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I'm really liking this revised version. My only criticism just from skimming over it is that there really isn't much incentive to play as lower level jaegers or kaiju. Weak, stupid, not very powerful. I don't think many players will want to use them. 

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I'm really liking this revised version. My only criticism just from skimming over it is that there really isn't much incentive to play as lower level jaegers or kaiju. Weak, stupid, not very powerful. I don't think many players will want to use them. 

 

Yeah, it's the same reason nobody plays Matoran.

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I'm really liking this revised version. My only criticism just from skimming over it is that there really isn't much incentive to play as lower level jaegers or kaiju. Weak, stupid, not very powerful. I don't think many players will want to use them.

 

Yeah, it's the same reason nobody plays Matoran.

 

Wait... I play Matoran... Hey, what are you implying? That I am nobody? :P
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I've picked out a few bits and pieces I have concerns with, and have put my comments here in blue. 

 

3.0: Expeditions

 
One of the primary goals at the moment is to find a way out of the MU. Most expeditions are currently heading to Metru Nui to find a way out due to it having the light holes in the dome which the island’s rulers hypothesise to be easier to break through than the regular MU skin. PCs will be leading expeditions- you don’t need GM approval to go- but Dane, Ultimo and I will be posting to guide these quests along.
 
I don't see the point of including the entirety of Metru Nui if its sole purpose is just for these quests. It seems unnecessary to include such a massive location when players already have so many other huge locations to play in. 
 
4.0: Locations
 
Xia
 
Stelt
 
Zakaz
 
Metru Nui
 
The Kaiju Hive
 
Your locations are somewhat vague; can players RP anywhere on all of the continents of Xia, Stelt, Zakaz and Metru Nui? That seems incredibly excessive. 
 
The Vortixx have also been able to create giant Kanohi for the Jaegers, granting them some specialised powers. 
 
While I get that an RPg doesn't have to follow all of the normal rules, we've never seen anything in canon to suggest that Vortixx are capable of forging normal Kanohi, let alone giant ones. Why not use a similar system as in MuP, where normal Kanohi are integrated into the vehicle's system? Since all of the Toa are apparently dead, there'd be plenty of spare Kanhoi to go around.
 
Sonic booms- Kaiju with this adaptation have an oversized left claw which, when clicked, creates a shockwave with enough energy to break the sound barrier, not unlike the pistol shrimp.
 
This one came across as strangely specific to me. So the only Kaiju who are allowed to use this are left-handed ones with big claws? None of the other adaptations seem to require a specific anatomical function like this one does.  
 
Category 1
Melee-style, basic adaptations.
 
Category 1 Kaiju are smaller and have less destructive potential, although they are useful as basic soldiers and fast attackers. Category 1s are less intelligent than Category 2s. Category 1s have adaptations on the scale of electrified skin which deals an electric shock out when touched. 
 
​I mentioned this earlier, but you're not giving any real incentive to play as low-level Kaiju. With weaker species in other games, some players choose to play them for the extra challenge, but I don't feel that this game really offers that.
 
The only thing players will get from RPing a Cat 1 Kaiju is a curbstomping. 
 
Jaeger nickname: Jatikko
MK: V
Kanohi: Faxon (Works exactly like normal)
Weaponry: Twin plasma cannons on the shoulders, capable of taking down a Category 5 Kaiju; Rocket fists; swords stored in the arms, able to cut through a Kaiju’s hide with ease; “The Godkiller”- a giant hammer.
Appearance: Jatikko is loosely built, its general structure being reminiscent of Arkie with long, powerful limbs. The Jaeger is painted white and blue.
 
This confuses me a little. What use is the Faxon against Kaiju? 
 
Since the Kaiju aren't rahi, the Faxon wouldn't be able to replicate their powers. 
Edited by Locus
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Your locations are somewhat vague; can players RP anywhere on all of the continents of Xia, Stelt, Zakaz and Metru Nui? That seems incredibly excessive. 

Xia, Stelt and Zakaz aren't exactly continents; they're islands, so with the exception of Metru Nui, it seems no more excessive to me than being able to play all over Mata Nui. And yes, the entire islands are open for play, although Metru Nui won't be open for players to explore as such; we'll be keeping players within certain areas.

 

 

This confuses me a little. What use is the Faxon against Kaiju? 

 
Since the Kaiju aren't rahi, the Faxon wouldn't be able to replicate their powers. 

It's my game so it can. And are you sure the Kaiju aren't Rahi?

 

 

While I get that an RPg doesn't have to follow all of the normal rules, we've never seen anything in canon to suggest that Vortixx are capable of forging normal Kanohi, let alone giant ones. Why not use a similar system as in MuP, where normal Kanohi are integrated into the vehicle's system? Since all of the Toa are apparently dead, there'd be plenty of spare Kanhoi to go around.

That could work, although the giant Kanohi are there partially for the rule of cool.

 

 

​I mentioned this earlier, but you're not giving any real incentive to play as low-level Kaiju. With weaker species in other games, some players choose to play them for the extra challenge, but I don't feel that this game really offers that.

 
The only thing players will get from RPing a Cat 1 Kaiju is a curbstomping. 

Well, I used to have Cat 1s as being more intelligent, but Tiragath said we should swap around the intelligence scale.  <_<

Perhaps instead of having all categories playable from the start, characters could start as Category 1s and "level up" like the Rahkshi in Corpus?

 

 

 

This one came across as strangely specific to me. So the only Kaiju who are allowed to use this are left-handed ones with big claws? None of the other adaptations seem to require a specific anatomical function like this one does.  

I took inspiration directly from real life for that one, so I see what you mean, although I was trying to avoid everything being breath-based.

 

 

 

I don't see the point of including the entirety of Metru Nui if its sole purpose is just for these quests. 

That isn't its sole purpose, but spoilers so I won't say what else it's important for.

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We also never saw anything to show that Vortixx can't make masks or learn how to. They can make and work with kanoka disks, it's not that much of a stretch to think that they could also do the same with masks.

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Xia, Stelt and Zakaz aren't exactly continents; they're islands, so with the exception of Metru Nui, it seems no more excessive to me than being able to play all over Mata Nui. And yes, the entire islands are open for play, although Metru Nui won't be open for players to explore as such; we'll be keeping players within certain areas.

 

Let's say you got a playerbase similar in size to MuP, for example. There's no way you're going to have enough players to get solid interaction if they're scattered over all of those huge locations. Personally, I'd go with what Chumpu has suggested: put one or two locations on each island, and limit activity to those locations. 

 

You could make smaller locations: beach-side villages and the like, specifically for some of the battles, perhaps, but as it is, your locations are too big and too far spread out to really work. 

 

And are you sure the Kaiju aren't Rahi?

 

Well, considering that you pretty explicitly stated that they're Aqua Magnan beasts, and shut me down over Skype when I suggested you use the First Rahi as your Kaiju, I'm pretty confident that they aren't Rahi. 

 

Well, I used to have Cat 1s as being more intelligent, but Tiragath said we should swap around the intelligence scale.   <_<

Perhaps instead of having all categories playable from the start, characters could start as Category 1s and "level up" like the Rahkshi in Corpus?

 

If Cat 1's had something about them that made them more appealing to players, it might work. Perhaps consider making them more stealth-based: certain adaptations like the chameleon skin are limited only to that category. 

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Y60K has been edited! Changes are:

 

 

Xia:

 
The City:
Xia's islandwide city has somewhat dwindled now, keeping close to the skirts of the Mountain and away from the shores for fear of Kaiju. What is left of the city is bright and hopeful, shining steel buildings towering far up into the sky. The streets are soundly paved, and, all in all, Xia is a good place to live.
 
Xia Shatterdome:
Xia's Shatterdome is, like the city, a tall, elegant affair. Instead of the unpainted iron walls favoured by Stelt, the interior features bare but functional corridors and rooms with clean walls, ceilings and floors; to put it simply, the Xia Shatterdome is a wholesome place. The Jaeger bays are much like the other Shatterdomes, large, cavernous rooms with asphalt floors and Jaegers surrounded by networks of gantries. For reference, think of something like 
this.
 
Stelt:

 

The City:
Where Xia is no longer dirty and polluted, Stelt has become even more so. Many of the arenas which used to characterise the island are gone now, replaced with Jaeger factories. Despite these new jobs, many of the population still turn to crime for a living, preying on unsuspecting beings, murdering and stealing from them. The sky is always gloomy, filled with smoke, but the cordon of Jaegers around the coastline facing into the wider ocean break through the dusk every now and then, their watchful gazes never relenting. As Stelt is attacked the most often by Kaiju, the entire island has been placed under martial law, intended to keep the population working despite the attacks. Half of all attacks are aimed at Stelt.

 

Stelt Shatterdome:

Stelt's Shatterdome is a drab, hardened building, built many bio down into the ground, intended to shield the Jaegers in their bays from Kaiju attacks. The walls are bare metal, rusted around the edges, and the floors have a tendency to be somewhat less than pleasant underfoot. The Jaegers bays are identical to Xia's, except with fewer gantries and more utilitarian Jaegers.
 
Zakaz:

 

The City:
The city on Zakaz, centred around the lake in the middle, is a low, concrete settlement, built quickly in the days after the civil war ended. The streets are unpaved, dusty roads, and what sewers there are are in a constant state of disrepair, blocked and rat-infested. The lake has a number of floating houses built out onto it, designed for easier access to the deposits of metal at its bottom that are used for Jaeger manufacture.

 

Zakaz Shatterdome:

Built on the southern shores, Zakaz' Shatterdome mimics the city, being built out of concrete and with little hygiene inside the structure. It has a notably smaller number of Jaegers than the other two islands, tantamount to the anger issues that plague the Skakdi, meaning that none are able to pilot a Jaeger without another to help. 

 

 

All Kaiju PCs start off at Category 1, with a non-offensive skin-based ability; this can be one of the two shown, or it can be custom. 

When one of the GMs decide that the Kaiju is good enough to move up a category, their player will be notified via PM. When a Kaiju moves up a category, they gain size and another adaptation; the ones available to Category 2s are Elemental Breath abilities and sonic booms. Those available to Category 3s are EMP bursts, Elasticity and Mental Blasts. Permission to create a Category 4 Kaiju will be given out at the GMs' discretion, and Category 3s are not allowed to level up to Category 4; however, the new character does receive three adaptations as well as a unique physiology. (I'm talking extra arms, wings, etc.)

I think I got everything people said, but if not say and I'll change it. :)

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Hm.... when I suggested you do something to make playing as Cat 1 Kaiju more appealing, this isn't quite what I meant.... Now you're forcing all of the players who want a Kaiju to start off as something that can effectively be curbstomped by anyone who decides to start themselves off with a MK2 or 3 Jaeger. 

 

I'm not sure how well that's going to work out, since the Kaiju are supposed to be a dangerous threat, but they're all going to be starting the game at an enormous disadvantage. 

Edited by Locus

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Here's an idea... Due to there being more of the lower level A player is allowed to play as more than one. Do when they are killed they are not out of the game right off. Unlike higher level Kaiju where fewer and fewer are able to reach that level.

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I, for one, am happy to use a Mk. 1 Mech, providing it's fast enough to get out when things get too hairy. (and it saves me from having to co-operate with other users)

 

Also, I love the general Idea for the game, seeing as Pacific Rim is one of my favourite Movies. Let's hope this one gets approved!

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I'm still going with my earlier suggestion: give each Kaiju category a different style of powers: eg. Cat 1's are more stealth based, Cat 2's are mid/long range, Cat 3's are close quarters powerhouses, etc. 

 

I think that'd work better than forcing everyone to start off at a low level and work their way up while the jaeger players can start off at higher levels straight away. 

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Nah, that's a little weird. Wouldn't you build as many Jaegers with as many weapons as possible if you were the person in charge of building them? A level-up system is a little funny. How about have multiple categories all suited for something different; mk.1 Jaegers are powerhouses, mk.2 Jaegers are long-range and mk.3 are speed and stealth oriented.

 

Of course, it's a little hard to be stealthy when you're a giant robot.

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Starting off as a Level 1 Kaiju wouldn't be as bad if the Jaeger players also had to start off as Level 1 Mechs, though. I believe the higher level machines were created in response to the arrival of the higher level creatures in the movie anyway, so if they both start off at Level 1 and then they level up as they progress (with the Kaiju doing so slightly earlier), doing it that way would seem a little bit more realistic.

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if they both start off at Level 1 and then they level up as they progress (with the Kaiju doing so slightly earlier), doing it that way would seem a little bit more realistic.

 

But aren't we already past that point? The first waves of Kaiju wiped out all of the Toa, so they built jaegers to combat them. The Kaiju should already be more powerful at this point in the war, as should the jaegers. 

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According to the original post, only a century has past since the first Kaiju encounter. This means that it's both entirely possible that a large swarm of Level 1 creatures could've killed off all of the Toa (since even they are most likely still exponentially bigger than a Kanohi Dragon), and that all of the Level 2 and above Kaiju could've have either A, not have existed yet in the immediate area (because, you know, it actually takes time for things to evolve), or B, just haven't made their way inside the dome for whatever reason (since they're Aqua Magnan life-forms and not aliens from another dimension, maybe the higher level Kaiju are somewhat cannibalistic hunters and are only just now showing up because all of their prey (the lower level Kaiju) are swimming off into the MU to escape them).

Either way, it could still work.

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Knightfall

Version 0.3

 

Inspired by (read: ideas shamelessly stolen from) Crowfall

 

 

Table of contents
I. Lore

1. Introduction

2. The Undying Lands

3. Magna, the Holy City of Gods and the Capital of the World

4. The Knights

5. The Gods

6. The Dying Worlds

7. Existing Kingdoms

II. Rules and Gameplay

1. Character creation

2. Gameplay

3. Rules

 

 

 

 

LORE

 


Introduction

Eternal Gods, Dying Worlds

You are a champion of your chosen god, a Knight, blessed to fight in order to sustain civilization. Your home, the Undying Lands, is eternal but barren, protected from the ravenous Shadows by the gods. Every now and then a new world appears in the Void, filled with life and resources. When this happens, you and other champions of the gods travel there in order to discover relics, gather resources and impress their chosen god. However, these worlds, called the Dying Worlds, are outside the direct influence of the gods, meaning that they are temporary and unprotected from the dreaded Shadows. Four seasons of life occur in every world: spring, summer, autumn and winter. After winter the world will be fully consumed by the Shadows and be forever lost. The Knights return to the Undying Lands to recover in their castles and prepare for the appearance of the next world.

 


The Undying Lands:

The Undying Lands is the name given to a large, arid world inhabited by thousands of Matoran and many Knights. The world's landscape consists of massive plateaus of beige rock, large mountains and poisonous seas. There are no animals or plants anywhere, except possibly in the depths of the oceans if anything can even survive in them, and the surface is impossible to dig through. Yet many live here, because this world is the only one protected from the Shadows, who consume all worlds they find in the Void. The protection comes from three gods: Artakha, Karzahni and Tren Krom. Together (although Karzahni has contributed less and less in recent times) they combine their telepathic powers to form a massive, invisible bubble around the world, unbreachable to the Shadows.

 

 

 

Magna, the Holy City of Gods and the Capital of the World

 

The only city on the world is Magna, for almost all Matoran live in small villages near castles. The city, ruled by the gods themselves, is located on a cliff and has massive walls built out of various rocks brought from the Dying Worlds. The city itself is filled with hundreds of huts built from wood and stone. The feuds between the servants of different gods do not matter here, and wielding weapons is forbidden for citizens and visitors. The Goldenguard, whose members are allowed carry weapons, maintains order in the streets. On the very edge of the cliff, there is a massive temple with a golden roof called the House of Gods, where all three gods delve. It is separated into three sections, connected to each other by a 'neutral' section in the middle. Each of the three sections is dedicated to one god, while the neutral one is where new Knights are created in times of need and where Matoran and Knights gather to worship. In front of the compex is the Golden Market, where Knights sell resources they've brought from the Dying Worlds to citizens and other Knights. Trade is often done through bartering, although various gems and gold nuggets are commonly used as currency. Although many Knights have personal libraries, none of them are as huge as the Great Library. The large stone building houses thousands of tomes about every conceivable subject, some of them written in foreign languages. These alien books are from the Dying Worlds, and only a few have been translated. New Dying Worlds are first seen by the astronomers of the Observatory, located on a rocky hill near the city. Scholars here spend most of their time studying constellations in order to predict the future and witness the formation of new worlds. All new Knights are taught basic skills in the Academy, located near the Great Library.

 

 


The Knights

You are a biomechanical being created by the gods and blessed with immortality, meaning that you cannot die from old age. However, you can still perish, for your body is fragile and hungry. Food and water are important, but they do not exist in the Undying Lands. In order to survive, you must fight, and you've trained to do just that for years. You may possess great elemental powers, or perhaps you are the Sacred Champion, blessed with the powers of your chosen god. Alone, you will fail, but there are others who share your faith, willing to work with you in order to survive and serve your demanding gods. Your task as a Knight is to feed the common people by travelling to the Dying Worlds and finding food there. If you perish in these dangerous worlds, the gods can often resurrect you, as long as your body has been brought back. All Knights are granted very small amounts of land and castles by their god, yet many have adopted feudalism: they swear an oath of loyalty and in return receive protection and a greater amount of land. Kings have risen, served by their dukes who are in return served by counts. The gods do not seem to care, as long as these lords remain loyal to their deity. Because Matoran peasants rely on Knights to bring them food from the Dying Worlds, upon failure the gods will be disappointed and the peasants will attack the Knight's keep, hungry for justice, although it's a small consolation.


The Gods

There are three gods who rule the Undying Lands and create new Knights by combining their powers, often rather reluctantly. These gods rule over the land by giving orders to a group of priests via telepathy. Artakha and Karzahni compete with each other, so Knights who thrive in battle against against Knights of opposing faith will be rewarded, while Tren Krom will favour those who make sure that servants of neither side defeat the other in the Dying Worlds. If a god is particularly fond of a Knight, they might ascend and become a Sacred Champion. Some legends tell that these gods were actually created by an even greater god, often called the Great Spirit. There is no proof of this, and the gods themselves refuse to tell the truth. Takanuva does claim to be an heir and son of the Great Spirit, but refuses to say if the gods themselves are its children as well. All gods, excluding Takanuva, live in the grand temple located in Magna. Few are ever permitted to see them.


Artakha - The God of Light and Creation

Artakha is traditionally depicted as a male wielding a large war hammer as a weapon. He is a highly skilled creator, capable of creating or repairing various objects with ease. His duty is to create the bodies of the Knights, but he struggles greatly with creating animals. Legends say that he wears the fabled Mask of Creation, a beautifully decorated golden mask. He's believed to have powers of teleportation and telepathy as well, able to read the thoughts of his worshippers. Few have ever seen his physical form, but it is said that his armour is gray-green decorated with ancient symbols. Artakha is a benevolent but reclusive god, more interested in observing the world rather than affecting it directly. Because creation is seen as the opposite power to the destructive Shadows, he is believed to be a god of light. A Toa named Takanuva claims to be the true God of Light, but few believe his words.


Karzahni - The God of Darkness and Destruction

Karzahni is often depicted as a monstrous male humanoid wielding flaming chains, covered in scraps of armour and wearing a large black cloak on his shoulders. He is believed to be the brother of Artakha, a God of Destruction instead of Creation. Karzahni believes that the Shadows will consume all who do not side with them, so he is also seen as a god of Darkness. Despite this belief he is not an ally of the Shadows. His followers see destruction and death as a natural part of life, necessary for its continued existence. They know that creation is part of life as well, but refuse to worship Artakha, a god of pure creation. Karzahni himself is malicious and insane, punishing those who disobey him by giving them horrible mutations. He is capable of reading the minds of his followers. Sometimes he is kind and friendly, but can unpredictably become cruel again. His task is to create the emotions of the Knights, both good and bad. He wears the Mask of Alternate Futures, that shows him visions of possible events. It's commonly believed that Karzahni saw a vision of the Shadows breaking through the protective barrier and consuming the Undying Lands, making him decide to avoid opposing them directly in order to save the realm.


Tren Krom - The God of Balance and Order

Tren Krom is usually depicted as a fully organic being that has a terrifying appearance. It is believed to be the oldest god, its followers seeing it as the creator of both Artakha and Karzahni. It wears no mask, but has the powers of telepathy, mental blasts, disintegration beams and body swapping. It can sometimes take direct control of a being who allowed it to do so. When in control of someone, it is unable to use their powers and abilities. Its task is to create the minds of Knights and giving them the ability to think. It is seen as a god of order and balance, that makes sure neither Artakha or Karzahni ever overcome the other or fight in the grand temple, so the barrier never collapses and the Shadows stay out of the Undying Lands. Few have ever seen its physical form, but it is said that those who had seen it turned insane and committed suicide. It is seen as a wise and benevolent god, that often forgives the sins of its worshippers. However, those not forgiven are disintegrated into dust.


Takanuva - The Claimant God-King of Light

Takanuva isn't exactly a god, but a Knight and the King of Jala, a nation in the Undying Lands. He is a Toa of Light, the only one known to exist. This makes his claim of godhood somewhat legitimate, but he lacks the telepathic abilities of the true gods. Nevertheless he is worshipped by a small cult in his lands. He claims to be the son and heir of the Great Spirit itself.


The Dying Worlds

Dying Worlds are already doomed to be destroyed when they appear in the Void. It is not known why entire planets appear out of nowhere, but it is said that the Undying Lands are located in a hellish plane of cosmos, where all abandoned worlds come to be consumed by the Shadows. Gods can do little to protect them, for they already expend a majority of their powers to protect the Undying Lands. These worlds have mysterious portals, allowing travel between them and the Undying Lands, although the Shadows are unable to use them. Because these worlds contain vital resources and ancient relics, campaigns are launched from the Undying Lands in order to recover everything valuable. Whenever a new world appears, its distance from the Undying Lands defines the amount of influence of the gods and the Shadows. These belts of infuence are called Gods' Reach, Dusk and Darkness

The Gods' Reach

Three factions, Balance, Light and Darkness fight for the dominance of these worlds. The goal for Light and Darkness is to defeat the opposing sides and impress their god, while the goal for Balance is to ensure there is no clear victor between Light and Darkness. These worlds are still rather barren. All must also fight against the Shadows, when they begin appearing during autumn. The worlds tend to have three portals, and loot is shared evenly between the faction, regardless of feudal rank.

The Dusk

Worlds that appear here are too far away for gods to have any influence there. On these more plentiful worlds Kingdoms fight for resources. The Shadows begin appearing in the summer. These worlds usually have four portals, and the loot is shared in the following way: King gets 50% of the loot, Dukes get 35% (divided equally between them) and Counts get 15% (divided equally between them). If there are no Counts, then it's divided like this: Kings get 75% and Dukes 25%. Kings without vassals aren't allowed to fight on these worlds.

The Darkness

The most gorgeous and fertile worlds form here, far away from the Undying Lands. These worlds are rich with minerals and covered in ruins. But the gods forbid Kings from travelling here, and only their daring vassals can travel. These worlds quickly wither away, and the Shadows will always be there. Strange weather will soon begin to occur, causing all kinds of horrifying things on any visitors. The landscapes and nature will twist into something truly horrifying. Five portals exist on these worlds, and every character can keep what they want to keep or share with others.

 


Existing Kingdoms:
You may make your new characters vassals of the lieges of these realms, or create a new kingdom.

Realm name: Kingdom of Jala
King name: Takanuva (Profile will be on the discussion thread if this RPG gets approved)
Vassals: None yet
Bodyguards: None yet
King's holding: Brightkeep, Grand Fortress
Patron God: Takanuva
Motto: Light in the Darkness
Symbol/coat-of-arms: A blazing golden sun on a white background

 

 

 

_________________________________________________

 


RULES AND GAMEPLAY

 

Character Creation

Species

Custom species are allowed, and will be approved if they aren't overpowered.

 

Toa

The legends tell that the First Knight was a Toa, a member of a race known for their elemental powers and sacred masks. It is told that this First Knight used to be a Matoran, who was so faithful to all gods that she ascended and became the first Toa and protector of the common people. Because of this myth, Toa are often seen as ascended forms of Matoran. Many tales about heroic Knights have Toa as the main characters, and the peasantry tends to respect Toa more than other species.

-May have one elemental power and one mask-

 

Skakdi

The brutish Skakdi are seen as strong, brave but selfish warriors. They tend to use violence as a solution to problems more often than other Knight species and many of them disrespect decorum and modesty. They are also seen as the less faithful servants of the gods, and many folk stories feature them as the fallen heroes, who are corrupted by the forces of evil. There are Skakdi who do not exhibit these traits, but unfortunately must learn to live with this prejudice against their race.

-One elemental power (can only be used in conjunction with another Skakdi) and one vision power-

 

Vortixx

Tall and intelligent, Vortixx often excel in the Academy and learn better than other students. They however lack any special powers, forcing them to rely on their intelligence in difficult situations. Vortixx also tend to be very deceptive and cunning, and there's a common saying "Trusting a Vortixx is about as wise as jumping off a cilff" among the Knights and the peasantry. They are skilled tinkers and engineers, and sometimes wear modified masks of power.

-May have one mask and one extra skill-

 

Makuta

Makuta are strange beings and one of the more powerful Knight species. They have begun to appear only recently, and the records in the Great Library have no mention of their race. They wield the power of Shadow, which has caused most Matoran associate the Makuta with the destructive Shadows. They don't have a unified look and often have an ominous appearance. Because of these reasons, the peasantry is afraid of them. They are usually arrogant and confident. Nobody knows why the gods have started to create them, although some priests say it's part of Karzahni's plan to ally with the shadows, or possibly to use their own powers against them.

-Not made out of antidermis. Shadow power and one additional elemental power-

 

Zyglak

While Skakdi are regarded as brutish, amphibious Zyglak are regarded as savage and bestial. They are strong and tend to enjoy combat more than other species. Most interestingly, they are immune to elemental powers and are able to breathe under water. Their elemental resistance also makes them less vulnerable against the Shadows. Despite their nature Zyglak are perfectly capable of learning languages and other intellectual skills. Matoran respect them, more out of fear than admiration.

-Amphibious, resistance to elemental powers-

 

Matoran

The most common species in the Undying Lands. They aren't Knights, but commoners. Matoran may be crafters, merchants, guards, priests, travellers, bards etc. but true military tasks are always left to the Knights. They are rather short compared to the Knight species, often half the size of a Toa, and lack any special powers. They wear powerless masks that keep them alive. No Matoran has ever been a lord, and only the bravest of them travel to the Dying Worlds.

-Nothing-


NOTE: Your character's skin might be made out of protodermis, but protosteel can cut through it like iron can cut through human skin. As such it's treated like human skin when it comes to deflecting attacks. This means that your character needs armour in order to survive.

 


Power List


Please note that power means control, not creation. A Toa of Plantlife can't create plants, a Toa of Iron can't create metal, Toa of Water can't create water etc. Limited control of temperature, weather or air is a common ability. This means that, for example, a Toa of Fire can increase temprerature while a Toa of Sound can vibrate atoms and thus create sound. Poison is an exception to this control-not-create rule.

 

Toa
Elemental: Fire, Air, Earth, Water, Stone, Ice, Sonics, Plantlife, Lightning and Iron (note: iron means control of all metals, but you can't control the bodies of others with this.)


Skakdi
Elemental: See above, Vision powers: Heat Vision (it's not laser vision!), Impact Vision, Infrared Vision, Thermal Vision, Telescopic Vision and X-ray Vision.

Makuta
Unique elemental: Fear, Poison, Shattering, Disintegration, Hunger, Anger, Weather Control, Elasticity, Illusion, Teleportation, Quick Healing, Lightning, Sonics, Fire resistance, Ice resistance, Shapeshifting, Plantlife, Cyclone, Chameleon, Accuracy, Power Scream, Dodge, Silence, Adaptation, Slow, Confusion and Sleep.

 


Gear

List of Masks Toa or Vortixx can have:

Mask of Shielding, Mask of Strength, Mask of Levitation, Mask of Speed, Mask of Water Breathing, Mask of Night Vision, Mask of Translation (ruins have stuff written in foreign languages), Mask of Diminishment, Mask of Fate, Mask of Flight, Mask of Accuracy, Mask of Spirit, Mask of Summoning, Mask of Sonar, Mask of Reanimation and Mask of Sensory Aptitude.

Only one mask allowed to have in the beginning. You may acquire more later from ruins or dead players with the Looting skill. A Toa without a Mask will be dizzy while a Vortixx will be perfectly fine. Items you can have in the beginning include various trinkets, tools and objects that aren't too technologically advanced. Most items from Bionicle canon are relics, and thus not available by default. Metal and bamboo disks are fine though. Trading items with other characters and NPCs in Magna's Golden Market is allowed and recommended. Gold and gems can be used as currency. NPC traders will be played by the GM. You may only have weapons and armour made out of protosteel in the beginning. Please take note that when looting armour from a member of different species, you'll be unable to use some of them because of different body sizes and shapes. Here's how it goes:

Toa: may use Zyglak armour
Vortixx: may use Makuta armour
Skakdi: none, because they're so spiky
Makuta: may use Vortixx armour
Zyglak: may use Toa armour

Matoran: none, because they're so short


Skills

Skills can be used for many special things. Players may pay others with resources and items in exchange for desired services. For example, Tahu wants to upgrade his castle. He gives Onua, who has the Architecture skill, the necessary resources he needs to upgrade and in addition items or resources as payment. Matoran characters do not have access to Knight skills.

 

Common skills

Architecture: You have designed numerous buildings throughout your life, and have become skilled at managing a construction crew. Allows you to upgrade holdings with the necessary resources
Healing: You know much about the anatomy of all the different species, and are familiar with a large variety of diseases and injuries, that you have learned to cure. Allows you to effectively heal the injuries of yourself and others.
Looting: You do not shun to touch the dead. You know how to remove masks, where people hide their valuables and when it is clear that they are still alive. You may take one item from a single dead character during a Dying Worlds campaign.
Priesthood: You have spent much of your life in a temple, studying sacred tomes and praying to your chosen god. Able to ask one of the gods (read: the GM) for help in dire situations. They may or may not help, depending on their mood.
Scouting: You have been in several Dying Worlds before, and know a great deal about various environments. You know how to reach the highest point, where ruins are usually located and how to adapt to the stranger Dying Worlds. Allows you to know the locations of three sites when you arrive on a Dying World.

Guarding: You're a guardsman: attentive, somewhat skilled in close combat and disciplined. If you're a Matoran, this allows you to become a bodyguard for a King or join the caravans to the Dying Worlds as a guard. A useless skill for Knights.

 

Knight skills
Close Combat: Allows you to fight effectively up close and personal with weapons like swords, maces or axes. Free default skill for Knights.
Ranged Combat: Allows you to fight effectively from a distance with weapons like bows, crossbows or disk launchers. Free default skill for Knights.
Intrigue: You are a cunning person, who can easily lie to anyone without them noticing it and able to coinvince them that you're right. Allows the attempt of fabricating claims, which in return allows you to challenge your liege or other lord to a duel or a fight and usurp their title if you're victorious. (see the Duels and Fights section below) Tell a GM that you want to fabricate a claim, and they will tell you if you succeeded.
Lore: You've read a lot of books. You're very wise and intelligent. As a result you may know (read: a GM may tell you) how some of the more exotic relics can be used.

Hunting: You have spent a lot of time in the Dying Worlds hunting the strange animals there. As such you gain a lot of extra food when you explore a forest.

Stewardship: You're an efficient and clever manager, capable of using resources effectively. This increases your warehouse size by 15 units.

Training: You're a wise mentor, having taught many Knights combat skills. This allows you to have a bodyguard of player characters even if you're not a King.

 

 

Gameplay


Locations for interaction:

In the Undying Lands, characters can either be in a holding, in the countryside or in Magna. In Dying Worlds players must work together or fight each other in order to gain resources. Long distance communication is done by giving letters to Matoran messengers, who will carry them to desired locations.

 

Locations in Magna:

 

The House of Gods

The gigantic temple is divided into four sections. Those who aren't High Priests are only allowed to enter the middle one, for the gods themselves dwell in the other sections. This neutral ground is a gorgeous church decorated with gold. In the main hall, countless statues, paintings and shrines can be found, with numerous scented candles burning all the time. Often many Matoran are here praying, reading holy texts, listening to preachers or talking with the priests. A large room is located behind the hall, inaccesible for the common people, where the gods gather to create new Knights or Matoran. All Knights begin their lives here.

 

The Golden Market

A large area in front of the House of Gods is dedicated to trade and commerce. Many stands, stores and warehouses contain goods brought from the Dying Worlds and items made by the craftsmen of the city. Merchants from distant villages come here to trade while people crowd the streets and the sound of loud bartering fills the air. If one desires something, they are likely to find it here.

 

The Great Library

A massive stone building located near the centre of the city, housing most of the knowledge in the entire Undying Lands. Thousands of books, scrolls and tablets can be found here, although one isn't allowed to borrow them or take them away. Most tomes are deemed highly valuable and fragile. Some of them are alien tomes recovered from the Dying Worlds, many of which remain untranslated.

 

The Observatory

Located outside the city on a rocky hill, this stone building is unique because of its large telescope. Scholars use this artifact to study the stars above, and to notice any new Dying Worlds when they appear. Future is sometimes predicted by examining the constellations, and these predictions have surprisingly often been correct. The common populace isn't very fond of the astrologists living here, for despite their important task of finding new worlds they are seen as hermits, sloths and bringers of bad news.

 

The Academy

The only proper educational centre in the world, the Academy is where all Knights learn skills necessary for their duty. They spend at least a decade here, learning simple things like writing, combat and counting basic mathematics or more complex ones like stewardship, diplomacy and tactics. Every Knight chooses one skill they specialize in, although Vortixx Knights often learn an additional skill.

 

The Drunken Knight

The most famous and wealthiest tavern in the Undying Lands, the Drunken Knight has a good reputation and is known for its exquisite selection of drinks made from the exotic plants of the Dying Worlds. But despite the wealth and reputation, the place isn't a very luxurious, and is built out of wood. Most of the furniture is old and tends to break unexpectedly, and the building looks like it will collapse at any moment. Still, many love the place for its joyous atmosphere: bards, storytellers and dancers from far away lands gather here every week to entertain the visitors and the staff is very friendly as well. Both Knights and Matoran peasants like to visit this place and forget their different ranks, for a while at least.

 

 


The Dying Worlds

Sometimes entire worlds appear in the void beyond the Undying Lands. Travel to these bountiful worlds is possible through portals that somehow already exist on the surface. They are connected to numerous existing portals in the Undying Lands. Once there, the Knights will set up a base camp and scout the nearby area. A rough overview of the surface area will be given, but actual sites must be located by the players. After a site has been found, it must be explored. Next (unless you've found a relic or something.. unpleasant) a group of Matoran peasants will arrive to carry the resources away. This group must be protected from enemies and the Shadows. When the group has left the world, the Knights can go looking for other sites or find Matoan groups to attack. If the peasant group surrenders, Knights can seize their burden and order them to take the resources away to their own camp. Once all sites have been scavenged, which shouldn't happen until winter, the world will be abandoned and left for the Shadows to consume. All dead players will be resurrected by the gods in the Undying Lands if their bodies are brought back and taken to the House of Gods. Shadows may consume unprotected dead bodies. It is not known what happens to them, but they are presumed dead afterwards. The resources will be shared(see above for details). Every world is different, with various biomes, animals, plants and landscapes. Every world is doomed to die, as well.

 


Resources and Relics

 

Once you arrive on a Dying World, you will go looking for sites. Here's a list of them, what resources they contain and what they're used for.

 

Ruins: Contain relics, that are special items. May have aggressive beings inside. May have traps.

Mines: Contain stone and gold/gems. Stone is needed for castle upgrades, while gold and gems can be used as currency. Might contain relics and aggressive beings

Forests and Farms: Contain food. If you don't bring enough food for your Matoran, there might be a revolt and the gods will be very displeased with you. May contain aggressive beings or ruins.

Lakes and Seas: Lakes contain fresh water. Beneath the surface ruins may be found. Only accessible to Knights with water breathing abilities.

Rivers: Contain fresh water. Often too wide, deep or difficult to cross. Can be crossed by a bridge and by characters with flight ability. Characters with water breathing ability shouldn't take the risk of swimming if the river is dangerous.

 

Sites can be very different. A forest might be a sparse collection of small trees and bushes, a massive forest with high trees reaching for the sky or a dense forest full of dead, leafless trees.

 

 

Feudalism

 

Every character must be either a King with vassals or a Duke/Count with a liege. Well, they don't have to be, but alone they'll be unprotected and vulnerable. Every vassal has sworn to give loot to the King and to follow their orders. In return, every King has sworn to protect their vassals and help them in times of need. In order for a King to gain the holding of an other King, they may challenge them to a duel or a melee, but must have a just cause for it. Kings can vassalize other Kings and their vassals by defeating them in a duel or a melee. Some Kings might be more tyrannical and leave their vassals unprotected. Challenges against these Kings who treat their vassals poorly is considered just. A Knight may be without vassals, in which case they may be subjugated. A claim on a title may be farbricated by a character with the Intrigue skill. This claim says that the Knight isn't the righteous owner of his or her holding: he or she was a vassal who unrightfully usurped the title a long time ago, or wasn't the lawful heir and has no right to be a lord. This is a just cause for a challenge, even if the claim isn't truthful. All duel or melee challenges must be approved by a GM. In order to remain King, every King character can have bodyguards, which dukes and counts aren't allowed to have (unless they have the Training skill). Bodyguards are player vassals without their own vassals or holdings. Matoran peasants must always obey their superiors.

 


Inheritance

 

Every Knight can nominate an heir. An heir will gain the holding, items and wealth if the Knight perishes in the Dying Worlds. This means that a Knight can have multiple holdings. Landless Knights may arrive in the court of an owner of multiple castles, and ask to receive one and become a vassal. You can only upgrade your primary holding if you have multiple ones. The primary holding is your first holding.

 

 

Duels and Melees

 

Because Knights aren't very numerous and Matoran aren't warriors, differences between Knights are resolved by duels or melees instead of wars. A duel is a battle between two combatants, while in a melee there are multiple participants on both sides. Duels and melees often take place in the courtyard of a castle. The winner of a duel gains the title of the loser: If, for example, Duke Tahu defeats King Kopaka in a duel, Tahu will become the new King and gain Kopaka's castle, bodyguards and all his vassals. Kopaka is now without anything, while Tahu has two castles, bodyguards and additional vassals. Group fights are similar, but there both sides may choose their vassals or bodyguards to assist them in battle. Both groups must have even numbers. The person who is challenged into a duel may choose a champion from amongst their vassals or bodyguards to fight in their stead. People may die in duels and melees, but it's very rare and they may be resurrected by the gods. Injuries and wounds are more common.

 


Holdings


Knights very commonly own personal castles. These are mostly status symbols and storages for their belongings, but are fortified because of possible bandit or peasant attacks. A castle has several tiers, each with its own buildings. You and Matoran peasants living in the nearby contryside and inside your castle will consume two units of food and water every (real life) week. In order to upgrade a castle you need the Architecture skill. Alternativly you can pay a character with the skill to do the work for you.

Tier 1
Motte and bailey

All dukes, counts and independent characters (it's optional for the independents) start with this. A small wooden keep on a hill surrounded by a fence. Truly magnificent.

-Wooden Keep (You live here. May contain things like kitchens, bedrooms, dining rooms, offices and libraries)
-Wooden fence (to keep angry Matoran peasants away)
-Tiny warehouse (for storing stuff. Space for 15 units of resources and items.)

-Small Well and reservoir (for storing fresh water, 10 units)


Tier 2
Small Fort

All Kings start with this.

Costs 10 stone to upgrade

-Stone Keep
-Wooden wall
-Wooden gate
-Well and reservoir (space for 20 units)
-Warehouse (space for 30 units)


Tier 3
Castle

Costs 20 stone to upgrade

-Large stone Keep
-Stone Wall
-Reinforced wooden gate
-Large well and reservoir (space for 30 units)
-Large warehouse (space for 60 units)

Tier 4
Grand Fortress

Costs 40 stone to upgrade

-Magnificent Keep
-Massive walls
-Impervious metal gate
-Gigantic Warehouse (space for 120 units)
-Very large well and reservoir (space for 60 units)

 

 

______________________________________________

Send a profile to be approved before you start playing. Here's a template, with unnecessary sections marked with *

Name: Self-explanatory
Species: You may choose between Toa, Skakdi, Vortixx, Makuta, Zyglak, Matoran or custom.
*Gender: Male, Female or Other. There are no biological gender differences, so this is optional.
Powers: Toa can have one elemental power. Skakdi can have one elemental power they can use with another Skakdi and a vision power. Makuta can have Shadow and one additional elemental power. Zyglak are amphibious and are resistant to elemental powers. Matoran and Vortixx are powerless.
Skills: Your character may choose a skill they've mastered over years of training. In addition, every Knight character has Close combat or Ranged Combat skill by default. Vortixx can have an extra skill. So, Toa, Skakdi and Makuta can have CC or RC + extra skill and Vortixx can have CC or RC + two extra skills while Matoran can just have one Common skill. Get it?
Personality: Homer Simpson is an idiot, for example.
*Biography: A long time ago, somebody fought somebody.
Appearance: What do you look like? Remember that you should look like other members of your species. Mutants aren't a thing, because Knights are created by gods.
*Deity: if you don't worship a god, you can't be a vassal of a religious person and you can't fight in Gods' Reach. Choose between Artakha, Karzahni or Tren Krom. You may worship Takanuva as well, but he's not a god. Or is he?
*Liege and Vassals: If you're a Knight, you may be either a King, Duke or a Count. A king can have three dukes as vassals. A duke can have three counts. A King can name his or her own realm and give it a motto and a symbol/coat-of-arms. Vassals are their liege's allies, but can usurp their titles if a character with Intrigue skill fabricates a claim for them, or if they already have the skill. After they defeat the King, he or she will lose their holding and title while the usurper becomes a King. Vassals don't gain as much loot as their liege does. If you don't have a liege and have no vassals then you're an independent guy, who can be attacked by others. You don't need to have a holding if you're independent. You may also be a King's bodyguard, in which case the King gives you the resources (mostly food and equipment) you need in exchange for protection. You can't have a holding in this case. Your other personal characters can't be each other's vassals or lieges.
*Holding:
If you're a feudal lord, you can have a holding. A castle, basically. Use stone to upgrade. The description may be very detailed and the castle must be named.
*Heir: If you have nominated an heir, tell their name here. This character will gain your character's holding, items, vassals and wealth if he or she dies permanently in the Dying Worlds.

Gear: Weapons, armour and special items like relics and masks. In the beginning you may have protosteel gear. If you have Close Combat skill, you may start out with a close combat weapon and a metal shield. If you have Ranged Combat skill, you may start out with a ranged weapon. NO GUNS, not even muskets. Gunpowder isn't a thing. No tech beyond European 14th century, please. Special items found in ruins may be more advanced, including items from Bionicle canon.

(Wealth:) The resources you have. NOTE: you don't need to be a bookkeeper, this section will only appear on the first page of the discussion thread, which will list every character's wealth. It will update every week, because food is consumed.

 


General Rules


1. All BZP rules apply. Think of the children.

2. Use "IC:" in your post to show when your character is speaking/doing things, and use "OoC:" when it's you who's saying something.

3. Your characters aren't gods. They have very few supernatural powers, many flaws and they make mistakes. Follow the laws of logic and science (powers are an exception). Don't dodge every hit, and bleed if you're wounded. Pain is a thing as well. Your character may die. You cannot win, but you also cannot lose. And don't worry, you can nominate your other personal character as heir, although that char can't be a vassal or a liege.

4. No auto-hitting. The other player will decide whether or not the attack was effective.

5. No controlling of other characters without permission. This is called bunnying and is widely hated.

6. No Meta-gaming. Your character knows what he or she knows, not what you know. They probably don't know what oxygen is, and they don't know any cultural references from our world. Some similar idioms and memes are acceptable, as long as they make sense in the context of the game.

7. NO INSTA-ITEMS OR RESOURCES. Like I said before, your characters aren't gods. Get resources and items through legitimate means., like trading or exploring ruins. Stealing from other characters isn't allowed either, unless your character has the Looting skill (see above). Destruction of other characters' items isn't allowed without permission from the player of the said character.

8. Characters can be played as until their profiles are approved

9. No Expies. I don't want to see a biomechanical Eddard Stark, thank you.

10. No armies or other NPCs under your service. Most NPCs will be played by a GM.

 

Most important rule of all: Respect other players and the GM(s).

Edited by Daniel the Finlander
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still alive somehow

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My first impression: WoW.

 

My second impression: Minecraft + WoW.

 

My third impression: Civilization + Minecraft + Wow.

 

This RPG seems to be a hybrid of the RTS games that once were common in OTC, and regular RPGs. There is a large focus on resource collection and strategic usage of these resources; but instead of controlling an entire faction to yourself, you play as a single character with maybe other PCs and Matoran NPCs under you. Interesting.

 

OK, with that out of the way, here are some random thoughts:

 

The first paragraph of your species section mentsions Steltians as a playable race, but for the rest of the post, it mentions Makuta. You might want to fix that.

 

I noticed that a lot of the skills are working with your hands... As a member of the nobility, why exactly would you be working with your hands? Don't you have, you know, peasants or serfs who do this stuff for you? Why would a King be cooking his own food, making his own weapons, or brewing his own alcohol? Or do these skills represent your peasants capabilities rather than your own?

 

When I took a look at the approved elements, vision powers, and mask list, I couldn't help but notice it looked a little... Arbitrary. Couldn't identify a common pattern. Is there any reason why you chose the powers you did?

 

Conflict between rival Knights and Kings is mentioned. Is there any specific mechanism for going to war? Will there be any big thousand man battles with NPC soldiers, or will it just be Knights slugging it out by themselves? Or maybe inter-Knight conflict doesn't involve overt war at all but is just political jockeying between those with the Intrigue skill?

 

I'll think of more stuff later.

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The first paragraph of your species section mentsions Steltians as a playable race, but for the rest of the post, it mentions Makuta. You might want to fix that.

Fixed. I was originally thinking of having Steltians, but they were too similar to Vortixx so I replaced them with nerfed Makuta.

 

I noticed that a lot of the skills are working with your hands... As a member of the nobility, why exactly would you be working with your hands? Don't you have, you know, peasants or serfs who do this stuff for you? Why would a King be cooking his own food, making his own weapons, or brewing his own alcohol? Or do these skills represent your peasants capabilities rather than your own?

Yeah I have no idea why I though that made any sense. Right now the Matoran basically just sit on their butts and do very little. I'll probably add Matoran peasants as playable characters. These characters might also lead the caravans that ferry the resources from the Dying Worlds. Will probably add more nobility skills, like hunting, strategy and learning.

 

When I took a look at the approved elements, vision powers, and mask list, I couldn't help but notice it looked a little... Arbitrary. Couldn't identify a common pattern. Is there any reason why you chose the powers you did?

the word 'arbitrary' is almost perfect for explaining my decisions. Almost, because I just left out powers that other species had (might reverse that) or that were way too powerful, like magnetism. Did I leave gravity there? I shouldn't have, it's a bit too strong.

 

Conflict between rival Knights and Kings is mentioned. Is there any specific mechanism for going to war? Will there be any big thousand man battles with NPC soldiers, or will it just be Knights slugging it out by themselves? Or maybe inter-Knight conflict doesn't involve overt war at all but is just political jockeying between those with the Intrigue skill?

I didn't add NPC battles because I think that's a bit too complex. Was going to have NPC bodyguards so there could be small battles, but the game is complex enough as it is. Because all lords here are rough combat veterans, it makes sense for them to fight their battles personally, with the help of their vassals, who are also powerful. And yes, there is direct war, see "Kings can vassalize other Kings and their vassals by defeating them in combat." The strong rule in the Undying Lands, but I'm thinking of possibly adding a "casus belli" system from Crusader Kings 2: In order to attack someone, you must have a legitimate cause for war. Without inheritance, that'll be a bit difficult to do, but maybe Kings can attack other Kings who worship a different god? Holy war is just, remember kids

 

Big thanks for the feedback!

 

EDIT: Made some changes in the post, Matoran characters are a thing now if you enjoy being a peasant, changed the skills and added the concept of a 'just war', allowing you to fight other Kings if the conditions are right.

 

EDIT 2: Added more lore stuff and most importantly, player characters are mortal now. Added inheritance. I don't think I'll change the skill selection any further. Added a note that elemental powers are about control, not creation. That's very important.

Edited by Daniel the Finlander

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I'll post my thoughts on Knightfall in a bit; for now, though, me, Dane and Scorp are working on a level-up system for Y60K where each MK and Category has a particular type of ability, and as you level up the ability becomes stronger, so for example you could have a Level 1/2/3 MK I which each have a version of the MK I power, becoming stronger as the level increases. Currently, we have stealth-based abilities for MK Is (Thanks Nato); however, we need ideas for the abilities MK IIs and IIIs can have. Any ideas? 

 

MK IIs are ranged fighters, and MK IIIs are slow powerhouses.

 

Also 1600th post yay :D

Edited by Miras: Makuta of Awesome

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MK IIs should have scout drones and sniper capabilities. MK IIIs should have tougher armor and jackhammer fists (think Big O).

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Hero Factory: Contagion

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BZPRPG Characters

RPG History:

The Asylum, Bionifight Infinite, Year 60,000, Matoran und Panzer, HF RPG 2.0, Wasteland, Corpus Rahkshi, Skyrise

GM Résumé:

Matoran und Panzer (Formerly Appointed Co-GM), Corpus Rahkshi (Former Substitute Co-GM)

 

 

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I'm thinking about removing the crafting system from knightfall, or at least streamlining it a lot. This should make the game a bit easier to play. Sieges might also be simplified (castles are mostly status symbols and defence against peasants, because Knights will have no trouble breaking the walls and gates).

 

The Dying Worlds combat will be more about finding cool loot from ruins rather than boring resources. Food and stone still need to be gathered somehow. All the crafting materials might go. I want to have more interesting gameplay.

 

Might add more powers and masks, but also add detailed descriptions to them in order to define how they work in this game vs. canon

 

Are these good ideas?

 

Edit: how about replacing sieges with duels? Winner gains the holding? Ability to choose a champion to fight for you, game of thrones style?

Edited by Daniel the Finlander

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Knightfall time!

 

 

Skills

I'm not sure about these; they seem sorta G&Tish, but I'm not sure. Perhaps a better way to keep the skills but make sure each character only has one is to say that there's some sort of special school thingy that everyone goes to, and they get divided into classes depending on the skill they learn, and then via the gods' power they become completely dedicated to that skill or their ability to perform others is inhibited?

 

 

 

I'm thinking about removing the crafting system from knightfall, or at least streamlining it a lot. This should make the game a bit easier to play. Sieges might also be simplified (castles are mostly status symbols and defence against peasants, because Knights will have no trouble breaking the walls and gates).

The Dying Worlds combat will be more about finding cool loot from ruins rather than boring resources. Food and stone still need to be gathered somehow. All the crafting materials might go. I want to have more interesting gameplay.

I agree- the crafting is pretty complicated, so it might be best to do what you said, seeing as I at least won't be able to remember it all. :P

As for the resources system, though, I think it should be kept- it's a good way to stop people from levelling up their castles way, way too quickly.

 

Other than that, I'd say Knightfall's looking pretty good! :D I can definitely see some Dwarf Fortress in this. :P

 

Y60K time:

 

MK IIs should have scout drones and sniper capabilities. MK IIIs should have tougher armor and jackhammer fists (think Big O).

At the moment, we're thinking MK IIs get a rapid fire ability at level 1, a power shot ability at level 2, and then although we don't have a proper idea for the level 3, I think scout drones could work; we'd need to nerf any offensive capabilities they might have, though. As for the MK IIIs- right now, we're thinking they could have an overdrive mode which boosts everything for X amount of posts or whatever- that could be level 3, and then the armour upgrade could be level 2. As for a Level 1 ability, we aren't sure yet.

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Okay, just asking for your opinion, people; in Y60K, if we introduce a fully-functioning level system for Jaegers, with levelling up inside MKs and whatever, do you think we should introduce one for Kaiju too? (I'm talking things like each category having their own attributes, levelling up within categories etc.)

Edited by Miras: Makuta of Awesome

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I could be wrong but wouldn't the Kaiju be more expendable then say the Jaegers? By that I mean the pilots themselves. That is too say that while playing as a Kaiju would be cool they are all that they are. Now for the other side of the spectrum we have large Armors with ejectable pilots who could survive the encounter even if the Jaeger itself does not. So that being said how would this Level up system work exactly? Would the Kaiju actually have to survive to kill again? Or would the level up be in relation to the player. So they would be able to send out more powerful creatures as they play...

"A stranger will always be a stranger unless you give them a chance."

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Prowl's got a point. Even in the film, the Kaiju were already both expendable and mass-produced, outnumbering the Jaegers by a very large amount (kind of makes you wonder why our would-be exterminators didn't just have all of them swarm the planet to begin with, but then we'd have no movie :P). Considering that they were built to combat Kaiju in the first place, the Jaegers should retain a slight edge over their more fleshy opponents.

Epics: 

Hero Factory: Contagion

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RPG History:

The Asylum, Bionifight Infinite, Year 60,000, Matoran und Panzer, HF RPG 2.0, Wasteland, Corpus Rahkshi, Skyrise

GM Résumé:

Matoran und Panzer (Formerly Appointed Co-GM), Corpus Rahkshi (Former Substitute Co-GM)

 

 

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Well not exactly the point I was trying to make but ok. As for the movie itself I believe they explained it via the portal the Kaiju used to enter our world; allowing only so much at once. Over the course of the movie the hole got larger allowing for more powerful Kaiju as well as greater numbers to get through. Eventually leading to the full on Armageddon you are suggesting they should have done. Had they not managed to blow up the hole this would have been the likely end of the movie.

"A stranger will always be a stranger unless you give them a chance."

:m_p: :r: :m_o: :w: :l:    :n: :i: :g: :h: :t: :w: :m_o: :l: :f:

 |premierball.png| <- My Pokémon | BZPRPG Characters: Po-Matoran Doseki & Nui-Jaga Scorpio; Ga-Matoran Orca 
Matoran und Panzer: Doseki & Glitch | Marvel RP PC | Mata Nui Monopoly: Come... Own a piece of the legend!

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I could be wrong but wouldn't the Kaiju be more expendable then say the Jaegers? By that I mean the pilots themselves. That is too say that while playing as a Kaiju would be cool they are all that they are. Now for the other side of the spectrum we have large Armors with ejectable pilots who could survive the encounter even if the Jaeger itself does not. So that being said how would this Level up system work exactly? Would the Kaiju actually have to survive to kill again? Or would the level up be in relation to the player. So they would be able to send out more powerful creatures as they play...

The current level-up system for Jaegers works exclusively to the Jaeger; if you level up one Jaeger, then it doesn't let you to instantly make a level 2 Jaeger. The same goes for Kaiju, the intent being to stop newer players from getting curbstomped by players with higher levelled characters, characters which may have been created after said new player's character(s) were.

 

TL;DR, no, players don't level up; Jaegers and Kaiju do. It's like in MTG where you can't attack creatures but you can attack players and then the players can choose to block if they want.

 

 

 

Considering that they were built to combat Kaiju in the first place, the Jaegers should retain a slight edge over their more fleshy opponents.

The problem here is balancing; if Jaegers always have better abilities etc. than Kaiju, then first of all, few people would want to play Kaiju, and secondly, any Kaiju would likely get defeated very easily.

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So then you are saying that in order for a Kaiju to get stronger in the RP it has to survive long enough to do so. As for the Jaegers would that mean once one is defeated that the pilot(s); assuming they survive, have to start over with a level 1 regardless of how high they got? I know the idea is not to alienate the new players but you don't want to do the same to the core players either right?

"A stranger will always be a stranger unless you give them a chance."

:m_p: :r: :m_o: :w: :l:    :n: :i: :g: :h: :t: :w: :m_o: :l: :f:

 |premierball.png| <- My Pokémon | BZPRPG Characters: Po-Matoran Doseki & Nui-Jaga Scorpio; Ga-Matoran Orca 
Matoran und Panzer: Doseki & Glitch | Marvel RP PC | Mata Nui Monopoly: Come... Own a piece of the legend!

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They don't necessarily need to have better abilities, just ones where a certain situation slightly favors them over the Kaiju for a period of time. Think of it as a comparison between RPG Toa and Skakdi (and I already know for a fact that there's people out there who play as Skakdi characters, otherwise Warlords of Zakaz wouldn't have much of a player-base :P). Without weaponry being factored in, Toa might seem like the obvious character choice from the get go, since they have immediate access to Kanohi abilities and Elemental Powers, but the Skakdi, when teamed up, get to perform dual elemental attacks in addition to their individual Vision Powers.

Another good example of this outside the realm of Bionicle-based TBRPGs is the game Evolve. Towards the beginning of the game, the hunters outnumber the creature and hold the technological advantage throughout the beginning of the match, making it almost suicidal for the creature to start the offensive then. As time progresses and as the monster hits Level 3, however, it becomes tougher, stronger, faster, and definitely more than a match for those trying to track it down and kill it.

In other words, having the Jaegers maintain the technological edge in one-on-one combat might seem like it's overpowered, but if a second Kaiju suddenly enters the fray and both of them get a slight boost in strength and speed just for being in close proximity with one another, then it does eventually even itself out.

Edited by Timageness

Epics: 

Hero Factory: Contagion

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BZPRPG Characters

RPG History:

The Asylum, Bionifight Infinite, Year 60,000, Matoran und Panzer, HF RPG 2.0, Wasteland, Corpus Rahkshi, Skyrise

GM Résumé:

Matoran und Panzer (Formerly Appointed Co-GM), Corpus Rahkshi (Former Substitute Co-GM)

 

 

Feel free to shoot a PM my way if you're waiting for me to respond to something and I've been taking a while to do so.

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My thought on the matter that I'll be discussing with my fellow GM's is that when A kaiju player dies, they simply get started over, since the Kaiju are all clones.

 

Levels might be reset or something to this effect to ensure that we don't have too many kamikaze players, but it's a consideration that I've had.

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I thought the Kaiju in this game were the Aqua Magnan equivalent of Rahi, not clones like they were in the movie. 

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I'm with Nato on this, though if they reproduced like single-celled organisms do IRL, then I suppose their "offspring" could be considered clones due to the extremely limited genetic diversity between it and the "parent" creature...

Epics: 

Hero Factory: Contagion

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BZPRPG Characters

RPG History:

The Asylum, Bionifight Infinite, Year 60,000, Matoran und Panzer, HF RPG 2.0, Wasteland, Corpus Rahkshi, Skyrise

GM Résumé:

Matoran und Panzer (Formerly Appointed Co-GM), Corpus Rahkshi (Former Substitute Co-GM)

 

 

Feel free to shoot a PM my way if you're waiting for me to respond to something and I've been taking a while to do so.

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