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The Official RPG Planning Topic


Nuju Metru

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Mmm. If you wanted to do that, you'd have to be willing to make a lot of posts so even a quarter of the Toa characters could have masks. And there's going to be those people who have some half dozen masks, but others still don't have any (until they kill that character....)-Toa Levacius Zehvor :flagusa:

"I disapprove of what you have to say, but I will defend to the death your right to say it."


- Evelyn Beatrice Hall (often attributed to Voltaire)

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That's where unity comes in. If a toa gains a great mask, and then goes after another only to find a team of ten maskless toa going for it as well, then he's not going to do well.Well, I'd simply have a weekly cache. OOC week, that is. One mask per week would mean that you'd have multiple masks available. Add in the suspense of Rahkshi PCs trying to destroy the masks...Thinking of having lightstones placed in the ceiling by Makuta, and lit dazzlingly bright when a Kanohi is beneath it. That way people would know where the kanohi are...

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Thinking of having lightstones placed in the ceiling by Makuta, and lit dazzlingly bright when a Kanohi is beneath it. That way people would know where the kanohi are...
Why be so sporting? Unless he was attempting to make a bloodbath.One per week. Maximum of 12 masks over the entire RPG. Maybe one per player, if you didn't have very many. You'd probably have more.-Toa Levacius Zehvor :flagusa:

"I disapprove of what you have to say, but I will defend to the death your right to say it."


- Evelyn Beatrice Hall (often attributed to Voltaire)

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Because in this, Makuta is not actually bad, nor is he the commander of the Rahkshi. He's simply the agent of the Great Beings.Very well, six per week. And if caches sometimes contain powerless Kanohi, that might work as well.So, revised draft:

Some people would fight, others would cry. Some would fly, others would stand.

But, some are neither; there are those who simply sit, emotionless. Is it any surprise that we are all governed by them?

Testing Conflict

[Thanks again to Grochi for the name. Banner coming soon]

When the world collapses around you, when any year you know it will fall: when tribes with power immense beyond imagining are filled with hatred against one another, there are many reactions taken. Some will try to delay the inevitable. Others, to flee it.But those behind the scenes, the ones who actually have intellect, they plan. They flee and delay, but with a plan that long outlasts the present.And so, as countries move to tear each other apart, the race known only as the Great Beings tranquilly create. But perhaps tranquility is only the surface, a mood made to improve the harsh future they make, and the harsher future their creations must face.Toa are created as the workers. Beings to run, and beings to indwell within what is becoming fast the hope of the world; the plan beyond the present, and in ways the plan beyond the plan.But there is more, as these Beings know; all that they make is unstable, and therefore unstable must stabilize unstable. A balance to the seemingly perfect races they have is found in the element of threat, and so the races of Rahkshi are created.But all things for these Beings must be tested, and for them, war and desolation is the setting they prefer.

-x-x-x-

As hostility builds up between the tribes of Spherus Magna, the Great Beings are engaged in what they do best: creating. Following their failed creation of a massive robot over 40,000 years ago, they have been plotting an improved form of it, a plan that has been sped up and reshaped in view of the inevitable collapse of the planet. Unlike the first robot, this creation will be powered by forces generated by living beings, who will dwell within. However, like all their creations, they deem it wise to proceed first with experimenting. With the first thousands of models of the chief species to be used, they have decided to put a check-force into play: Rahkshi. On the surface harmless, armored rahi, they are intended to be a force at the ready for any time that the designated protectors are helpless. So, in light of this duty, the experiment is designed explicitly to see what success they can operate this, and to what success their new creations can resist.In a massive cavern, nations of Toa grow up. But swiftly, they fell into ruin. For Rahkshi swept in, destroying all in their path. The prototype Toa were made without Kanohi, and their elements and physical abilities were halfed. Outmatched, the nations were swept away, their inhabitants scattered, and complete anarchy set in, with the only faction having a semblance of order being the Rahkshi.Hope seemed to vanish, until one came who only the Great Beings knew of. A mysterious shadowy figure who swept through the land, with Rahkshi and Toa alike fleeing before him, struck with an overriding fear. He built a small tower in the center of the lava region, and little heard from him. The Rahkshi continued to rampage, in groups ranging from loners to dozens.Then lights began to appear in the roof, sectoring it. Dim at first, they looked like nothing more than lightstones. Two things happened; six of them--one in each region--lit up with the brilliance of a star, a glowing green, and mental knowledge poured into every being, Rahkshi and Toa alike. For the Rahkshi it was only a dim message; namely that the lightstones marked great power for the Toa. To the Toa, however, much more was given: it was revealed that each brightly glowing green light marked the location of a Kanohi mask of power, that would both double their elemental and physical strength, but give them a special power.And that is where the past becomes the present. The world is in turmoil, and Rahkshi and Toa alike are after the mysterious masks of power; the Toa to utilize them, the Rahkshi to destroy them. Small bands are forming, and alliances are being made and broken. But everyone knows one thing; the people who attain the masks will attain an edge over even Rahkshi.

Gameplay

The inhabitants of this land are, unknowingly, the lab rats of the Great Beings, stuck in a land made specifically to test them in every way possible. Squads of Rahkshi prowl about, slaying any of the land’s inhabitants they can find. Seperated into duos, ragged bands, and at best a few dozen people, the Toa appear helpless before their more unified, vastly greater forces.However, a hope has recently surfaced with the news of Kanohi masks of power, seemingly the only thing that can help the Toa hold out and restore stability.

Locations

The world is set in one main cavern, built like six joined domes. Each dome has its own particular environment, and in the upheaval, different groups of people are heading to each region. Recently, lightstones have appeared in the ceiling, lighting particular treasures.

Ignosu

The top left corner lava region, it is cut off from the others by a thirty foot wide lava moat, impassible except for three arching stone bridges, two in the east, one in the south. Beyond it, the land is an almost inhospitable wasteland of mountains, constant rubble, spikes rocks at every glance, all interspersed with lava streams and rivers. In the center of the region, a mountain taller than the rest lies. Surprisingly, it is not a volcano, but instead is home to hundreds of caves of varying sizes, many of which have recently become inhabited. The region seems to be perpetually hot and dry, and fire toa and skakdi tend to gravitate towards it.

Virio

The bottom center region is, surprisingly, an underground jungle. The tree leaves and vines alike are a pale green, but aside from that it appears like any other forest. Massive trees rise far about the rest of the jungle in many places, and the inhabitants (mostly Le-Toa) have built platforms and defenses in them. Rahkshi here have taken more to flying, and many toa have retreated to the ground or lower levels where they are lightly safer.

Agius

Fiuri

Clucho

Dohnay

Edited by Zarayna
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and therefore unstable must stabilize unstable
Thats terrible logic. I'm starting to see why everything they do blows up in their faces :P
With the first thousands of models of the chief species to be used, they have decided to put a check-force into play: Rahkshi. On the surface harmless, armored rahi, they are intended to be a force at the ready for any time that the designated protectors are helpless
Okay, so these are like an elite immune system? The Toa are there to keep everything running roughly in check but if a greater 'infection' takes hold the Rahkshi move in and neutralise everything?
In a massive cavern, nations of Toa grow up. But swiftly, they fell into ruin. For Rahkshi swept in, destroying all in their path. The prototype Toa were made without Kanohi, and their elements and physical abilities were halfed. Outmatched, the nations were swept away, their inhabitants scattered, and complete anarchy set in, with the only faction having a semblance of order being the Rahkshi.
Ah, so they're unleashing the Rahkshi to test their potency...so what is this testing exactly? The Toa are underpowered compared to what they become, so its not a proper test of Rahkshi durability. And once they wipe out the natives, why weren't they shut down? Is this a test of how they run things? I thought they were just supposed to kill, not rule.Also, this sounds suspiciously similar to what they tried with the Battera. Would have thought they might have learnt from that
The world is in turmoil, and Rahkshi and Toa alike are after the mysterious masks of power; the Toa to utilize them, the Rahkshi to destroy them
Is this them testing Rahkshi adaptability? See what they'll do against an opponent who gets stronger over time? Or how they use tactics to try an achieve goals? And doesn't the presence of their agent in the lava tower invalidate their experiment since he's actively altering things?
The inhabitants of this land are, unknowingly, the lab rats of the Great Beings, stuck in a land made specifically to test them in every way possible
Oh, so its the Matoran/Toa being tested? ...by wiping them out? Doesn't this mean they failed? And, again, if they weren't at full capability how was this a true test?

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Okay, so these are like an elite immune system? The Toa are there to keep everything running roughly in check but if a greater 'infection' takes hold the Rahkshi move in and neutralise everything?
At this prototype stage, toa are the only species designed, aside from Rahkshi. The Toa (who at this point are thought to be rational, not machines) would work and populate the universe, while the Rahkshi would wait in the background, to be used in the case of civil war, outside invasion, etc.
Ah, so they're unleashing the Rahkshi to test their potency...so what is this testing exactly? The Toa are underpowered compared to what they become, so its not a proper test of Rahkshi durability. And once they wipe out the natives, why weren't they shut down? Is this a test of how they run things? I thought they were just supposed to kill, not rule.
They're testing the Toa's abilities to survive, and how they would act in this situation. Also, they haven't wiped out the citizens, just invaded, destroyed their cities, and sent them scattered. They then began to systematically hunt them down. The testing of Rahkshi durability is beginning to take place with Kanohi being introduced. It's a test to see if they can occupy and repress a land without being overthrown.
Also, this sounds suspiciously similar to what they tried with the Battera. Would have thought they might have learnt from that
This is pre-Core War.
Is this them testing Rahkshi adaptability? See what they'll do against an opponent who gets stronger over time? Or how they use tactics to try an achieve goals? And doesn't the presence of their agent in the lava tower invalidate their experiment since he's actively altering things?
Keep in mind, this is a test run. The GBs are putting Makuta in there specifically to introduce various things such as Kanohi (I should probably mention that the Kanohi were a recent development) in order to simulate a the survivors of the Rahkshi invasion getting outside aid, say from another Toa nation. This would test to see how the Rahkshi react, how they stop the help, and how they manage to terminate all the inhabitants.
Oh, so its the Matoran/Toa being tested? ...by wiping them out? Doesn't this mean they failed? And, again, if they weren't at full capability how was this a true test?
Both are being tested. Specifically, Toa in their ability to survive in a overwhelming invasion setting, and Rahkshi in their ability to destroy the toa. I have not thought of a reason to have the toa not have kanohi to start out with, aside from the practical OOC reasons.
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They're testing the Toa's abilities to survive, and how they would act in this situation. Also, they haven't wiped out the citizens, just invaded, destroyed their cities, and sent them scattered. They then began to systematically hunt them down.
And clearly the Toa can't survive. The Rahkshi beat them in pretty much every way. So why didn't they shut the experiment down and start it up with Toa.2?
The testing of Rahkshi durability is beginning to take place with Kanohi being introduced. It's a test to see if they can occupy and repress a land without being overthrown
Yes. They can. They just did, in fact :POh, and if they're meant as protectors, why do they need to repress anywhere?
This is pre-Core War.
Ah, so this is supposed to be what they were doing between the prototype robot and Mata Nui, right?
Keep in mind, this is a test run. The GBs are putting Makuta in there specifically to introduce various things such as Kanohi (I should probably mention that the Kanohi were a recent development) in order to simulate a the survivors of the Rahkshi invasion getting outside aid, say from another Toa nation. This would test to see how the Rahkshi react, how they stop the help, and how they manage to terminate all the inhabitants.
Oh, so thats Makuta in the lava tower? And again, if these guys are the protectors, why do they need to terminate the locals, and repress everybody they meet. Police state much?
Both are being tested. Specifically, Toa in their ability to survive in a overwhelming invasion setting, and Rahkshi in their ability to destroy the toa
Toa being trained to survive invasion I can understand but I still don't get why the Rahkshi need to be so efficient at destroying those they're apparently supposed to be protecting

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And clearly the Toa can't survive. The Rahkshi beat them in pretty much every way. So why didn't they shut the experiment down and start it up with Toa.2?
The Toa are still very much alive. They're scattered, and have lost many, but they're still alive, and now with the masks in sight are beginning to reform somewhat.
Oh, and if they're meant as protectors, why do they need to repress anywhere?
The Toa are the regular self-protectors. The Rahkshi are intended as a backup, in case of the MU being invaded, or even worse, the Toa rebelling. This is a simulation of the second scenario.
Ah, so this is supposed to be what they were doing between the prototype robot and Mata Nui, right?
This is just when they're getting the idea of Mata Nui, yes. As such, a lot of their stuff is prototype. This is a rough test they're doing.
Oh, so thats Makuta in the lava tower?
Not the Makuta we know, but the first Makuta, yes.
And again, if these guys are the protectors, why do they need to terminate the locals, and repress everybody they meet. Police state much?
Again, they're for extreme cases, like rebellion or massive invasion.
Toa being trained to survive invasion I can understand but I still don't get why the Rahkshi need to be so efficient at destroying those they're apparently supposed to be protecting
This is a simulation of a rebellion, a major one, and how the Rahkshi would repress it.
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The Toa are still very much alive. They're scattered, and have lost many, but they're still alive, and now with the masks in sight are beginning to reform somewhat.
So they can only survive if the parameters of the experiment are changed. Which means they don't need these old Toa, because clearly they need changing. Stop the experiment, lets boot up another one with these new-fangled mask things
The Toa are the regular self-protectors. The Rahkshi are intended as a backup, in case of the MU being invaded, or even worse, the Toa rebelling. This is a simulation of the second scenario
Well if the Toa rebel their universe fails and they all die, but then the Matoran Civil War happened so could be the case. Dem crazy Bionicles!The Rahkshi, then, are analgous to antibodies. Come in, cleanse everything, job done. Okay, they did that. The Toa have been beaten and scattered. They have no central organisation, no base of operations and the only reason they have any will or ability left to keep fighting is because the GBs themselves have stepped in the mix things up a little. This has stopped being any kind of valid experiment and is just the GBs screwing around with things because they can. I mean, you stick an amoeba in a petri dish to see how fast it can multiply you don't suddenly start giving it steroids because its going too slowly for you
This is a simulation of a rebellion, a major one, and how the Rahkshi would repress it.
See above. They did exactly that. Pretty darn quickly too. Problem solved

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So they can only survive if the parameters of the experiment are changed. Which means they don't need these old Toa, because clearly they need changing. Stop the experiment, lets boot up another one with these new-fangled mask things
That would take out the entire mask finding idea. Besides that, I'm guessing the GBs in this case are adding the Kanohi (perhaps they're not sure if the Kanohi will be used or not) and seeing how the Toa can fight with them. The Rahkshi do not have total control yet; the Toa are scattered, but still exist in large numbers and in parts have managed to band together. Basically it's the case of a conquered land with tons of rebels. So the problem is that while the Rahkshi have destroyed the Toa cities and whatnot, they have not managed to contain/exterminate the populace. The Great Beings are also testing not just powers, but reaction: they're trying to see how the Toa will react, how the Rahkshi will react, and also, specifically how the Toa will act with these limited Kanohi presented to them. Considering I'm also going see if I can add caches, this will basically be a test in unity.
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That would take out the entire mask finding idea.
Thats kind of the problem. You've crowbarred this mechanic in and its screwing everything up. You either need to ditch it or find a new premise that gels with it better
Besides that, I'm guessing the GBs in this case are adding the Kanohi (perhaps they're not sure if the Kanohi will be used or not) and seeing how the Toa can fight with them.
Okay, they want to know how the Toa will do with Kanohi, why not start up a new experiment where they have them? Why pointlessly mess around with this one?
The Rahkshi do not have total control yet
You say the only faction with any semblance of order is the Rahkshi. How is that not total control?
the Toa are scattered, but still exist in large numbers and in parts have managed to band together
But you say in the PG that they're mostly in pairs or small groups of about that size, that even the largest don't have more than twelve. Call me crazy, but if the Rahkshi clobbered them when they were an army with city strongholds I don't think they stand much of a chance with just a dozen or so
The Great Beings are also testing not just powers, but reaction: they're trying to see how the Toa will react
In which case they're totally messing up their reactions by introducing the Kanohi. You say in the RP that this is the only reason the Toa have any ability left to fight. You want to test their reactions, you leave them be but the GBs have gone and activated the Cheat Codes
Considering I'm also going see if I can add caches, this will basically be a test in unity.
I can see how that would give unity to the Rahkshi as they all work together to destroy them, but the Toa? Nuh-uh. The Kanohi can only be worn by one person, and I'm guessing the caches will be much the same. Thats just going to encourage different bands of Toa to fight over the contents, since they can't be shared amongst them

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Bleh, I think I'll make some modifications, just because I feel too tired to respond to any points.

Some people would fight, others would cry. Some would fly, others would stand.

But, some are neither; there are those who simply sit, emotionless. Is it any surprise that we are all governed by them?

Testing Conflict

[Thanks again to Grochi for the name. Banner coming soon]

When the world collapses around you, when any year you know it will fall: when tribes with power immense beyond imagining are filled with hatred against one another, there are many reactions taken. Some will try to delay the inevitable. Others, to flee it.But those behind the scenes, the ones who actually have intellect, they plan. They flee and delay, but with a plan that long outlasts the present.And so, as countries move to tear each other apart, the race known only as the Great Beings tranquilly create. But perhaps tranquility is only the surface, a mood made to improve the harsh future they make, and the harsher future their creations must face.Toa are created as the workers. Beings to run, and beings to indwell within what is becoming fast the hope of the world; the plan beyond the present, and in ways the plan beyond the plan.But there is more, as these Beings know; all that they make is unstable, and therefore unstable must stabilize unstable. A balance to the seemingly perfect races they have is found in the element of threat, and so the races of Rahkshi are created.But all things for these Beings must be tested, and for them, war and desolation is the setting they prefer.

-x-x-x-

As hostility builds up between the tribes of Spherus Magna, the Great Beings are engaged in what they do best: creating. Following their failed creation of a massive robot over 40,000 years ago, they have been plotting an improved form of it, a plan that has been sped up and reshaped in view of the inevitable collapse of the planet. Unlike the first robot, this creation will be powered by forces generated by living beings, who will dwell within. However, like all their creations, they deem it wise to proceed first with experimenting. With the first thousands of models of the chief species to be used, they have decided to put a check-force into play: Rahkshi. On the surface harmless, armored rahi, they are intended to be a force at the ready for any time that the designated protectors are helpless. So, in light of this duty, the experiment is designed explicitly to see what success they can operate this, and to what success their new creations can resist.In a massive cavern, the Toa grew into villages and towns, growing in peace. Then, as the Great Beings saw their time running shorter and shorter as hostility built up more and more between the tribes, they abandoned their initial idea of a gradual test, which would have taken hundreds of years. They released hordes of the first Rahkshi, first into the region of stone, then into the others. Taken completely by surprised, they were swept away by the invading hordes of Rahkshi. However, the wave soon became their savor as the prototype Rahkshi, instinctively going for the hunt, lost whatever central command they had, roaming the lands in bands of between a half dozen and several dozen, with sometimes lone Rahkshi striking out on their own. This came too late for the Toa to repel them, as they too were split into similar sized bands. As they fought back, their weakened power and physical abilities became more and more apparent. The land settled into a sort of deadlock anarchy, with almost constant skirmishes.Hope seemed to vanish in the drudgery of survival, until one came who only the Great Beings knew of. A mysterious shadowy figure who swept through the land, with Rahkshi and Toa alike fleeing before him, struck with an overriding fear. He built a small tower in the center of the lava region, and little heard from him. The Rahkshi continued to rampage, in groups ranging from loners to dozens.Then lights began to appear in the roof, sectoring it. Dim at first, they looked like nothing more than lightstones. Two things happened; six of them--one in each region--lit up with the brilliance of a star, a glowing green, while another six lit up a blinding blue. Mental knowledge poured into every being, Rahkshi and Toa alike. For the Rahkshi it was only a dim message; namely that the lightstones marked great power for the Toa, and that the blue lights marked power that could also be enployed by the Rahkshi. To the Toa, however, much more was given: it was revealed that each brightly glowing green light marked the location of a Kanohi mask of power, that would both double their elemental and physical strength, but give them a special power, and that each blue light marked a weapons and equipment cache; unbeknownst to them, it was both an attempt of the Great Beings to speed up the test, and also an attempt to further test the inhabitants of the land.And that is where the past becomes the present. The world is in turmoil, and Rahkshi and Toa alike are after the mysterious masks of power; the Toa to utilize them, the Rahkshi to destroy them. Small bands are forming, and alliances are being made and broken. But everyone knows one thing; the people who attain the masks will attain an edge over even Rahkshi.

Gameplay

The inhabitants of this land are, unknowingly, the lab rats of the Great Beings, stuck in a land made specifically to test them in every way possible. Squads of Rahkshi prowl about, slaying any of the land’s inhabitants they can find. Seperated into duos, ragged bands, and at best a few dozen people, the Toa appear to be in a never ending stage of impending defeat against their far greater foes.However, a hope has recently surfaced with the news of Kanohi masks of power, seemingly the only thing that can help the Toa hold out and restore stability. One of these masks is available in each each region, and the Toa and Rahkshi alike are following the stars to their location. Equipment caches are also appearing, this time with both Toa and Rahkshi trying to capture their contents.

Locations

The world is set in one main cavern, built like six joined domes. Each dome has its own particular environment, and in the upheaval, different groups of people are heading to each region. Recently, lightstones have appeared in the ceiling, lighting particular treasures.

Takuna

(Region of Fire)

The top left corner lava region, it is cut off from the others by a thirty foot wide lava moat, impassible except for three arching stone bridges, two in the east, one in the south. Beyond it, the land is an almost inhospitable wasteland of mountains, constant rubble, spikes rocks at every glance, all interspersed with lava streams and rivers. In the center of the region, a mountain taller than the rest lies. Surprisingly, it is not a volcano, but instead is home to hundreds of caves of varying sizes, many of which have recently become inhabited. The region seems to be perpetually hot and dry, and fire toa tend to gravitate towards it.

Leaytha

(Region of Air)

The bottom center region is, surprisingly, an underground jungle. The tree leaves and vines alike are a pale green, but aside from that it appears like any other forest. Massive trees rise far about the rest of the jungle in many places, and the inhabitants (mostly Le-Toa) have built platforms and defenses in them. Rahkshi here have taken more to flying, and many toa have retreated to the ground or lower levels where they are lightly safer.

Galicos

(Region of Water)

The most lush and fruitful, but also the most dangerous of all the regions. Galicos is made up almost entirely of green pastures and brilliantly clear waters, interspersed with trees and in a few places, forests. The entire region used to be agriculture and in many places, there still stand farms, some still in use. On the plains, cattle still can be seen in herds, while others are no longer watched. However, because of the presence of Toa farmers and shepherds, Rahkshi seem to be perpetually stalking the land, with little fights to be seen wherever one looks.

Porniun

(Region of Stone)

The desert region of the land is one of the loneliest places, but also among the safest. The unending sand is broken by rock formations her and there, and beings in this region dwell in caves and canyons, relying on any oasis nearby, as well as whatever game they can catch. The hardy fire and stone Toa mainly dwell here, and as Rahkshi do not stalk this region as much as others, more are flocking in. However, as more Toa enter, more Rahkshi will follow, and the original inhabitants fear that soon their refuge will not exist. This region is honeycombed with small, jagged mountains, as well as canyons. It was the region where the Rahkshi first appeared, and because of this was the most decimated.

Onuiro

(Region of Earth)

The true underground of the underground land, Onuiro is one of the most dangerous regions. On the surface it is a broad, flat land, darker than the other regions, with small huts poking up here and there, many now ruined, and more simply deserted. Underneath, a maze like tunnel system originally ran throughout the region. However, these tunnels were the focus of repeated attacks by Rahkshi of Disintegration, and as such few remain in existence, and the inhabitants of this region have been forced out into the flat, featureless land, subject to frequent Rahkshi attacks.

Koiare

(Region of Ice)

Almost equal in level to the Region of Stone in regards to population, the Region of Ice is clothed in a seemingly perpetual quiet. It is always cold, and snow mysteriously, and frequently falls, leaving the land in perpetual stone. The lighting is at twilight level, making the land stark and dreary. The Rahkshi in this region have become excellent stalkers, often ambushing their equally sneaky inhabitants of the land; mostly Toa of Ice or Sound.

-Factions-

Even in this turmoil, factions do exist. Of course, most are far too small to mention, but there are a few larger ones. Mostly, however, factions will be formed by the players themselves.

-The Order of Light-

With about fifty members, the Order of Light are among the most powerful forces in the land. They are led by the Toa Jehu of Galicos. Although they almost always need new members, the Order is relatively hard to join, precisely because of their purpose; in the downfall of society, many toa have turned to robbery, murder, and other unsavoury deeds. The Order of Light, as their name implies, enforce a strict code of morality within their ranks. They were among the first to react to the news of the masks, and many fear what will happen when they come in contact with those masks; those within the Order worry that they will be corrupted by the potential of power, while those outside fear that they will prevent others from attaining them.

(Can't think of any other factions at the moment.)

-Caches and Kanohi-

Each (real time) week, six new caches and Kanohi will be added ,regardless of whether or not the previous caches and Kanohi have been claimed. The general location of the Kanohi will be given by the lightstones, and shown in a grid-map. However, the Kanohi and caches will take a little bit of finding. The contents of the caches and the power level (Noble or Great, with maybe even an occasional Nuva mask thrown in) and power of the Kanohi before they are announced. However, the players will not know until they claim the item(s).

-Teams-

Civilization is shattered, and enemies are many. Allying with other players is encouraged, and it is legal for each team to have up to six NPCs. Teams can be made up of either Rahkshi or Toa, but except for in exceptional circumstances, they cannot be made up of both.

-Character Creation-

Profiles are to be posted in the discussion topic for approval. When approved, they are to be posted in the profile topic. There can only be one post per player in the profile topic. Players must post their character in the profile topic before playing; this is so that an accurate record is kept, and characters can be easily found. Each player may have up to four characters.-No Kanohi. Kanohi can only be gained through the Kanohi deposits or caches (although the second is likely to give at best an occasional Noble mask).-Only Toa or Rahkshi. These are the only playable species, unless you want to play as a Brakas or something.-Some elements are outlawed. Fire, Earth, Stone, Water, Ice, Air, Plantlife, and Sonics are the only elements allowed.-Without Kanohi, elemental power is weakened. Without Kanohi, generating their element depletes a Toa's elemental energy greatly, to the point where if, say, a Toa of Fire kept up a sustained blast of fire, they would run out of elemental energy within a minute. Aside from that, their power overall is halved. Lastly, a Toa, regardless of Kanohi, can only absorb their element in order to recharge elemental energy in limited amounts; while a Toa absorbing their element could go from no elemental power to full or near full power within an hour or two, but not in a minute or two. ​Nuva blasts are outlawed, except with GM permission (if you wish to use on, you'd better have a good reason to present to a GM before you use it).-Toa Kaita are allowed. A Toa Kaita has the elemental energy of three Toa: meaning that if three maskless Toa united into a Kaita, that Kaita would have 1.5 times the regular elemental energy and power of a normal, masked Toa. The Kaita also combines all masks worn into a single Kanohi, which can have between one and three powers, depending on the amount of Kanohi wearing Toa in the union. They are also faster, stronger and more agile than Toa; thier abilities are the combines mental and physical abilities of the three Toa in the merge. There are, however, two catches. The first is that the users in a Kaita must be controlled by three different players. Secondly, if the three are not unified, the Kaita will have a condition ranging from multiple personalities to downright mental collapse, or simple unmerging. Name: Please keep Bionicle, with no canon names.Species: Toa or Rahkshi only.Gender: Male Female, unknown, etc.Kanohi: List the Kanohi you capture here (no character may start with a Kanohi). Ignore this is your character is a Rahkshi.Appearance: Give a good description of your character or a picture. Keep in mind that all Toa and Rahkshi start out with the usual basic armor; that is, basic hand, arm, body, and leg protection, although not as well covering as plate armor, nor as strong.Element/Rahkshi Power: .Equipment: Keep weapons basic. Think of crossbows as the most advanced weapon you can have. If you get weapons and armor from caches, please list them here. No Protosteel weapons or armor are allowed to start off with, although they may be in caches.Personality: What is your character like? Please remember that Rahkshi, although rational, have stronger instincts than the Toa.History: Keep in mind the setting from the character's perspective. If he's a Toa, then his memories are basically growing up in this cavern. A Rahkshi would only really remember being released into the cavern and wrecking destruction.Other Notes (Optional): Have anything you want to add about your character that doesn't really fit elsewhere? Do so here.

-Absolutely no autododging, autohitting, or other forms of god moding.-Bunnying is illegal. No controlling other peoples’ characters without their permission.-Use IC for In Character portions of the post, and OOC for out of character portions. Do not post OOC only posts in the role playing topic! The discussion topic is made for them. Making an OOC only post will result in a warning, and if repeated enough, banning.-Please, use good grammar, and make your OOC and IC posts understandable. Bad grammar might not look bad to you, but it does for others.-Staff controlled characters are staff controlled characters, not NPCs. Do not control them without permission of the GMs.-NPCs are not target dummies. Just because they’re not PCs doesn't make them a lower life form.-Your characters cannot know your enemies plans in an instant, or know the exact power etc of an opponent unless they are told IC, or find out IC. Your character is not all knowing, although you may know something from reading another IC post not related to your character, or reading an OOC post or whatever. In short, no metagaming.-Please act civil. Do not insult, degrade, etc other players.-Do not play only to win. The purpose of an RPG is to have fun, and interact. Any character, no matter how powerful, can be defeated. Going into an RPG with only the specific intent to get ahead and win will get you nothing but failure and a lot of annoyed people.-Respect staff rulings. If you have a problem with a staff’s ruling, take it up via PM with either that staff member or another. Do not disregard the ruling, start a temper tantrum over it, etc.-When you are dead, you are dead. Your soul cannot take over another body. Bam, it's over, your character's soul is in the next world, or has gone *poof* or whatever you want to believe there. Reincarnation is also outlawed.

-There are times when death is unavoidable. Get used to it, your character is no more powerful than an NPC, you can die. It you're surrounded by a dozen Rahkshi, and you have a broken leg and low elemental energy, you're going to die. The meter is this: When staying alive falls under auto-dodging/invulnerability, your character dies.

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Edited by Zarayna
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City in the Dark

The city of Katipo lies buried in the bedrock of the Southern Continent. It is shielded from the outside world by a network of grand caverns and tunnels, known as Mangaia, an old Matoran word meaning “Protector”. In fact, the inhabitants have become so shielded that they have lost almost all connections to the outside world. It is very rare for beings to enter or leave. The last team of brave adventurers to set out from the city returned two months ago after trading with the surface-dwellers, but they seem to have brought more than merchandise back with them.Trouble is stirring in the city. It began with the area’s rahi. They were acting strangely. It was hardly enough to worry about, until a heard of blade burrowers stampeded through a housing block, trampling two Matoran. Since then, more and more rahi-related incidents have occurred. Some rahi were spotted that no-one had heard of before. Odd mutants displaying baffling powers occasionally emerged from the surrounding darkness, frequently attacking citizens before retreating into the shadows. The best-known occasion was when a Muaka with the head of a Kane-Ra ran down one of the main streets while causing everything it touched to shrink to half its size. The beast was cornered by the city guard and captured, though nobody knew what to do with it after that, so it has remained in captivity.Even more disturbing, some beings have seemingly vanished, and chief among them is the leader of the last expedition out of Katipo. None of them have left any indications of where they went, or why. Citizens are growing nervous, however. Clearly, there are forces beyond simple rahi at work here.The leader of Katipo, Turaga Maru, has offered a great reward to any being who can solve the mystery behind the events and put an end the disappearances and the unnatural wildlife that has come to the City in the Dark.About the GameCity in the Dark is an invitation for you, the player, to probe the mysteries of the darkness. What you seek is out there, but knowledge is not all you might find. Danger, power, hope and despair can all be found among the shadows, but which you find is up to you. Do you dare to explore? You may be surprised by what you discover.If solving mysteries is not your thing, then there are plenty more things for you to do within the world of this game. Keep reading.About KatipoLayoutKatipo exists many kio below the surface of the Southern Continent, in a massive cavern 100 bio in height called Mangaia. The city and its 2,000 inhabitants take up most of the space in Mangaia.There are other, much smaller, caves and tunnels leading away from Mangaia. These used to house beings when the main city was still under construction, but have long since been abandoned in favour of the main city. Only rahi, exiles and the mad live in the Outer Darkness.Katipo sits on top of the largest mine on the Southern Continent. It provides much of the universe with ores, stone, lightstones and many other goods. The mine forms the cornerstone of Katipo’s economy.The city itself is circular, with 24 main streets leading radially out from a central point, the Central Concourse. Curved cross streets run in circles around the city, joining these main passageways. It was this shape that led some outsiders to refer to the city as “The Web”.The Central Concourse contains all the most important buildings in Katipo, such as Turaga Maru’s hall, the largest markets in the city and the headquarters of organisations like the Katipo City Guard and the Miners’ Federation.In addition the city is two-tiered. While half of Katipo lies on the floor of the cavern as in most cities, there is a mirror image second city carved out of the cavern’s roof. In the world above, the streets are made of (very thick and strong) glass to allow both levels to see each other. The two levels are connected by elevators, placed on every second junction between the radial and circular main streets.The entire place is lit by a myriad of different coloured lightstone lanterns. These are hung regularly along all the streets and inside buildings, so when looking down from the top tier of up from the bottom, the city looks like it has been sprinkled with glitter.

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Time PeriodThe events of this RPG will take place around 5,000 years Before the Great Cataclysm (BGC)GovernmentKatipo is led by Turaga Maru and the City Guard. Together, it is their responsibility to ensure the safety of all the beings living in Katipo.InhabitantsThe residents of Katipo are a diverse group, species-wise. Matoran and the most common, but there are also a good number of toa in the city, with other beings such as Vortixx, Steltians, Hydraxon’s, Tobduk’s and Trinuma’s species and even a few Skakdi.TechnologyWhile not quite at Metru Nui’s level of advanced technology, Katipo’s mineral wealth has allowed it to trade with other lands for some pretty good tech. Kanoka disks are present here (though not as ubiquitous as in Metru Nui). Most of the more advanced tech here is involved in the mines; I’m talking big vehicles, drilling machines and dynamite – things that make ussal crab carts look horribly out of date.Factions:Katipo City GuardReally, there’s not a lot to say that isn’t implicit in the name. About 50 strong, the Guard is there to keep everyone in the city safe, whether from rahi, criminals, cave-ins or anything else that might pose a threat.Leadership: Technically, the guard answers to Turaga Maru, but the day-to-day operations are all taken care of by a being named Turano, the Head of the Guard.Base: Guard HQ is located on the Central Concourse, near the southwest corner. It is one of the largest structures there, standing three floors above “ground”, and three more below.Symbol: A black stone shield on a red backgroundOther info: All members of the guard carry a badge with the Guard’s insignia to identify themselves. These allow access to secure location within the city, such as Guard HQ.All Guard members are equipped with a shield and spear, but many choose to use their own equipment as well or instead of these.Miners’ FederationThe mines below and around Katipo are not governed by the city’s leaders, but by their own independent body – the Miners’ Federation. This group negotiates trade of minerals with other settlements, prospects new areas and employs everyone who works in the mines. As the economic powerhouse of the region, the Federation holds huge influence within Katipo, because almost everybody depends on them one way or another.Leadership: The Miners’ Federation uses a hierarchy of authority, accounting for the simplest worker digging holes up to the beings who coordinate the whole operation. The top level consists of a dozen beings who together form a ruling council. It should be noted that there is little unity within this council, and there is great contention among them over many issues. Really, the only reason any of them tolerate the others is that nobody has enough power to rule on their own. It’s a cutthroat world at the top of big business.Base: The headquarters of the Miners’ Federation is located at the junction of the Central Concourse and the main street running north. It is a large building, taking up the entire city block. It is constantly bustling with activity as beings hurry to and fro, carrying information in and out, whether they be profit reports, requests for more drills or orders to excavate a new tunnel.Symbol: A pickaxe in front of a stack of golden ingots.Other Information: Most of the richest beings in Katipo belong to the Federation. The average workers lower down aren’t too badly off, but the further up the chain you go, the more affluent beings you find. The guys at the top are filthy-stinking-rich.The HammerIn these difficult times, fear and uncertainty is rife within the population, serving to inflame old rivalries and conflicts. The guard is stretched thin, trying to deal with rahi attacks, investigate disappearances and maintain order in Katipo. This combination of misfortunes is horrifying for many, it is a perfect opportunity for the unscrupulous.The Hammer is a newly emerging faction, which has only appeared since the rahi attacks began. It is composed of many different individuals who have little in common other than the desire to use the city’s troubles for their own benefit. This newly formed gang has congealed under the leadership of a being calling himself Bo-Kal. So far, they have been performing raids on various locations within the city, stealing, destroying and assaulting citizens. They have demanded that Turaga Maru step down as leader of Katipo so that Bo-kal can take his place in a coup.At this point, the demands have been laughed off and rejected, but as the attacks become more frequent and more violent, it remains to be seen whether the Guard can face enemies both within the city and without.The members of The Hammer are known only to each other, and are careful to keep their identities hidden during their attacks.Leadership: All members are under the direct authority of Bo-Kal.Base: The Hammer are known to have a base, but just where it is is not public knowledge. The best guess is that it is somewhere within the top tier of the city, which is less densely inhabited, and where many of The Hammer’s raids have taken place.Symbol: Having been around only a short time, The Hammer doesn’t have a recognised, official seal. Drawings of hammers are occasionally used, but there is no consensus about what type of hammer, nor how it is drawn.Make your own.No really, go ahead. Make your own groups; this is encouraged. I have outlined the major groups in Katipo, but there are many other, smaller groups free for you to design and play. What to form the Katipo Kolhii Klub? Feel free. Hold a city-wide tournament if you feel like it.More will be revealed later as the plot progresses. If say, a few Dark Hunters turn up, (not that I’m saying they will) players might get to play as them as a reward for good RPing and contribution to the game.CharactersCharacters in this game can be any being living in the city of Katipo. This includes many MU species, so why not branch out and try playing a more unusual race? There are some that are not there, however. These include Makuta and Zyglak, among others.As with any RPG, there are some canon powers that cannot be used. These include:

  • The legendary masks, for obvious reasons.
  • The olmak, avohkii, krahkan, olisi and mask of elemental energy, all of which are unique. There are none of these masks in existence other than the ones shown in story the canon.
  • The elements of light and shadow.
  • The mohtrek, because insta-armies are annoying.
  • The mask of undeath, because unkillable zombies are no fun.
  • The komau (great mask of bunnying), the sanok (great mask of auto-hitting) and the Mask of Clairvoyance (great mask of meta-gaming) are all off-limits. While it is possible to use these responsibly in an RPG, I’d rather save everyone the trouble of sorting out how they should and shouldn’t be used within good RPing etiquette.
  • The mask of conjuring, because it is ridiculously overpowered.

You cannot play as a canon character. Make your own.Each player can control up to five characters at one time.Fill out this character profile and submit it for approval. This layout is only a suggestion, so feel free to change the format if you wish.Name: Make it sound BIONICLE-ishSpecies: Something from the MU. Try not to make it overpowered or unlikely that they would live in a place like Katipo.Gender: Male, Female, unknown, neither, somewhere inbetween.Element: If applicable to your chosen species.Kanohi: If applicable to your chosen species. Custom masks are OK if approved.Group: If any.Equipment: What do they have with them?Appearance: What do they look like? A MoC, drawing or description will do.Biography: About their life.Personality: What are they like? How do they act?Skills/Strengths: What are they good at?Weaknesses: What are they bad at? What hurts them?Staff characters:Name: MaruSpecies: TuragaGender: MaleElement: EarthKanohi: Noble Mask of ClairvoyanceGroup: Nominal leader of the Katipo City GuardEquipment: Maru’s badge of office is a long, thin stone staff topped with a bright green jewel. The gem was something Maru acquired during his time as a toa, and can emit a bright light when the holder desires it. If it was any other powers other than its ceremonial importance, they are unknown.Appearance: Maru is a typical Turaga of earth. Short, hunched and slow but wise and thoughtful. Maru’s armour is black and dark grey, save for his heartlight, which is a dull red.Biography: Maru gave up his toa power 60,000 years ago after helping to establish the city of Katipo and defeating a gigantic rahi that the first miners disturbed. The humungous beast was sedated and transported to the Metru Nui archives for further study. It later appeared in the Dwellers in Darkness serial. Out of gratitude for his contribution, Turaga Maru was made the leader of the City in the Dark, as has kept the job ever since. He did step on a few toes in his rise to power, however, so not everybody was happy with his appointment.Personality: What are they like? How do they act?Skills/Strengths: What are they good at?Weaknesses: Turaga Maru is a leader, not a fighter, a miner, an athlete or a singer. What he does, he does well, and leaves all those other things to people whose jobs they are.Name: TuranoSpecies: Tobduk’s SpeciesGender: MaleElement: N/AKanohi: Great FaxonPowers: Turano gains strength from feelings of courage, either from himself or those around him. The more courage is around, the more strength he gets.Group: Katipo City GuardAppearance: Turano looks very similar to Tobduk: 10 feet tall, lean, but very muscular. His colour scheme consists of dark blues and greens, whereas Tobduk’s was grey and red.Biography: Turano has been around Katipo for about as long as anyone. When a few Matoran miners first prospected for gold here, he was one of the soldiers hired to protect them and their workers as they began a new mining venture. As the place grew and then the city was built, he stuck around, adapting to the changes as history progressed. When the Katipo City Guard was formed, he was the obvious choice for its leader, having shown so much dedication to the place in the past. Since then, he has been keeping the streets safe and even led some of the expeditions to the surface world. The last one of these took place just two months past. The rahi started behaving oddly two weeks later, and then three weeks after that, Turano did not turn up to Guard HQ one morning, and has not been seen since. In his absence, his lieutenant has been in charge.Personality: In keeping with his power, Turano is strong and courageous. He is dependable as a rock, and dedicated to Katipo and its people. When he disappeared, that was when people really got worried. While genuine and likeable, he does have a serious, no-nonsense attitude.Equipment: Turano carries a long spear as tall as he is as well as a large shield. It is standard guard equipment, scaled up to match his species’ stature.Skills/Strengths: What are they good at?Weaknesses: Turano is at his most vulnerable when nobody around him is feeling courageous. Normally, he is surrounded by other members of the guard, so this is not a problem, but in the current circumstances, the city’s population is becoming fearful, and it is cutting into his supply.Name: Karoro, alias Bo-Kal.Species: Trinuma’s SpeciesGender: MaleElement: N/AKanohi: MahikiGroup: Miners’ Federation and The HammerEquipment: Karoro uses the kinetic tools that are characteristic of his species. The secrets of their making and use are closely guarded and only members of his race use them. These tools can emit and manipulate kinetic energy, allowing Karoro to fly, fire bursts of force or manipulate objects to some degree. His main weapon is a protosteel sword, long but thin and decorated with engravings of nui-jaga running over the hilt and up the blade. Finally, he uses a device which channels the energy of weaken kanoka disks into a beam, allowing him to weaken objects or beings. This is particularly useful in the mines, where such devices are used to weaken areas of rock before they are harvested.Appearance: Imagine Trinuma, but with black armour instead of silver. Change the mask to a mahiki and get rid of the ghostblasters too. There: that’s him. Nine feet tall, horned and muscular, Karoro is physically imposing, even if he isn’t the most handsome being in Katipo.Biography: Karoro is one of the top-ranking individuals among the city’s miners, and one of the leaders of his species in Katipo. He was one of the people who were most influential in building the area’s mining community, which lead to the city’s foundation. He was tipped by many to become the leader of Katipo, but instead the job went to the newly transformed Turaga Maru. Now, millennia later, his resentment of the Turaga has outgrown his restraint, and he has formed The Hammer in an attempt to seize power for himself.Personality: Beings who have met Karoro might describe him as charismatic and intelligent, even cunning. This is the image he presents to the world, and as much as most people ever see of him. These traits have served him well in gaining and keeping his influential position in Katipo, but there is more to him. Those who know him well might describe him as unyielding and determined, to the point of ruthlessness, but even they might be surprised by his actions in leading The Hammer. In this context, he shows his true colours as downright vindictive, greedy and domineering.Skills/Strengths: When he wants to be, Karoro is charismatic and silver-tongued, being able to talk his way into or out of almost any situation. His mind is sharp and swift, which helps with manipulating other people, and keeping his plans one step ahead of everyone else. Finally, he is a master illusionist, being able to use his mask to cast near-flawless images in a variety of situations.Weaknesses: Karoro is vain, arrogant and greedy. Above all else, he desires power, so he hates situations where he is not in control, or doesn’t know what is happening.Name: OrdeSpecies: ToaGender: MaleElement: PsionicsKanohi: KadinGroup: Katipo City GuardAppearance: Orde is a tall toa in blue and gold armour, the colours of Psionics. His armour is smooth and sleek, giving the impression of water flowing over his body, but somehow keeping the shape of the tissues beneath. His golden eyes sometimes make him look a little grim, but not mean.Biography: Orde was never a Matoran. Instead, he was created as a toa by the Great Beings before Mata Nui was launched, one of the first to come into existence. His first assignment was to use his mental powers to calm down the Zyglak, but it didn’t work out as planned. Instead, the Zyglak just got even more vicious and destructive.Since then, Orde has travelled widely across the universe, protecting groups of Matoran who needed a toa to get them through tough times. On one such journey, he visited Xia, where he acquired his Rhotuka launcher. 10,000 years before the present time, he came to live in Katipo, joining the city’s guard. He doesn’t talk much about the times before he entered the city, but a few other citizens know about his altercation with the Zyglak.Personality: Orde is brave and strong-willed in the face of adversity, but otherwise tends to be more reclusive and quiet. If he feels that there is something he thinks needs to be said, he will happily say it even give a detailed speech on the topic, but otherwise he is just as happy with his own thoughts for company as conversing with other beings.Equipment: Orde carries with him the standard spear and shield that identify him as a member of the Katipo Guard. He has a badge that also serves this purpose, and allows him access to Guard HQ and authority in the streets. Finally, he carries a small rhotuka launcher. Its power is to project forcefields where it strikes a target.Skills/Strengths: One of the first toa created in the Matoran Universe, Orde has been using and refining his psionic powers for longer than almost anyone else. He can read minds with ease, and pick out important memories or information within seconds, often without the targets noticing. Memory modifications are another skill of his. Not only is he good with his powers, but using them has taught him that in almost any circumstances, brains will beat brawn. According to this principle, he will apply knowledge and intelligence to any situation, rather than brute strength.Weaknesses: Orde most often relies on his mental powers to get him through tough situations, so even with all his experience, he still isn’t the best melee fighter. He has an intense dislike of Zyglak.Yes, Orde is here for a reason. What is that reason? Is it important to the plot? How does this connect to his other backstory? I’m not telling… yet. Maybe you should go and talk to this character, hint hint. ;)More to be added as they are revealed.RulesAll BZP rules apply, obviously.In general, don’t do anything that detracts from other peoples’ enjoyment of the game. All the usual RPG fallacies fall under this, such as god-modding, meta-gaming, bunnying, auto-hitting and the like. For more on these, see the BZPRPG, where you will find some great descriptions and more details on the subtleties of these.Use IC and OOC to separate what your character(s) do from you talking.Do not wreak huge destruction on the city. After all, if you decide to go nova and bring down the cavern, you will squish the entire city and end the game very quickly with the deaths of every character. Nobody wants that. Minor blowing stuff up is all right (so long as you can avoid the Guard and their prison).Do not kill or injure somebody else’s character without permission. The same goes for (character) life changing events.GMs have the right to do anything they see fit in the IC world. This includes punishments for rule-breaking and rewards for making positive contributions to the RPG.So, that's my entry in its current state. :) I'm still not completely happy with a few things in it, like The Hammer's name, but in time I'll work out the kinks. So, how does it stack up? Is it interesting enough to play?

Edited by The Lorax

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"Totally might?" Isn't that an oxymoron? But I guess that was the point.About the rahi, my first impulse was "no". If a rahi was intelligent, it would know where it came from and what was behind the rahi attacks, thus ruining the puzzle. I suppose, though, if you were very careful in crafting their backstory, those things might be avoided and I wouldn't have a problem with your character.

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Don't give up on the concept yet. I can think of ways to have a rahi with intelligence not know where it came from that might work with the plot. Like I said, you'd just have to be careful they didn't know any more about their own origins than any other being in the city.

Edited by The Lorax

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That rather profanes the burrowing of the Blade Burrower.Anyways, updated draft of my RPG.Some people would fight, others would cry. Some would fly, others would stand.But, some are neither; there are those who simply sit, emotionless. Is it any surprise that we are all governed by them?

Testing Conflict

[Thanks again to Grochi for the name. Banner coming soon]

When the world collapses around you, when any year you know it will fall: when tribes with power immense beyond imagining are filled with hatred against one another, there are many reactions taken. Some will try to delay the inevitable. Others, to flee it.But those behind the scenes, the ones who actually have intellect, they plan. They flee and delay, but with a plan that long outlasts the present.And so, as countries move to tear each other apart, the race known only as the Great Beings tranquilly create. But perhaps tranquility is only the surface, a mood made to improve the harsh future they make, and the harsher future their creations must face.Toa are created as the workers. Beings to run, and beings to indwell within what is becoming fast the hope of the world; the plan beyond the present, and in ways the plan beyond the plan.But there is more, as these Beings know; all that they make is unstable, and therefore unstable must stabilize unstable. A balance to the seemingly perfect races they have is found in the element of threat, and so the races of Rahkshi are created.But all things for these Beings must be tested, and for them, war and desolation is the setting they prefer.

-x-x-x-

As hostility builds up between the tribes of Spherus Magna, the Great Beings are engaged in what they do best: creating. Following their failed creation of a massive robot over 40,000 years ago, they have been plotting an improved form of it, a plan that has been sped up and reshaped in view of the inevitable collapse of the planet.Unlike the first robot, this creation will be powered by forces generated by living beings, who will dwell within. However, like all their creations, they deem it wise to proceed first with experimenting. With the first thousands of models of the chief species to be used, they have decided to put a check-force into play: Rahkshi. On the surface harmless, armored rahi, they are intended to be a force at the ready for any time that the designated protectors are helpless. So, in light of this duty, the experiment is designed explicitly to see what success they can operate this, and to what success their new creations can resist.In a massive cavern, the Toa grew into villages and towns, growing in peace. Then, as the Great Beings saw their time running shorter and shorter as hostility built up more and more between the tribes, they abandoned their initial idea of a gradual test, which would have taken hundreds of years. They released hordes of the first Rahkshi, first into the region of stone, then into the others. Taken completely by surprised, they were swept away by the invading hordes of Rahkshi. However, the wave soon became their savor as the prototype Rahkshi, instinctively going for the hunt, lost whatever central command they had, roaming the lands in bands of between a half dozen and several dozen, with sometimes lone Rahkshi striking out on their own. This came too late for the Toa to repel them, as they too were split into similar sized bands. As they fought back, their weakened power and physical abilities became more and more apparent. The land settled into a sort of deadlock anarchy, with almost constant skirmishes.Hope seemed to vanish in the drudgery of survival, until one came who only the Great Beings knew of. A mysterious shadowy figure who swept through the land, with Rahkshi and Toa alike fleeing before him, struck with an overriding fear. He built a small tower in the center of the lava region, and little heard from him. The Rahkshi continued to rampage, in groups ranging from loners to dozens.Then lights began to appear in the roof, sectoring it. Dim at first, they looked like nothing more than lightstones. Two things happened; six of them--one in each region--lit up with the brilliance of a star, a glowing green, while another six lit up a blinding blue. Mental knowledge poured into every being, Rahkshi and Toa alike. For the Rahkshi it was only a dim message; namely that the lightstones marked great power for the Toa, and that the blue lights marked power that could also be enployed by the Rahkshi. To the Toa, however, much more was given: it was revealed that each brightly glowing green light marked the location of a Kanohi mask of power, that would both double their elemental and physical strength, but give them a special power, and that each blue light marked a weapons and equipment cache; unbeknownst to them, it was both an attempt of the Great Beings to speed up the test, and also an attempt to further test the inhabitants of the land.And that is where the past becomes the present. The world is in turmoil, and Rahkshi and Toa alike are after the mysterious masks of power; the Toa to utilize them, the Rahkshi to destroy them. Small bands are forming, and alliances are being made and broken. But everyone knows one thing; the people who attain the masks will attain an edge over even Rahkshi.

Gameplay

The inhabitants of this land are, unknowingly, the lab rats of the Great Beings, stuck in a land made specifically to test them in every way possible. Squads of Rahkshi prowl about, slaying any of the land’s inhabitants they can find. Seperated into duos, ragged bands, and at best a few dozen people, the Toa appear to be in a never ending stage of impending defeat against their far greater foes.However, a hope has recently surfaced with the news of Kanohi masks of power, seemingly the only thing that can help the Toa hold out and restore stability. One of these masks is available in each each region, and the Toa and Rahkshi alike are following the stars to their location. Equipment caches are also appearing, this time with both Toa and Rahkshi trying to capture their contents.

Locations

The world is set in one main cavern, built like six joined domes. Each dome has its own particular environment, and in the upheaval, different groups of people are heading to each region. Recently, lightstones have appeared in the ceiling, lighting particular treasures. The walls of the domes are impassible and unbreakable, despite the many attempts of Toa, and even a few Rahkshi, to destroy them.

Takuna

(Region of Fire)

The top left corner lava region, it is cut off from the others by a thirty foot wide lava moat, impassible except for three arching stone bridges, two in the east, one in the south. Beyond it, the land is an almost inhospitable wasteland of mountains, constant rubble, spikes rocks at every glance, all interspersed with lava streams and rivers. In the center of the region, a mountain taller than the rest lies. Surprisingly, it is not a volcano, but instead is home to hundreds of caves of varying sizes, many of which have recently become inhabited. The region seems to be perpetually hot and dry, and fire toa tend to gravitate towards it.

Leaytha

(Region of Air)

The bottom center region is, surprisingly, an underground jungle. The tree leaves and vines alike are a pale green, but aside from that it appears like any other forest. Massive trees rise far about the rest of the jungle in many places, and the inhabitants (mostly Le-Toa) have built platforms and defenses in them. Rahkshi here have taken more to flying, and many toa have retreated to the ground or lower levels where they are lightly safer.

Galicos

(Region of Water)

The most lush and fruitful, but also the most dangerous of all the regions. Galicos is made up almost entirely of green pastures and brilliantly clear waters, interspersed with trees and in a few places, forests. The entire region used to be agriculture and in many places, there still stand farms, some still in use. On the plains, cattle still can be seen in herds, while others are no longer watched. However, because of the presence of Toa farmers and shepherds, Rahkshi seem to be perpetually stalking the land, with little fights to be seen wherever one looks.

Porniun

(Region of Stone)

The desert region of the land is one of the loneliest places, but also among the safest. The unending sand is broken by rock formations her and there, and beings in this region dwell in caves and canyons, relying on any oasis nearby, as well as whatever game they can catch. The hardy fire and stone Toa mainly dwell here, and as Rahkshi do not stalk this region as much as others, more are flocking in. However, as more Toa enter, more Rahkshi will follow, and the original inhabitants fear that soon their refuge will not exist. This region is honeycombed with small, jagged mountains, as well as canyons. It was the region where the Rahkshi first appeared, and because of this was the most decimated.

Onuiro

(Region of Earth)

Once the true underground of the underground land, Onuiro is one of the most dangerous regions. On the surface it is a broad, flat land, darker than the other regions, with small huts poking up here and there, many now ruined, and more simply deserted. Underneath, a maze like tunnel system originally ran throughout the region. However, these tunnels were the focus of repeated attacks by Rahkshi of Disintegration, and as such few remain in existence, and the inhabitants of this region have been forced out into the flat, featureless land, subject to frequent Rahkshi attacks.

Koiare

(Region of Ice)

Almost equal in level to the Region of Stone in regards to population, the Region of Ice is clothed in a seemingly perpetual quiet. It is always cold, and snow mysteriously, and frequently falls, leaving the land in perpetual stone. The lighting is at twilight level, making the land stark and dreary. The Rahkshi in this region have become excellent stalkers, often ambushing their equally sneaky inhabitants of the land; mostly Toa of Ice or Sound.

-Factions-

Even in this turmoil, factions do exist. Of course, most are far too small to mention, but there are a few larger ones. Mostly, however, factions will be formed by the players themselves.

-The Order of Light-

With about fifty members, the Order of Light are among the most powerful forces in the land. They are led by the Toa Jehu of Galicos. Although they almost always need new members, the Order is relatively hard to join, precisely because of their purpose; in the downfall of society, many toa have turned to robbery, murder, and other unsavoury deeds. The Order of Light, as their name implies, enforce a strict code of morality within their ranks. They were among the first to react to the news of the masks, and many fear what will happen when they come in contact with those masks; those within the Order worry that they will be corrupted by the potential of power, while those outside fear that they will prevent others from attaining them.

-Species-

Toa

Standing about six-eight feet in height, Toa are clad in lightweight, slightly cut away armor that, while not providing perfect protection, offers almost unimpaired movement. The armor itself is weaker and thinner than normal armor, meaning a longsword could break through, even though an arming sword or knife would likely be blocked.

The face of a Toa is metallic, almost as strong as the armor, with easily distinguishable features, vaguely human like. The color of the Toa's starting armor is decided by their element, and their face is tinted the same color as the primary color of their element.

Fire: grants elemental control over fire, as well as great resistance to heat and flame.

Primary Color: Red.

Secondary Color(s): Yellow, Orange, Grey or Black.

Earth: grants elemental control over earth, as well as the ability to sense vibrations in the earth, limited night vision, and some increased strength.Primary Color: Black.Secondary Color(s): Dark Gray, Purple, or Orange.Stone: grants elemental control over stone, as well as limited resistance to heat, great strength, and terrible swimming skills.Primary color: Brown.Secondary Color(s): Tan, Black.

-Caches and Kanohi-

Each (real time) week, six new caches and Kanohi will be added ,regardless of whether or not the previous caches and Kanohi have been claimed. The general location of the Kanohi will be given by the lightstones, and shown in a grid-map. However, the Kanohi and caches will take a little bit of finding.

The contents of the caches and the power level (Noble or Great, with maybe even an occasional Nuva mask thrown in) and power of the Kanohi before they are announced. However, the players will not know until they claim the item(s).-Teams-

Civilization is shattered, and enemies are many. Allying with other players is encouraged, and it is legal for each team to have up to six NPCs. Teams can be made up of either Rahkshi or Toa, but except for in exceptional circumstances, they cannot be made up of both. A team must have at least three PCs, and there must be at least two players controlling it.

-Character Creation-

Profiles are to be posted in the discussion topic for approval. When approved, they are to be posted in the profile topic. There can only be one post per player in the profile topic. Players must post their character in the profile topic before playing; this is so that an accurate record is kept, and characters can be easily found. Each player may have up to four characters.-No Kanohi. Kanohi can only be gained through the Kanohi deposits or caches (although the second is likely to give at best an occasional Noble mask).-Only Toa or Rahkshi. These are the only playable species, unless you want to play as a Brakas or something.-Some elements are outlawed. Fire, Earth, Stone, Water, Ice, Air, Plantlife, and Sonics are the only elements allowed.-Some Rahkshi powers are outlawed. Disintegration, Fragmentation, Poison, Chameleon, Heat Vision, Hunger, Density Control, and Silence are the only allowed Rahkshi powers.-Without Kanohi, elemental power is weakened. Without Kanohi, generating their element depletes a Toa's elemental energy greatly, to the point where if, say, a Toa of Fire kept up a sustained blast of fire, they would run out of elemental energy within a minute. Aside from that, their power overall is halved. Lastly, a Toa, regardless of Kanohi, can only absorb their element in order to recharge elemental energy in limited amounts; while a Toa absorbing their element could go from no elemental power to full or near full power within an hour or two, but not in a minute or two. Nuva blasts are outlawed, except with GM permission (if you wish to use on, you'd better have a good reason to present to a GM before you use it).-Toa Kaita are allowed. A Toa Kaita has the elemental energy of three Toa: meaning that if three maskless Toa united into a Kaita, that Kaita would have 1.5 times the regular elemental energy and power of a normal, masked Toa. The Kaita also combines all masks worn into a single Kanohi, which can have between one and three powers, depending on the amount of Kanohi wearing Toa in the union. They are also faster, stronger and more agile than Toa; thier abilities are the combines mental and physical abilities of the three Toa in the merge. There are, however, two catches. The first is that the users in a Kaita must be controlled by three different players. Secondly, if the three are not unified, the Kaita will have a condition ranging from multiple personalities to downright mental collapse, or simple unmerging. Name: Please keep Bionicle, with no canon names.Species: Toa or Rahkshi only.Gender: Male Female, unknown, etc.Kanohi: List the Kanohi you capture here (no character may start with a Kanohi). Ignore this is your character is a Rahkshi.Appearance: Give a good description of your character or a picture. Keep in mind that all Toa and Rahkshi start out with the usual basic armor; that is, basic hand, arm, body, and leg protection, although not as well covering as plate armor, nor as strong.Element/Rahkshi Power: Equipment: Keep weapons basic. Think of crossbows as the most advanced weapon you can have. If you get weapons and armor from caches, please list them here. No Protosteel weapons or armor are allowed to start off with, although they may be in caches.Personality: What is your character like? Please remember that Rahkshi, although rational, have stronger instincts than the Toa.History: Keep in mind the setting from the character's perspective. If he's a Toa, then his memories are basically growing up in this cavern. A Rahkshi would only really remember being released into the cavern and wrecking destruction.Other Notes (Optional): Have anything you want to add about your character that doesn't really fit elsewhere? Do so here.

-Rules-

-Absolutely no autododging, autohitting, or other forms of god moding.-Bunnying is illegal. No controlling other peoples’ characters without their permission.-Use IC for In Character portions of the post, and OOC for out of character portions. Do not post OOC only posts in the role playing topic! The discussion topic is made for them. Making an OOC only post will result in a warning, and if repeated enough, banning.-Please, use good grammar, and make your OOC and IC posts understandable. Bad grammar might not look bad to you, but it does for others.-Staff controlled characters are staff controlled characters, not NPCs. Do not control them without permission of the GMs.-NPCs are not target dummies. Just because they’re not PCs doesn't make them a lower life form.-Your characters cannot know your enemies plans in an instant, or know the exact power etc of an opponent unless they are told IC, or find out IC. Your character is not all knowing, although you may know something from reading another IC post not related to your character, or reading an OOC post or whatever. In short, no metagaming.-Please act civil. Do not insult, degrade, etc other players.-Do not play only to win. The purpose of an RPG is to have fun, and interact. Any character, no matter how powerful, can be defeated. Going into an RPG with only the specific intent to get ahead and win will get you nothing but failure and a lot of annoyed people.-Respect staff rulings. If you have a problem with a staff’s ruling, take it up via PM with either that staff member or another. Do not disregard the ruling, start a temper tantrum over it, etc.-When you are dead, you are dead. Your soul cannot take over another body. Bam, it's over, your character's soul is in the next world, or has gone *poof* or whatever you want to believe there. Reincarnation is also outlawed.

-There are times when death is unavoidable. Get used to it, your character is no more powerful than an NPC, you can die. It you're surrounded by a dozen Rahkshi, and you have a broken leg and low elemental energy, you're going to die. The meter is this: When staying alive falls under auto-dodging/invulnerability, your character dies.

Warnings

Any degree of warnining may be given repeatedly, or only once (for instance, for repeated infringement of a very minor rule a person might get two 5thdegree warnings, not 5th and then 4th degree warnings. In contrast a person might get temporarily banned, or permanently banned, with no previous warning, should the offense be serious enough) This, however, is at the decision of the staff, not the player. The levels of warning are as follows:5th degree warningA simple warning, whether in the discussion topic, OOC portion of a post, or PM: nothing serious, just correct whatever you did wrong and don’t do it again.4th degree warningA more serious warning, and one of your characters is temporarily incapacitated. Please stop breaking the rules.3rd degree warningOkay, you’re getting on our nerves. One character is killed in game, and all other characters are unusable for a week.2nd degree warningThis is getting old already. All your characters are butchered in game and you are not allowed to replace them for a week. This is your last warning.1st degree warningYou are banned. All characters are killed, and you are no longer allowed to play. Any further posts in the story or profile topic will be reported or ignored. We really don’t want you here, go torment some other GMs.

-Staff-

Krayzikk

Head Game Master.

Zarayna

Assistant Game Master.

Benluke-116

Assistant Game Master.

Edited by Zarayna
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Introduction

Hi guys! I'm new to the concept of Bionicle RPGs (and to this forum itself) but I ran a fairly successful RPG on another site a while back. Anyway, I'm considering entering this RPG competition (as if I don't already have enough to do) so I'd like to give you my ideas. I don't have a name for my idea yet, unfortunately. I also need help figuring out how the mechanics of the game will work and how to make sure it is interesting.

Background

When times seemed tough, when the Rahi were advancing, when our defenses faltered, the Turaga would tell us a tale of the Toa heroes, who would travel to our island and save us from the hordes the Makuta had launched upon us. Hearing these stories, our proud defenders where energized, and would fight a while longer. We always believed our champions would rescue us.They never did.Years we waited, and still the Toa did not arrive. Even the Turaga began to lose hope. And as our courage faltered, so did our strength. One by one, our villages fell to the Rahi, who grew more powerful as our forces fell. The trees of Le-Wahi could be seen burning from all across the island; no one did not hear the sound as Po-Koro's glorious monuments fell to the ground and turned into dust. When Ga-Koro sunk, the Turaga realized that no hope remained. We survivors retreated to Onu-Koro and sealed the entrances with thick rocks. No one mistook the implications; Makuta's forces were sealed out, but we were sealed in. There was no escaping this stone fortress we had built for ourselves.Now, we eke out an existence beneath the surface. We will survive. But is life worth living without purpose?

Gameplay

Players play as a Matoran from one of the six villages of Mata-Nui. Each have individual skills and talents. The central idea behind the game is to survive & thrive underground. Periodically, major events will happen such as a Rahi breakthrough or a mine collapsing, to keep interest in the game. This is a game about co-operation and surviving as a team.

Locations

The entire game takes place in Onu-Koro and Onu-Wahi. There is no escaping the underground catacombs. This is a game where the environment should dynamically change as the Matoran use their various skills to enlarge Onu-Koru.

Mechanics

I haven't thought out the actual mechanics of combat and the like, but it would have to be something very team-oriented, where each player can contribute but they have to work as a team.

Character Creation

Players can be a Matoran from Ta-Koro, Ko-Koro, Onu-Koro, Po-Koro, Ga-Koro, or Le-Koro. Each has it's own advantages. The Ta-Matorans are excellent engineers and can make complex mechanics. The people of Ko-Koro are the great thinkers and philosophers. Onu-Matoran know their way around the best and can dig, as well as being able to see in the dark. Po-Matoran can construct the best structures. Ga-Matoran are good at organizing groups and can swim the best. Le-Matoran can entertain others and plant crops the best. You can also choose a certain job. For example, you could have been a member of the Ta-Koran guard, or a Onu-Koran mining guild. Perhaps you were a great sculptor back in Po-Koro. The Matoran are talented, even if they have no powers or Great Kanohi.

Rules

Standard RP rules apply. No godmodding and such.

Edited by CaptainLepidus

Legacy of the Great Beings - Continuing the story of BIONICLE from where the serials left off.

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I'm actually really liking this idea. I can tell its a draft, and there are areas in which it needs improvement. But the overall concept is one I rather like.Now, there are some gripes.First is, I'd like to see a little details about the locations. Perhaps your idea of Onu Koro is a little different from others, or perhaps you want to specify some locations that weren't in the MNOLG I/II. Say for instance, where different groups are staying or suchlike.Next, teams. While I like the idea of having to go together in groups, I don't think it should be mandatory. Some people just like to play as loners. As for combat, I'd say again, leave it somewhat to the players. On BZP, fighting is completely text oriented, unless you want to implement some other way of fighting.Also, what do they eat down there? Last i checked, Onu Wahi produced stone and lightstones, not anything edible.

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Yeah, okay. Perhaps players can form groups or just go out on their own. What I meant by combat was that the GM would introduce opponents, and players would RP fighting them, but making yourself able to kill multiple without assistance would be considered a form of godmodding; after all, you're just matoran.The people of Le-Koro are building underground farms here.Definitely need to think out locations. Perhaps Onu-Koro will have districts, but not on the scale of Metru Nui.Thanks for the compliment! It really makes me happy to hear that :)

Edited by CaptainLepidus

Legacy of the Great Beings - Continuing the story of BIONICLE from where the serials left off.

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Underground farms? I hate to tell you, but plants need light to grow. ;) You might want to make a good reason for how this proves the exception. Or you could just have everyone survive by absorbing lightstone energy or something.What about PvP? From what I hear, having only GM introduced NPCs gets boring.

Edited by Zarayna
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I'm not sure how plantlife actually works on Mata Nui, but I'm thinking either lightstones or possibly even some kind of sky light (how deep is Onu-Koro?)PvP actually is a good question. I think the longer time goes on, the more various players will get territorial and such over the few resources there are (and Staff-controlled characters can guide them in this direction). Then, small fights could break out, or even a full scale rebellion/civil war. Matoran probably wouldn't kill each other much, but I can imagine them beating each other up and locking each other in prisons if they had to spend too long in cramped Onu-Koro.

Introduction

Just some updated thoughts, I'm interested to see if anyone would want to be a staff member. More information on that later on.

Background

When times seemed tough, when the Rahi were advancing, when our defenses faltered, the Turaga would tell us a tale of the Toa heroes, who would travel to our island and save us from the hordes the Makuta had launched upon us. Hearing these stories, our proud defenders where energized, and would fight a while longer. We always believed our champions would rescue us.They never did.Years we waited, and still the Toa did not arrive. Even the Turaga began to lose hope. And as our courage faltered, so did our strength. One by one, our villages fell to the Rahi, who grew more powerful as our forces fell. The trees of Le-Wahi could be seen burning from all across the island; no one did not hear the sound as Po-Koro's glorious monuments fell to the ground and turned into dust. When Ga-Koro sunk, the Turaga realized that no hope remained. We survivors retreated to Onu-Koro and sealed the entrances with thick rocks. No one mistook the implications; Makuta's forces were sealed out, but we were sealed in. There was no escaping this stone fortress we had built for ourselves.Now, we eke out an existence beneath the surface. We will survive. But is life worth living without purpose?

Gameplay

Players play as a Matoran from one of the six villages of Mata-Nui. Each have individual skills and talents. The central idea behind the game is to survive & thrive underground. Periodically, major events will happen such as a Rahi breakthrough or a mine collapsing, to keep interest in the game. This is a game about co-operation and surviving as a team.

Locations

The entire game takes place in Onu-Koro and Onu-Wahi. There is no escaping the underground catacombs. This is a game where the environment should dynamically change as the Matoran use their various skills to enlarge Onu-Koru. Onu-Koro has been split into districts for the six elements of Matoran.Significant BuildingsLe-KoroFarmsAnimal pensKo-KoroTemplePo-KoroMonumentsGa-KoroUnderground poolsTa-KoroBarracksWorkshopOnu-KoroMarketMine EntrancesTuraga's HutTuraga Housing

Mechanics

I haven't thought out the actual mechanics of combat and the like, but it would have to be something very team-oriented, where each player can contribute but they have to work as a team.

Character Creation

Players can be a Matoran from Ta-Koro, Ko-Koro, Onu-Koro, Po-Koro, Ga-Koro, or Le-Koro. Each has it's own advantages. The Ta-Matorans are excellent engineers and can make complex mechanics. The people of Ko-Koro are the great thinkers and philosophers. Onu-Matoran know their way around the best and can dig, as well as being able to see in the dark. Po-Matoran can construct the best structures. Ga-Matoran are good at organizing groups and can swim the best. Le-Matoran can entertain others and plant crops the best. You can also choose a certain job. For example, you could have been a member of the Ta-Koran guard, or a Onu-Koran mining guild. Perhaps you were a great sculptor back in Po-Koro. The Matoran are talented, even if they have no powers or Great Kanohi. You can have up to 3 characters.

Rules

1. No godmodding; this means, you play as your character and your character alone. You cannot control other player's characters. You have a limited degree over NPCs, but only limited; you may give them basic actions such as fighting, but nothing else.2. No invincibility/super powers; Matoran of Mata Nui are fairly weak and their skill comes from co-operation and ingenuity. If someone stronger than you battles you, you will be defeated (unless you receive help.) If it's realistic for you to die, then please do die; it'll make life more meaningful for others and the game will be more interesting.3. No arguing with staff members. You may respectfully disagree but our word goes.4. Use "OOC" and "IC" to indicate when you are writing out of character or in character.5. Your characters may not have knowledge that they don't posses but you do. Unless they were at an event or have been told about it, they won't know about it.

Punishments

Each time you break a rule, you receive a punishment.1st offence: Gentle warning, your error will be fixed and a staff member will tell you what you did wrong. Everyone makes mistakes.2nd offence: It needs to stop. Your current character(s) are killed instantly, and a staff member will tell you what you did and how to fix it.3rd offence: You're making it less fun for others. Banned for the RPG indefinitely (appeals are allowed). Any post you make will be ignored. We won't bother to explain ourselves. Only administrators can enact this punishment.

Staff

You can apply here if you'd like to become a staff member. There are two ranks: moderator and administrator. Moderators may be promoted to administrators. Administrators may make big changes to the game and may command moderators, as well as being able to give out 3rd offence punishments. Moderators simply make sure the rules are followed. Moderators may have characters; Admins may control the major characters.Staff:CaptainLepidus - Administrator

Major Characters

"Major Characters" does not mean the most important characters, it just means the most famous ones. As in, the named characters from the canon. This includes:The six TuragaJaller - Infantry CommanderTakua - ChroniclerKongu - Animal masterMatoro - TranslatorKopeke - MeditatorHahli - Underwater explorerMacku - Underwater explorerHewkii - Kohlii playerHafu - SculptorAhmou - Merchant, (Makuta agent)Nuparu - InventorTaipu - MinerOnepu - Ussalry Commander(I'm probably forgetting some, please mention if you see any I'm missing.) Major characters won't be active much but they can drive the storyline. Major characters can only be controlled by Administrators.

Map

This is only a temporary visual aid.

OnuMap.png

Edited by Prince Andrew Duke of York

Legacy of the Great Beings - Continuing the story of BIONICLE from where the serials left off.

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Some people would fight, others would cry. Some would fly, others would stand.But, some are neither; there are those who simply sit, emotionless. Is it any surprise that we are all governed by them?

Testing Conflict

[Thanks again to Grochi for the name. Banner coming soon]

When the world collapses around you, when any year you know it will fall: when tribes with power immense beyond imagining are filled with hatred against one another, there are many reactions taken. Some will try to delay the inevitable. Others, to flee it.But those behind the scenes, the ones who actually have intellect, they plan. They flee and delay, but with a plan that long outlasts the present.And so, as countries move to tear each other apart, the race known only as the Great Beings tranquilly create. But perhaps tranquility is only the surface, a mood made to improve the harsh future they make, and the harsher future their creations must face.Toa are created as the workers. Beings to run, and beings to indwell within what is becoming fast the hope of the world; the plan beyond the present, and in ways the plan beyond the plan.But there is more, as these Beings know; all that they make is unstable, and therefore unstable must stabilize unstable. A balance to the seemingly perfect races they have is found in the element of threat, and so the races of Rahkshi are created.But all things for these Beings must be tested, and for them, war and desolation is the setting they prefer.

-x-x-x-

As hostility builds up between the tribes of Spherus Magna, the Great Beings are engaged in what they do best: creating. Following their failed creation of a massive robot over 40,000 years ago, they have been plotting an improved form of it, a plan that has been sped up and reshaped in view of the inevitable collapse of the planet.Unlike the first robot, this creation will be powered by forces generated by living beings, who will dwell within. However, like all their creations, they deem it wise to proceed first with experimenting. With the first thousands of models of the chief species to be used, they have decided to put a check-force into play: Rahkshi. On the surface harmless, armored rahi, they are intended to be a force at the ready for any time that the designated protectors are helpless. So, in light of this duty, the experiment is designed explicitly to see what success they can operate this, and to what success their new creations can resist.In a massive cavern, the Toa grew into villages and towns, growing in peace. Then, as the Great Beings saw their time running shorter and shorter as hostility built up more and more between the tribes, they abandoned their initial idea of a gradual test, which would have taken hundreds of years. They released hordes of the first Rahkshi, first into the region of stone, then into the others. Taken completely by surprised, they were swept away by the invading hordes of Rahkshi. However, the wave soon became their savor as the prototype Rahkshi, instinctively going for the hunt, lost whatever central command they had, roaming the lands in bands of between a half dozen and several dozen, with sometimes lone Rahkshi striking out on their own. This came too late for the Toa to repel them, as they too were split into similar sized bands. As they fought back, their weakened power and physical abilities became more and more apparent. The land settled into a sort of deadlock anarchy, with almost constant skirmishes.Hope seemed to vanish in the drudgery of survival, until one came who only the Great Beings knew of. A mysterious shadowy figure who swept through the land, with Rahkshi and Toa alike fleeing before him, struck with an overriding fear. He built a small tower in the center of the lava region, and little heard from him. The Rahkshi continued to rampage, in groups ranging from loners to dozens.Then lights began to appear in the roof, sectoring it. Dim at first, they looked like nothing more than lightstones. Two things happened; six of them--one in each region--lit up with the brilliance of a star, a glowing green, while another six lit up a blinding blue. Mental knowledge poured into every being, Rahkshi and Toa alike. For the Rahkshi it was only a dim message; namely that the lightstones marked great power for the Toa, and that the blue lights marked power that could also be employed by the Rahkshi. To the Toa, however, much more was given: it was revealed that each brightly glowing green light marked the location of a Kanohi mask of power, that would both double their elemental and physical strength, but give them a special power, and that each blue light marked a weapons and equipment cache; unbeknownst to them, it was both an attempt of the Great Beings to speed up the test, and also an attempt to further test the inhabitants of the land.And that is where the past becomes the present. The world is in turmoil, and Rahkshi and Toa alike are after the mysterious masks of power; the Toa to utilize them, the Rahkshi to destroy them. Small bands are forming, and alliances are being made and broken. But everyone knows one thing; the people who attain the masks will attain an edge over even Rahkshi.

Gameplay

The inhabitants of this land are, unknowingly, the lab rats of the Great Beings, stuck in a land made specifically to test them in every way possible. Squads of Rahkshi prowl about, slaying any of the land’s inhabitants they can find. Separated into duos, ragged bands, and at best a few dozen people, the Toa appear to be in a never ending stage of impending defeat against their far greater foes.However, a hope has recently surfaced with the news of Kanohi masks of power, seemingly the only thing that can help the Toa hold out and restore stability. One of these masks is available in each region, and the Toa and Rahkshi alike are following the stars to their location. Equipment caches are also appearing, this time with both Toa and Rahkshi trying to capture their contents.

Locations

The world is set in one main cavern, built like six joined domes. Each dome has its own particular environment, and in the upheaval, different groups of people are heading to each region. Recently, lightstones have appeared in the ceiling, lighting particular treasures. The walls of the domes are impassible and unbreakable, despite the many attempts of Toa, and even a few Rahkshi, to destroy them. Before the lightstones appeared in the roof, six massive moons light the cavern.

Takuna

(Region of Fire)

The top left region is the fire region, cut off from the others by a thirty foot wide lava moat, impassible except for three arching stone bridges, two in the east, one in the south. Beyond it, the land is an almost inhospitable wasteland of mountains, constant rubble, spikes rocks at every glance, all interspersed with lava streams and rivers. In the center of the region, a mountain taller than the rest lies. Surprisingly, it is not a volcano, but instead is home to hundreds of caves of varying sizes, many of which have recently become inhabited. The region seems to be perpetually hot and dry, and is mostly inhabited by Fire Toa.

Leaytha

(Region of Air)

The bottom center region is, surprisingly, an underground jungle. The tree leaves and vines alike are a pale green, but aside from that it appears like any other forest. Massive trees rise far about the rest of the jungle in many places, and the inhabitants (mostly Le-Toa) have built platforms and defenses in them. Rahkshi here have taken more to flying, and many toa have retreated to the ground or lower levels where they are slightly safer. Marshes break the unending canopy of branches in a few places, and in another a grassy plain stands, the only on in all of the region.

Galicos

(Region of Water)

The most lush and fruitful, but also the most dangerous of all the regions. Galicos is made up almost entirely of green pastures and brilliantly clear waters, interspersed with trees and in a few places, forests. The entire region used to be agriculture and in many places, there still stand farms, some still in use. On the plains, cattle still can be seen in herds, while others are no longer watched. However, because of the presence of Toa farmers and shepherds, Rahkshi seem to be perpetually stalking the land, with small fights to be seen wherever one looks.

Porniun

(Region of Stone)

The desert region of the land is one of the loneliest places, but also among the safest. The unending sand is broken by rock formations her and there, and beings in this region dwell in caves and canyons, relying on any oasis nearby, as well as whatever game they can catch. The hardy fire and stone Toa mainly dwell here, and as Rahkshi do not stalk this region as much as others, more are flocking in. However, as more Toa enter, more Rahkshi will follow, and the original inhabitants fear that soon their refuge will not exist. This region is honeycombed with small, jagged mountains, as well as canyons. It was the region where the Rahkshi first appeared, and because of this was the most decimated. The most notable part of the region is a tall mountain around the center of the region. No Toa or Rahkshi dares go there, as the imposing sight of the Makuta’s towers is always visible, and few are insane enough to attempt to approach it.

Onuiro

(Region of Earth)

Once the true underground of the underground land, Onuiro is one of the most dangerous regions. On the surface it is a broad, flat land, darker than the other regions, with small huts poking up here and there, many now ruined, and more simply deserted. Underneath, a maze like tunnel system originally ran throughout the region. However, these tunnels were the focus of repeated attacks by Rahkshi of Disintegration, and as such few remain in existence, and the inhabitants of this region have been forced out into the flat, featureless land, subject to frequent Rahkshi attacks. Those tunnels that still exist are among the most dangerous places in the entire region: for although they are often being expanded, they do not ha many ways of escape, and are frequented by Rahkshi, and new tunnels are usually destroyed as swiftly as they’re made. For the most part, Toa in this region use the tunnels for a quick place to get away to take a breather.

Koiare

(Region of Ice)

Almost equal in level to the Region of Stone in regards to population, the Region of Ice is clothed in a seemingly perpetual quiet. It is always cold, and snow mysteriously, and frequently falls, leaving the land in perpetual snow covering. The lighting is at twilight level, making the land stark and dreary. The Rahkshi in this region have become excellent stalkers, often ambushing their equally sneaky inhabitants of the land; mostly Toa of Ice or Sound.

-Factions-

Even in this turmoil, factions do exist. Of course, most are far too small to mention, but there are a few larger ones. Mostly, however, factions will be formed by the players themselves.

-The Order of Light-

With about fifty members, the Order of Light is among the most powerful forces in the land. They are led by the Toa Jehu of Galicos. Although they almost always need new members, the Order is relatively hard to join, precisely because of their purpose; in the downfall of society, many toa have turned to robbery, murder, and other unsavoury deeds. The Order of Light, as their name implies, enforce a strict code of morality within their ranks. They were among the first to react to the news of the masks, and many fear what will happen when they come in contact with those masks; those within the Order worry that they will be corrupted by the potential of power, while those outside fear that they will prevent others from attaining them.

-Species-

Toa

Standing about six-eight feet in height, Toa are clad in lightweight, slightly cut away armor that, while not providing perfect protection, offers almost unimpaired movement. The armor itself is weaker and thinner than normal armor, meaning a longsword could break through, even though an arming sword or knife would likely be blocked.

The face of a Toa is metallic, almost as strong as the armor, with easily distinguishable features, vaguely human like. The color of the Toa's starting armor is decided by their element, and their face is tinted the same color as the primary color of their element. A Toa’s armor however, can be any combination of the colors of his element; for instance, a Toa of Water could be completely light blue, or a mixture of blue and light blue.

Fire: grants elemental control over fire heat, as well as great resistance to heat and flame.

Primary Color: Red.

Secondary Color(s): Orange, Yellow, Grey or Black.Earth: grants elemental control over earth, as well as the ability to sense vibrations in the earth, limited night vision, and some increased strength.Primary Color: Black.Secondary Color(s): Dark Grey, Purple, or Orange.Stone: grants elemental control over stone, as well as limited resistance to heat, great strength, and terrible swimming skills.Primary color: Brown.Secondary Color(s): Tan, Black.

Ice: grants elemental control over ice and cold, as well as great resistance to cold.

Primary color: White.

Secondary Color(s): Grey, Black, Light Blue.

Water: grants elemental control over water and moisture, as well as great agility and speed in the water, above average speed and agility on land, very good wind, and the ability to hold in breath for a great deal of time, perhaps thrice the normal or more.

Primary Color: Blue.

Secondary Color(s): Light Blue.

Air: grants elemental control over air, as well as above average agility and speed (faster even than water) as well as exceedingly great agility and aptitude in the trees.

Primary Color: Green.

Secondary Color(s): Lime, Black, Dark grey.

Sonics: grants elemental control over sounds, as well as a heightened memory of sounds, above average (not oversensitive) hearing, and lastly an ability to sense changes in the immediate area via sonar.

Primary Color: Light Grey.

Secondary Color(s): Silver, Gunmetal, Dark grey, and Black.

Plantlife: grants elemental control over plants, as well as agility and speed in forests and jungles equal to Air Toa. They also have limited resistance to many plant based poisons.

Primary Color: Green.

Secondary Color(s): Brown, Turquoise.

Rahkshi

Rahkshi are not creatures of themselves, but rather tough suits of armor controlled by the sluglike Kraata. Their build is similar to Toa, although a little more hunched over and reptilian. They have no sense of feeling outside of their Kraata, and thus can survive being dismembered. Their head and back plates, where the Kraata dwells, are thicker and tougher than the rest of them, for if their Kraata dies, they become inanimate. Their faceplate can be flipped open from the inside and, with some difficulty, from the outside. Rahkshi almost always use staffs, often bladed, although sometimes they may use better weapons that they loot.

All Rahkshi have the ability to fly, as well as having one special power. Their power is weaker than a Toa's but does not rely on elemental energy.

Disintegration: grants user the ability to fire pale, transparent blue beams of energy which, upon contact, reduces whatever solid in their path to dust like powder.

Primary Color: Blue.

Secondary Color: Grey.

Fragmentation: Grants user the ability to fire pale orange rays from them, which shatters any solid in their path.

Primary Color: Brown.

Secondary Color: Grey.

Poison: Grants the user to fire streams of highly deadly poison, which can vary, depending on the user's intent, from paralyzing to killing.

Primary Color: Pale Green.

Secondary Color: Grey.

Chameleon: Grants the user the ability to change their color and transparency, making them able to blend ing with any environment, or simply disappear.

Primary Color: Green.

Secondary Color: Grey.

Heat Vision: Allows the user to fire beams of searing heat from any part of them, although stronger from their eyes.

Primary Color: Yellow (Keetorange).

Secondary Color: Black.

Shapeshifting: Allows the user to change their shape, although their mass must remain relatively the same. They can also not change their texture from their basic form (in other words if they have basic, protodermis armor, they could not shapeshift into protosteel armor).

Primary Color: Grey.

Secondary Color: Lime.

Illusion: grants the user the ability to make solid or nonsolid light based illusions; solid illusions taking more concentration than non solid.

Primary Color: Red.

Secondary Color: Grey.

Elasticity: Allows the user to stretch any part of his body up to fifty feet: this ability is not instinctive, so although dodging is easier with this ability, it is not automatic.

Primary Color: Black

Secondary Color: Grey.

-Caches and Kanohi-

Each (real time) week, six new caches and Kanohi will be added, regardless of whether or not the previous caches and Kanohi have been claimed. The general location of the Kanohi will be given by the lightstones, and shown in a grid-map. However, the Kanohi and caches will take a some small bit of finding.The contents of the caches and the power level (Noble or Great, with maybe even an occasional Nuva mask thrown in) and power of the Kanohi will be diced before they are announced. However, the players will not know their nature until they claim the item(s).-Teams-

Civilization is shattered, and enemies are many. Allying with other players is encouraged, and can entail being able to control NPCs.-Small teams. Probably the majority, these teams must have a minimum of two player characters, and a minimum of two players. The small team is entitled to 4-10 NPCs (given by the GMs), depending on the size of the team.-Large Teams. These must have a minimum of six player characters, and a minimum of four players controlling them. They are entitled to 8-20 NPCs, although in exceptional circumstances they may have more.-NPC numbers will be decided by the GMs, except for when a team wishes to have a number at or below the minimum for their team size.-Teams may be made up of either Toa or Rahkshi. In exceptional circumstances (and I mean, you’d better have a pretty darn good reason) they may be mixed, at the discretion of the staff.-Each player may have up to two NPCs not affiliated with a team. -Submitting teams. Once you have the valid format for teams submit it in the discussion topic like you would a profile, following the following format.Name: Whatever team name you want to give, if any.Team form: Small or Large.Alignment: Are they for the Rahkshi? The Toa? Other purpose?Player Characters (list any special position they hold): Who are the player characters on your tea? List their name, who controls them, and what position, if any, they hold.Player Leader: Is a specific player in charge of the team? If so, note here.Team Description: What’s your team about? For? Stuff like that.Team Backstory: How did your team get together?Affiliated NPCs: Give the details concerning the team NPCs in as much detail as you wish.

-Character Creation-

Profiles are to be posted in the discussion topic for approval. When approved, they are to be posted in the profile topic. There can only be one post per player in the profile topic. Players must post their character in the profile topic before playing; this is so that an accurate record is kept, and characters can be easily found. Each player may have up to four characters.-No Kanohi. Kanohi can only be gained through the Kanohi deposits or caches (although the second is likely to give at best an occasional Noble mask).-Only Toa or Rahkshi. These are the only playable species, unless you want to play as a Brakas or something.-Some elements are outlawed. Fire, Earth, Stone, Water, Ice, Air, Plantlife, and Sonics are the only elements allowed.-Some Rahkshi powers are outlawed. Disintegration, Fragmentation, Poison, Chameleon, Heat Vision, Hunger, Density Control, and Silence are the only allowed Rahkshi powers.-Without Kanohi, elemental power is weakened. Without Kanohi, generating their element depletes a Toa's elemental energy greatly, to the point where if, say, a Toa of Fire kept up a sustained blast of fire, they would run out of elemental energy within a minute. Aside from that, their power overall is halved. Lastly, a Toa, regardless of Kanohi, can only absorb their element in order to recharge elemental energy in limited amounts; while a Toa absorbing their element could go from no elemental power to full or near full power within an hour or two, but not in a minute or two. Nuva blasts are outlawed, except with GM permission (if you wish to use on, you'd better have a good reason to present to a GM before you use it).-Toa Kaita are allowed. A Toa Kaita has the elemental energy of three Toa: meaning that if three maskless Toa united into a Kaita, that Kaita would have 1.5 times the regular elemental energy and power of a normal, masked Toa. The Kaita also combines all masks worn into a single Kanohi, which can have between one and three powers, depending on the amount of Kanohi wearing Toa in the union. They are also faster, stronger and more agile than Toa; thier abilities are the combines mental and physical abilities of the three Toa in the merge. There are, however, two catches. The first is that the users in a Kaita must be controlled by three different players. Secondly, if the three are not unified, the Kaita will have a condition ranging from multiple personalities to downright mental collapse, or simple unmerging.Name: Please keep Bionicle, with no canon names.Species: Toa or Rahkshi only.Gender: Male Female, unknown, etc.Kanohi: List the Kanohi you capture here (no character may start with a Kanohi). Ignore this is your character is a Rahkshi.Appearance: Give a good description of your character or a picture. Keep in mind that all Toa and Rahkshi start out with the usual basic armor; that is, basic hand, arm, body, and leg protection, although not as well covering as plate armor, nor as strong.Element/Rahkshi Power:Equipment: Keep weapons basic. Think of crossbows as the most advanced weapon you can have. If you get weapons and armor from caches, please list them here. No Protosteel weapons or armor are allowed to start off with, although they may be in caches.Personality: What is your character like? Please remember that Rahkshi, although rational, have stronger instincts than the Toa.History: Keep in mind the setting from the character's perspective. If he's a Toa, then his memories are basically growing up in this cavern. A Rahkshi would only really remember being released into the cavern and wrecking destruction.Other Notes (Optional): Have anything you want to add about your character that doesn't really fit elsewhere? Do so here.

-Rules-

-Absolutely no autododging, autohitting, or other forms of god moding.-Bunnying is illegal. No controlling other peoples’ characters without their permission.-Use IC for In Character portions of the post, and OOC for out of character portions. Do not post OOC only posts in the role playing topic! The discussion topic is made for them. Making an OOC only post will result in a warning, and if repeated enough, banning.-Please, use good grammar, and make your OOC and IC posts understandable. Bad grammar might not look bad to you, but it does for others.-Staff controlled characters are staff controlled characters, not NPCs. Do not control them without permission of the GMs.-NPCs are not target dummies. Just because they’re not PCs doesn't make them a lower life form.-Your characters cannot know your enemies plans in an instant, or know the exact power etc of an opponent unless they are told IC, or find out IC. Your character is not all knowing, although you may know something from reading another IC post not related to your character, or reading an OOC post or whatever. In short, no metagaming.-Please act civil. Do not insult, degrade, etc other players.-Do not play only to win. The purpose of an RPG is to have fun, and interact. Any character, no matter how powerful, can be defeated. Going into an RPG with only the specific intent to get ahead and win will get you nothing but failure and a lot of annoyed people.-Respect staff rulings. If you have a problem with a staff’s ruling, take it up via PM with either that staff member or another. Do not disregard the ruling, start a temper tantrum over it, etc.-When you are dead, you are dead. Your soul cannot take over another body. Bam, it's over, your character's soul is in the next world, or has gone *poof* or whatever you want to believe there. Reincarnation is also outlawed.

-There are times when death is unavoidable. Get used to it, your character is no more powerful than an NPC, you can die. It you're surrounded by a dozen Rahkshi, and you have a broken leg and low elemental energy, you're going to die. The meter is this: When staying alive falls under auto-dodging/invulnerability, your character dies.

-The staff reserve the right to stray from the canon. This can already be seen by some liberties in the backstory; the Core War developing slowly instead of all at once, the Great Beings creating Makuta, and some other things.

-The lands are not safe. Remember how travel was in the Dark ages? It was considered a great achievement in one situation when a girl could travel the length of Ireland, wearing a golden ring, without being attacked. This land is even worse than those times. Rahkshi are everywhere, so traveling is a harrowing experience of dodging them, and trying to remain unnoticed. The Rahkshi tend to have it easier, but even so Toa will often attack lone Rahkshi, or Rahkshi traveling in small groups. The same rule applies: you are not all powerful, there is no such thing as police, and there are enemies everywhere. This rule greatly relies on players’ honor and honesty, as it isn’t the easiest thing for staff to regulate.

-Warnings-

Any degree of warning may be given repeatedly, or only once (for instance, for repeated infringement of a very minor rule a person might get two 5thdegree warnings, not 5th and then 4th degree warnings. In contrast a person might get temporarily banned, or permanently banned, with no previous warning, should the offense be serious enough) This, however, is at the decision of the staff, not the player. The levels of warning are as follows:5th degree warningA simple warning, whether in the discussion topic, OOC portion of a post, or PM: nothing serious, just correct whatever you did wrong and don’t do it again.4th degree warningA more serious warning, and one of your characters is temporarily incapacitated. Please stop breaking the rules.3rd degree warningOkay, you’re getting on our nerves. One character is killed in game, and all other characters are unusable for a week.2nd degree warningThis is getting old already. All your characters are butchered in game and you are not allowed to replace them for a week. This is your last warning.1st degree warningYou are banned. All characters are killed, and you are no longer allowed to play. Any further posts in the story or profile topic will be reported or ignored. We really don’t want you here, go torment some other GMs.

-Staff-

Krayzikk

Head Game Master.

Zarayna

Assistant Game Master.

Benluke-116

Assistant Game Master.

Edited by Zarayna
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Hmm, still trying to figure out how I can add potential for interesting events to happen. I don't want it to be that I have to constantly keep the story moving, nor do I want it to be boring and repetitive. How can I put in more room for conflict and such?Edit: Also, should I submit my unfinished RPG to the submissions and edit it from there or wait until it's fully finished?

Edited by CaptainLepidus

Legacy of the Great Beings - Continuing the story of BIONICLE from where the serials left off.

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I wonder how the new red star revelation affect the creation of new RPGS, and if using the secret gb and the red star in rpgs will be banned,, due to spoilers.

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You should get it to a somewhat completed form before submitting.
Don't listen to this guy. This is the Planning Topic, not the Critics Club. You submit unfinished ideas and the like and see what people think - a full RPG can be submitted, but that's towards the end of the Planning Process.@ Bulik; Anyone who hasn't seen them is dead to me. But giving away his revealed name and the like are spoilered up in the storyline and theories forum, so probably not going to allow that. Anything that's been released on a podcast we're allowed to do; everything else, no.EDIT: I just checked and it says that we are allowed to say his name and the like now. Spoiler tags no longer needed. At least on the S&T forum.-Toa Levacius Zehvor :flagusa: Edited by Toa Levacius Zehvor

"I disapprove of what you have to say, but I will defend to the death your right to say it."


- Evelyn Beatrice Hall (often attributed to Voltaire)

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I wonder how the new red star revelation affect the creation of new RPGS, and if using the secret gb and the red star in rpgs will be banned,, due to spoilers.
I don't think it will affect much, for this contest at least. It would be difficult to have an RPG where the Red Star is important set underground. It opens possibilites for future one though.

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I wonder how the new red star revelation affect the creation of new RPGS, and if using the secret gb and the red star in rpgs will be banned,, due to spoilers.
I don't think it will affect much, for this contest at least. It would be difficult to have an RPG where the Red Star is important set underground. It opens possibilites for future one though.
Tempted to put some kind of reference to it's true nature in now, just because you said that ;)Edit: Should I allow players to be semi-intelligent Rahi (which will attack the Matoran) as well, or should Rahi be fully GM-controlled. Edited by CaptainLepidus

Legacy of the Great Beings - Continuing the story of BIONICLE from where the serials left off.

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I have an idea, but it is going to need work. when vakama fights makuta, he wins and kills him, instead of trapping him in protodermis. they move to mata nui and an age of peace is declared. but after many years, the turaga start having disagreements. Mostly over progress and tradition. nuju, pohatu, and whenua believe they should make a move to wake the great spirit, and should abandon traditions. nokama, vakama, and matau have faith that mata nui will tell them when it's time, and stick with tradition. Basically, it's radicals vs. conservatives. they divide the island peacefully, but each side tries to convert the other, resulting in war. Toa (first being the mata) are sent to the island to stop the war, but end up promoting it, disagreeing with eachother, and being drawn to different sides. The Toa on the radical side get better toa tools (skakdi weaponry good being max), and regular EE (no nova blasts). The Toa on the conservative side have enhansed EE (small nova blasts, with 6 second prep), and regular Toa tools. so, how is it?

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Okay, let's see here...Well, Vakama was never trying to kill Makuta. If any of the Toa were trying to kill Makuta, they could have, just like how Makuta could have disintegrated the entire group if he really cared to (keep in mind that his goal was not to kill the Toa Metru, because he didn't consider them a threat). They all followed the Toa Code, which meant not killing. So they trapped him so he could never threaten anybody again, because they had seen the power of a Toa seal generated by Krahka in the Archives when she became the fusion of their forms.Now, assuming they killed Makuta for... whatever reason. And they bring the Matoran to Mata-Nui. Let's see... well, okay. Makuta is dead. That means the entire Brotherhood of Makuta is going to be after those responsible. Oh, and the Shadowed One never learns that Makuta killed his operatives. Not knowing about Vakama, Voporak will have nothing to stop him from going to Mata-Nui (the only reason he didn't trace the Vahi there was because TSO didn't want anybody going after that maniac fire Toa who was willing to break the mask). The Shadowed One will follow, managing to track them there and claim vengeance. So, in short, the Brotherhood of Makuta and Dark Hunters both come to the island of Mata-Nui and murder everything. There would be no age of peace at all. It would be a slaughter. A massive bloodbath. The plan would fail because Teridax never revealed it in detail, but Mata-Nui would sleep and begin dying. The Toa Mata would never be awakened and never receive the knowledge to track down the Ignika in time. Takanuva would never come to be. All in all, the entire Matoran Universe would die, and the survivors would try to make it to Mata-Nui. Only the Brotherhood would be there trying to control everything. All in all, this universe is doomed.Now, ignoring all of these details, we'll focus on the RPG itself. I can't figure out the reason for splitting the Turaga the way they were split.Where did these Toa come from? Did they suddenly materialize out of thin air? The Toa Mata only arrived because Takua sent the signal with Toa Stones. Other Toa... why would they comeA Nova Blast would destroy most if not all of the island. Thus, a small Nova Blast would just be a single Wahi. Wait, not... that's still pretty freaking big. No nova blasts. And why would you give the factions different stuff; why not just give them the same stuff? If you're trying to balance the two sides, just have the balance be 1 = 1 instead of 2 + -1 = -1 + 2.So this is going to need work. When you deviate from canon, you need to explain why it happened, and how it helps the RPG, and why the setting is different because of it.-Toa Levacius Zehvor :flagusa:

"I disapprove of what you have to say, but I will defend to the death your right to say it."


- Evelyn Beatrice Hall (often attributed to Voltaire)

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..... why did I try?Ok, I'm struggling to find a good reason why the Turaga should turn on themselves before any other threats come to the island. I would like for them to have an age of peace. Some meathod of isolation would be good, but unless they build a giant Hau, I'm not sure how they can do it. If I can find a reason for this isolation, then I can have the previous events with the Makuta remain cannon, but he just can't get into Mata-Nui. I split the turaga in that way because i felt that Earth, Stone, and Ice were the "wise creators" of the island, and fire, water, and air to be the more "spiritual" elements. For the nova blast... well I mean extreamly minerature. Like just out of the range normal Toa can excrete EE at once without a nova blast. I didn't realize how destructive a nova blast was in cannon. The Toa, like the Mata, come in canisters that wash ashore. I'm still not entirely sure how that worked in cannon. But the other Toa came to try to end the war, but are doing a poor job. And as the two sides split, they would each come up with new advances. The radical side would be more advanced in tech, and the other more advanced in spirit.Just brainstorming, I have an idea of how they are isolated: The mask of Time. The mask of Time can speed up or slow down time in an area, so maybe that "crack" in the mask in cannon actually became a full break. Instead of simply destroying the fabric of time, that time energy from the "break" encased Mata Nui in a time zone where 1 second in the rest of the MU= 1 year on Mata Nui. It happened to the fish swimming around the mask in cannon. So therefore, there is many years of peace on Mata Nui before Makuta gets a chance to escape. But that still leaves the question, how did the Toa get there?

Edited by Toa Of Virtues

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You try because you want to make an RPG - and I'm not trying to discourage you from doing that; I'm simply pointing out the errors in this idea.Elements or not, you should re-read the old books from 2001-2005 to get an idea about the personalities of the characters. That's the reason I stray from using canon characters in the RPGs I write - so I don't mess with them too much. The real problem is that all of 2004 and 2005 was the Metru coming together and becoming united. Of course, if the Visorak never showed up because Makuta never called, that would cut out a lot of their character development, and lead to more schisms. Nuju wouldn't speak in bird-ese, either. So some things can slide - just treat them as they were in Maze of Shadows.With the nova blast, there's no need to have it. If you want a big burst, you just release a lot of elemental energy - but not that much. The more energy you release, the less control you have. And since a wave of lightning in a 10' radius is usually large enough, well, no reason to pass it.The Toa Mata were locked in the Cordax, in Karda-Nui. I believe that when the Great Cataclysm happened, the Toa canisters they were in were released; however, they malfunctioned as they shot up into the sky, and rather than land on Mata-Nui, they floated for 1000 years, at which time Takua used the six Toa Stones created by the Toa Metru in the past to summon the Toa, by activating them at the Kini-Nui temple. The six canisters were then attracted to the stones and came towards the islands coast, allowing the Toa Mata out. I can't see how there are any more coming that way.Again, why have the advances? I don't see a reason to have them other than make things more complicated.Vakama repaired the break in canon when he spotted what it was doing; he would have still repaired it when he saw how funky it was.Now, going back - Makuta escaped because Roodaka tricked the Toa to using their elemental powers on her while she held the Makuta Stone, a part of his seal. Their powers combined, rather than form Captain Planet, allowed Makuta to escape. Then, Time Trap, my favorite book in the series (pretty much anything that mess with that book is going to lose points with me, though - that's one of my many biases during reviews). He didn't just 'get a chance to escape'.The amount of energy required for what you're saying the Vahi is doing seems a little bit much for me; also, we know that it was changing everything at a different rate, so the entire island would be chaos.(Still working on that one RPG, to anyone who cares, with the time travel and stuff. Just an update.)-Toa Levacius Zehvor :flagusa:

"I disapprove of what you have to say, but I will defend to the death your right to say it."


- Evelyn Beatrice Hall (often attributed to Voltaire)

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