strike from his left. His eye caught the shine of gold in the low light and saw Lhikan struggling against the noose. “Nuhrii, save Lhikan!” “On it!” said the Ta-Matoran. He took a knee and aimed his disk launcher at the Matoran pulling on the cable. Just as he fired, Ahkmou knocked him off target, sending the Kanoka flying off into the night. “Not so fast, fire-spitter,” said Ahkmou. The Po-Matoran punched Nuhrii in the face, sending him to the ground. As Ahkmou moved in, Nuhrii brought his feet up and kicked the rogue Matoran backward. Ahkmou stumbled back, the wind knocked out of him. Nuhrii leaped to his feet and pummeled Ahkmou relentlessly, not letting up for a second. After what felt like an eternity and a half, Ahkmou finally fell over, defeated. Nuhrii grabbed his launcher again and loaded a new disk. He aimed at the cable and fired. The Kanoka struck true, activating its power and enlarging the cable by many sizes, causing Lhikan to easily slip out and land on his back. He coughed and choked as he was able to breathe freely again. The battle between the Ta-Metru Guard and mob continued on, with the Guard slowly but surely gaining ground. *** White armored feet pounded the pavement as their owner ran through the downpour toward the small fires and sounds of battle. Takanuva had heard from Vamkoda that the Ta-Metru Guard had been mobilized in riot gear and set out for the northern edge of the metru after receiving reports of prowlers in the area. Jaller must have suspected something pretty serious to deploy the Guard in riot gear. Takanuva suspected something serious as well. Ahkmou had been more and more radical in his speech and actions as of late. Takanuva had always hoped that Ahkmou had just been led astray by Makuta, deceived by his lies. He hoped he would see the light. But when Vakama’s stories revealed that he had always had a penchant for betrayal, he knew that was an unlikely outcome. As much as he hated to admit it, Ahkmou may have been lost to the darkness for millennia, and there was no chance he would come back. The Toa of Light put two and two together. Ahkmou was leading a group of Matoran that distrusted the Resurrected, and they were growing in size and fanaticism. Lhikan had been giving the new arrival, Reymar, a tour of Ta-Metru. They hadn’t been seen recently so they were unaccounted for. The only thing Takanuva wasn’t positive of was if Ahkmou would be bold enough to attack two Toa. Yeah, he would, Takanuva thought grimly. He wasn’t sure of Ahkmou’s exact motivations or goals, but his conviction was unquestionable. If he tried to murder a Toa in cold blood… that would be a new low for the population. There had never been any real attempts at murder in the thousand years on Mata Nui. Karzahni, they had never even deployed the guards in riot gear, only practicing with it as a means of being prepared for any outcome. To think it was actually being deployed against their Matoran brethren… Takanuva ran a little faster. This was becoming too much to bear. The only reason the Resurrected were even here was because Takanuva had messed with the Mask of Time, accidentally creating the hole in time that tore so many beings forward. Only a handful of people knew the truth, although occasionally Takanuva wished everyone did. He scrambled up some broken structures until he was on top of a roof and could see the Ta-Metru Guard smashing through the mob. Kalama and Kapura were currently battering the Matoran off of Reymar. Takanuva blinked away the tears that formed in his eyes. He had to act now. “Stop!” he cried as he sent out a brilliant burst of light that made the entire area look like it was the middle of the day. All of the combatants stopped to look at the Toa of Light. Unseen by everyone, Ahkmou used that time to sneak away. As the elemental light dissipated and darkness once more took over, Takanuva leaped down from the rooftop. “What are we doing?” he asked as he walked over to the crowd of Matoran. “We’re brothers and sisters for crying out loud! I know some of you are new here, but some of you were on the same island as the rest of us for a millennium. We’ve been with each other for as long as we can remember. And we’re going to let something like this tear us apart? “Lhikan and the other Resurrected are the same people that they were when they died. They are not any kind of scary monsters posing as old friends. They were just plucked out of time. I should know…” Takanuva had to stop himself from revealing the truth. “…because I have a personal connection to one of them. Takua is me, there’s no doubt about it. We have all the same memories up to his ‘resurrection.’ There’s no way that could be faked. Which means you’re trying to kill the Toa responsible for why we are all here and not the Makuta’s slaves right now. Now I suggest you put down your weapons before you do something you can’t take back.” One by one, the mob threw down their weapons and put their hands on their heads, submitting to the Ta-Metru Guard. The guards were quick to arrest them before any changed their minds. Jaller elbowed Takanuva in the side. “Thanks, buddy. You were able to defuse the situation.” “No problem, I’m just glad I was able to.” Nuhrii recovered Lhikan’s mask and gave it back to its owner. “Careful, Toa Lhikan,” he said as he helped the Toa Mangai sit up. “You could be pretty hurt.” “I’m fine,” he wheezed. “Are you sure?” Reymar asked. “Yeah.” Lhikan slowly climbed to his feet with the help of Takanuva and Reymar. “If it’s okay with you guys, can I go home now? I need to be alone.” “Of course, Toa Lhikan,” said Jaller. “Do you want an escort?” “No, I’ll be fine.” Lhikan limped away from the crowd, looking as if he was carrying the weight of Metru Nui on his back. Takanuva had never seen him so down and dejected. “Is it smart to let him go alone?” asked Kalama. “Probably not, but I think he’ll be fine,” said Jaller. “I don’t think anyone will attack him again tonight. He needs this right now, to be away from the rest of us. He’s hurt bad and needs time to heal.” “But I thought he said he wasn’t hurt,” said Nuhrii. “He’s not hurt physically, Nuhrii,” said Jaller. “At least not that badly. It’s much worse than that.” Nuhrii nodded sadly and watched Lhikan walk off into the night. “And unfortunately,” continued the Captain of the Guard, “I don’t think this is the end of it. I think this tension is going to keep rising until it reaches the breaking point.” “And then what?” asked Kapura nervously. “I hate to think of it,” Jaller replied. Takanuva lightly punched the wall where Lhikan had just been hanging. He couldn’t help feeling responsible and was determined to do something about it. Change was coming to Metru Nui and it wasn’t good. Maybe we need to make a change of our own, thought Takanuva as he looked out toward the sea. Maybe we need to change the game board. The End <-Previous Story Next Story->
  23. 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:
  24. 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:
  25. As you know, the matorans only came in a happy meal in 2001 with only a polybag, or did they?
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