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Kirse: City Of The Great Beings


a goose

13,183 views

Okay, this is the place for usins, the staff-dudes, to talk about Kirse. :)

 

 

 

 

kirse.png

 

This RPG is focused mostly on mental challenges, and while there will be plenty of fights and tons of violence, the mental challenges will be the most prominent part as the plot unravels. So if you don't like puzzles and trying to unravel mysteries, there is still going to be plenty of fighting.

 

How the story goes is changed by the players of the game. What happens to the city, and how... is all up to the choices made by the characters. Will everyone live? Perhaps Everyone will die? It all depends on what comes before...

 

 

 

The History

 

 

Ancient walls stand firm against the winds that sweep across the desert sands, baked by the heat of the sun as it rises and falls over the passing days. The wall is a shield, but it is not needed to protect, for none dare to reach the city, not even travelers. The desert around them goes on for what seems to be a never ending expanse. It forms a natural barrier against any force that dares think itself able to invade, but reverses to prove itself incapable of being crossed to escape. Trying to leave means certain death in the desert, which to some, is preferred over the current state of their home. It is protection, and a curse.

 

Welcome to the city known as Kirse, a place where heroes die quickly and violently, and the remains are just tossed aside for the creatures of the night. You either fight, or stand aside as others do the battles for you. Violence is a part of life, and on a good day, the population won't drop by more than one person. On a bad day, the desert creatures will eat very, very well. But, it hasn't always been a worthless pit filled with violence and death, there was a time when it had been far more, but those days were a part of the past that weren't coming back.

 

The City, once a stronghold and the last defense for an entire species, well defended with most certainty. The war was raging across the entire planet of Bara Magna, violence and fear spread like wildfire. The Great Beings knew that something was going wrong. The planet, they discovered, was going to be destroyed. They set upon a plan to save their world, but never got that far. The entire planet was shaken as chunks of it's once greatness scattered across the cosmos. Two main portions fractured off and went into orbit around what was left of the planet, now called Bara Magna.

 

The rage of war turned to the scientists that were the Great Beings. Why hadn't they stopped the destruction? Why hadn't they done anything? It was with that mindset that the survivors waged war upon the Great beings. The Great Beings feared for their lives, and created walls, and a city within them. A city built to be self-sustaining for the small numbers of the Great Beings. But walls could only hold an enemy for so long, before they collapsed around you. They needed something more, something to help them fight back.

 

Machines were created, many machines, each with a different purpose. Machines based upon the Agori, only more powerful, called Matoran, created to help keep the city repaired. Machines based upon the Glatorian species, and given power over the elements, built for defending the city. Large mechanical scorpions, with great strength and dangerous poison, called the Nui-Jaga. And many, many others. Only one of the robot designs built had no purpose to its design, Brakas Monkeys, created by one of the Great Beings as a test. They did not follow commands given by the Great Being, or anyone else. They were created to be as close to fully alive as possible.

 

But the machines could not stand against the numbers the Great Beings faced, and he city was overrun. The Great Beings completely wiped out, or so it was believed. The victors in the battle took the great city for themselves, a trophy of their success. The machines were left to rust, for no one knew how they worked. But the peace that rose up with the conquest of the city, was not to last. Water and food supplies were not enough to keep the entire city alive, there had been a much smaller number of Great Beings, and the resources were more than enough for them. But now, the people faced the risks of starvation and dehydration.

 

The city fractured apart into dozens of small groups, each one desperate to get the resources needed to survive. The best skilled and well trained groups rose to power very quickly, amassing numbers and taking many of the resources for themselves. The need for survival divides them, and only a few can even tolerate the others.

 

Then, among a small group called Nui Jaga, one of the members found a laboratory that had been hidden, one that belonged to the great beings. Inside were machines that looked like the most horrific torture devices ever imagined, along with designs for the machines seen rusting away or still mechanically going about their tasks. Also found were instructions about how to use the twisted devices to literally merge beings with the machines, giving them great power. According to the settings of the device, it had already been used multiple times. Some of the Great Beings were still alive, and hidden throughout the city.

 

News spread quickly, and each of the large factions either threatened or traded with the Nui Jaga for some of the devices. Then, the Nui Jaga started selling off the machine blueprints. As the number of machines available to merge with dropped, the demand for the blueprints skyrocketed, and the Nui Jaga started to rise to power. The blueprints were divided up among the factions, with each one having access to different machine designs.

 

Now, the small areas of farmland are starting to become less fertile, as the minerals are removed by the constant growing of plants. Water supplies are starting to run dry. The city is dying, having been abused for far too long, and those inside will die with it.

 

 

 

The Resources.

 

 

Underground rivers run in small areas, and without them, there is no water anywhere for hundreds of miles. But the price for water fluctuates, rarely the same for more than a single day. It all depends on who's in control at the time... and how generous they're feeling. Dehydration though, is not as common as you'd think. Somehow, water is getting into the city that doesn't come from the wells. Rumors say that under nightfall, caravans travel into and out of the town quickly, though if they're real, and who they work for if they are, is a mystery.

 

Small farms are patched throughout the city, certain ones under the control of certain people. Though like the water, this can change in an instant. The food itself is bland, as the crops that are grown are what can grow fastest and produce the most food, taste is not as important as survival. Crop harvest are sometimes burnt to the ground despite the value of the bland food, as for some, striking a blow at a rival is worth more than the lives of those who starve. As with water, there are rumors of food being carried in the mythical caravans.

 

One of the most valuable items is also one of the most fought over. A simple, and unimportant item that only the rich, and the best thieves, can get their hands on. Spices, that give flavor to the tasteless food. Very few spice growers are in the city, and face fierce rivalries between them. It is one of the most profitable, but most dangerous ways to make a living.

 

 

 

The Factions

 

 

Nui-Jaga

 

A smaller organization that has taken an interest in controlling the smaller farms, which are often less defended than the larger. They have earned themselves a better name among the violence, selling food at the lowest prices of all of the other factions. Despite this, there are rumors that they are planning a takeover of at least one new water source. They are looked down upon by the larger groups as being barely worth their time and effort. The group has been slowly growing in size, as more and more people turn their support to the more reasonable dealings they are known for. Members are known for having a Nui-Jaga scorpion tattooed on them, to show their loyalty

 

 

The Freerunners

 

The Freerunners are not so much an organization intent on ruling over resources as they are intent on taking anything they want from the other groups in the city. If a farm has been robbed of its crops, or a water supply suddenly having the stored water reserves emptied faster than they can be refilled, then it was more than likely the work of The Freerunners. They do not have the largest, nor the smallest number of members. They are hated by all of the other groups, Minus the Brakas. the only problem is that finding them is a challenge. They are divided into four groups all loosely connected together. They have some of the steeper prices due to the risks they must face, but are easily able to delivers good at the expense of other groups. Freerunners are hard to catch, and rarely work in large groups. They have nothing to tell them apart from the normal citizens, and they prefer it that way.

 

 

Poisoned Blood

 

The harshest group by far, and the most dangerous. Whenever Poisoned Blood wants something, they take it. Many water supplies and plots of farmland have been permanently ruined by the violent and treacherous techniques of the Poisoned Blood. Razing farmland and poisoning water are only a few of the tricks held by the feared members of Poisoned blood. They are the smallest group to hold power, but need to trade with no one to get what they want. They control a good portion of both water and food, and completely control the trade of spices. Anyone who does against them is likely to end up dead. The violence and bloodthirst with which they act is legendary, and is sometimes enough to cause defenders of resources to surrender without a fight. But whenever there is a fight, the Poisoned Blood are certain to leave a rather brutal battlefield behind them.

 

 

The Shades

 

The largest faction in the city, but not necessarily the most powerful. The have a majority of the water locations under their control. They are made up of almost anyone who can prove themselves willing to join. The Shades are known for their numbers though many of their numbers are poorly trained and not really battle worthy. The don't charge as high as the Freerunners for their water to civilians, but members of other groups will feel a nasty sting to their currency.They often have to deal with other organizations for food, which they have very little control of. They are not a very strategic group, often trying to overwhelm enemies with sheer number. The Shades all have a mark somewhere on their armor to show their alliance, a golden Iden.

 

 

Nightguard

 

This faction was formed by the former guards of the city banding together to fight against the increasing crime the city was facing. But over time, they have joined those they once opposed in the battle for needed resources. They are of a smaller number than many of the factions, but are made up of skilled battlers and those who despite their current situation, still have the interests of the people somewhere in their minds. They own parts of both the food and water locations, but have been in decline with the rise of the Nui-Jaga. They are often the best trained soldiers of any faction, but old ways die hard and many will still go out of their way to protect innocents from getting harmed in the battles that take place throughout the city. They have an intense hatred of The Brakas.

 

 

The Brakas

 

The Brakas are made up of the low level criminals, con artists, thieves, and thugs for hire. They're the bottom of the crime totem pole, and have the least power out of all of the major groups. They have reasonably good relations with most of the other factions, except the Nightguard, with whom they have a rather poor connection. They are made up of a basic number of beings, not low as the Poisoned Blood, or high as the Shades. They have small sections of the resources, but mostly have to buy from other factions to get what they need. They are the least organized of the factions, and do not hold their people to expectations, other than joining and going through recruitment. It is not uncommon for a member of another faction to also be a member of the Brakas, minus the Nightguard. But when the Brakas leader calls his people together, it is a force to be reckoned with.

 

 

 

The Locations

 

 

the_map.png

 

Nui Jaga's Lair

 

The main base of the Nui Jaga, its defenses are not overly impressive. It lacks supported or strengthened walls in most places, formed out of buildings in the area, connected together by underground tunnels hidden throughout. Taking control of it would prove challenging, considering the mazes of tunnels. Civilians are not allowed inside, or near the base, and enemies seen in the area will be killed on sight.

 

 

Freerunner Outposts

 

The four bases of The Freerunners, none of them are defended very well, but they are hidden magnificently. There are traps set within each one, that are not visible from outside. And there is always at least a few Freerunners at each base. The only ones who know the location of these bases are the Freerunners themselves and those they trust most.

 

 

The Fortress Blood

 

The headquarters of the Poisoned Blood, it is reasonably well defended. Strong walls have been put into place, along with nasty spikes anywhere that a potential attacker would try to enter trough. But there are few guards, and often the guards will be away at times as well. The main defense comes from ghastly devices that give of an aura of fear to anyone near enough to them.

 

 

Asphodel

 

The central location of the Shades, it is defended by large numbers of troops, though outside of that, its defense is rather poor. The inside of the base is mostly empty, the only furniture being the tables that the members eat at. It is also a very large base, descending deep down into the ground in order to house all the various members of the Shades.

 

 

The Watchtower

 

The fortification and base for the Nightguard, it is by far the best defended of the bases, having specialized military defenses. An imposing building with stained red windows and the occasional spike emerging from the building. Strong, wooden doors stand at the front, and gargoyles shaped like twisted, warped Agori strike fear into the hearts of anyone who ventures too close.

 

 

Beastworks

 

The most impressive buildings in one of the worst parts of town. It is poorly defended by a small number of guards, but the defense greatly improves when the guardian Rahi are taken into consideration. It is not only a base, but a factory which continues to produce dangerous Rahi for use in defense and transportation.

 

 

 

The Inhabitants

 

 

Welcome to the wonderful and magnificent city of Kirse, we hope you enjoy your stay, no matter how short it is or how you end up dying. Be sure to prepare a will as soon as possible, not that the thieves will leave anything of yours left to be divided up anyway.

 

You, are an Agori or a member of the Glatorian species... for the current time, but that can change in a moment's notice. The machines the Great Beings used to defend their city, they are the future. Through a horrific process, which no one really wishes to go too far into detail on... you can use them to make yourself far more powerful.

 

Are you trying to make a name for yourself as part of Nui Jaga? Maybe you want to just take whatever you need after letting others do the work as a Freerunner? Perhaps you want nothing more than to kill anyone who even thinks about standing in your way like those of Poisoned Blood? Maybe you want to work together with those like you to help rule, as do The Shades? Maybe you aren't as bad as you seem, and have been pulled into this, but refuse to give up helping others, like the Nightguard? Or maybe you just want to cause a little chaos here and there, and be a not all that bad person with a checkered past, because you're a Brakas?

 

Or you could be a Brakas and part of another group at the same time.

 

 

 

Profiles

 

 

Here is the basic profile Format:

 

Name: Remember, this is Bionicle... Bionicle-style names only.

 

Gender: Simple one, male or female.

 

Species: For now, Agori/Glatorian... but soon... this may easily change. (When/if you are merged with a machine, that machine type will become your species)

 

Appearance: What your character looks like.

 

Faction: For now, none... but when you join one, this will change. (Changes when/if you join a faction

 

Weapons: With what do you arm yourself? Any new weapons have to be approved before you acquire them.

 

Primary Power: For Glatorian and Agori, none. But soon... This is for the elemental power, or main power of a Character based on species. Keep it reasonable! (Will change if you merge)

 

Secondary power: Same as Primary Power, only for mask powers, vision powers, or secondary abilities. Keep it reasonable! (No masks are off limits... but many will have severe power level drops)

 

Personality: What your character is like, how they act, and how they think.

 

Weakness: Yes, weakness. Everyone has one. And personality issues do not really count as weaknesses of this kind. Arrogance and things like that do not count as a weakness. Multiple personalities and weaknesses of that sort are indeed weaknesses.

 

Biography: The past of your character. What has lead up to who and where they are now goes here.

 

 

 

Species

 

 

These are the basic machines people can merge painfully with. A custom design can be made, but very few know how to do so. While this is a list of many machines, it is not a list of them all.

 

Matoran: These were the mechanical workforce of the Great Beings. They are stronger and faster than an Agori, and have a low strength secondary ability.

 

Toa: These were the main fighting force of the Great Beings. The are more powerful than a Glatorian. They have an elemental ability and a secondary ability.

 

Makuta: Very rare, and very powerful machines. No one has been able to replicate them, meaning the limited number is very small. They have three low level Makuta powers, and a secondary ability.

 

Skakdi: Stronger than the Toa machines, but much weaker in elemental powers. They were used as support for the Toa machines in battle. They have use of a secondary ability.

 

Zyglak: As strong as a Skakdi, these machines were used for defense, taking blows from elemental powered weapons and facing little harm. They are immune to elemental abilities and have the ability to produce poison for protection.

 

Vortixx: Very strong, very fast machines. They were used for scouting, and could escape almost anything they were thrown into. They have a low strength secondary ability.

 

Lower Class Steltian: Incredibly strong machines, built for lifting and moving heavy objects with ease. They are powerful, and very tough.

 

Frostelus: Agile machines with great skill at traveling diverse terrain, having two legs and four arms. They can fire beams from their shoulders, with unique secondary ability effects. They are about as strong as a Toa.

 

 

 

The Leaders

 

 

Nui Jaga

 

Despair's Profile

 

Name: Deveriis

 

Gender: Male

 

Species: Toa

 

Appearance: Tall, with emerald armor and bright green eyes. Has a black tattoo of a stylized Nui Jaga on his right arm.

 

Faction: Leader of the Nui Jaga

 

Weapons: Simple, yet slightly elegant sword. Because it is rarely used and is well cared for, it is in excellent condition.

 

Primary Power: Elemental control of Air.

 

Secondary power: Kanohi Suletu (in the shape of a Mahiki), Mask of Telepathy. On almost constantly due to his habit of scanning the minds of everyone in the vicinity at all times. As such, he is extremely skilled in breaking into minds and spying on the thoughts of others without being detected.

 

Personality: Deveriis is an enigma. At a glance he seems easy going, yet he is almost ridiculously cautious -- nearly to the point of paranoia -- due to the difficulties he has faced in keeping the members of his gang safe. He trusts very few people outside of his gang (the members of whom he considers to be akin to family), but still personally engages in the day-to-day business deals with outsiders that keep the group afloat. Despite these traits, he has gained the admiration and trust of his subordinates. He spends most of his spare time away from the head quarters, instead preferring to hang out in the nearby bar for most of the day.

 

Weakness: Has a very difficult time trusting others, and his habit of leaving his Suletu on for extended periods of time can cause disorientation when in large crowds. Because of the time he has spent mastering the use of his mask and honing his powers, his swordsmanship has become quite rusty. Despite his cautious nature and the lengths to which he goes to protect himself (or perhaps in part because of these things), he has a difficult time accepting the fact that somebody could slip through his defenses.

 

Biography: Originally a humble Glatorian, Deveriis was exploring the city with a small group of friends when they discovered the machine that enabled fusion with the MU inhabitants. Deveriis, who had always disliked the rampant crime amongst the city's inhabitants, immediately saw the discovery as a chance to change things for the better. After much arguing, he convinced his friends to join him and the Nui Jaga gang was formed.His friends were killed by rival gangs during the next few years, leaving him as the only remaining founder. This fact, coupled with the manner of his friends' deaths, has fueled his determination to not only survive at all costs, but bring to fruition the plan that had been the friends' dream.

 

 

The Freerunners

 

Onarax's Profile

 

 

Poisoned Blood

 

Zoma's Profile

 

Name: Moros, who was once called Virthee.

 

Gender: Male

 

Species: Toa

 

Appearance: Moros wears black armor with a bright red under-layer. He is thin, having chosen one of the least bulky Toa machine frames available. His armor has hints of purple along with the red and black. His joints are a dark purple, while in areas with multiple armor layers, the lower layers are dark red.

 

Faction: Leader of the Poisoned Blood.

 

Weapons: He carries no weapons, preferring to use his mask instead.

 

Primary Power: Moros has the elemental power of fire, though he is not very skilled in it's use.

 

Secondary power: Moros wears the Mask of Agony, which allows the user to bring intense pain upon another being through touch or direct eye contact. It requires knowledge similar to that needed by a mask of healing, which Moros is quite well versed. Prolonged use of the mask's powers can kill victims, or seriously injure them depending on the user's will.

 

Personality: He is very loyal to those he sees as allies, going out of his way to help them when they need assistance. He is rather bossy and short tempered, and he knows it. He is sometimes known for acting without thinking, depending on the situation. He is known for his distaste of taking part in violence, preferring to avoid it himself. he is somewhat laid back, but he knows fully well the risks and responsibilities of his position. Should someone he sees as a friend get themselves in danger, he will often personally get them out of it, which often leaves quite a few bodies behind. He is willing to listen to other, but is even more willing to speak his own mind, unless the circumstances suggest differently.

 

Weakness: He is not overly strong, and he lacks in his training with his elemental powers, to the point that he rarely uses them in fighting.

 

Biography: Virthee was a traveling doctor caught up in the sweeping tides of war. As an Agori, he was unable to help in the fighting, which was fine with him. He devoted every minute to helping save the lives of others. While working on the battlefield, he found a group of four siblings who had been orphaned in the fighting, and all of which seemed lost and trapped as their home became a war zone. Virthee helped them along, taking them with him as he traveled to help others.

 

That was when war started striking not only those he didn't know, but those closer to him. The oldest of the children was struck by stray fire from an elementally powered weapon, charred to ash in a few moments, with no chance to save her from dying an agonizing fate in flames.

 

The next to die was the second youngest child, lost in a heated battle and found dead as the dust settled, trampled by warring troops. Virthee spiraled into depression, feeling miserable as he continued on his quest to save lives from the violence of the war.

 

The second oldest reached a point where he could no longer stand the inaction of the doctor. He wanted to end the war, end the bloodshed once and for all. He left, allying himself with the armies of the Elemental Lord of Jungle. Reports say that in battle, Kirgon bravely fought a path all the way to the Elemental Lord of Sand, and took him on alone. He lasted just over a minute in the fight. News of the battle reached the already depressed doctor, pushing him farther towards the edge.

 

Then came the turning point in his life. In one of the last battles of the war, before the planet fragmented, Virthee reached the point where he had had enough. As one of the opposing soldier charged towards the doctor and the youngest child, intent on their capture as a possible bargaining tool, Virthee struck back. He drove a medical knife into the heart of the being, and continued to stab him in a fit of rage and anger. The youngest child, in horror, fled.

 

Misery, there were no other words for what he went through as he continued saving lives and as the battles turned against the Great Beings. He liked helping save people less and less with each passing day. Rage and anger built up in him, and he realized one small thing he had missed. With every life he saved, it would only cause more to die. All he had been doing was fueling the war which had ruined his life.

 

That was when people he tried to save began to die, wounded soldiers who had caused so much war, so much violence. It never crossed his mind that many of them had gone through much worse than he had, and were not connected to what had happened to him in the slightest. It was not their fault.

 

So much blood had been lost by the end of the war, so many lives ruined by the violence. Those who embraced war needed to get what was coming to them, revenge for all of the innocent blood they had cost. The deserved to die by that blood, that poisoned blood, once pure but tainted by war, by violence. They needed to die by the blood of their victims.

 

As the violence over resources began, Virthee was one of the first to begin forming his own group. He would put a stop too war, he would kill all those who went along that violent path, only then would there be peace. He knew the path he was taking would put him among those, the ones that would have to die for peace, but he decided that it was worth it. Giving his life so that others may live in peace, was not even a choice. He took upon himself the Name Moros, and Poisoned Blood began to grow.

 

 

The Shades

 

BioBeast's Profile

 

Real Name: Polúmetis

 

Known Name: Members of the Shades refer to him by 'Da Boss.'

 

Gender: Male

 

Species: Makuta

 

Appearance: Da Boss has a hulking body, similar to Ultimate Teridax's. (Picture Movie sized, and no wings - Zoma) He wears a black hat and overcoat, that covers his armor.

 

Faction: Leader of The Shades

 

Weapons: Kanoka Blade (Reconstitute at Random)

 

Primary Power: Magnetism, Plantlife, Quickhealing

 

Secondary power: Mask of Rebounding

 

Personality: Da Boss's Personality is Da Boss's personality. This is none of your business. Move along.

 

Weakness: His weapon can harm his chances in a fight along with helping them. His mask of rebounding allows him to bring back his own non-exploding projectiles, but offers no defense, His magnetism is much weaker than a Toa's, as is his control over plantlife.

 

Biography: 'Da Boss,' was a renowned Great Being, known for his mechanical expertise. He spent most of the war tinkering with elemental weapons, figuring out how to enhance them. But then things took a turn for the worse. The planet shattered, Agori and Glatorian alike turned on the Great Beings, blaming them for the destruction of the planet, not knowing it was their fault in the first place.

 

Da Boss was forced to hide in Kirse, and started working (Helping another Great Being) on a different kind of weapon. They were Nanotech (Not Nanotech - Zoma) programmed, Metal, machines that were made to fight. But, this did not last. He knew better than the rest of the great Beings that these Machines were not going to last, and that when they failed, the Great beings would be as good as dead.

 

Da Boss found a way out, by building a machine that merged the biological Great Beings, with the animatronics Robots, forming a 'Bionicle.' He merged himself with the most powerful robot he could find, and started a group known as, 'The Shades.'

 

 

Nightguard

 

Vorex's Profile

 

Name: Reichenbach. (Not very Bionicle-like, is it Vorex? - Zoma)

 

Gender: Male

 

Species: Skrall

 

Appearance: A mainly black Skrall, with not much armour and some red.

 

Faction: Leader of the Nightguard

 

Weapons: Reichenbach carries a long, wicked sword, along with a small, sharp knife and a thornax launcher, which he conviently strapped to a sword, as well. He also carries a shield, in case his abundance of weapons fails him.

 

Personality: Reichenbach is somewhat of an anti-hero. He has an anti-social personality, can be quite violent, and doesn't always stick to the rules of what the 'good guys' should do. He is obsessed with discovering the workings of the 'automatons', bringing down the other factions, and finding a way of creating new water.

 

Weakness: Aw, c'mon, do staff char's really need weaknesses? (Yes Vorex, they do. Reichbeach, as a Skrall, lacks any powers, and is not as strong as most of the machine fused beings. - Zoma)

 

Biography: Reichenbach was not the original leader of the Nightguard, and some do not approve of him now being in this posititon (rumour has it that he himself killed its original leader).

 

He was an outcast, banished from the ranks of the Skrall for unknown reasons. He took on the name 'Reichenbach', and decided to offer his genius as a 'consulting criminal'. During the two years he was in this position, crime levels increased dramatically.

 

However, he then joined the Nightguard, claiming he had 'seen the light'. He appears to be telling the truth, despite his often... unusual... methods.

 

 

The Brakas

 

Te3e's Profile

 

Name: Lashon

 

Gender: Male

 

Species: Lower Class Steltian

 

Appearance: He wears large black armor that covers his whole body and he wears a black helmet. His armor and helmet have some gold designs on them.

 

Faction: Leader of The Brakas

 

Weapons: Primitive Electro Chute Blade prototype.

 

Primary Power: Incredibly strong

 

Secondary power: Remarkably tough

 

Personality: Some people might call him... eccentric. He has an obsession with Brakas monkeys, to the point of naming his group after those little Rahi. He is generous to those who he sees as hard workers or allies. He has a mild temper, and doesn't get angry very easily. He's open minded, and enjoys speaking with other Brakas Members and leaders of the other groups. He is friends with most of them, except the Nightguard whom he despises.

 

Weakness: Despite his strength, he has shown no abilities of powers beyond it. He is a major target for all Nightguard members, as he has been a thorn in their side for as long as the Brakas have existed.

 

Biography: This History is property of The Brakas, and is not allowed to be viewed by outsiders. The Security grade is: Leader only information. Have a nice day!

 

 

 

The Rules of the Game

 

 

Follow the RPG forum rules and guidelines while playing the game!

 

Other players have feelings too, try to be respectful.

 

IC: Means that you are posting as a character.

 

OOC: Means that you are not posting as a character.

 

NO OOC: ONLY POSTS! The RPG game topic is for gaming. (I know some people have trouble with this one... and no saying 'will edit later' or things like that)

 

When fighting, remember that you aren't invincible. Avoiding every attack is not fun. (And even with a mask of speed or something similar, you are not invincible. Don't think you are)

 

Don't try to GodMod... Vorex likes hurting people who GodMod. (And Vorex, just because you like hurting them... you are not immune to this rule)

 

Killing other players without their approval is not allowed. And don't take blows that should be fatal and ignore them.

 

When creating characters, be reasonable... Overpowed means out of playability.

 

If you are going between places in the city, don't just teleport. Unless you have quicktravel. (I hate when people do this)

 

NPCs are often just as tough, smart, and strong as your characters are. Killing a large number of NPC's is not allowed. (Yes, you are not superior to them)

 

If something goes wrong... blame Zoma for it.

 

 

 

Rule Enforcement

 

 

Follow the rules!

 

Breaking the rules will lead to a punishment or warning depending on the severity of the rule breaking. Breaking the same rule over and over will result in a worse punishment.

 

Punishments range from simple warnings to being expelled from the game completely.

 

 

 

Awards for the Good

 

 

Those who follow the rules well and help out the staff might see themselves getting rewarded.

 

These rewards can range from getting access to better Machines, like the Makuta Machines, to getting a high ranking position inside a faction.

 

 

 

The Evil Overlords (Staff)

 

 

Zoma

 

The Leader. He is in charge of taking blame when things go wrong, and approving staff characters, along with the normal staff duties.

 

 

Te3e

 

The Vanisher. He may not appear for days on end, but when he does... yeah, when he does appear, he might post.

 

 

Toa Onarax

 

The Roleplayer. He has past experience helping to run RPGs, a useful skill.

 

 

Vorex: Paradox Eater

 

The Madman. He's the wildcard of the group, and Zoma has his eye on him. He's good with puzzles.

 

 

Noble Knight BioBeast

 

The Swarm-Master. He wants to send NPCs out like pawns to die in swarms... he still has to follow NPC rules.

 

 

Despair

 

The Writer. A writer of short stories with a skill for wording. He's excellent with descriptive details.

 

 

Staff Henchmen

 

Hubert and Kal Grochi

 

The Backup with a taste for destruction, they help find rule-breakers and point them out to Zoma. They are likely to be sent to deal out punishment by the staff.

 

 

601 Comments


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@Pyrrhon: I was referring more to Onarax's points. But I am pointing out here that if they weren't aliens, but still were exactly the same, you wouldn't think they were 'boring'.

 

Again, I was referring more to Onarax's points.

 

Because you're making negative points based on assumptions rather than facts.

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.... How are we making negative points based upon assumptions? And anyway, I still wouldn't like enemies that powerful, regardless of species or label.

 

So, anybody have anything to say that is at all relevant to Kirse? Anything?

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Indeed, I've no interest in aliens anymore, really. So calling something an alien does in fact reduce my interest in it, which I will admit.

 

Ok.

 

... no, I am not. I have pointed out nothing negative except that I dislike aliens. The only own making negative points based on assumptions is you, Vorex. It is a fact that I lack interest in aliens, but your accusing me of making assumptions is far from correct.

 

 

Cadias I have no idea, only Vorex seems to know... and then he returns by making assumptions about my lack of assumptions. And I too dislike altered balance in power.

 

... We could add chariot racing into Kirse.

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Guys, take this talk to the Alien RPG blog post or something.

 

And Vorex, no offense, but knowing you, the aliens will be expies of other aliens in fiction. And that would be boring.

 

Also, why don't you just make them be undiscovered species of the MU? Would it really change anything?(Note that I haven't actually read the afore mentioned RPG, and never actually plan on reading it.)

 

 

 

@Cadias

Perhaps people would be more interested in joining if we had a clear cut 'Good Guy Faction.' 'Cause so far, all we have is around 5 'Neutral Factions.' Of course, this kinda ties in with what people were saying earlier about how you shouldn't need to be a criminal to survive.

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Wait... having some for of sport in Kirse is a really good idea. It will help give the city a bit more life, and also provide people with an occupation that (probably) doesn't involve killing and stealing. Should we have arena battles? That system was implemented in a somewhat similar situation, so it would make sense if it existed in the game.

 

Chariot races are a good idea, but unless we make the city bigger I'm not sure where they could be...

 

I thought it was fairly obvious that the Nui Jaga are the "good" faction, but if that's really a problem then we probably should fix it.

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Guys, take this talk to the Alien RPG blog post or something.

 

And Vorex, no offense, but knowing you, the aliens will be expies of other aliens in fiction. And that would be boring.

No offence, but these are not expies. You can check with Zoms, Wotz or Kal if you want, but these are not expies.

 

@Bio: We do have a 'good guy faction'. It's the Nightguard. Everyone is just immediately assuming that they'll be messed-up because they think Reichenbach is evil.

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Let's see undiscovered species being the enemies. Also boring.

 

Also the impression I get is that the Nightguard are the too lawful faction, but lawful and good aren't always in the same category.

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Enough with the alien talk. This should be the last time anyone even mentions them; this is a blog for Kirse, not Fatal Error or whatever it is Vorex's RPG is called. If I'm wrong with the name of it, don't correct me. Just know that I'm currently exhausted and just couldn't be bothered to try to make sure. Okay? No more aliens.

 

Now, I'd just like to point out that Vorex making such a calm and reasonable observation as the fact that people may not find the Nightguard to be good guys because of the identity of their leader is a rather amusing thing, considering how said leader (and consequently that particular situation) is played by none other than Vorex.

 

In short, don't tell us "I think it might because of [something I did]". Fix it. I'd make a brand new character, as it will prevent anyone from making such assumptions. Brand. New. Try taking the character in a direction you've never really paid much attention to.

 

Look, I'm tired, cranky, and my eyes are killing me. Just looking at the white background on this page is giving me a headache, so I'm not going to make any effort to soften up what I said. It's pretty late in the game, but I do believe that if we can pull our act together, we can improve the standing of Kirse. I'm not promising a win; we all know that there's some pretty stiff competition.

 

So please. Enough bickering. Enough plotting. Enough getting off topic. We need suggestions as to how the game can be improved for the sole purpose of improving the game. Not because you think it would be cool, or would make for a great story you are setting up, but because it would help improve the game. I know some of you have been doing a great job in that regard (Cadias probably stands out the most), but we all need to be meeting those standards right now.

 

Pull. It. Together.

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@Despair&Vorex

You can't really tell if the Nui Jaga or the Nightguard are really the 'Good' factions just by looking at the faction selections. Nightguard, as Onarax said, seems more like a Lawful Neutral type of faction, and the Nui Jaga are more of the 'Better than the rest, but not exactly good' group. I mean, I just read their description, and the only thing I can see is that they sell things for a better price, which doesn't mean they're good guys, it just means their businessmen.

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... Remind me to never, never do anything to annoy Despair when he's tired. XD

 

Anyway, I simply don't think as the Nightguard as the 'good' faction because they do the exact same thing as the other gangs: They kill and steal to stay alive. Sure, they're more likely to help people, but I still mainly view it as a corrupted police force. The leader doesn't really enter into it for me.

 

As far as my ideas for Kirse:

 

1. I get the impression that every person in the city is a gang member; instead, why not have the downtrodden populace, the gangs who pretty much rule the roost, and a resistance? That way, you have clear-cut heroes, clear-cut villains, and those random people in the middle of it all. Also, make surviving easier! That way, you can make an honest living as a chariot racer (After all, if people don't have to spend every second of their time surviving they'll want entertainment) a blacksmith, or whatever. Just expect the gangs to steal most of your stuff. XD

 

2. Another impression I get is that Kirse is a small, tightly packed city. Is that intentional? Again, it might be better to 'expand' the city, even if you just go into more detail about different parts of the city. The only landmarks we know about are the Bazaar and the Lab. Perhaps there's an area with a bunch of wells, or a place where the ground is better for growing crops.

 

3. Cut down on the factions. Honestly, we only need three in the end: Good, evil, neutral. Perhaps we could have a few different gangs that work together, but six gangs plus a resistance plus the general neutral faction is rather excessive. Maybe we could replace some of the gangs with resistance cells?

 

4. Add little details like chariot races and the 'black market' for spice! Stuff like that really makes the city come alive.

 

These are just some suggestions to get the ball rolling.

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BioBeast

 

Okay, I might be a teensy bit biased in thinking that people would immediately think the Nui Jaga are good guys. Maybe. :P

 

Anyway, that's a good point you bring up. We already have a good idea of where most of the factions stand morality-wise, but we may have not done the best job in describing that.

 

Cadias:

 

Usually when I get tired there's no difference in my behavior (well, I make more typos, but that's about it XD), but yesterday was just a really long day for some reason, and I wasn't exactly thrilled to find that the conversation was still off topic when I cam back. So, I kinda lost my cool. Anyway...

 

1. I'd rather cut it down to four factions; the good guys, the neutral group (which I guess would really just be all the non-affiliated people, making the faction count actually three; I'm bad at math. :P), the bad guys, and the Brakas. I wasn't too fond of the Brakas at first, but the more I've thought about it the more I've realized that their presence is a necessary element. They are the people who are simply sick of the current situation and want to unwind a bit, which I think is fitting. As for the other two factions, what if we merge some of them? Nightguard and Nui-Jaga (good), Freerunners and Poisoned Blood (bad). The Shades are a bit generic, so I'm unsure what to do with them... Anyway, you guys get the picture.

 

2. Yes, the city definitely needs some more locations. Sports, black markets, blacksmiths, junkyards, etc. These are things that the city probably already has, but we need to tell people that.

 

3. I ignored it in 1. (okay, I missed it), but resistance against what? All the gangs? As it is, the gangs are all struggling for control, so there isn't one entity or organization to resist against. Yet.

 

4. See 3. See 2. :P

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@Despair

1.The Shades seem like a 'Bad Guy' Faction, due to the fact that Villains seems to have lots of mooks. :P

 

2.Yep, me and V-3 talked about that a while ago, which is why I added the eastern part of the map.

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1. So, pretty much what I was suggesting. XD However, the Nui-Jaga and Nightguard both resort to the same methods as the other gangs, so I don't think of them as 'good guys' as much as I think of them as a shade of grey.

 

2. Yep.

 

3. Well, we need solid, clear-cut good guys. People are going to get sick of having the gangs take all of their stuff, and they're going to try to get rid of them. The gangs may not be united, but that makes them even more tempting targets- if you attack one, the others just might take advantage of that and attack them, too. But, if necessary, it's logical to assume that the gangs would at least declare a cease-fire while they dealt with the resistance.

 

4. ..... I have yet to see how your response in 3 has anything to do with 4. XD

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BioBeast:

 

1. I thought the exact same thing, but at that point we end up with something like a mega-faction that simply doesn't make much sense to exist. Of course, that's just my opinion on it.

 

2. Which if memory serves correctly, was just more desert and a bit of ruins. We need more than that, and it needs to be inside the city's walls. We've already said how dangerous it is to venture outside of the city for any length of time, so we need to give people things to do in the city.

 

Cadias:

 

1. Rewriting the descriptions seems like it'll be a necessary action to take.

 

3. Okay, so the Nui Jaga/Nightgaurd will have to publicly declare their "noble" goals in order to make sure they are seen as the good guys. I don't like ditching the subtlety, but it seems like something that should be done in order to better engage players. The bad faction can just continue doing what they've been doing. :P

 

4. Yeah... Sorry about that. Meant to say see 2. XD

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@Despair

1.With a simple rewrite, the Shades could replace the Freerunners in the 'Bad' category, seeing as I view the Freerunners as the Brakas, with long term goals. :P

 

2. True...

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As far as the Freerunners go, they aren't really in the Bad category per se. Are they thieves, yes they are, but they have set them selves up as men of the people with their Charity drops, something Zoma neglected to put in the Description. They are sort of the thieves guilds of this game, and run more along the lines of chaotic good to chaotic neutral. Thus merger with the Poisoned Blood would not work.

 

They also have a sort of honor system in place as well.

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BioBeast: An overly obvious good faction is just simply near impossible. Just look at the modern world today and then picture blowing up the planet... how will people react, there will be a few nice and generous ones, but the violent and heartless ones will be able to survive longer, because they'll do more to survive, such as harming others to take anything they want. You don't have to be a criminal though.

 

 

Despair: That's what I was thinking, it would be something a bit different from the norm, give people something to escape the violence and suffering of the city. And an arena would work rather well too.

 

How big do you all want the city to be? The Shades' fortress is big enough to store several hundred people, and it's rather small on the map.

 

Nah, sometimes it's better to let it show over time, become the beacon of hope, not just start as it.

 

 

Vorex: Nightguard are... different. Reichenbach is... insane. Different + Insane = ???

 

 

Onarax: Indeed, good and lawful mean not the same.

 

 

Despair: Sorry... Don't kill us! No more aliens! :P

 

Indeed it is...

 

That could work, though people could say the same about Virthee as leader of poisoned blood.

 

I've been trying, but I've just not been feeling all that creative lately. Just really tired all of the time... summer is only good for having time off from school.

 

Kirse staff, we must band together to make a world of chaos even more chaotic!

 

 

BioBeast: Yeah... but that's not necessarily a bad thing.

 

 

Cadias: Indeed... I feel like if I had been online, I might be missing a limb or two!

 

Yeah, they really are a corrupted police force I suppose.

 

There is nothing to stop people fro being anything they want. They can be anyone. And a resistance would only form into another gang, over time, corruption will appear... then you have no resistance anymore, only more gangs. And while there is no unified rebellion group, anyone could form one.

 

I picture the city with a length of six miles and a height of four... so it's not terribly small. Actually, those are on the map... the blue spots and brown spots tell the locations.

 

Cutting down the faction destroys what I always saw as the main feature of the game, destroying other factions. If we use only three factions, then what happens when the good is possibly destroyed halfway through? Then there is nothing to stop the bad. With six factions, we give the option to destroy them and the story still moves on.

 

That's what I was thinking, more diversity is needed.

 

 

Cadias: Maybe it is best to let them discover that through actions, not just words.

 

That is quite true...

 

again, I must say that cutting back the factions would mean having to remove the destruction of factions... which is something I'm really not willing to negotiate on. I want people to control the city, decide what survives. If we change faction numbers, then we'd have to cut that out.

 

I agree, but I must say something first. There are no junkyards, because there is no junk anymore. Everything has value to someone, and no one would willingly leave anything behind they could use for survival. Even bodies aren't left, because the organic material can be removed from the machines, leaving good-as-new machines.

 

Indeed, rebellion works against usually a single foe. And the Brakas were the first rebellion... see how they turned out. XD

 

 

BioBeast: To me, the shades seem to balance good and evil rather well.

 

 

Cadias: Yeah, with Nui-Jaga being a lighter grey. There are no true pure good or evil groups in the city... and I think that better fits what would happen.

 

Obvious goodguys don't really show up clearly. That's the point, getting gangs and people to wipe each other out. That really makes the idea of a rebellion stand out more and more as an Idea I myself don't like.

 

 

Despair: Yeah, we need to make the city more lively.. maybe even think up a holiday or two to have people able to celebrate.

 

Indeed it might... though I don't want to give away too much.

 

I'd prefer if those factions did not. Nothing in the world ever really calls itself 'the goodguys' without causing serious distrust for some strange reason.

 

 

Bio: They could indeed.

 

 

Onarax: I only plan on updating the Freerunners when we've reached an agreement of how the groups work. I still say that having all opf the best pulled into a single group, when the groups are only loosely connected is a bad idea.

 

We're still talking about the honor system too, and how it will turn people away. So no confirmation on it yet.

 

 

Bio: They all have pieces that blur the lines. I hate when the good and evil factions are too obvious, it ruins the chance of making people wonder who really is evil.

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Holy cow... all that text...... must read....

 

You know, I'm far too tired to read and respond to everything. Plus, you wouldn't believe the number of words I'm messing up right now..

 

First off....

 

I'm afraid that we just need to backtrack and work on the descriptions a little. I'm a very unimaginative person ( :P) so my impression of Kirse is exactly what I've read- and I don't remember reading anything about the relative size of the city, descriptions of most places in the city, or charity drops. However, I did pick up on the Nightguard and Nui-Jaga being the less-than-bad guys. Just so you know.

 

If one of the main points is gang fights, and gangs being destroyed, why wasn't that there in the description? It just seemed to me that there wasn't much conflict amongst the gangs, more like that the gangs were formed out of the necessity to survive and that crimes in general were on a personal level and not a larger scale. After all, each gang didn't seem to have much incentive to attack another, what with each controlling a chunk of the city. Maybe that's just the way I interpreted things.

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Ok, let's work with what we have for now, then decide what's in and what's out.

 

First of all, I can be annoyingly stubborn at times, so...

 

NO ONE IS REDUCING MY GLORIOUS FACTIONS TO LESSER NUMBERS! NO ONE! NO ONE! NO ONE!

 

Now that my lame attempt at humor is over, let's work out how to use our ideas to improve.

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