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  1. Legends. Stories scattered through time. Lies. History is such a vague concept, splintered and forgotten and ignored. Single moments captured upon the tip of a feather, everything else falling away. Lessons to be avoided. Events to be repeated. Cycles that begin only to end again. Welcome to Okoto. It is divided into several regions. Kamuk in the northwest; the North at its tip; Agua Hielo to the east; and the growing empire of Aodhiim in its south. At the island’s heart lies the Ancient City, abandoned. A Cornerstone of what once was, corrupted and tainted. Some would claim life on Okoto is peaceful… …more lies. Have you ever questioned the nature of your reality? Okoto remains ravaged by its histories. Kamuk’s military a splintered shell of its former self, the Knights of Ekimu turned fanatics, the people of Karamu vanished and gone, Aodhiim growing bolder in its divisive beliefs by the day. Ghosts haunting what remains of the Barren. Magic, that twisted, evil, darkest of things, spreading its wings once more, not content to be forgotten. A Cornerstone locking the island into its past, trapping it in its future. Its destiny. The dreaded. Rare is the moment that war does not rage across Okoto. Long nights and longer days; rebellions, usurpers, lands reduced to barren wastes. The conquered become the conquerors, then the conquered again. Falling up and rising down. Kings and Queens alike. War is Okoto’s history. War is Okoto’s reality. War is Okoto’s eternal dream in its eternal night. A cycle that ends only to begin again. The eternal truth of its people. You cannot run from it. The Great War. The three gods, the trinity. Ma, Ata, Rollor. Creation, Destruction, Balance. More legends. More lies. Loved and feared in equal measure. Okoto, their favored. Whispers spread now, of three legendary masks. One for each of the gods. Life, the great creation. Power, the great destruction. Time, the great balance. Beyond all comprehension. Broken and shattered, scattered. Little more than shards. Time has gone, faded away. The balance is lost; the threads of reality quake. The lie is becoming truth; the dream is becoming reality. The game has begun. The Great Game. Life and Power. Creation and Destruction. But can there be life in a dream? Can there be creation inside a nightmare? Only power remains. Pure power, split into six shards, and now guarded by those most fearsome of places. The Cornerstones. Where magic pulses and breathes and is alive. Alluring and repulsive, safe but threatening, cunning most of all. They seek reunion. They drive the game now, this game of thrones that Okoto plays. Do you hear them calling? You will. Win or lose. Win or die. You’re in the Great Game now. And this is your legend. Your story. Your lie. Your destiny. Only that… …and nothing more. Welcome to the Great Game. E0: The Great Game E1: Dreams in the Dark E2: The Nature of Reality E3: All Our Sins Remembered E4: From Shadows We Fall E5: Those Who Wander E6: Ashes E7: The Monsters that Make Us E8: From a Spark, an Inferno E9: Sentinels of Darkened Skies E10: No Greater Good E11: The Chosen Sparks HOW IT WORKS The game functions in rounds, known as “episodes”. Each episode will last for one week; there is no limit to the progress that can be made in any of the campaigns beyond your own abilities to move forward. Each person can play up to three characters and can therefore participate in up to three of the campaigns (though preference will always be given to those who have no characters signed up yet). PLAYER SHEET To play, you must fill out a character sheet (one for each character you hope to play) and post it here. I reserve the right to deny characters that don’t fit with the tone and atmosphere of the game, but I will always be open to discussion and will give my recommendations for how to make any necessary changes – so long as you are willing to meet me halfway. I will try to take campaign preferences into account when dividing characters later, but I cannot make any promises. Certain returning characters will be locked into certain campaigns, unless their players can provide me with very good arguments to place them elsewhere. Player Name: [Your Name] Campaign: [Which campaign you would prefer for this character] Character Name: [self-Explanatory; common last names for each element are listed below] Gender, Age, Element: [self-Explanatory] Personality: [What is your character like?] History: [What is their past?] Greatest Fears: [What are your character’s 3 greatest fears? What might paralyze them with terror, or send them spiralling into apathy? What will they do anything to avoid?] Greatest Dreams: [What are your character’s 3 greatest dreams? What do they seek, what are their hopes? What do they fight for? Why are they here?] Ultimate Power: [What would your character do with the Mask of Ultimate Power? How would they re-shape the world?] Strength: Agility: Intelligence: Charisma: Common last names for each region/element: Stone-Maran, Raqmu, Petros, Galum, Archean, Stalac, Umrik, Rigut, Hijr, Dagada Ice-Greavesey, Crustallus, Glacies, Nivis, Rime, Sivr, Nakali, Treml Water-Rayne, Corruich, Vatten, Tyde, Conlectus, Lurrun, Diurim, Shayl Jungle-Boscage, Briar, Gresh, Lasang, Saryian, Raieb, Shayd, Rani, Oak Fire-Aodh, Coal, Ember, Ash, Pyre, Cinder, Skorsh, Sear STATS You can use your stats to assist in determining your character’s strengths and weaknesses. You’ll complete the stat sheet alongside the character sheet and send them in together. Each character has a Strength, Agility, Intelligence, and Charisma stat; you’ll number each from 1 to 4, with 4 being the strongest stat. For certain actions in the game, you will be asked to roll a 6-sided die; when rolling, you will add your stat bonus to the result, increasing your chances of success. A MAP OF OKOTO: Click the image above to see a map of Okoto for this game. The map includes many major locations, including the various Cornerstones that you will visit. Location info can be found in a separate post below. THE CAMPAIGNS Every playable character will be assigned to one of the campaigns down below. As stated above, I will strive to meet with your preferences for each character, but it will not be my highest priority. Ultimately, each PC will be distributed where I feel would suit them best. You can, of course, increase your chances of playing whichever campaign interests you most by playing as multiple characters. #1: A Game of Hunters Players in this quest will journey to 'Shipwreck Cove' on the southern edge of Karamu where they will meet the Dark Hunter Ancient, and to the Labyrinth of Control, where they will meet Kirbraz. -Reisen Tyde (Burnmad) -Rassilon Oak (TL) -Jakura Aodh (Jakura) -Lein (RG) -Juke Bawks (Zippy) #2: A Clash of Brothers Players in this quest will journey to Ignika City where they will meet the Mask Maker Ekimu, and to the Chasm of the Gods deep beneath Makuta City, where they will meet the Mask Maker Makuta. -Pulse Vatten (Trijhak) -Voxumo Ash (Voxumo) -Pythia Rayne (TL) -Taktun Pyre (Imrukii) -Onaku Greavesey (Onaku) #3: A Storm of Blood Players in this quest will journey to the Vakama Ruins, where they'll meet RG Coal, and to Blood Harbor, where they will meet the Dark Titan Mutran. -Burnmad Aodh (Burnmad) -Kranan Crustallus (Glimmer) -Mashhani Diurim (Imrukii) -Triki (Xccj) -Anahera Abissm (Zippy) #4: A Feast for Titans Players in this quest will journey to Patrus Ruins and meet the dying ghost of Axalara, and to the Isle of the Dead, where they will meet Kulta... among others. -Alix Galum (Dane) -Virndrung Vatten (Trijhak) -Toru Sevoi (Toru) -Ehksidian Glacies (Ehks) -Tabek Umrik (TBK) #5: A Dance with Time Players in this quest will journey to the Great Forge beneath the Ancient City and meet Trijhak the Mad, and to Hinterhall and the Temple of Time, where they will meet Umarak... alongside another threat. -Efandril Darkfire (Burnmad) -Luci Clepta (Nato) -Tijekti Boscage (Imrukii) -Lurrun (Dane) -Feli Sivr (Xccj) #6: The Watchers of Winter Players in this quest will journey to Grave's Peak where they will meet Kazi, and to the abandoned Citadel in Rollor's Reach, where they will meet the Watcher... and his Knights. -Nato Greavesey (Nato) -TL Hinterland (TL) -Rilgivi Nivis (Trijhak) -Krosht Treml (Ehks) -Isniel Lasang (FF) This game will be played on Discord. Click the link below to join it: https://discord.gg/YPE7ruu (L&H-S1-S2-S3)
  2. (Season 1 - Season 2) EPISODE 00: Sahmad's Tale EPISODE 01: End of the Beginning (I-II-III) EPISODE 02: Divided We Fall (I-II-III) EPISODE 03: Shadow of the Storm (I-II-III-IV-V) EPISODE 04: Of Gods and Men (I-II-III-IV-V) EPISODE 05: The Long Night (No Scenes) EPISODE 06: Epilogue (No Scenes) ENDING (Beginning of the End) -- Welcome to Okoto. It has seen half a century of near-constant conflict since the year 296 AE (After Ekimu). Voxumo’s Rebellion; the War for the Throne; the Battle for the Dawn; the War of Five Kings; the Magical Crisis. Each one seemed to permanently alter the landscape of the island, only for everything to change when the next rolled around. As it stands now, in 347 AE, the island is divided into six regions. The nations of Kamuk, Agua Hielo, Karamu and Aodhiim; the centrally located Qendroj City; and the Barren, an abandoned ruin in the southwest. The past fifty years have taken a toll on the island. Historians, optimistic, refer to the Magical Crisis as the end of a time period known as the Age of War… but after six years of a shaky peace, calamity threatens Okoto once again. Something stirs in the Barren. All across Okoto, the local wildlife has turned hostile, corrupted by a dark force. For once, this mystery has been quickly solved, as the legendary Spirit of the Wild, Keetongu - long thought to be only a myth - has been sighted all over Okoto. Experts within all regions, particularly associated with the Knights of Ekimu, have noted that both Keetongu and the hostile beasts share several notable traits. Gleaming red eyes and a shadowy aura surrounding them are the most noteworthy, although temperature drops have been noted as well. With Keetongu corrupted and wildlife liable to become hostile at any moment, travel has become extremely dangerous, and trade even riskier than before. Relations between the nations are holding for now, but Okoto has a history of dealing with similar strain rather poorly… and with Toa Lewa, Toa Kopaka, and Toa Pohatu all now fighting against their own failing sanity after encounters with Keetongu, relations will crumble faster than ever before. The only beasts that seem to be completely free from corruption are the six mythical Elemental Creatures. Formed millennia ago from the dying energies of an ancient Titan, sightings of these creatures were sporadic and rare up until three hundred years ago, when they vanished entirely. Having been thought lost for centuries, the sudden reappearance of the creatures - with all six having been spotted all over Okoto multiple times - in recent months has some Protectors convinced that they are a sign that Okoto’s greatest conflict is still to come, and soon. As if the stirrings in the Barren, the corruption of Keetongu, and the reappearance of the Elemental Creatures were not already enough, six fearsome beings have been sighted all over Okoto. These beings, each of them standing as tall as a Toa, all radiate power and shadow. Ancient texts recovered from the homeland of the Mask Makers refer to these armored beings as ‘Rahkshi’, and they are said to be generals who once served Okoto’s darkest shadow in the time before time. They are sinister to the core, and all attempts to negotiate have been met with slaughter. The ancient texts claim that their master was once imprisoned deep below Okoto by the united strength of the six Titans… and with all six Titans now dead or gone, they - and their master - are breaking free. Hope might not be lost yet, however. Deep within the ancient texts, the Knights of Ekimu managed to uncover and translate a prophecy believed to be older than even the Titans themselves. It refers to a ‘Takanuva’, a Toa of Light, who will be born of the god’s divine will to protect Okoto from its darkest shadow in its darkest hour. Who this Toa is and how they can be found, however, are unknown. For once, Okoto might face threats united together. But the island’s leaders have always been power hungry, and there are always those who seek any available opportunity to tear others down to build themselves up. As old foes weaken and the chance to avenge old wounds opens, how many might resist the urge to fight once more? Okoto’s darkest shadow is breaking free of his chains, and his generals already roam the surface. Once he is freed, Okoto will face its darkest hour, and even united together, they might not have strength enough to survive. This is the Great Game, the Game of Thrones, where you win or you die. The Age of War has ended. The Age of Shadow has begun. HOW IT WORKS The game functions in rounds, known as “episodes”. A few key mechanics of the game are explained below, but it cannot be stressed enough how the game’s very nature leaves many things open to interpretation, manipulation, or even being outright ignored. If you have any questions about whether a move you want to make is legal or not, simply shoot the hosts a private PM to ask. If a move is impossible to make, we’ll let you know. If you’re up to it, you can also read through Season 1 or Season 2 to get an idea of some moves players have made in the past. We’ll start off with each round lasting approximately three days, but I guarantee you that it will fluctuate round to round, depending on activity. MOVES Every player will make their moves for each round via PM, of which there are two kinds - OFFICIAL and BACKDOOR. An official PM is any PM that involves the hosts. Moves made in Official PMs are the only ones that will be included in the scenes for each episodes, which means they are the only moves that will actually occur. If you want to kill another player, or bar them access to a location, or even speak with them directly, that must take place in an Official PM. The upside to Official PMs is obvious - it is how you make things happen! The downside is that anything in an Official PM could end up being used in a scene, and become public knowledge. When the episodes are released, we will include IC tags in each “scene” to note which players can consider those particular events as something that their character would know about. A Backdoor PM, then, is any PM or method of communication that the hosts are not a part of (although any Skype chats with the hosts will be considered as Backdoors as well, unless otherwise stated). Anything said or done in these PMs will not be included in the scenes, which means that they will not technically occur; in this way, the downside is obviously that your abilities are limited. You cannot kill someone (or take other such drastic actions) in a Backdoor PM. But they do allow you to operate behind the scenes where myself and others cannot see, and this can allow you to set up plans that might take several episodes to come to fruition. Some Example Actions TRAVEL Click the map up above to see the nations of Okoto, along with their largets population centers. Each episode, players can travel through adjacent nations (or halves, in the case of Agua Hielo) at a rate of one every 24 hours. Sailing can be done to decrease travel time by half, with a tradeoff that your voyage will become common knowledge wherever you leave and wherever you arrive. COMMUNICATION Will be a primary action in every round. Keep in mind that while Backdoor PMs are very useful, unless you learn that information in an Official PM, you cannot make use of it… unless, of course, you find a way to act on it without giving me a reason to call you out for metagaming. Each nation will be given their own Official PM; the same goes for other factions such as the Knights of Ekimu, among others. OTHER ACTIONS There are a variety of other actions that one might decide to take in a round. Perhaps you want to keep someone silent for a little while. Perhaps you want them silenced permanently. Perhaps you uncover new information, requiring moves not listed here. Players have poisoned entire regions in the past, burned down entire jungles, and survived confrontations with the commander of an undead horde. We have not thought of everything, for that would be impossible; and we’ll keep an open mind. Again, if you are uncertain about an action, run it by us and we can let you know if it’s possible. ROLES A quick note on roles: these will not always function the same as they have in previous seasons, as we have strived to provide as many players as possible with their own individual goals and storylines as possible. Personal storylines take precedent over fulfilling your role. RULER-These players rule over their respective nations or factions (in the case of Agua Hielo, both Rulers work together). They have final decision-making power over the players in their nation, and their opinions can sway a vast number of Protectors. They must worry about the approval of those living in their region, make sure the other players in their region do their jobs, and must contend in a deadly political arena with the other rulers across Okoto. Rulers have different titles attached to them in each nation. Kamuk uses King, Agua Hielo’s Rulers are known as Khans, Karamu uses Makani, Aodhiim uses Imperator, and both Qendroj City and the Knights of Ekimu are subject to their respective Lord Commanders. GENERAL-These players oversee their nation’s army, barring a few select cases. Should it become necessary, the General will also serve as their nation’s second in command should their Ruler perish or disappear. They must worry about the morale of their troops, while also keeping up to date on the movements of other forces across the island. DIPLOMAT-These players oversee diplomatic relations and trade. They will often need to travel to perform their duties, though Qendroj City is often used as a neutral meeting ground. They must worry about their approval, as the public will dislike a Diplomat that does not appear to be performing their duties… but in today’s Okoto, a Diplomat must always be careful not to appear too friendly with those from outside of their nation. LOREMASTER-These players have been charged with maintaining the lore and histories of their nation or faction, and are knowledgeable about Okoto’s ancient histories. The Loremasters have all had the opportunity to study the ancient texts of the Mask Maker Voltex, and might be able to shed some light on the newest threat emerging on Okoto. STATS These stats will help each player to set themselves apart; you’ll fill out a stat sheet and send it to me via PM when you sign up. You can fill them out to help you with a certain role, or fill it out to help you in other areas. Certain players might receive bonuses in stats (or other areas) depending on their roles, or whether they are playing a character that has survived a prior season. You will be given 15 points to assign wherever you choose, and can assign a maximum of 10 points to any individual stat. For more complex actions, you can choose to roll the relevant stat to increase your chances of success. PHYSICAL- Deals with all physical skills. This includes running, fighting, dodging, strength, agility, endurance, stamina, and ability with weapons, among others. MENTAL- Deals with all mental skills. This includes intelligence, charisma, perception, planning, and critical thinking, among others. LUCK- Can be used to give a small boost you roll for either of the other stats in a difficult roll. The LUCK stat can only be used once every five rolls. PLAYERS/FACTIONS Click this link to see location info. - Kamuk “As Strong as Stone” The Nation of Kamuk is largely self-sufficient. Thanks to new harbors they have a constant supply of fresh seafood and water, on top of their skills working with stone and metal to craft homes, tools, weapons, and other equipment. Kamuk is ruled by its King from its capital, Daggerfall, in the nation’s west. Daggerfall is home to what many consider to be the most deadly political arena on Okoto; rarely a week passes by without news of another politician’s ‘unfortunate’ demise. The nation’s relationship with the other countries and factions on Okoto are all carefully neutral; under the guidance of House Maran, Kamuk has shifted and evolved into a nation that actively seeks to increase its power and wealth. Others may barter with them at their own risk. Its military strength is approximately 11,500 Protectors strong, with an additional 2000 in training. Its navy is still in its infancy and without a large harbor to serve as a proper headquarters, and as such is only 200 Protectors strong. Recently, a Stone Protector named Ahkmou Umrik has made a name for himself throughout Kamuk, and he has risen to become a significant player in Daggerfall’s political arena. Available Last Names Great Houses: Maran, Raqmu, Petros, Archean, Galum Other Houses: Hijr, Dagada, Stalac, Rigut, Umrik Players 1-DANE as Quin Galum 2-VOXUMO as Vinheim Maran 3-SHADOWVEZON as ShadowVezon Raqmu 4-JED as Anuhea Petros NPCs 1-Toa Pohatu 2-Ahkmou Umrik 3-Velika Petros - Agua Hielo “United by Steel” Agua Hielo is referred to by many as the last remnant of what Okoto once was. It is unique on Okoto for consisting of two former regions - Ice and Water. Its two commanders and rulers during the War of Five Kings - Nato Greavesy and Terrorsaur Rayne - re-ignited their old alliance from the War for the Throne in the early days of the war, and once the internal conflicts within their region were snuffed out, they showed the rest of Okoto their combined military might, their regions slowly transforming into Agua Hielo as it is known today. Like Kamuk, Agua Hielo is largely self-sufficient, although trade between the North and South is commonplace, and both rely on the other for resources. The North supplies the vast majority of the nation’s land forces, as well as arming over half of its navy, which is the strongest on Okoto. The North is also responsible for the nation’s steel; advances since the Battle for the Dawn led to a new method of forging weapons, wherein the steel is infused with the ice powers of Toa Kopaka, giving the weapons an elemental boost in addition to strengthening the steel, though it is a long and arduous process, and weapons forged this way are extremely rare. This new metal is called ‘Cryosteel’. The South, meanwhile, is responsible for providing almost everything else - food, water, animals, and building supplies, mainly. While most of Agua Hielo’s land forces are stationed in the North, most of its navy is held in the South. Agua Hielo has two rulers, known as ‘Khans’, who rule from its two capitals in the North and South. The northern capital, Grave’s Peak, is in the center of the North. Built up from the ruins of the old House Gelu capital, it is now a veritable and nigh-impenetrable fortress thanks to the guidance of Nato Greavesy and Toa Kopaka. Outsiders - even those from the South - are almost always denied entry. The southern capital, Ignika, is in the northeast of the South. Refurbished from the ancient, formerly sunken Ignika City, it served as the battleground of the Battle for the Dawn. The city remains infused with the magic of the Mask Makers, enough so that any attempts to forge a Mask of Power within the city’s walls are more likely to be successful than anywhere else on the island. The national words of Agua Hielo refer to the alliance that the nation grew from. A simple alliance between two Protectors at the start of the War for the Throne that evolved into a fearsome joining of military forces during the Great War, which evolved even further into two regions combined into a single nation, with a singular purpose. Its military strength is approximately 13,200 Protectors strong, and its navy approximately 10,700 strong, with around 4000 Protectors in training. The Knights of Ekimu are 5000 strong in total with an additional 500 training. Available Last Names Northern Great Houses: Greavesy, Rime, Nivis, Crustallus, Glacies Other Northern Houses: Nakali, Sivr, Treml Southern Great Houses: Vatten, Rayne, Corruich, Conlectus, Lurrun Other Southern Houses: Weyt, Tyde, Abissm, Diurim, Sheyl Players 1-NATO as Nato Greavesey 2-PULSE as Rilgivi Nivis 3-EHKS as Krosht Treml 4-TERRORSAUR as Terrorsaur Rayne 5-BURNMAD as Reisen Tyde 6-TL as Pythia Rayne NPCs 1-Toa Kopaka 2-Gavla Lurrun 3-Hahli Vatten 4-Kazi Nivis 5-Berix Rayne - Karamu “Proud and Free” Karamu is a nation of paradoxes. In some ways they are the strongest and most dangerous nation, but in others, they are the weakest. Of all Okoto they are the least self-sufficient, but are also the nation that everyone else relies on the most. The past fifty years have not been kind to the Protectors of Jungle, but they have not allowed themselves to be deterred. The nation is named for the Titan Umarak, who reappeared in the jungle for the first time in centuries during the Battle for the Dawn, and worked directly alongside Makani Chloe Saryian against the Skull Army. Makani Chloe rules over the nation with an iron fist; once a chief warrior who fought for the good of Okoto above all else, rumors suggest that her ideals have become twisted; that she has become a Knight Templar, who believes that she can do no wrong… and that others can do no right, and must be stopped no matter the cost. Karamu’s primary contributions to trade with the rest of Okoto are their food and wood exports; while they are forced to rely on the rest of Okoto for almost everything else, the rest of Okoto is in turn forced to rely on them. Thanks to extensive research and studying of the Temple of Time, Karamu is rapidly becoming one of the most technologically advanced nations, although these advances have not yet proven to have any military applications. The nation’s words were chosen during the War of Five Kings, soon after they freed themselves from the control of Aodhiim, who had conquered them years earlier. They are a constant reminder of what the Jungle Protectors have suffered through, and the victory they achieved in winning back their freedom. Its military strength is approximately 9000 Protectors strong, and its navy approximately 2000 strong, with an additional 4000 in training. Available Last Names NOTE: If you wish to create your own rather than take from this list, feel free to. Great Houses: Boscage, Briar, Gresh, Lasang Other Houses: Saryian, Raieb, Shayd, Canopi, Rani, Oak Players 1-BLADE as Reyna Saryian 2-TEKULO as Tekulo Briar 3-TL as Rassilon Oak 4-SCRUB as Lan Lasang NPCs 1-Toa Lewa 2-Nidhiki Briar 3-Chloe Saryian - Aodhiim “Fire and Blood” As with every nation on Okoto, Aodhiim is self-sufficient. Unlike the other nations, however, Aodhiim can rely entirely on their own production of materials and food - for them, trade with the other nations is a luxury rather than a necessity. They are a very prideful and militaristic nation, and follow strength above all else. The nation is named after House Aodh, who have ruled over the region virtually unchallenged for over four hundred years. The Aodh family is known for their extreme dedication to their family, as well as their political and military skills, and are regarded as a permanent pillar of strength within the nation. Only one family has ever come close to toppling them; House Darkfire, during the Darkfire Rebellion over one hundred years ago. The rebellion ended with House Darkfire wiped out, and the secrets to the production of darkfire lost until the War of Five Kings. While Aodhiim is able to produce enough food and materials to sustain themselves, they are also the only source for certain materials in all of Okoto, forcing other nations to trade with them - mainly for coal, though Aodhiim’s forgers are also among the finest across the island. Since the War of Five Kings Aodhiim is also the sole producer of darkfire, a volatile purple liquid that is extremely flammable and burns for a long time, though Aodhiim has refused all offers to trade it to other nations, and its recipe is a close-guarded secret of Aodhiim’s Pyromancers. Aodhiim is ruled by its Imperator from its capital, Silodas, in the far south of the nation. Unlike the rest of Okoto, Aodhiim remains in the grip of a single ruling family, though as long as House Aodh continues to remain a bastion of strength, the nation will be content to follow them. The nation’s words are also shared with House Aodh, a symbol of their political and military strength. Its military strength is approximately 22, 500 Protectors strong, and its navy approximately 8500 strong, with an additional 12, 000 in training. It should be noted, however, that unlike the other nations, Aodhiim does not distinguish its city guards from its armed forces; they are one and the same. Available Last Names Great Houses: Aodh, Ember, Ash, Coal Other Houses: Regula, Cinder, Pyre, Skorsh, Sear Players 1-BURNMAD as Efandril Aodh 2-RG as Bartok Ember 3-UNIT as Unit Ember4-JAKURA NUVA as Jakura Aodh NPCs 1-Voltex Aodh 2-Takua Pyre 3-Balta Ash - Qendroj City “Here we Stand” Qendroj City is the last remaining home for the few surviving Protectors of Earth. Known as the Ancient City before the War of Five Kins, it has since been claimed and built into a towering fortress of a city by the Earth Protectors. Located in the exact center of Okoto, it serves as the primary trade center for the entire island. The entirety of its population is made up of Luroka Qendroj’s Earthen Knights and their closest allies from the Earth Region - the few Earth Protectors who did not belong to the Faith of the Skulls. Now under the guidance of Toa Onua, they maintain a strictly neutral stance regarding their political relationship with the surrounding nations, although their militaristic nature has allowed them to forge closer ties to Aodhiim. All travellers within Qendroj City must put down their arms. Any Protectors not of Earth will wield weapons within the city at their own peril. Available Last Names Great Houses: Qendroj Other Houses: Ikhav Players 1-LUROKA as Luroka Qendroj NPCs 1-Toa Onua 2-Garan Qendroj - Knights of Ekimu “All as One” The Knights of Ekimu were an order established by the Mask Maker Ekimu 300 years ago to combat the forces of evil. Now, with the Mask Makers having vanished from Okoto, they follow the rule of their Lord Commander, a Protector elected to the position out of respect for their accomplishments. They are responsible for defending Okoto from threats that would see the island destroyed, as well as recording and maintaining the island’s lore and histories. The various Loremasters of each region are loyal to the Knights above their nations, but otherwise, the Knights themselves now typically remain somewhat separated from Okoto, in order to avoid being sucked into political conflicts as they have been in the past. In recent months, there has been a burst of activity from the Knights. Rumor has it that the Mask Maker returned to Okoto briefly following the Magical Crisis, and made it possible for the Loremasters to translate texts older even than him - and that the prophecies contained within imply that Okoto’s darkest hour is yet to come. Players 1-JED as Jed Corruich 2-EHKS as Ehksidian Glacies 3-SMOKE MONSTER as Quad Roka Maran 4-FF as Isniel Lasang NPCs 1-Metus Crustallus 2-Marah Vatten 3-Piruk Lasang - Brotherhood of Ata “Dark as Night” Formed after the end of the War of Five Kings, the Brotherhood of Ata was formed from the remnants of the Faith of the Skulls, nearly all of whom were slain during the war and the Battle for the Dawn. Their members are commonly believed to be completely insane by the rest of Okoto, a belief that may not be too far off the mark - for the Brotherhood resides in the Barren, which has become so corrupted with Dark Energy that Skull Warriors, Skull Scorpios, Undead, and other creatures born of destruction still roam the territory. Players 1-PULSE as Virndrung Vatten 2-TORU as Urot Coal 3-IMRUKII as Gikayok Shayd NPCs 1-The Prophet When sending your PM with your stats, use the title "BZPGOT - [Your Name Here]".
  3. PREVIOUSLY ON BIONICLE X NINJAGO MAFIA: A NEW CONFLICT / NINJAGO STRIKES BACK / RETURN OF THE TOA (credit to art in banner goes to TBK, may his presence on BZPower rest in peace) Turmoil has engulfed BIONICLE MAFIA. The rising threat of the sinister BROTHERHOOD OF MAKUTA threatens to break through the defenses of the perilous Desolation. Hoping to resolve the matter with little bloodshed, the MATORAN have enlisted a small village to defend and form a blockade at the Wall. While those who control the STAFF OF UNLIMITED POWER endlessly debate this alarming chain of events, the evil villain known as HAPORI DUME has secretly dispatched his Cult Leader to the blockade, hoping to settle the conflict to further his own devious plans…. --- RULES 1-Vote changes are not permitted. 2-All BZP Rules Apply. 3-Once killed, players can no longer have an impact on the game. 4-Role revealing is not allowed. 5-This game will employ “innocence” lists rather than suspect lists. ROLES THE MATORAN Matoran x9 – Ordinary players who vote on who to execute each day. Detective x1 – This player investigates one other person each night to determine their role, and cannot be brainwashed by the Cult Leader. Medic x1 – This player can protect one person each night from both death and the Cult Leader. BROTHERHOOD OF MAKUTA Icarax x1 – Leader of the Makuta sent to the Wall; he decides who to send and who to kill each night. If he dies, Icarax can take two other players down with him. Gorast x1 – Most bloodthirsty of the Makuta; when sent, she will kill two players instead of one. Bitil x1 – Thanks to his ability to summon past versions of himself, Bitil is safe from the influence of the Cult Leader. Krika x1 – When sent to kill, there is a chance that Krika can still end up on the innocent list for that night. Vamprah x1 – Vamprah leaves no trace; when he is sent, no innocent list will be given. HAPORI DUME’S CULT Cult Leader x1 – A very mysterious figure; rumor has it that he is a ninja warrior from another world entirely. Each night, he selects two players to target; one of the players targeted is immediately converted to the Cult, and they become a Cultist allied with the Cult. If the Cult Leader dies, all other players allied with the Cult also perish; luckily, the Cult Leader will survive the first attempt made on their life. THE OTHER GUY Pyro x1 – This cherry flavored Ta-Matoran has gone completely insane, and each night, will decide the fates of two chosen victims by the flip of a coin. The unlucky one gets burned alive, or meets some other unfortunate end. PLAYER LIST 1-Toru the Great Spirit 2-Luroka the Karma Houdini 3-Valendale the Frozen King 4-Onaku the Nonexistent Ghost 5-Pahrak the Roxtus Bohrok 6-RG the Grape Fruit 7-Taka the Missing Artist 8-Xccj the Staff Person 9-ShadowVezon the Imprisoned King - Matoran, BBQed Night 1 10-Smokey the Smoke Monster 11-TL the Jungle Destroyer 12-Trijhak the Magna Master 13-Blade the Blessed Blade 14-Unit the Decimal Point 16-ToaD the Amphibious Toa 17-FF the Fluorescent Flower 18-Vox the Chro Clone 19-Nato the Plot Device
  4. a little summer project, let's call it. (credit to onaku) Following a devastating, years-long conflict now being referred to as the Great War, the surviving denizens of Okoto have realized that the magic that infused the island for thousands of years is beginning to fade. With the disappearance of the last of the legendary Titans and Mask Makers, Okoto is fading into normality, and even the surviving Toa now begin to weaken. In a desperate gambit to save their diminishing population and restore the magic – Okoto’s lifeblood, so it would seem – to the island, the region leaders have hunted down the notes of the Mask Maker Voltex. Within, they found mention of the Mask Maker’s homeland; an island named Ikir. Abandoned a thousand years ago after its destruction in a natural disaster, Voltex’s notes make it clear that the Mask Makers had to abandon some of their own people on the island – and, more importantly for Okoto, a vast treasury of mystical artifacts born of the Titans and gods themselves. It is one of these that the leaders of Okoto seek; the Staff of Annona, said to have been crafted by the gods and gifted to her during the birth of Okoto. Voltex’s records claim that it was through the Staff that the gods originally infused magic into the very fabric of Okoto’s being, and the leaders of Okoto now hope that, by retrieving it, they might restore the island to its former glory. You are members of the first voyage to Ikir. You were crew members of a single ship, sent to scout the island to determine if it would even be worth it for Okoto to risk sending more Protectors in search of the Staff. Unfortunately, your ship was heavily damaged in a storm as it approached the island, and almost all of the crew perished. Upon awakening, your group managed to discover the ruins of a temple containing an object that matched another description in Voltex’s notes – the Torch of Ma. Lighting it will provide its bearer with the divine protection of the gods for a single day and night, before it must be handed off to another… lest its divine energies consume the Torchbearer. The Torch will undoubtedly prove useful, for the remnants of your crew have become separated after a colossal figure referred to only as the ‘Guardian’ in Voltex’s notes. Designed over a thousand years ago by the Mask Makers to protect their treasures and history, the Guardian now serves alongside the Mask Maker Kota under the spirit of Annona, the Titan of Duty. While one group wields the Torch of Ma, the other group has encountered Voltex himself, who vanished under mysterious circumstances shortly before the Great War. If both groups can survive long enough to re-convene and recover the Staff of Annona, perhaps you might survive to return to Okoto, and restore hope to the land. Let the game begin. IN BRIEF You are all Okotoans who have joined up with me (Voltex) on what may very well turn out to be a suicide mission, on a scouting voyage to the island Ikir, home of the Mask Makers. With the Guardian, the Mask Maker Kota, and the spirit of Annona all hunting you down, time is rapidly running out. Even with the Torch in hand, you will need to succeed in your mission and recover the Staff if you are to survive. Upon each new round, each group will be given two options on how you wish to proceed – one option is guaranteed to kill you, while the other will guarantee your continued survival until the next round. The game will end after ten rounds; survive all ten rounds, and you shall emerge as victorious as the Long Night allows. Each player has one “second chance” – the first time you select the wrong path, you will still survive to continue the game. However, you should be warned now that at some point, the Torch’s light will die, and if you are out of second chances when that occurs, you might have a tricky time getting to the end. This is both an individual and a team game. Though victory is only possible so long as at least one player makes it all the way to the end of Round 10, you must look out for your own best interests as well, and stick to the paths that you believe will lead you to victory. If you have any questions, please feel free to ask. RULES 1-I dunno. Follow BZP rules? There isn’t really a way to cheat at this game, to be completely honest. SPECIAL ROLES Voltex – A portrayal of myself in-game, travelling with Group One. Voltex will always take the correct path, but his choice will obviously not be mentioned until the scene for each round (otherwise you would all win). The Torchbearer – Voted on by everyone in Group Two each round, this player will automatically select the correct path (they choice will be matched to the correct path in the scene regardless of what they select). The same person cannot be the Torchbearer twice in a row. Everyone Else – The rest of you. STARRING… Only ten slots right now, but if more people show up, there’s not really any sort of player limit. I ask that you each select one of the six Okotoan elements, as well as a unique name for your character (it cannot be your current or typical name here on BZP). You can also give your character a “last name” – including the house names already mentioned in the BZPGOT series, if you like. You’ll be split into groups once signups are finished; I’ll split them as evenly as possible. 0-Voltex as the Mask Maker Voltex 1-Jed as Pruinus Rime 2-Luroka as Kuan Aodh 3-Underscore as Chuckles Qendroj 4-Onaku as Marah Nakali 5-Vox as Kaathe Maran 6-Pahrak as Genakex Ikhav 7-FF as Siel Greavesey 8-RG as Quant Regula 9-Pulse as Kirthaj Vatten 10-TL as Rassilon Boscage 11-Smoke as Locke Boscage 12-Hellyam as Sir Hellyam Crustallus 13-Forgotten Soul as Arawhata Rayne Signups will remain open for 24 hours. I also recommend you follow this topic if you’re playing, since the rounds will be moving rather quickly.
  5. (Season 1 - Lore & Histories - A Clockwork Night) EPISODE 00: AND NOW IT BEGINS EPISODE 01: SECRETS AND SPIES EPISODE 02: THE ROADS MOST TRAVELED EPISODE 03: AS STRONG AS STONE EPISODE 04: CONTROL EPISODE 05: FAITH EPISODE 06: THE CALM EPISODE 07: A MAN OF HIS WORD EPISODE 08: DEAD NO MORE Ending Write-Up --- Welcome to Okoto, an island divided into six regions: Fire, Water, Ice, Stone, Earth, and the central Ancient City. Each region is populated by Protectors of their respective element (barring the Ancient City, which holds a population mixed with Protectors from every region). The regions are officially united under the banner of the Mask Maker, who rules over Okoto from the Ancient City. Ten years ago, in the year 317 AE (After Ekimu), the Regions of Fire, Water, and Ice united to overthrow a violent and treacherous Mask Maker, known as Voxumo the Usurper. After stealing the throne for himself in a rebellion twenty years before in 296 AE with help from Fire, Ice and Stone, Voxumo had reigned over the island through fear and intimidation. It was he who saw the Earth Region crushed and destroyed, nearly wiping it off of Okoto entirely. The true heir – a Protector of Water by the name of Pulse – had been forced to spend twenty years in hiding, as well as numerous surviving Protectors of Earth. After Voxumo had managed to fall out of favor with both the Ice Region and the Fire Region, Pulse began to make his move, slowly gathering allies within the Water Region. Forging an alliance with Fire and Ice, Pulse and his allies made their move. The Stone Region was decimated and the Jungle Region’s leadership assassinated, leaving Voxumo and his allies weakened enough for Pulse to seize the Ancient City and summon the mythical Temple of Time back to Okoto. In the battle that followed, a lone Protector of Water managed to assassinate the Usurper within his own camp, winning the battle – but not the war. This is where the events of Season 1 ended. Despite the new Mask Maker’s best attempts at forging peace, the Region of Jungle continued to fight against their rule tooth and nail for two more years, before the Fire Region Ruler (a Protector by the name of Burnmad) ordered the Jungle Region burned to the ground. Half of the Jungle Region was destroyed in the mighty blaze, and what was left was conquered and absorbed by the Fire Region - finally ending the War for the Throne in the year 319 AE. For the next four years, Okoto lived in a tentative peace, as the Fire Region settled into its new position of power and the rest remained wary that it would attempt the same thing again. Everything changed four years ago in 323 AE, however, when the Earth Region surged back. For twenty-six years they had lived under Okoto, hiding so deep underground that not even the Protectors of Earth they had left behind knew they still lived. Led by a great skull creature known as Kulta the Skull Grinder and protected by an army of Skull Warriors, the Protectors of Earth easily re-established their region, partnering with the Stone Region in the process to help rebuild. With the return of the Earth Region came the birth of a new religion, known as the Faith of the Skulls – those who worship the skull creatures such as Kulta and the Skull Warriors that have helped to protect and guide the Mask Makers for years beyond counting, and have now brought an entire region back from the dead. As quickly as the Faithful appeared, so too did an opposing force – an extremely secretive group calling themselves the Knights of Ekimu, seemingly based within the Ice Region. They claim that the Skull Creatures are not to be trusted, that they seek the destruction of Okoto; the evidence seems to suggest otherwise, however, and as the Faith continues to grow, the more they outnumber the so-called Knights. In the hopes of uniting Okoto rather than instigating further conflict, the Mask Maker at this time summoned the six Heroes of Prophecy to Okoto, though their presence has often led to worsening the situation. The Mask Maker’s inability to properly manage or deal with this conflict in a satisfactory manner has tainted his image in the eyes of many on the island, and there are some who begin to wonder if, perhaps, they even need a Mask Maker at all…. There is an air of discontent throughout Okoto. Alliances are frayed thin, and the hard-fought peace that has reigned for years is now collapsing in on itself. Welcome back to the game of thrones, where you win or you die… …and the prophets are starting to sing a song of shadow. HOW IT WORKS The game will last for ten “rounds”, known as “episodes”. Several key mechanics of the game are explained below – but I cannot stress enough that the game’s open nature truly does leave many things open to interpretation or manipulation (or even in some cases, being able to be outright ignored). If you have any questions about whether a move you want to make is legal or not, simply shoot me a private PM to ask. If a move is impossible to make, I will make sure to let you know. If you’re up to it, you can also read through Season 1. We’ll start off with each round lasting roughly five days, and see how that goes. MOVES Every player will make their moves for each round via PM, of which there are two kinds – OFFICIAL and BACKDOOR. An Official PM is any PM that involves me, the host; moves made in Official PMs are the only ones that will be included in the scenes for each episode, which means that they are the only moves that will actually occur. If you want to kill another player, or bar them access to your region, that would have to take place in an Official PM. The upside to Official PMs is obvious – it is how you make things happen! The downside is that everyone will be aware of what occurs in these PMs. When the episodes are released, I will include IC tags at the end of each “scene” to note which players can consider those particular events as something that they would know about. A Backdoor PM, then, is any PM (or other method of communication) that I, the host, am not a part of. Anything said or done in these PMs will not be included in the scenes, which means that they will not technically occur; in this way, the downside is obviously that your abilities are limited. You cannot kill someone (or take other such drastic actions) in a Backdoor PM. But they do allow you to operate behind the scenes where I and others cannot see, and this can allow you to set up plans that might take several episodes to come to fruition. Some Example Actions TRAVEL Click the map up above to see Okoto. Each episode, players can travel through adjacent regions at a rate of one every 24 hours (any delays will occupy a 24 hour slot). Sailing will add an additional 24 hours to travel time, but will also increase security – and might allow for you to explore strange new lands! COMMUNICATION Will be a primary action in every round – keep in mind that while Backdoor PMs are very useful, unless you learn that information in an Official PM, you cannot make use of it… unless you’re able to do so without giving me a good reason to call you out on metagaming. Each region will be given their own Official PM; the same goes for the Guardians (and the Mask Maker with them), as well as certain other factions within the game – some you already know, and some that you might not. OTHER ACTIONS There are a variety of other actions that one might decide to take in a round. Perhaps you want to keep someone silent for a little while. Perhaps you want them to be silenced permanently. Perhaps you discover some new information, and this knowledge requires you to make moves not listed here. I have not thought of everything, for that would be impossible – and I will keep an open mind. If you have thought of an action to take that has not been mentioned, run it by me first if you are uncertain, and I will be able to inform you of whether it would be possible. ROLES RULER-These players rule over their respective regions (or, in the case of the Jungle Ruler, serve as their region’s backup should the Fire Ruler and Fire General both fall). They have final decision making power over the players in their region, and their opinions can often sway a vast number of Protectors. They must worry about the approval of those living in their region, as well as making sure the other players in their region actually do their jobs. GENERAL-These players are in charge of their region’s army – maintaining it, training it, and leading it if need be. They also serve as their region’s second in command should their Ruler perish or disappear, and work directly with their region’s Toa. They must worry about their soldier’s respect, else a mutiny could occur or morale could fall. DIPLOMAT-These players are in charge of diplomatic relations and trade. They will often need to travel in order to perform their duties, or send messages via the Guardians (though this will cost them approval within their region). They must worry about their approval, as the public will dislike a Diplomat that does not appear to be performing their duties. Travel can also be dangerous, and for Diplomats, even more so. GUARDIAN-These players form the Mask Maker’s Council. They are a mix of the General, Diplomat, and Turaga roles; each commands a fifth of the forces defending the Ancient City, while also providing the Mask Maker with advice and helping with any diplomatic issues that arise. The Guardians each have what they refer to as “little birds” in their respective regions that will keep them informed on any happenings there; it would be possible (but difficult) for a Guardian to spread their birds into other regions as well. TURAGA-These players are more reclusive, serving as historians, advisors, and oftentimes adventurers. Despite the honorary title, Turaga are not typically so old in their age that a simple fall would end them. They can use their vast knowledge of Okoto and its histories to help any players that might ask them for advice (particularly their Rulers), but Turaga are also known to frequently leave their regions to explore, searching out answers to new questions. STATS These stats will help each player to set themselves apart; you’ll fill out a stat sheet and send it to me via PM when you sign up. If you already know which role you will have, you can fill out the form to help you – or, if you’re feeling mischievous, you could fill it out to help you in different areas. Certain players will receive bonuses in particular areas depending on their roles; other players might lose stats in certain areas for the same reason… but keep in mind that these modifications will only occur after you have sent your form in. You will be given 40 points to assign wherever you choose, and can assign a maximum of 10 points to any individual stat; whenever you make a move, the relevant stat will be added to an RNG roll out of 10 for a combined result out of 20. The stats are as follows: STRENGTH – (Attack Damage, Physical Strength, Use of Larger Weapons & Tools such as Crossbows & Swords) PERCEPTION – (Noticing Surroundings – World & People, Recognizing an Attack or Attack Opportunity) ENDURANCE – (Stamina, Ability to Withstand Damage, Ability to use Masks of Power) CHARISMA – (Public Approval, Ability to Persuade NPCs – Possibly Players, How You Are Perceived by Others) INTELLIGENCE – (Chance of Success with Complex Actions & Attacks – Intelligence Checks, Damage & Hit Chance with Mask-Related Attacks, Ability to Plan/Approach Situations, Historical Knowledge) AGILITY – (Dodging, Hit Mitigation if Dodge Fails, Stealth, Use of Smaller Weapons & Tools such as Daggers & Small Hammers) LUCK – (Can be used as a “Saving Throw’ if a Roll Fails or used to improve chances with a Difficult Roll, Acts as a ‘Faith’ stat for Members of the Faithful) PLAYERS/REGIONS --- The Ancient City “Guard the Way” The Mask Maker – the Ruler of Okoto – is the only native of this central region. They currently possess the mystical Mask of Creation and the Mask of Time, both of which are contained within separate vaults deep inside the city. The vaults are guarded by two Skull Warriors – one wearing a Mask of Truth, the other a Mask of Strength. The Mask Maker is also personally guarded by Lewa, the Toa of Jungle, as the Jungle Region has been absorbed into the Fire Region. For a hundred years the Mask Makers have traditionally been guarded by the Skull Warriors; this change has met with some resistance from the regions, particularly Earth. The Ancient City houses a number of Protectors from all regions, and the Guardians each command a force of troops from their own regions approximately 100 strong to defend the Ancient City and its inhabitants. The current Mask Maker is a Protector of Water, who has long espoused their wishes for a peaceful and united Okoto – despite the circumstances that allowed them to reclaim their throne from Voxumo the Usurper. Political relationship with Fire, Earth, Ice and Stone is strained to varying degrees, though it is more of differing ideologies than of any true hostility. Political relationship with Water is stronger than it has been in nearly a century. Views on the Knights and the Faithful are neutral. 1-MASK MAKER-Pulse Vatten ------ The Fire Region “Fire and Blood” Supplies coal to the rest of the island, as well as forging iron tools with the metals mined in Earth and Stone. Since taking over the Jungle Region eight years ago, also supplies soil, plants, wood, and animals to the rest of the island. Guarded by Tahu, the Toa of Fire, and boast a military 9000 Protectors strong; 3000 of these are Protectors of Jungle. Of the army, rumors suggest that approximately 4000 of them are loyal to the Faithful, while 2000 are members of the secretive Knights. They share their regional words with House Aodh, whose members rule over the Fire Region. Political relationship with the Ancient City, Earth, and Water strained after their takeover of the Jungle Region. Political relationship with Stone remains strong, if only because Stone relies on Fire to purify their water supply. Political relationship with Ice remains cordial. Views on the Knights are range from neutral to positive. Views on the Faithful are positive, particularly in the Jungle. House Aodh “Fire and Blood” House Aodh has ruled over the Fire Region for over 300 years, since the time of Ekimu. Its members often rule over the region as a whole as well as its subsections, though it has been known to leave governmental positions open to other houses. Named for its founder, who unified the region through political marriages and intense negotiations to guarantee the loyalty of the other houses… or at the very least, their peace. So tight are these alliance that to turn against House Aodh is to turn against the other houses it is allied to – and making this mistake has led to more than one house being returned to the ashes. House Ember “The Flame Consumes All” Of all houses, it is House Ember which is most closely tied to House Aodh politically. They provide over half of the region’s soldiers, as well as the second-largest portion of its workforce; most of the Fire Region’s forgers originate from House Ember. House Ash “Naught Remains but Ash” Once a servant caste of sorts as well as the smallest major house in the Fire Region, House Ash was nearly wiped out 100 years ago in an attempted coup by House Darkfire. While the entire Fire Region was embroiled in battle, a number of assassins sent by House Darkfire managed to infiltrate the castle of House Aodh; countless members of House Ash gave their lives to slow down the assassins, and they succeeded in holding them off until the main force of the Darkfire Rebellion had been defeated. For their loyalty, the current Ruler dismantled House Darkfire entirely and elevated House Ash to their former position. Nowadays all members of House Ash receive rigorous training, so that they might serve as royal guards to House Aodh. Voxumo the Usurper was a member of House Ash. House Coal “Fuel for the Flame” Predictably, House Coal is the largest supplier of coal on Okoto. The excellence of their miners rivalled that of the Earth Region at its peak, if only in the realm of coal mining. Members of this house are said to be so unconcerned with precious gems, money, and wealth that they throw any products of mining not coal out for being useless as fuel. Their innovation of safety techniques and mechanisms has minimized the dangers of coal mining, and their air filtration systems are some of the most advanced tech present on the island. House Kindle “From a Spark, an Inferno” By recent censuses, House Kindle is the largest of the Fire Region. Providing nearly half of the region’s entire workforce and the second-largest portion of its soldiers (though still paling in comparison to House Ember in that regard), Kindle is notable to the other regions of Okoto for the numerous services it exports; it is House Kindle who purifies the Stone Region’s shipments of water. House Boscage “Fire and Ashes” House Boscage is currently the closest that the remnants of the Jungle Region have to a ruling house. Formerly House Cage, it shifted into its current form eight years ago when the acting Ruler of Jungle, as his final act, accepted the surviving members of many decimated houses into their ranks to form House Boscage. As a sign of their loyalty to Fire, they took on new house words, modelling them after those of House Aodh and the Fire Region. Due to the nature of its formation, House Boscage’s members are involved with a wide variety of activities. House Hinterland “Growing Strong” The former ruling house of the Jungle Region before the War for the Throne began ten years ago. In the earliest days of the war, TimeLord Hinterland was struck down by Nato Greavesy and Terrorsaur Rayne, propelling the Jungle Region into an alliance with Voxumo the Usurper – one they paid the price for when the Usurper was felled and the true heir seized the throne. Despite the Usurper’s death, the Jungle Region fought on for two years under the commands of TimeLord’s chosen intermediary commander, until the Fire Region razed half of Jungle to the ground and conquered what was left, crushing the remaining members of House Hinterlands in the process. Remnants of it still remain, but they are scattered and alone among the other Jungle Protectors. House Briar “Our Roots Go Deep” Of all the major houses, House Briar perhaps weathered the Fire takeover the easiest. As the best herders and farmers in the Jungle Region, their skills were necessary in order for the Fire Region to begin making use of the territory they had seized, as well as beginning the process of restoring what had been burned to ashes. 1-RULER-Burnmad Aodh - Killed by Smoke Monster, Episode 08 2-GENERAL-Dragonstar Ember - Felled by Undead, Episode 06 3-GUARDIAN-RG II Coal 4-DIPLOMAT-Sil Aodh 5-TURAGA-Unit Ember 6-(J)RULER-TimeLord II Hinterland 7-(J)GENERAL-Smoke Monster Boscage - Executed by Burnmad, Episode 08 8-(J)TURAGA-Chloe "Blade" Saryian ------ The Water Region “Right Conquers Might” Supplies water, fish, and animals to the rest of the island, as well as boats and other tools for sailing using wood from the Fire Region. Also contains a booming black market for poisons that those in power claim they have been unable to shut down. Guarded by Gali, the Toa of Water, and hold a military 5000 Protectors strong; 500 of these are rumored to be loyal to the secretive Knights. They share their regional words with House Vatten, whose members ruled over the Water Region until all except one were slain in the aftermath of Voxumo’s Rebellion. Political relationship with Stone remains poor after the Stone Region was decimated ten years ago at the hands of Terrorsaur Rayne. Political relationship with Fire (particularly the Jungle areas) is strained. Political relationship with the Ancient City and Mask Maker is secure, as is their guaranteed loyalty. Political relationship with Ice and Earth remains neutral, though significant ties have been forged with Ice in recent years. Views on the Knights range from neutral to positive. Views on the Faithful are carefully neutral. House Rayne “Flood from a Raindrop” At the end of Voxumo’s Rebellion, House Rayne took over the Water Region in the name of Voxumo the Usurper after House Vatten was dismantled, all the while hiding the true heir within their ranks. It provides water to the other regions, and has taken over House Vatten’s role of healing with water and plants as well. It has historic ties to the Earth and Ice Regions, both of which have been called upon and strengthened since the War for the Throne. House Rayne is known for being quick to act and take advantage of situations, and remains unapologetic about any actions it takes that might offend other regions, believing in its house words: they are the flood, and everything else are the raindrops. House Vatten “Right Conquers Might” House Vatten ruled over the Water Region for 300 years, and members of their house frequently sat upon the throne in the Ancient City as well… right up until Voxumo’s Rebellion thirty years ago. In the aftermath of the rebellion, every member of House Vatten was slaughtered due to their ties to the previous line of Mask Makers except for Pulse Vatten, son to the usurped Mask Maker and true heir to the throne. Pulse remained in hiding for twenty years before gathering allies and starting the War for the Throne, in which he successfully overthrew the Usurper and reclaimed his place. House Vatten remains small, and relies on the loyalty and protection of House Rayne, unable to rely on its historic ties to the Jungle Region; due to this arrangement, House Rayne has also taken over the role of healing with water and plants. House Corruich “The Rage of Rapid Rivers” Formed roughly half a century before Voxumo’s Rebellion, House Corruich is a merged house of off-shots from House Conlectus and House Rayne. It is generally quick to anger and is also slightly xenophobic, though not to the extent of House Conlectus. It has historic ties to both Ice and Stone which is does not try to conceal, and provides many fish-based goods to the rest of Okoto, as well as specializing in sailing and ships House Conlectus “Water Erodes All” The smallest of all the major houses in Okoto before several others were nearly wiped out after Voxumo’s Rebellion and the War for the Throne, House Conlectus is known for their rather poor luck, faring poorly in every war they take part in. As a result, they are a particularly xenophobic house – especially towards Stone, though they are known to dislike Jungle and Ice as well. They are somewhat of a laughingstock to the rest of Water, as this goes directly against their ancestral ties to the Stone Region. House Lurrun “Water Boils, Water Burns” House Lurrun provides the majority of the Water Region’s soldiers and is the second largest house in the region, though its current growth might soon put it ahead of House Rayne. It has significant external ties to the house of the Fire Region, hence its house name and words; they are what comes when Water and Fire meet. Its members frequently push for greater ties with the Fire Region; wishes that have begun to come to fruition since the War for the Throne. 1-RULER-Terrorsaur Rayne 2-GENERAL-ToaD Amphibionus 3-GUARDIAN-Jed "the Kingslayer" Corruich 4-DIPLOMAT-Kit Lurrun 5-TURAGA-Metastriker Lurrun - Died spying on Stone, Episode 03 6-TURAGA-Purple Rayne ------ The Ice Region “Cold as Iron” Supplies snow, ice, warriors, guards, and steel to the rest of the island. Rumor suggests that the Ice Region also contains the current headquarters of the secret brotherhood known as the Knights of Ekimu, and that the region itself remains favorable to them. Guarded by Kopaka, the Toa of Ice, and boast the strongest military force on Okoto – 10, 000 Protectors strong, nearly 4000 of which are claimed to be loyal to the secretive Knights. Their regional words come from the ancient House Gelu, which collapsed approximately a century ago in what many suspect was a coup. Political relationship with Earth is extremely poor. Political relationship with Fire, Stone, and the Ancient City are strained but cordial. Political relationship with Water remains neutral, though significant ties have been forged in recent years. Views on the Knights are extremely positive. Views on the Faithful are extremely negative. House Greavesy “The Cold Preserves All, But the Self Above Else” One of the oldest houses of the Ice Region, House Greavesy has a history of sticking to the sidelines, waiting to pick sides until the victor becomes obvious. As a result, its reputation is rather shaky across the entire island, though this has begun to change, with its current head – a Protector named Nato – having actively helped the true heir to reclaim the throne ten years prior. House Rime “In Ice, All Stagnates” Once a proud and powerful nation, efforts to expand their borders into the territory of other houses ended with wars of attrition on multiple fronts. At the time of Voxumo’s Rebellion, House Rime ruled over the Ice Region; nowadays House Rime is a shadow of what it once was, and while they have outwardly embraced this – even with their house words – some say that they still plot to become a prominent force within the Ice Region once again. House Nivis “Avalanches Have No Fury like Ours” A pugnacious, militant house, House Nivis is a significant contributor to the nation’s military forces, but they are also stubborn and proud. They are known to respond violently or spitefully to insults and affronts of any kind; after overthrowing the rule of House Rime twenty years ago, their inability to handle Voxumo the Usurper led to a failed assassination attempt on the Usurper that saw the head of House Nivis slain by a Skull Warrior, favor lost across the island, and a new Ruler from a different house being appointed to control the Ice Region instead. Despite these setbacks, House Nivis remains undeterred, and they seek to add to their many historical conquests of minor houses. House Glacies “Thriving Like Ice” Historically, House Glacies has done very little – though in the ever-shifting lands of Ice, that has served them well. It has waged no wars, never significantly contributed to any conflict, and never led the nation… but it has survived and thrived in the face of every adversity thrown its way. Natural disasters, foreign invaders, and other houses have all failed to overcome them, thanks to their well-defended, strategically-positioned home. House Crustallus / House Crustallum “Harder than Ice” / “Stronger than Stone” Once one house, House Crustallus and House Crustallum split off from one another nearly a century ago over some family dispute, and have remained on harsh terms with one another ever since. The two remain in close proximity to one another, jointly operating small mines in the mountains of the Ice Region, but are always arguing and disagreeing. 1-RULER-FF Crustallus 1-GENERAL-Nato 'the Traveller' Greavesy 3-GUARDIAN-Onaku Greavesy 4-DIPLOMAT-Ehksidian Glacies 5-TURAGA-Sisyphus Glacies - Executed by Nato, Episode 07 ------ The Nation of Kamuk “As Strong as Stone” Supplies stone, metal, workers and tools to the rest of the island. Also becoming well-known for procuring antidotes to most poisons. The former Stone Region suffered greatly during the War for the Throne, with nearly a third of their entire population wiped out after their water supplies were poisoned by House Rayne of the Water Region. Despite this, in the decade since, they have managed a miraculous rebound, thanks in no small part to significant aid from the Earth Region. Guarded by Pohatu, the Toa of Stone, and contain a military 7000 Protectors strong; rumors suggest that 4000 of these are loyal to the Faithful. Unlike most regions, the regional words for the Stone Region have never doubled as the words of a house; since before Ekimu’s time, the Stone Region’s words have served as a unique line to unite the region itself. Political relationship with Water remains poor. Political relationship with Fire remains strong, but only because Stone depends on Fire to purify their water supply – something that the Stone Region hates, especially since Fire absorbed Jungle. Political relationship with Earth is strong. Political relationship with the Ancient City and Ice is strained, but cordial. Views on the Knights are neutral at best. Views on the Faithful are positive. House Raqmu “Stand Tall Eternally” Until Voxumo’s Rebellion, House Raqmu served as the main banner men to House Petros – but when their lieges fought against the Usurper, House Raqmu seized their chance. When the rebellion ended in success, House Raqmu was installed as the new leaders of the Stone Region, and the first house outside of Petros to rule the region since before Ekimu’s time. With the Usurper’s death, however, the future is anything but certain…. House Petros “The Great Foundation” Claiming descent from Patrus the Proud, House Petros has ruled over the Stone Region since time immemorial, having bound the disjointed tribes early on and forming a strong, united front. They were overthrown by House Raqmu during Voxumo’s Rebellion after trying to support the true heir, and have spent the last thirty years in disgrace – but they still exist all the same. House Archean “Might With Right” House Archean prides itself on keeping the laws of the land, resorting to justice or military might to uphold peace. They have strong historic ties to the Water Region and House Vatten in particular – a link signified by their house words. During Voxumo’s Rebellions they sided with the Water Region and House Petros, but their numbers decreased drastically after the Usurper won, as many members of House Archean chose the sword instead of living in the Usurper’s new world. The remaining members still continue their fight for justice and fairness. House Maran “Steer the World” Traditionally, House Maran has developed most weapons and tools for the Stone Region. If updated technology is sought after, House Maran is the place to get it. Having remained neutral during both Voxumo’s Rebellion and the War for the Throne, they continue on a path of prosperity and stability – though their reputation is somewhat tarnished, as they have become known for only providing their services if the pay is good. House Galum “Fight to Live, Live to Fight” Warriors are bred from birth in House Galum – making them a crucial ally in almost every conflict. Their support was instrumental in allowing House Raqmu to overthrow House Petros during Voxumo’s Rebellion… and their waning support during the War for the Throne is believed by many to have contributed heavily to the Stone Region losing the war. It remains to be seen if they will now aspire for greater things than serving as the Stone Region’s cannon fodder, or if the status quo shall remain. 1-RULER-ShadowVezon Raqmu 2-GENERAL-Quin Galum 3-GUARDIAN-Irteza Shah Galum - Executed by Kulta, Episode 05 4-DIPLOMAT-Vinheim Maran 5-TURAGA-Iaredios Paerkenon - Executed by ShadowVezon, Episode 06 ------ The Earth Region “What is Dead May Never Die” Supplies gems and metals to the rest of the island. Occasionally lends Skull Warriors to other regions should a task prove too arduous for Protectors alone, though only if the project in question is led by those who keep to the Faith. Guarded by Onua, the Toa of Earth, and contain an army 2000 Protectors strong; all but 100 of these are said to be devout to the Faithful. They also hold a force of 1000 Skull Warriors. Their regional words represent the entire region as a whole, for their army of 2000 Protectors consists of almost every single Earth Protector who still lives. They were selected after the Earth Region returned to the fold. Political relationship with Ice is extremely poor. Political relationship with Ancient City and Fire is strained. Political relationship with Stone is strong. Political relationship with Water remains neutral. Views on the Knights are extremely negative. Views on the Faithful are extremely positive. House Sevoi “Tremors within the Serene” Of the three remaining major houses of the region, House Sevoi is perhaps the largest and the strongest, as they historically provided the Earth Region with most of its troops and combat training – the need for which has grown exponentially in the last thirty years as the region collapsed after fleeing underground. While the region is ruled by Kulta and the Faith, of the remaining three houses, House Sevoi is by far the most faithful, and they hold the most power because of it. House Zemlja “The Light of Night” The second largest and most powerful house still remaining, House Zemlja is unparalleled in their ability to re-shape and carve gems into special “light stones” that are used all across Okoto to light mines and other dark areas more permanently than torches allow. The ability to provide this service in the eternal darkness underground insured House Zemlja’s survival during the Earth Region’s exile, and it has drawn Kulta’s personal attentions to them as well. House Qendroj “Here We Stand” The former ruling house of the Earth Region, who were decimated by the forces of Fire, Stone, and Ice during Voxumo’s Rebellion thirty years before. In the years since they have diminished further, and as the lone house within the entire region to not keep to the Faith, their power is next to none. Yet true to their house words, here they still stand – whatever happens, House Qendroj will endure. 1-RULER-Toru Sevoi 2-GENERAL-Underscore Zemlja 3-GUARDIAN-Kelotu Zemlja 4-DIPLOMAT-Luroka Qendroj 5-TURAGA-Portal Sevoi - Poisoned by Knights of Ekimu, Episode 06 ---
  6. ULTIMATE UPDATE It’s time to get back to the basics. No more Ultimate Weapons. No more Drift Force. No more health, no more story. It’s time to get outrageous and impractical. It’s time for epic battles, as ridiculous as they are entertaining – just like the classics. This is Bionifight One. Rules 1-Rounds will last seven days, beginning on Sunday and ending Saturday. Signups will occur from Friday to Sunday. I will not promise specific times, simply because I cannot gaurantee my activity at any time of the day. These times are in NA EST. 2-Keep things LEGO-oriented as much as possible, please. 3-Enjoy the game! Introducing the Judge Each round, one player will be selected as the Judge. Instead of fighting for that round, the Judge will instead be responsible for settling disputes between players, manipulating the arena, and selecting that round’s victor. The Judge will determine each round’s winner per how creative and active players are. Rounds Each round will have a different game type, and take place on a different arena. Some rounds may include special modifiers, altering how the game is played. The winner of each round will receive a Special Weapon, designed by the Host. Special Weapons: Ultimate Upgrade This special upgrade to a player’s Special Weapon can be selected when a player is judged as the victor of the round. In lieu of accepting a new Special Weapon, the player can instead upgrade it into an Ultimate Weapon. When any Ultimate Modifiers are in effect, Ultimate Weapons can be used once during the round to deal an automatic 10 damage to one other opponent, or to deal an automatic 5 damage to two other opponents. Ultimate Weapons will also grant their owner an additional power, allowing for more creativity in attacks. Game Types 1-Free for All – All players for themselves.2-Team Battle – Players are divided into two even teams to duke it out; the Judge must select a winning team and an MVP. 3-Judge Fight – Rather than sitting on the sidelines, the Judge takes on every other player, gaining additional powers. During these rounds, the Host will take on the Judge’s typical role. Ultimate Mode Ultimate Mode alters the game to function like fan-favorite Bionifight Ultimate. When active, all players have 20 health; when their health hits zero, the player is eliminated from the round. Arena hazards and power ups will also deal damage, and Special Weapons can be used once during the round to deal an automatic 5 damage to one other opponent. During Ultimate rounds, the Judge will select a winner per how much health they have left and their total number of knockouts, in addition to the regular categories they judge by. Arenas 1-Great Furnace: An expansive industrial smeltery, with constant jets of fire, streams of molten metal, and the Morbuzakh. 2-Assembly Tower: Part of the Hero Factory, where fighters must continually ascend the various platforms lest they be torn apart by the malfunctioning machinery. 3-Pirate Ship: Based upon a pirate ship at sea. Predators lurk in the waters below, making the ship the only viable fighting area for most fighters. 4-Mahri-Nui-An underwater city encased within a fragile bubble. Players who find themselves outside of the bubble will suffer dire consequences. If the bubble is popped, the city will flood, both devastating and completely altering the landscape of the battle. 5-Ko-Wahi-A region of snow, where the icy surfaces make balancing difficult and the chilly environment seeps through your bones. 6-Desolation of the Staff-A barren wasteland where it can rain fire, geysers spew lava, acidic fog can fill the air, and blizzards can freeze the battlefield in a second – and those are only the tip of the iceberg regarding this arena’s hazards. Modifiers 1-Siege-When active during team rounds, this modifier splits the teams unevenly. The larger team must assault the base of the smaller team, who will be granted additional methods of attacking and defending thanks to a home base advantage. 2-Partners-When active, this modifier gives each player a partner that they must work with and protect for the duration of the round. 3-Barebones-When active, this modifier prevents the use of Special Weapons and Ultimate Weapons, forcing players to battle on even footing. POWER UPS! Whenever the Judge of the round feels that the battle might be growing stagnant – or perhaps whenever they simply wish to brew additional chaos – they can drop any of the following power ups onto the battlefield. During Ultimate rounds, power ups become even more useful for players, and even more devastating for their opponents. 1-Mask of Fire-This power up allows the user a guaranteed fire-based hit on a single opponent. Deals 3 damage during Ultimate rounds. 2-Health Kit-This power up can be used to heal 5 points during Ultimate rounds. 3-1 Up-This power up can be used to respawn with 10 health during Ultimate rounds. 4-Staff of Unlimited Power-This power up can only be spawned once per round. In addition to giving its user another weapon for the rest of the round, it can be used once to deal an automatic strike against every other player using pure energy. Its energy attack will deal 5 damage to every other player during Ultimate rounds. 5-Spear of Fusion-This power up can only be spawned once per round. Its user can fuse two opponents together, forcing them to work together. During Ultimate rounds, the victims’ health will be combined. 6-Squid Launcher-During Classic rounds, this power up can be used to copy one power from a single opponent. During Ultimate rounds, this power up can be used to suck 4 health from an opponent, while healing its user for 2. 7-Kanoka Disk-This power up can be used against an opponent to remove one of their regular powers or weapons for the rest of a round. FAN CREATED CONTENT Yes, you read that correctly – fan created content. This series is all about you folks, the players; and what better way to continue that trend (along with expanding and perfecting it) than this? I hope that this shall return in full force this game. FCC Guide This is my challenge to you – organise yourselves. Do you have some ideas you’d like to see implemented? Sorry, I won’t listen – not until you have gathered two or more players to help you develop a new update for the game. I’m talking new arenas, new power ups, new modifiers, and any other additions or game changers that you feel could fit into the game. Here are the steps you’ll need to go through: 1 – Have an idea (obviously). 2 – Get into contact with at least two other players to discuss ideas, improve ideas, and flesh all of those ideas out. 3 – Design stuff; create arenas, power ups, new features, what have you – I will note that I’m more likely to agree to your ideas if you can tie them all into a singular “theme”. 4 – Bring it to me, by adding me into the PM. Lay out your update in an orderly fashion – I’ll ask about things I don’t get, discuss the project and together, we’ll decide what will go into the game and what will be cut. I make no promises about what will make it in. While I do not want to be shown a new project every single week, once a month probably works out, as I can then use your fan-update rather than one of my own, to fit them in between signup cycles. Active Signups Bionifight One features a unique system for signing up to be a player, a term I have coined “Active Signups”. Many games often struggle with players who become inactive without notice, clogging up spots on the player list and making it extremely difficult to judge activity in the game. That issue no longer exists with this new system in place. Here’s how it works: Once a player has signed up (by filling out the brief profile sheet below and posting), they are in the game for the next three rounds (or three weeks). You commit yourself to remaining active within this game for those three weeks. Once the three rounds have passed, the player list will be emptied. If a player wishes to sign up for the next three rounds, all they need to do is re-post their previous profile sheet (no changes unless approved) and they’ll be added back in. Players wishing to take a breather, withdraw permanently, or forget will thus no longer clog up space – but if they return and wish to play again, they can always sign up when the player list re-opens. If you miss a signup, don’t worry – if you join back in again, you’ll retain any prior rewards you have received. Profile Sheet Member Name: (Your current display name – you will also play the game as a character with this name, to avoid any confusion that might occur).Weapon/Power 1: (Self-explanatory) Weapon/Power 2: (Self-explanatory) Weapon/Power 3: (Self-explanatory) Appearance: (Please add a small image, or preferably a link to an image or gallery, or just a small paragraph explaining how you appear to the other players). Special Weapons: (Self-explanatory; these are a reward, so this slot should remain empty if I have not given you any). Staff Voltex - Host Victors Round 1: NatoRound 2: Nato Round 3: Pulse Round 4: Players 1-Blade 2-Jed 3-Tekulo 4-Imrukii 5-Pulse 6-ShadowVezon 7-Vox 8-Nato 9-TimeLord 10-Luroka
  7. 2 YEARS AND 5000 POSTS AGO WHAT IS THE POTOO?! 2 STARRING: Portalfig Ehks Luroka Blade Nato TimeLord RG Voltex Underscore Voxumo ToaD Taka Nuvia Valendale Jed ShadowVezon Smoke Monster Unit Hellyam FF Wiriamu Pulse Trijhak Tiragath Burnmad Dragonstar Onaku WITH XCCJ AND WINDRIDER - PART ONE: WE ARE NUMBER (PO)TOO - In which Voltex is still missing after two years, Ehks finally gets roasted, ToaD flexes his many muscles, Portalfig is the butt of many jokes, Voxumo reveals his scythe, TimeLord asks too many questions, Luroka stokes his own ego, Blade gets elected, ShadowVezon falls in a hole, Onaku suffers through role call, Quisoves (though absent) gets a cameo, and Windrider hands out a mission. - Several Matoran were sitting around a campfire, rambling madly and pointing fingers as they tried to decide who would be roasted with the marshmallows that evening. It was a difficult task, for such a campfire of roasting someone with marshmallows had not gathered for two years, ever since the unfortunate disappearance of Voltex. One Matoran – whose name was Portal – was sitting off to the side, still sulking about his long-lost friend, but obviously, nobody else cared. Two of the Matoran in particular – Luroka and ToaD – were making things quite difficult, engaged in a furious argument over which of them was more worthy of being roasted with the marshmallows. “I am a god,” Luroka was saying. “Clearly, it should be me.” “Nonsense,” ToaD replied, flexing his arms and causing at least half of the Matoran present to swoon. “I am clearly the sexiest person here. It is I who should be roasted!” Needless to say, it was going about as well as trying to grow coffee beans using only horseradish. “I’m telling you, I am a GOD, like, capital-G God!” Luroka exclaimed, refusing to allow his ego to be beaten. ToaD tore off his shirt, revealing gleaming, chiselled muscles that caused everyone to swoon – including Luroka. Smirking with satisfaction, he turned to the crowd, flexing and posing for them. “It’s too much,” Ehks said, eyes rolling up into her head as she passed out on top of Blade, who immediately dumped her on top of the fire. Ehks immediately roasted with the marshmallows. “NOOOOOOO!” ToaD’s horrified cry split the air, and he immediately rushed forward, only to be held back by a cackling Luroka, whose eyes gleamed madly. “No! It was meant to be me! Meeee!” ToaD cried, bursting into tears. Staring down at him, Luroka chuckled. “This is so going on my Wall of Best Moments Ever.” “Well then,” said Windrider, who had shown up just in time to watch Ehks get roasted. Her words effortlessly got the attention of everyone present, and they bowed before her, for even in retirement, she was, and always would be, the patron deity of Games & Trivia. “Well what?” Luroka asked, for he was the only one foolish enough to think himself worthy of interrupting the mighty Windrider. Twin laser beams shot out of her eyes and incinerated Luroka on the spot; ToaD, no longer supported by his worst enemy’s arms, collapsed to the ground. Windrider turned back to the crowd. “Play time is over. You have done your roasting, and now it is time to move on to your next task.” “What is it?” TimeLord asked, his eyes going wide even as both Nato and RG tried fruitlessly to shut his mouth. “Is it a mission? Will we be famous? What are we doing? Who are you? Are you important? Why is everyone listening? Why do we roast people? Are we-” GONG! TimeLord wavered before falling face-first into the dirt courtesy of RG, who held a large pot in his hands, and had, of course, slammed it on top of the other Matoran’s head to shut him up before he could really get started. Everyone’s attention immediately turned to RG – even Voxumo, whose head had to turn a full 180 degrees. “Um,” he said. “I, uh. That was, uh. Yes. Yes. That was, I mean, well you see, the thing is. Um.” “Nice,” Nato muttered, eyeing TimeLord (and the rapidly growing lump on his head that was already the size of a grapefruit) with an air of distaste. “Wherever we’re going, I am not carrying him.” “AS I WAS SAYING,” Windrider continued, muttering to herself under her breath about something or other. “I have a task for all of you.” “…and that task is…?” Nato prompted. “Voltex,” Windrider said, scowling. “He disappeared from this very campsite two years ago. I want you all to find him.” “Find Voltex?” Voxumo asked. “Why? Who cares about him?” “I have received word that he is attempting to play god,” came the response. “Naturally, that cannot be allowed to continue.” “Darn right!” Luroka agreed, nodding frantically and ignoring the fact that he should be nothing more than a pile of ashes. “Only I can be-” Windrider silenced him with a look that promised endless torment if he continued. “Very well,” Voxumo said, pulling his scythe out of nowhere and swinging it experimentally (very nearly taking off Nato’s head). “What do we do when we find him?” “Bring him to me for his punishment,” Windrider ordered. “He will know eternal torment for his foolish games.” Somewhere in the back of the crowd, Portalfig sobbed. They all stood there in silence for another minute before Windrider frowned. “Well? Get moving!” The crowd of Matoran immediately burst into action. ToaD and TimeLord were both trampled as the others sprinted back and forth to gather supplies. While this was going on, Blade stepped up to Windrider, with Portalfig right behind her; the two formally shook hands. “Blade, you will be the leader of this quest,” Windrider said. “Of course.” Portalfig frowned. “But what about-” “Bring him to me alive,” Windrider continued, ignoring Portalfig’s stammering. “If he is missing one or two limbs, that is okay.” Blade cackled. “Excellent.” She immediately turned around and vanished into the crowd. Portalfig remained behind for a moment longer, staring at Windrider, before blinking. “Ha! I win!” Windrider exclaimed, before shoving him into Taka Nuvia. “Now be gone with you!” - An hour later, the group was finally assembled and ready to rumble. Blade, looking over her so-called team, had the brief thought that they might have a few too many characters for an adventure that would be a simple three-chapter disappointment of epic proportions, but then again – character development had always been overrated. “Alright, before we begin, we’re gonna do a role call!” she announced. “When I call your name, simply shout ‘here’! Got it?” “Yes!” they all cried back, thoroughly exasperated, for this was now the third role call that they had done. “Blade!” she yelled, before glancing around and shrugging. “I am here.” “No way,” Luroka muttered, rolling his eyes. “Nato!” “Here.” “Luroka!” “Here, obviously.” “ToaD!” “Present and sexy as always!” “Xccj!” “Not here!” Blade frowned, glancing around. “Alright, where did Xccj get to?” Pointing at himself, Xccj said, “uh, that was me. I was joking.” “Well, stop that,” Blade snapped. “Some of us have work to do, and you’re slowing us down!” “Uh… sure.” Closing her eyes and taking a deep breath to calm herself, Blade continued. “Taka Nuvia!” “Here!” “Underscore!” “Here.” “Voxumo!” “Present.” “Rahkshi Guurahk!” “Please, call me RG.” “TimeLord!” “Please, call me TL.” “Valendale!” “Yes.” “Jed!” “Here.” “SV!” “It’s ShadowVezon, not SV, for the last time! I keep telling you people to call me by my proper name!” “Onaku!” “Here, despite my wishes.” “Dragonstar!” “Here.” “Pulse!” “I’m here.” “Trijhak!” “Um… yeah. I said I’m here. It’s one name, two parts. You know, like a first and last name. ‘Pulse Trijhak’. Because, well, because… well, I’m not sure. It is what it is.” “Unit!” “Here as always.” “Smoke Monster!” “Present.” “FF!” “Please, call me… wait, what does ‘FF’ even stand for, anyway? Fantastic Four? Freaky Friday? Freddy Fazbear? Oh, whatever.” “Wiriamu!” “I actually don’t know why I’m here, could someone please explain?” “Hellyam!” “Here.” “And finally… last and certainly least…” Blade’s face crinkled up into a look of disgust. “Portalfig.” “I’m here,” Portalfig said quietly. “There’s no need to be rude, you know. Just because I’m actually friends with Voltex.” “Whoa, whoa, hold on now,” Onaku – who was standing next to Portalfig – replied. “You’re actually friends with the guy?” “Uh… yes?” Portalfig said, looking uncertain. Onaku took several steps back. “Ew.” “Oh come on!” Portalfig protested, throwing his arms up in the air (and accidentally knocking a clueless RG back into Nato, who cursed as he fell only to be caught by TimeLord). “What’s wrong with you people?! It’s not a crime to be friends with somebody!” “Uh, yes it is, when that somebody is Voltex,” Luroka snapped, shuddering with revulsion. “Good lord, Portal, what is wrong with you?!” “But you’re friends with him too!” “Am not,” Luroka said, smirking. “We’re rivals. Big difference.” Portalfig huffed, crossing his arms and glaring at the other Matoran, but otherwise blessedly falling silent. The silence stretched for several minutes, and was well into the awkward phase before Blade finally spoke again. “Well, anyway, the last sighting of Voltex was… well, him storming away from the campfire two years ago and suddenly vanishing in the darkness. Consensus-” “You mean like common sense?” Portalfig interrupted. “It’s obvious that he fell down a hole.” “-states that he probably fell down a hole,” Blade finished, ignoring Portalfig. “So we must now look for a hole.” “I found a hole,” Onaku replied, raising his hand. “Um, I might have accidentally shoved ShadowVezon down it a few minutes ago. By accident, of course. I didn’t mean to, I swear. It was just an accident.” “Then we have our hole and we must push on through,” Blade declared. “Please stop,” Nato muttered. “Who wants to go first?” Blade asked. “Portalfig, how about you?” The Matoran shook his head. “Uh, no thanks.” Blade frowned, leaning in until her mask was pressed up against Portalfig’s. “I said, ‘how about you’?” “Uh…” Portalfig trailed off, gulping nervously, before grinning weakly. “Sure?” “Excellent!” Without further ado, she grabbed Portalfig by the shoulders, hauled him over to where Onaku was standing, and tossed him into the hole. “SON OF A BIIIIIIiiiiiii……” The group stared down at where Portalfig had slowly vanished into the distance of the gaping black pit before Luroka finally spoke. “Do you think that counts as bypassing the word filter?” “Probably,” said ToaD, looking over from where he was busy flexing for Unit, “but who cares?” “Voltex, probably,” Nato replied, before he shrugged. “Well, here goes nothing.” And then Nato too jumped into the hole – and, with him having kickstarted the process, one by one, the rest of the group did so as well. - Windrider slowly walked up to the hole, gazing down at it with a pensive expression. The sound of footsteps on the dirt behind her drew her attention to Ehks, who looked well and truly crisped after being roasted with the marshmallows. “Y’know, I was kinda hoping to do more in this,” Ehks commented. “They all get to go off on an adventure, and what do I get? A glorified cameo.” “Nonsense,” Windrider replied, reaching up to stroke the disgusting and absurd-looking bird on her shoulder. “We’ll both be reappearing in Part Three – and maybe even Part Two if you’re lucky. Now my little pet here, on the other hand – it has a glorified cameo.” Ehks glanced at the bird, her eyes immediately widening as she shuddered involuntarily, unable to repress the urge. “Please tell me that it’s not what I think it is.” “It’s not what you think it is,” Windrider said cheerfully, still stroking the bird. “Isn’t that right, Quisoves?” “MOOOOOOOOOOOOOOOOOOOM.” Ehks shuddered again. TO BE CONTINUED IN PART 2: “TEX IS THE ONE IN THE HOLE” Welcome to my 10K 3-Part Not-So-Special.
  8. I figured that it might be useful to have a central location where people (including me) can find all of my stories on the site. I will not be including the majority of my comedies here; most of them are basically unreadable thanks to those mysterious coding errors that struck awhile back. One of them is included here, since I cared enough to go back and fix it. Basically everything else is probably from after November 2013. This series was originally based upon the Bionicle Mafia game series in Games & Trivia, although it has since diverged from the standard formatting of those games, expanding into a whole universe and story of its own. This series details the adventures of a cast of characters named after BZPower members; signups are opened before each major installment to determine which members can join the cast, and of course, survival is never guaranteed. Prelude (March 2014) Although the name lacks creativity, and it is not required reading, Prelude provided a brief glimpse into the mind of Voltex, as well as giving readers a glimpse of backstory prior to the events that take place within Book 1 - Isolation. Many of the flashbacks in Book 2 - Extraction make use of this time period as well. Book 1 - Isolation / Review (March 2014) Told from the viewpoints of Voltex, Ehks, Sumiki and Pulse, Book 1 - Isolation tells the tale of 23 Matoran who are trapped inside a conference hall after it is ambushed by the terrorist Xaeraz. The Matoran must survive the attacks of a group of traitors hired by Xaeraz to kill the rest, and execute those they believe to be guilty in order to escape. This epic is very self-contained, and the readers are given very little information to understand why it is happening, allowing them to learn alongside the main characters. All Hail the King (September 2014) Much like Prelude, this short story is not required reading; however, narrated by Fishers64 (or, as she is most commonly known in the story, "Agent 64"), it provides some valuable insights into the world that this series is set in, as well as the first real glimpse of how the White Council runs things. The timing of this story is unclear, although it does take place sometime before Prelude. An organization known as "Control" also features prominently, although their role in events is unknown. Book 2 - Extraction / Review (October 2014) Told from the viewpoints of Voltex, Ehks, Agent 64, Burnmad, Xaeraz and White Thirteen, Book 2- Extraction dictates the continued struggles of the survivors from Book 1 - Isolation as they find themselves at battle with two mysterious forces. The group meets a new cast of Matoran along the way, although whether they can trust these newcomers or not is never clear. In order to escape back to Metru-Nui, they must work with their greatest enemies and betray their closest friends. Book 2 - Extraction also provides much of the backstory that was absent in Book 1 - Isolation, explaining the relationships between several characters and detailing how the various narrators came to be who they are in this epic. Book 3 - Extermination / Review (December 2014) The final installment of the Uprising series and narrated by eight different characters, Extermination was written as a standalone story, to allow more people to enjoy it. Having survived the events of Isolation and Extraction, the survivors started an uprising against the White Council - one year later, they remain at war. But a new figure, known only as the "Shadow", has appeared, and they are hunting down all involved in the war one by one... it is no longer a war. It is a matter of survival. It is extermination. By the Fireside (December 2015) A standalone short story starring the member Dina Saruyama. I wrote it for her for the BZPower 2015 Secret Santa gift exchange. In this story, her character runs into a decrepit robot within the jungle of Bota-Magna, and the two remininsce about the past, discuss the present, and contemplate the future that awaits them. Oblivion / Review (January 2016) A standalone BZPower epic, in which four Matoran (and one Agori) are gathered by a Mad Great Being. They find themselves in a deadly race to find the Mask of Life while hunting a dangerous and mysterious villain, with the hopes of saving Spherus-Magna before it can be destroyed. These works are, as the header states, unrelated to any other projects. They are often standalone, or the number of installments in their series is too small for me to put the effort into dedicating an entire section of this "library" to them. Tahu vs. Tahu [G1] (December 2010) Originally released on December 19, 2010, Tahu vs. Tahu was, for a long time, my magnum opus. It is an epicomedy starring the Bionicle sets, who go to war when their leader, Tahu Mata, clases with his remake, Tahu Stars, for control over the House. It has been re-released as of March 28, 2015, as the first two seasons were lost with the archives and the second two have become gibberish since coding errors hit them in 2013. Bionicle Mafia IV: The Smiting (April 2013) This is unrelated to the Bionicle Mafia series above, and is instead based upon the game Bionicle Mafia IV: The Rich, The Poor, and The Pyro, run by Zakaro. I was in contact with the Medic during this game, and a conversation he had with Zakaro over PM (which was relayed to me) inspired me to write this short comedy about the Medic and I trying to steal Zakaro's ice cream. One Last Stop (November 2013) This was my final comedy, starring Vultraz, Jaller, Mazeka and Takua (four of my favorite characters from my comedies, and who together managed to appear in basically every comedy that I wrote). No prior reading is required to enjoy this, although its effect will definitely be strongest for those who read the likes of Vultraz's Diner, Tahu vs. Tahu, and How to Be a Hero. This signaled my goodbye to the comedies forum and the characters within, although I would revisit Vultraz at least once more, and I have a little something that is still in very early planning stages. King Vultraz (September 2014) Made in response to the official announcement of Bionicle's return in 2015, this short story once more stars Vultraz, Jaller, Mazeka and Takua. No prior reading is necessary, of course. I was inspired to write it by members commenting that the Mask of Creation looked like Vultraz's Mask of Scavenging wearing a crown; while I did not personally see the resemblance, inspiration bit me anyway. This brief tale chronicles a portion of Vultraz's journey to claim the mask and rule the universe. All That We've Lost / Review (November 2014) Written as a sequel to the games Bionicle Mafia III: By the Numbers and Bionicle Mafia XVIII: By the Numbers 2 (with this story also being known as By the Numbers 3), this two parter epic is actually a standalone story as well. It was originally meant to be a short story, but grew too large, and so was split into two chapters. It stars Voltex and Taka Nuvia as they journey through twisted versions of the former's memories while hunting down Makuta. What is the Potoo?! (January 2015) Another comedy based upon the Bionicle Mafia game series and quite possibly my most absurd work yet - I think "absurd" is just about the only word that can possibly fit, to be honest. It stars several BZPower members arguing about who shall be roasted with marshmallows, while they also discover the Potoo. This story was also coincidentally my 5000th post on the forums, although that was not intentional. It was also the first instance of me breaking the "One Last Stop is my final comedy" rule. Tahu vs. Tahu / Review (July 2015) The six 2015 Toa (known as the "Toa Okoto") arrive at a House in the year 2010, having traveled back in time. With no memories to guide them, they must discover their purpose in the past while also surviving a civil war and stopping a mysterious enemy that threatens to destroy every single set alive. BZPGOT: Lore & Histories / Review (July 2016) Differing from my usual projects, this isn't so much a story as it is a world-building exercise, expanding the world of BZPower's Game of Thrones. With chapters focusing on the different regions, factions, races, and perhaps even players of the game, my intent is to craft a resource that might just prove to be invaluable in future iterations of the game. What is the Potoo?! 2 (January 2017) The sequel to What is the Potoo?!, in which a team of far too many BZPower members is sent by Windrider to find Voltex after he fell down a hole two years prior. Finding them scattered all across an absurd version of Okoto and haunted by the call of the Potoo, Blade, Portalfig, SPIRIT, Luroka, and all the rest soon find themselves locked into an adventure that really should not have been written in the first place. This was written and posted as my 10, 000th post, just because I could. I will, of course, update this once I have posted more things.
  9. EPISODE 01: NIGHT FALLS EPISODE 02: THE EASTERN WALL EPISODE 03: VAKAMA CITY EPISODE 04: THE SKULL BASHER EPISODE 05: REUNITING EPISODE 06: THE LAST REQUEST OF VOX EPISODE 07: MAKUTA CITY EPISODE 08: FRIENDS AND FOES EPISODE 09: HOW IT BEGAN EPISODE 10: UNITED WE FALL The Long Night has stretched across Okoto for six years, and there appears to be no end in sight. The regions and their houses have collapsed into ruin, and those few Protectors who have been unlucky enough to survive for this long have retreated into the farthest corners of the land, in the hopes that they will not be found. The Mask Makers Ekimu and Makuta have vanished. The Skull Army, led by the mysterious and sinister Kulta, the Skull Grinder, roams the island. All hope seems lost – but rumors have begun to spread, of Ekimu’s survival. Whispers of Protectors gathering under his banner in the Water Region, unearthing the long lost Golden Mask of Skull Spiders and awakening its Lord to fight against the forces of the Long Night. They speak of a plan – a plan to end the Long Night. But this plan requires the Kanohi Mask of Makuta – the Mask of Control – which has not been sighted since the Long Night began. This is where you come in. A mysterious Protector with an all white mask, dressed in black and white armor and calling himself Voltex, has recently arrived in the Jungle Region with orders from Makani Kumo, who commands the Jungle Protectors in the Water Region. He is to lead an expedition of Protectors across the island to the northern tip of the Stone Region, recover Makuta’s Mask of Control, and hand it off to Ekimu. You have decided to help – after all, when the alternative is becoming another member of the Skull Grinder’s undead army, anything is preferable. Time is quickly running out, and even a group as small as yours has attracted the Skull Grinder’s attention. Reach the Stone Region, retrieve the Mask of Control, and deliver it to the Water Region – or die trying. Good luck. IN BRIEF You are all Protectors of Jungle who have joined up with me (Voltex) on a suicide mission to travel all the way to the northern tip of the Stone Region, where rumor has it that Makuta’s Mask of Control still remains. With the Skull Army hunting you down, time is rapidly running out, and you will need to succeed in your mission if you are to survive. Upon each new round, you will be given two options on how you wish to proceed – one option is guaranteed to kill you, while the other will guarantee your continued survival until the next round. The game will end after ten rounds; survive all ten rounds, and you shall emerge as victorious as the Long Night allows. Should you die by making the wrong decision at the forks in the path, that is it – your journey is over, unless the team’s Oracle (a Protector with the blood of the Mask Makers, and armed with a Mask of Foresight) manages to save you. If the correct choices are made, players who take the wrong path in Round 1 can be revived at the end of Round 5 – one for each surviving player. This is both an individual and a team game. Though victory is only possible so long as at least one player makes it all the way to the end of Round 10, you must look out for your own best interests as well, and stick to the paths that you believe will lead you to victory. If you have any questions, please feel free to ask. RULES 1-I dunno. Follow BZP rules? There isn’t really a way to cheat at this game, to be completely honest. SPECIAL ROLES Voltex – A portrayal of myself in-game. Voltex will always take the correct path, but his choice will obviously not be mentioned until the scene for each round (otherwise you would all win). Truth be told, his inclusion here has more to do with a possible sequel if this works well and I’m interested in running another. The Oracle – A Jungle Protector with the blood of the Mask Makers, allowing them to use Masks of Power. They wear a Mask of Foresight, which can they can use to target one player each round (including themselves, but never twice in a row). If the targeted player takes the wrong path that round, the Oracle will save them, allowing the target to continue on. Everyone Else – The rest of you. PLAYER LIST Only ten slots right now, but if more people show up, there’s not really any sort of player limit. If we hit upwards of 20 people, I’ll add in a second Oracle to help balance things in your favor a bit. 0-Voltex 1-Ehksidian (Cut down by the Skull Basher, Episode 03) 2-Luroka (Stabbed by a Skull Scorpio, Episode 08) 3-ToaD (Struck down on the Eastern Wall, Episode 03) 4-Roman (One Last Fight, Episode 10) 5-Vox (Lost in the Ancient City, Episode 05) 6-Wiriamu (Betrayed by the Protectors of Fire, Episode 04) 7-TL VICTORIOUS! 8-Unit (Swarmed by the Undead, Episode 07) 9-Hellyam (One Last Fight, Episode 10) 10-FF VICTORIOUS! 11-Dragonstar (Fell to the Undead Horde, Episode 02) 12-Underscore (Slain by the Undead Unit, Episode 07) 13-Smoke Monster (Torn apart by the Undead Horde, Episode 04) 14-Trijhak (One Last Fight, Episode 10) 15-Taka Nuvia VICTORIOUS! 16-Oko (Fell off the Wall to his death, Episode 03) 17-Jed (Sacrificed to Skull Scorpios, Episode 10) 18-ShadowVezon (Sacrificed by Lord Vohon, Episode 04) 19-Ghrinch (Torn apart by the Skull Basher, Episode 03) Signups will remain open for 24 hours, or until we hit 20 players, which ever comes first (because I am not dealing with 20+ people for this, no way). I also recommend you follow this topic if you’re playing, since the rounds will be moving rather quickly.
  10. AND THE GOLDEN HEIST Eight figures sat around a table, picking at their meals. “Mask of Light is all about a Matoran who abandons his friend on a quest to save the island from danger, before eventually returning, only to sacrifice himself and fail the quest,” one of them – a figure in red, known as Mr. Red (go figure) was saying. “The whole thing is about futility.” “It is not,” one of the others, clad in white (fittingly called Mr. White) replied, shaking their head. “It’s about a Matoran whose recklessness causes the bad guy to start attacking the villages and causes his only friendship to self-destruct, forcing him on a quest to save the island and redeem himself. Along the way he learns to be true to himself, and what it means to be a good friend.” Mr. Red laughed. “Yeah right! Come on, even the lucky go-happy Matoran in this city don’t have their heads that high in the clouds. Try telling that to a senile Turaga, perhaps.” Beside Mr. Red, a green figure (Mr. Green – I think you see where this is going) rolled his eyes, before returning his attention to a small notebook that he was scribbling in, mumbling something about “Dume” under his breath. “Mask of Light definitely isn’t a story about the hero redeeming himself,” Mr. Red continued. “Granted, that’s definitely what Web of Shadows is, no arguments there.” “Which one is Web of Shadows?” asked the silver-clad figure, who went by – you guessed it – Mr. Silver. The brown figure (Mr. Brown) sitting next to Mr. Silver gaped at him. “You don’t remember Web of Shadows? Dude, it was like, the biggest movie of the year when it came out. I mean, I don’t even watch those Bionicle films, but I’ve still seen Web of Shadows.” Mr. Silver frowned, glaring back at him. “No need to be all rude about it. I didn’t say that I hadn’t heard of it, I just asked what the plot is. Excuse me for not remembering every single Bionicle film.” “I hate Bionicle,” Mr. Black (he had black armor) muttered. “The early stuff was pretty good,” Mr. White said. “You know – the Bohrok, the Rahkshi, all that. Once they got into the Voya-Nui stuff, I dunno, I lost interest.” Mr. Red groaned. “Guys, c’mon, I was making a point… I’m gonna lose my train of thought!” Tapping his chin, Mr. Green glanced up. “Dume!” “What’s that?” asked a black and silver figure, who was known as Mr. Fuse simply to avoid color confusion. Mr. Green held up his notebook, showing a list of names. “Notes for the heist. I scribbled ‘Dume’ into the margin here, can’t for the life of me remember why. Who’s Dume?” “Where was I?” asked Mr. Red, completely ignoring Mr. Green. “You said Web of Shadows was about the hero redeeming himself, but that Mask of Light was a story about futility,” Mr. Silver replied. “Let me tell you what Mask of Light is about,” Mr. Red started, before he was interrupted by Mr. Blue’s hand slapping over his mouth. He shoved the hand away before continuing, “anyway, it’s not really about futility I guess, because after the hero dies, his friend goes and activates the Mask they’ve been travelling with, right? And then suddenly BOOM, he’s a Toa.” “Dume… Dume… why don’t I remember who it is?” Mr. Green muttered. “So he has all these Toa powers now, right?” Mr. Red said, still ignoring Mr. Green. “So he takes out the Rahkshi that’ve been chasing them and fights the bad guy before merging with him, and thanks to his powers of light from the Mask, manages to defeat him and open the door to the long lost city of Metru-Nui. Hence, ‘Mask of Light’.” “Is he a Toa?” Mr. Green murmured. “Nah, that’s wrong.” “Screw you,” Mr. Red snapped, turning to Mr. Green. “I’m right! It’s the plot of the movie, man. Besides, you haven’t even seen it. Kept promising you would come to see the re-release with me last week but then you cancelled last second, loser.” “Not you wrong, I’m wrong!” Mr. Green snapped. “I’m trying to finish planning the heist, idiot!” “Gimme that,” Mr. Fuse said, grabbing the notebook out of Mr. Green’s hand. “You’ve been mooning over this for the entire meal, give it a break.” “Give it back!” “Nuh uh,” Mr. Fuse replied, a manic grin spreading on his face. “You can have it back when we leave. It’s annoying – and let me tell you, I know annoying.” “Give me my book,” Mr. Green ordered. “No.” “Zaktan, do you want me to shoot him?” Mr. Blue (who was blue) asked. “Hey now, let’s not be rude,” Mr. Fuse replied, chuckling. “Besides, wouldn’t you be shooting yourself, in a way?” “Did any of you see Journey to One this weekend?” Mr. Brown asked, ignoring the situation next to him. Mr. Red nodded. “I did, it’s pretty great, huh?” “Could you believe the plot twist with Umarak?” Mr. Brown asked. “I totally did not see that coming. Thought he was in it all the way.” Mr. Red scoffed. “That plot twist was trash.” “Hey, screw you,” Mr. Brown protested, before continuing, “I was pretty happy with Gali though. Didn’t know she’d be the one to travel the old city.” “How did you not know that?” Mr. White asked. “I dunno.” Mr. Brown shrugged. “Thought if anybody it’d be Tahu.” “They show her walking through it in the trailer,” Mr. Blue said, turning away from Mr. Fuse. “I’m leaving,” Mr. Green announced, pushing his chair back and standing to his feet. “Yo Blue, shoot Fuse for me before you go, won’t you?” Mr. Green exited the restaurant without a second glance; both Mr. Blue and Mr. Fuse (who was now trying to set the notebook on fire with a match) ignored him as Mr. Brown spoke up again: “everybody cough up for the tip. We’ve been here for hours.” One by one, each of them tossed in a tip, until only Mr. Fuse was left. “Come on, Fuse, throw one in,” Mr. White said. “Even Red and I coughed up.” “Nah,” Mr. Fuse replied, shaking his head and still grinning as he wiped ashes off the table. “You all know I don’t tip.” “We go through this every single time,” Mr. Brown replied, sounding tired. “Just toss a few coins in, Fuse. C’mon.” “Not happening, sorry.” Mr. Silver – who was new to the group – shook his head, a look of disbelief on his face. “I’m doing business with a monster. Wow.” “Hey now, I’m not a monster,” Mr. Fuse replied, pouting. “Or if I am, you all are too. Aren’t we all criminals?” Mr. Red chuckled. “This is why I love having ya, Fuse. Splitting you off of Blue was worth it to get a wildcard.” As Mr. Fuse grinned back at him, Mr. Silver shook his head again and stood up, his chair scraping against the floor. “I’m outta here. Listen, call me up if you find me later – maybe I’ll join in then. But if you can’t even spare the cash to tip… well, how am I supposed to trust that you’ll give me my share?” He was barely out the door before Mr. Brown spoke again. “He’s got a point. How about this, Fuse – either you tip, or you’re off the job.” Mr. Fuse pretended to consider the offer, leaning back in his chair as he thought it over before shaking his head and laughing. “You can count me out, then. You’re gonna take on four Toa, a Turaga, two legendary Rahi, and who knows how many Matoran? For a secret vault that’s almost impossible to access, with no idea how much is inside? This whole heist has been a one-way ticket to the Pit from the get-go. I’m not tipping.” “Then you’re out,” said Mr. White. “Good riddance, too. More for all of us then.” Mr. Fuse shrugged, not particularly bothered by the jab. The rest all stood, chairs scraping against the floor. As they did so, Mr. Green returned; his body seemed to be shimmering in the air, and the look on his face could only be described as murderous. “Yo Green, what busted your sock?” asked Mr. Red. “Some loser cut in front of me in line for milkshakes next door,” Mr. Green answered, practically snarling. “Obviously I thought I’d teach him otherwise – but then he shot some weird stuff from his eyes and suddenly I’m all… like this! What is even happening to me?!” “Looks like Protodites,” Mr. Fuse observed. Mr. Green glared at him. “You not tipping?” “Nah.” “Right then, you’re out. If you blab, I’ll find a way to strangle you, I swear to Makuta. The rest of you, let’s go, before I decide to blow up this whole building through sheer rage.” The rest all nodded in agreement, all of them waving to Mr. Fuse as they exited. Once he was alone, Mr. Fuse sipped at his coffee, before allowing a single content sigh to pass his lips as he swept all of the tips towards himself and into the conveniently empty bag in his lap. Setting his empty mug down, he quickly counted the change. “Sixty dollars even,” he murmured, grinning. “Nice. Now that is what I call a golden heist.” LET THE GAME BEGIN. RULES 1. 48 hours per night and per day will be given. 2. Role revealing is NOT allowed. 3. 1 vote switch each round; state who you are switching from. ROLES METRU-NUI On the whole, players allied with Metru-Nui will win if all six Piraka are eliminated, unless particular circumstances arise. Turaga Dume – This Turaga of Fire’s votes count for triple at the lynching. He can also craft a set of Plot Armor to give to a player each night (protecting them from death) or a Plot Weapon (allowing them a single kill). Archivist – This Onu-Matoran spends so much time down in the Archives that it is impossible for them to be found at night. Krahka – Can replicate the abilities of any single player that has targeted them in the past each night. Keetongu – If targeted for death by anyone other than Mr. Red, will challenge them to a game of Rock-Paper-Scissors. If Keetongu wins, the attacker dies; if the attacker wins, Keetongu dies; if it is a tie, both players go their separate ways. Matoran – These fourteen individuals are your ordinary players, caught in the loop of Mafia; one of these players will start off with the Nui Stone in their possession. THE TOA On a surface level, the Toa are allied with Metru-Nui, and win if all six Piraka are killed – but if certain circumstances are met, their allegiance might shift to become more neutral in nature. Lhikan – This Toa of Fire will investigate one other player each night. Tuyet – This aggressive Toa of Water picks two players and kills one each night. Nidhiki – This Toa of Air can investigate another player to learn any secret plots that they are involved in. Naho – This Toa of Water can select another player to protect each night. THE PIRAKA It would appear that the Piraka would win by eliminating all four of the Toa and all twenty players from Metru-Nui, thereby getting access to the 22 character code to open the Coliseum Vault and steal all the gold. However, like with the rest, if certain circumstances are met, their win conditions could shift drastically. Mr. Green – The leader of the Piraka; so skilled at killing (well, that and aided by handy-dandy Protodites), he can kill two people in one night when sent – but the list of those innocent of the crime will double in number. Mr. Brown – This member of the Piraka can construct the perfect traps, and when sent, will disable any roles targeting him that night; but as a result, a list of suspects will be procured the next day. Mr. Red – This member of the Piraka prefers to perform his duties from afar, decreasing the chances of being caught – the list of those innocent of the crime will be sliced in half. Mr. White – This member of the Piraka appears to be completely normal, with no special abilities. Mr. Black – A seemingly ordinary member of the Piraka… but every time he survives a lynching, he becomes immune to future votes from any player who voted for him. Mr. Blue – This member of the Piraka can adapt to those around him, and thus can only be taken care of via lynching. PLAYER LIST 1-Mr. Underscore \\Folder\\Scene_01\\File||Tuyet_Kill_Matoran 2-Mr. Onaku \\Folder\\Scene_02\\File||Execution_Replacement_Mr.Red 3-Mr. Kranan \\Folder\\Scene_07\\File||Tuyet_Kill_Mr.Brown 4-Ms. Taka \\Folder\\Scene_04\\File||Execution_Lhikan 5-Mr. Ghrinch \\Folder\\Scene_04\\File||Execution_Matoran 6-Mr. TL \\Folder\\Scene_06\\File||Execution_Matoran 7-Mr. Pahrak \\Folder\\Scene_04\\File||Execution_Matoran 8-Mr. Americana \\Folder\\Scene_10\\File||Mr_White_Kill_Mr.White 9-Mr. Manducus \\Folder\\Scene_03\\File||Tuyet_Kill_Mr.Black 10-Mr. Jed \\Folder\\Scene_04\\File||Execution_TuragaDume 11-Mr. Trijhak \\Folder\\VICTOR\\File||Naho 12-Mr. Smoke \\Folder\\Scene_07\\File||Mr_White_Kill_Matoran 13-Ms. Blade \\Folder\\Scene_03\\File||Mr_White_Kill_Matoran 14-Mr. Unit \\Folder\\Scene_05\\File||Tuyet_Kill_Krahka 15-Ms. Ehks \\Folder\\Scene_04\\File||Execution_Matoran 16-Mr. ToaD \\Folder\\Scene_06\\File||Execution_Matoran 17-M. Dragonstar \\Folder\\Scene_09\\File||Tuyet_Kill_Matoran 18-Mr. Vox \\Folder\\Scene_01\\File||Mr_Brown_Kill_Matoran 19-Mr. Nato \\Folder\\VICTOR\\File||Archivist 20-Mr. Hellyam \\Folder\\Scene_10\\File||Execution_Mr.Blue 21-Mr. Valendale \\Folder\\Scene_04\\File||Execution_Matoran 22-Mr. ShadowVezon \\Folder\\Scene_10\\File||Win_Condition_Failure_Tuyet 23-Mr. Xccj \\Folder\\Scene_04\\File||Execution_Matoran 24-Mr. Luroka \\Folder\\Scene_02\\File||Execution_Keetongu 25-M. FF \\Folder\\Scene_05\\File||Mr_White_Kill_Matoran 26-Mr. RG \\Folder\\Scene_08\\File||Execution_Replacement_Mr.Green 27-Mr. Marvelous \\Folder\\Scene_08\\File||Execution_Matoran 28-Mr. Burnmad \\Folder\\VICTOR\\File||Nidhiki
  11. Here it is. The village has fallen into the sinister hands of the Cult – the Cult of Hapori Dume. Eight beings remain free of its influence. One, long ago driven insane, dedicates their existence to pyromania. One, driven to desperation, hunts the leader of the Cult. One, ruled over by logic, pledges to stop roles in their tracks. One, before an evil experimenter, now finds them self a saviour. Four, once brutal killers, are now the final hope, and the final stand. --- The Cult has risen. The Village are the villains. And so the Mafia, too, find their typical role reversed. They have become the heroes of this tale. Will it be one of success? One of freedom? One of survival? Or one of failure? One of enslavement? One of death? Let’s find out. RULES 1-Vote changes are not permitted. 2-All BZP Rules Apply. 3-Once killed, players can no longer have an impact on the game. 4-Role revealing is not allowed. 5-Nights & Days will last 24 hours. ROLES THE CULT Cultists x10 – These brainwashed players vote each day on who they believe is an enemy of the Cult. Medic x1 – The Medic was one of the last to fall, although they do not see it as such. Each night, they can protect one person from death; but if they protect the Plague Doctor, both of them will perish. The Medic cannot save the Cult Leader from the Spy. Detective x1 – The last member of the Village to fall under the influence of the Cult. He investigates one target each night to determine their role - but something isn't quite right.... Cult Leader x1 – Each night, targets one other player – if the target is not already a member of the Cult, they will automatically become an ordinary Cultist. This sinister being is the one responsible for the brainwashing of the Village. At night, the Cult Leader is safe from everyone except the Spy unless the Medic, Detective, Pyro, and Cryo are all dead. THE MAFIA Mafia x4 – These four individuals are scattered throughout the Village, hiding in plain sight. In order to slow down the Cult, they have hidden their identities from each other. Each night, they can target one other player for death; however, there is a small chance that their kill attempt might fail. Plague Doctor x1 – Another free individual; unfortunately, the Plague Doctor no longer knows who their allies are. They can protect one player each night from the influence of the Cult Leader, although if they protect the Medic, both of them will perish. Spy x1 – The Spy’s only goal (indeed, their only purpose) is to kill the Cult Leader. Each night, they investigate one player to find their role; if they find the Cult Leader, the Cult Leader is immediately slain. THE OTHER GUYS Pyro x1 – This cherry-flavored, highly flammable person is truly insane. They target two players each night to kill, and decide which one will die with the flip of a coin. Cryo x1 – This not-cherry-flavored, very very cold person is the opposite of insane. They target two players each night to freeze, and use logic to determine which of the two will be allowed to continue their night as normal. PLAYER LIST 1-Tyler - Mafia #1 (Lynched alongside FF, Day 4) 2-Luroka - Mafia #2/Cultist - SURVIVED (Converted by Nato, Final Night) 3-Valendale - Cultist - SURVIVED 4-Smokey - Cultist - SURVIVED 5-RG - Cultist (Crushed by lynching platform, Day 1) 6-Shadows - Cryo - SURVIVED (But still lost, Final Night) 7-Dragonstar - Cultist (Lynched per usual, Day 1) 8-xccj - Pyro (He was truly cherry flavored until he got lynched, Day 2) 9-Taka - Mafia #3 (Team-killed via knife by Mafia #4, Night 4) 10-Pulse - Cultist (Stabbed in the back by Mafia #3, Night 1) 11-Americana - Insane Detective (Burned alive by Pyro, Night 2) 12-TimeLord - Cultist (Suffered the ruining of a would-have-been-glorious multi-hang, Day 3) 13-Blad - Cultist (Took a throwing knife to the face by Mafia #4, Night 3) 14-bob - Cultist (Lost true identity due to broken blood sacrifice, and then lynched on Day 2) 15-Ehks - Medic (Killed by Plague Doctor protection, Night 1) & FF - Mafia #4 (Lynched alongside Tyler, Day 4) 17-Nato - Cult Leader - SURVIVED (literally survived a bullet though) 18-Voxumo - Plague Doctor (Betrayed by Mafia #1 and Mafia #4, AND protected Medic, Night 1) 19-ToaD - Cultist (Axed in the head by the Pyro, Night 1) 20-Bunmad - Spy (Knife to the ribs by Mafia #2, Night 2) 21-TMD - Cultist (Lynched per usual, Day 1)
  12. (this game has been approved by Windrider. Let’s not make her regret it) The Goal of the game is simple enough. This game is designed to be exactly what it says - an activity boost! You see, here’s the deal: every single day on BZPower, members are posting artwork, writing stories, over-thinking theories, hosting games, building creations, wishing each other happy birthday… and then that’s it. Members will post to share the thoughts, maybe you’ll get a few upvotes, perhaps even get featured on the front page. But outside of that, how often do you find yourself inspired? This game turns your activity on BZPower into a game - a competition, one with its own rewards. The goal is to amass as many points as possible; posting certain things will earn you more points than others. A full list of what is eligible for points is included below - anything not included on the list does not qualify. In order to earn points, you must (obviously) post whatever it is you have made - and you must then make another post in this topic, linking to it. All players are responsible for keeping track of their own point total, as well as for being accurate with it. There is a catch. In a manner of speaking, that is - by which I mean that this game is not meant to spawn the creation of endless spam. Anything that is posted on BZPower for the purposes of winning this game that constitutes spam, or breaks any other BZPower rules, will cause a strike against this game. If you know about baseball, then you know that at three strikes, your team is out. If three things are posted (and then linked to in this topic for points) that break BZPower rules, I shall shut down this game - assuming that a staff member does not catch the issue before me and shut it down themselves. Also: only stuff posted after MARCH 17, 2015 counts towards this game. Nothing released or posted before. Moving back to the fun stuff, here is what you may post: THE STUFF THAT GETS YOU POINTS Worth 15 Points Host a Bionicle or OTC RPG Release a Fan-Made Game (like Project MNOG 3D) Worth 10 Points Host a LEGO RPG Worth 8 Points Create a Bionicle or Lego Stop-Motion Video Worth 7 Points Create a Sprite Kit FINISH Releasing an Epic FINISH Releasing a Multi-Part Comedy FINISH Releasing a Multi-Part Comic Worth 6 Points Host a Game in Games & Trivia or OTC Worth 5 Points Post a piece of Artwork Post an MOC Post a Short Story in OTC or Short Stories Post a oneshot Comedy in OTC or Comedies Post a oneshot Comic Worth 4 Points START Releasing an Epic in OTC or Epics START Releasing a Multi-Part Comedy in OTC or Comedies START Releasing a Multi-Part Comic Be Cited as a BZPower news source Worth 3 Points Work with 1 or More other members on a Creative Work Post a theory in Storyline & Theories Post a Birthday Topic for a staff member Worth 2 Points Start a BZPower Blog Post a Birthday Topic for another member Review a Creative Work on BZPower Bring an Issue to the Staff’s attention with the Tracker Create a Quiz Refer a New Member Join a game in Games & Trivia or OTC Join a Bionicle, Lego, or OTC RPG THE STUFF THAT POINTS WIN YOU A quick note here: if you reach one of these, you might need to PM me with a link to the post containing your total amount of points, otherwise I might miss it. For now it is just the two rewards - once people start surpassing 100 points, I’ll add more. 100 Points I will write a three chapter Multi-Part Comedy or Epic starring YOU as the main character. I will work with you to shape the overall story, as well as the personality of your character. I’ll also whip up a nice little banner for the story as well, just to advertise it. 50 Points I will write a Short Story or Comedy oneshot starring YOU as the main character! I’ll work with you to shape the overall story, as well as the personality of your character. One final warning before we begin. I will remind you all that posting spam or breaking the rules of BZPower in any way so that you can increase your number of points for this game will not be tolerated. Three strikes and you’re out - so let’s keep it at zero. Now go play! (Have any questions? Feel free to ask!)
  13. TEXTERMINATION A TALE OF A WAR FOR DELICIOUS FOODS AND HOT SAUCE Let's begin. Entry two-1-IV-9000-3. Karz, it had been too long to remember. All I know is the basics. But i'll say them anyway. A long while ago, a group called the peuce ones took over the steak industry. That meant they now head the hot sauce complex and anything else BBQ. Which is all Karzahni for us Matoran. Not only that, but our resistance force was pummeled by a group of three called "The delusional quadruplets". They have killed many of our men, and it was a messy job as you can imagine. Heck, those skewers weren't even clean. But that's not the worst of it. Several Vahki have destroyed the main energy spiral holding up our base, so that means it's only a matter of time before Peuce -4 and his assasins attack and kill us all. But we won't go down without a fight. Today might be the day, so this is my last entry. Goodbye. Signed, Vol-Tex. Vol-Tex finished his entry and turned around to see Burnribs waiting for him. "We have got to be off. The blockade is coming down, and we've got to piece it back together. Well, come on!" Vol-Tex grabbed his weapons and headed out. Soon, they reached the bottom of the Big Base Quarters, or B.B.Q. Vol-Tex hopped down and then noticed something disturbingly odd. No one was there. No corpses, no blood, just the scent of steaks in the air. Suddenly, an unknown figure shot a blast of purified and intensified hot sauce at Burnribs. It ate through his hips, his linbs, and with one final burp, it had eaten through all of him. "No... Not Burnribs!" Vol-Tex crawled over to the spot where Burnribs had been. The figure stepped out from the shadows, revealing himself to be none other than... "Sunlight." Vol-Tex said with disgust, right before Sunlight knocked the wind out of him. He raised his hot sauce launcher, when suddenly a blast hit in the back. He staggered and moaned, and fell to ground, curled into a ball and whimpering. Vol-Tex was suddenly raised off of the ground by Consumo, the world's best steak eater. "Come on! they're storming the base!" Vahki were everywhere, shooting at the wimpy toothpick supports. With their beef bazookas, Vol-Tex and Consumo kept them at bay(I guess) until Vol-Tex suddenly dropped his bazooka. "Oops...?" He hadn't done it by himself, for suddenly a sniper bullet dove through the head of Consumo, chucking him down the baseside. Vol-Tex whirled around to face Peuce -4. "It's over, Tex." Said Peuce -4, eyes burning with hatred. "We will win this war... And what will you do about it?" He tossed the now ammo-less sniper rifle aside and pulled out his two rib swords. Vol-tex barely had enough time to pull out his Prime cut-lass before Peuce attacked him. They clashed until Peuce was disarmed. Voltex tangled with the steakmaster until he had him on the ground. He drew his T-bone sai., and slammed it into Peuce -4's chest. "NO. NEVER!" said peuce as he instructed the last remaining Vahki to tap the base. With a touch lighter than a fruit fly, the entire thing immediately collapsed with Peuce -4 and Vol-Tex in the remains, dead. As the crowds gathered around his corpse, Consumo (who had survived just fine somehow) placed a memorial stone, saying "Vol-Tex, savior of the Barbeque foods and a real hero... I guess." This has been officially approved by Voltex. THE END.
  14. Death is a simple thing. It is the opposite of living, which is what you are doing right now. It is what you would like to not be doing within the next five minutes. Unfortunately for all of you, you have been captured by the fearsome MAKUTA TOD (“Tod” means “Death” in German, for those of you unaware. Just ask Google! They are never wrong). Now, being captured by any old Makuta would be fine, but MAKUTA TOD likes to eat his subjects with shadow hands, and when MAKUTA TOD eats his subjects with shadow hands, his subjects die. Luckily for all of you, you are all selfless individuals, and have also all been conveniently trapped within a large room together – a room in which there is a vast variety of many various things that you all might use to defend yourselves or escape the shadow hands of MAKUTA TOD. Unluckily, it seems that selfishness (even the type of selfishness that involves self-defense, such as “oh my god that is a shadow hand coming to eat me I better jump behind this couch”) will cause you to die immediately. As in your heart (or whatever Matoran have) will instantly stop beating and your corpse will drop to the floor, and MAKUTA TOD will eat you. But of course, there are so many of you in this room that it won’t be a problem. For you are warriors of sunshine! And lollipopss! And rainbows? And you will defend each other to save each other, so that all of you might live again amongst the flowers! THE OBJECTIVE Keep each other alive until the game ends! You get one point every time that you save someone from MAKUTA TOD. Additional points will be given out for creativity, moral support, and other sunny dispositional things. Maybe I will give you extra points just because I am feeling nice, and that is what nice people do! If you have the most points at the end of the game, you win! If everybody is alive at the end of the game, you all get to be freed from the imprisonment of MAKUTA TOD! If someone somehow convinces MAKUTA TOD to join you on the side of sunshine and lollipops and rainbows, they will get a billion points! If this happens before the game ends though, then MAKUTA TOD’S boss will start trying to kill you. If you convince MAKUTA TOD’S boss to join you, then MAKUTA TOD’S boss’s boss will start trying to kill you. If you – well, you get the point. The game won’t actually end until it’s supposed to end. When you save someone from MAKUTA TOD, I will award you points, and then somebody must save you. If I am not around, multiple people can be saved in rapid succession and then I will give points whenever I return to the online world (if this happens, bonus points will be given for not being rude and leaving somebody to maybe die before I can make it back). The only rule is that you cannot be violent. Obviously. No hurting anybody, including MAKUTA TOD. If you do, negative points! Or maybe just a frowny face (which is worse). Anyway let’s go have a fun time! Become the Ultimate Sunshine Warriors! (I would caps that but MAKUTA TOD has caps on lockdown, sorry). PLAYER LIST Just sign up! However many people we have after 24 hours will be the people we play with. (This is also where points will be tracked). 1 - Shadow FF - 11 Mortal - Naota Takizawa - 15 Tod Jr - Smoke Monster - 17 Pikachu - Deemo - 14 Bird - Underscore - Batman - Kanohi Ko-llector - 14 Pineapple - Onaku - Clock - Vicarath - 16 Makuta - TOD - 4 Kindness
  15. A BZPOWER STORY PROLOGUE: “THE MAD GREAT BEING” ---Sixteen Years Ago--- ---24 AR [After Reformation]--- He crept through the trees, keeping a wary eye on the slowly setting sun as it drifted down the sky. It would not do to be caught in the dark of night without shelter; he could already feel the creatures of the night beginning to stir; they would soon wake up. In the fading light, he could make out an ancient building, crumbling and covered with vines. A quick mental signal enhanced his visual perception, clearing the image and brightening it so that he could make out more of what was clearly some sort of ancient fortress. The sandy-brown stones were out of place amongst the layered greens of the jungle, and would have been better suited in a desert. As he approached the fortress, he was able to make out ancient carvings, from a dialect so old even his translator systems could not determine their origins. This fortress was from a time long since past. As he came close enough to reach out and touch the building, he stopped, turned, and then began to walk around it, circling it once to examine all four of the massive walls. Even in his decrepit state, the various systems in his body allowed him to accomplish the task within a few short minutes; a task that would have taken most others hours. Nonetheless, by the time he was finished, the sun was almost gone, and like clockwork, the jungle behind him was coming to life. His only shelter for the night would be inside the fortress itself. Returning to the side of the fortress where he had discovered what once was an ornate entrance, he confidently stepped inside, somewhat surprised to find the halls within lit by torches. He had not seen any evidence of anyone other than himself being outside, and yet the torches, if his scanners were to be trusted, had been blazing for less than an hour. This information did not trouble him; he had dealt with far more dangerous - far more sinister - things than this. It would take more than mysterious torches to bother him. So he continued on, working his way through the labyrinth-like halls towards the center of the fortress, where he felt a strange compulsion to be, as though someone were calling him. He would have considered that strange, except that whoever was summoning him had made second-guessing the decision impossible. When he found himself entering a room with a solitary jail cell and a massive stone slab slid into place, blocking the way he had come - and inconveniently, the only exit - he did indeed find it strange. Despite this, it was not half as strange as the being sitting cross-legged upon the floor of the cell. They were tall - taller even than him - with emerald green armor, and they wore an ornate helmet. Their head was bowed, and their eyes shut. He took a tentative step towards them, only to freeze in place when they raised a single hand, palm facing him. “...hello?” he asked. His voice was ragged from disuse, mechanical against his will. The being frowned, opening their eyes and tilting their head up to look at him. Then their eyes widened slightly and they nodded, as though he had somehow answered an unspoken question. “Interesting,” they murmured. Their voice was like a thousand lines of silk, all sliding across each other. “A Matoran, when I first created you. Now a robot, long past your time.” He frowned. “You… know who I am?” They nodded, but tilted their head to the side, re-examining him. “Curious… you are not him. So I did create you, but somewhere else. You are not from here. You’ve come a long way.” “Look,” he started, stepping forward, clenching his fists. “I don’t know who you are, but you’re gonna start answering some questions right now. Who are you? Why are you here? How do you know me?” The being was silent for a long moment before asking, “where is your staff?” The question threw him off and he involuntarily stepped back into his original position, his frown deepening as he realized that his staff was no longer in his hands. He twisted, intending to go look for it, but found himself rooted in place; his legs would no longer move. He wrestled with them for several seconds before giving up the task and turning back towards the mysterious being, his eyes narrowing into a glare at the sight of his staff hovering at their side. “Once, long ago, I helped to create you, or rather, another me did.” The being said, seeming to speak as much to themselves as they were to him. “You were a Matoran of Gravity; my first contribution to the Matoran race. I named you.” “I don’t go by that name anymore,” he snapped, scowling. “It’s meaningless to me - the name of a murderer, and so much worse.” The being laughed - a rich, intoxicating sound, addicting in its pure and unadulterated pleasure. “No, no, you are mistaken. You bear the name now, as you should; you have gone by it for many years now, although nowhere near as long as I would have preferred. You go by Voltex, yes? That is what I called you.” His scowl turned back into a frown and he shook his head, unable to understand. “I… I don’t….” “I touched the Mask of Life, and it cursed me,” the being told him, their eyes shining. “Everything I touch comes to life. Isn’t that interesting? But it was a curse, for I made a mistake, and oh, the other Great Beings, they never tolerated mistakes.” “You’re insane,” he decided. “You have to be.” “If assuming that will help you to keep your own insanity then certainly,” the being replied, their voice full of mirth. “The ‘Mad Great Being’ they called me, until they locked me in here and forgot about me forever. What a quaint little title. I admire it; perhaps I am insane. I would not know; you are the first I have spoken to in many millennia.” He wanted to move, wanted to leave. His head was beginning to spin. The Mad Great Being appeared to both know this and take immense pleasure in the knowledge. “I had rivals, you see. Enemies. Some of them thought me foolish, as though I were some little child. Thought that they could turn my own creations against me, modify them for their own purposes without my knowing…” here, their gaze locked with his own, and if his robotic body could have felt chills, Voltex would have shuddered. “They changed you. Tried to wipe away your programming and replace it with their own, with a portion of themselves, and very nearly succeeded, yes. But I am very clever, for here you are; for unknown to them, you were always still in there, simply waiting to be let back out. Their plans were their own undoing, for they played right into mine.” He shook his head. “I don’t understand where you’re going with this. What is this supposed to mean?” The Mad Great Being shrugged. “Alone out of the Great Beings, I have always had the gift and curse of foresight. I have foreseen it all, and here, in this universe, you are my salvation. For only a Great Being can tear down the bars of my cell and the walls of this fortress. Only at the hands of a Great Being can I become free… and you have a part of one locked away inside of you.” The Mad Great Being shook their head, studying him more closely. “No, that is not correct… ooh, he is clever indeed. You have… two? Really?” “Two of what?” Voltex asked, eyes narrowed. “White One.” He sighed. “You’re something else, aren’t you?” “Well, I am a Great Being,” they replied, their voice light and cheerful, “and besides, as you so succinctly put it, I am insane. Although if we’re both honest with ourselves - and I do believe we should be - you are as well. We both know you should be dead, not locked away inside a Maxilos unit! Gone and turned yourself into even more of an artificial intelligence than you were before!” “Before?” he asked, at this point completely lost. “Well, yes. You Matoran were all mostly mechanical. And besides, you can’t just make souls and personalities. You were just highly specialized AIs - and you, specifically, have managed to break your programming rather spectacularly. But then, if I had been called something as silly as ‘White One’, maybe I would to. Velika was always so awful with naming things…” the Mad Great Being trailed off, lost in their ramblings. Voltex had just opened his mouth to speak when they suddenly turned back to him. “How long has it been? Since the Reformation?” “...about twenty-four years,” he answered. “Interesting,” they murmured, looking away once again. He coughed. “You… said something about a Great Being inside of me?” They shrugged, waving the issue away. “Oh, yes, Velika. That nutter. Really, if any of the Great Beings deserved to be called ‘mad’, it’d be him, not me. He managed to override your coding by essentially inserting a small portion of his own soul into you. Made you stop being Voltex and start being him. And then when you broke through, came here and stopped the other you, and the other you found a way to transfer his thoughts into you as memories to preserve himself, because both of you are too clever for your own goods. Unfortunate, isn’t it darling? You’re a ticking time bomb.” “Thanks,” he muttered. “I’m really feeling your appreciation.” The near-blinding grin he received in response suggested that the Great Being seated in the cell with his staff had long since lost the ability to perceive sarcasm. “Thank you! I do appreciate you! That’s why I brought you here, of course. Because you’re you, and that means you’re lugging him around too. Or, you know, a part of him. It works!” “What works?!” he cried. “Why did you call me here?!” “To let me out, of course,” the Mad Great Being said, sounding confused. “Did I not explain it already? You have a bit of Velika inside of you. Just grab the bars, picture whichever version of those different White Ones inside of you that you want, and they’ll be deleted in exchange for freeing me!” “That sounds… overly complicated,” he muttered. The Mad Great Being shrugged cheerfully. “I don’t make the rules, dear.” Resisting the urge to groan, Voltex took a deep breath before slowly nodding. “Okay. So I grab the bars, lose some memories that were never mine to begin with, this whole place comes down, you get freed, and I get to walk away?” “Yep!” “Awesome. The answer is no.” “Great! Let’s just - wait, no?” “No.” The Mad Great Being frowned, seeming perplexed by his refusal. “No, you see, you have to say yes. Because I foresaw myself being freed. So… it’s happening. You can’t stop it.” Voltex shrugged, trying to ignore the gears that fell loose and clattered to a floor as a result of the action. “I think I can. Even if you won’t let me move, I’ll just stay here as long as it takes. I can induce a permanent sleep-state in myself, you know. One of the perks of this body, despite its state. Maybe somebody else will come along and free you, but it won’t be me.” “I specifically saw you freeing me. Robot body and everything,” the Mad Great Being replied, sounding frustrated before beginning to mutter to themselves. “Hmmph. What did I do wrong? Did I miss something? What if… no, no, that wouldn’t work. But then… no. Maybe…? Oh! Yes! I will give you a reward!” “A reward,” Voltex replied. “Yes!” the Mad Great Being exclaimed, holding out for what appeared to be some sort of data stick. “Free me and you get this! A map to all of the other Great Beings still on Spherus-Magna!” “Why would I want that?” he asked. “Because I know one, he was always friendlier than the rest,” the being said, sounding excited. “Never wanted me locked up, liked you all a lot. His name was Angonce. He can fit you with a fancy new upgraded body and everything! Better than that piece of junk you’re stuck inside right now, at least.” “I-” “Come on, we both know you can’t refuse it! You were practically programmed to survive before you became a robot! Now it’s like… you just have to! Right? You can’t refuse something that’ll help you survive!” “...you seem to know a lot more about me than I know about myself,” Voltex replied, more wary than before. The Mad Great Being tapped their head. “Foresight, remember? You’ll discover it for yourself and share the information someday. And then you’ll die.” “And then I’ll - wait, what? Why would you tell me that?!” “Because you deserve to know!” the Mad Great Being responded, still annoyingly cheerful. “So, are you going to bust me out of here or what? Quickly, too. It’s almost nap time!” “Nap… what? I don’t even… I don’t even understand.” “You don’t need to! Just break the bars! Forget one of those White One fellows and break me out, darling.” He shook his head. “I still don’t trust you.” “Oh, you don’t need to trust me; you just need to free me! Come on now, dear Tex. I might as well be your mother, of a sort. Would you really leave your own mother to rot inside of a jail cell for all of eternity?” “...I don’t even know what a mother is,” he muttered, shaking his head before snapping, “and don’t call me Tex! What a stupid nickname! My real name isn’t that long.” “Oh please, you know you love it,” the Mad Great Being replied, waving their hand dismissively. “As for what a mother is, well, I can give you the answer to that along with the map to the other Great Beings! How does that sound, Tex?” “Stop calling me Tex and you have a deal,” Voltex replied, scowling. “You have got to be the single most irritating person I have ever had the misfortune of meeting.” The Mad Great Being clapped their hands together, giggling gleefully. “Excellent! Very well then, darling Voltex! Grab the bars, and shatter them with your robotic might! Forget one of those ugly White Ones inside of your head! Free me!” With a great deal of reluctance, Voltex did just that. The dilapidated Maxilos unit he was inhabiting sputtered and sparked, his footsteps clanking upon the stone floor as he approached the jail cell and grabbed onto the bars, forcing down the feeling of trepidation that he felt. He shut his eyes and concentrated on the memories that did not belong to him - and just as quickly as he had pictured them they began to vanish, as the bars to the cell shimmered out of existence until he was clutching thin air. He opened his eyes, barely managing to keep his balance as he nearly toppled over. The Mad Great Being chuckled, pressing his staff back into his hands as he stared at them, dumbfounded. “Here you are, darling,” they said, handing him the data stick. “A map to the Great Beings, starting with Angonce, as well as a dictionary and a few other miscellaneous pieces of information. Should it ever be necessary, I do hope that they will help you to integrate with the cultures of the locals with more success than the rest of the Matoran are having.” “I… okay,” he muttered, his gaze falling to the stick in his hand. “Um… cool. So now what?” “You need to get going into the jungle, I expect,” the Great Being responded, patting him on the shoulder lightly. “It’s almost nap time for you, darling. You’ll understand what I mean when the time comes! As for me… I do believe I shall travel the world!” They laughed at the confused expression on the face of the Maxilos unit as she walked away. Upon reaching the now-open exit, they briefly turned back to face him. “Good luck Tex, darling,” they said, giving him a small smile. “Do try to take care of yourself.” Speechless, Voltex was only able to nod; it was only after the Mad Great Being had vanished that he realized they had continued to call him ‘Tex’, causing him to curse with frustration. ---Present Day--- ---40 AR [After Reformation]--- The tall, lithe being shifted her weight from one foot to the other, pulling the hood of her dirty brown cloak up so that it hid the ornate helmet that she wore; what little of her emerald green armor could be seen gleamed in the sunlight. She rested one black gloved hand upon the pommel of her sword, the other shielding her eyes from the sun as she took in the sight of the city before her. Sixteen years of wandering had led her back to civilization at last. At her side, a small bronze Matoran of Fire was jittery, hopping from one foot to the other, the Kanohi Kakama on his face practically vibrating with excitement. “New Atero,” he whispered, his excitement flowing out of his mouth alongside his voice. “Is this really it, Lady Araina?” The gloved hand that had been shielding her eyes was lowered to rest upon the excitable Ta-Matoran’s head, gently freezing him in place; she laughed lightly when he glanced up at her, his expression worried; at the sound, his face shifted back into its excited expression. “Yes it is, my dear Bronze,” she replied. “This is where we shall find the rest of our team.” TO BE CONTINUED! In CHAPTER ONE, we will officially meet the rest of the team - as well as getting some interesting backstory for Bronze! And perhaps a few other appearances as well? REVIEW TOPIC
  16. At the center of the Lego Multiverse, the villainous Lord Vortech hatched a sinister plan to merge all of the Lego universes into one under his rule. His gambit failed, and Vortech was assumed slain; the crisis over, the different universes and their inhabitants returned to their rightful places. But in one world, a villain thought dead for many years watched from the shadows, and he waited; and as Lord Vortech fell, he made his move. Stealing all of Vortech’s files on the multiverse, this villain studied hundreds of different villains and their plots, analyzing each one to discover where they went wrong, and how their plans could have succeeded. This villain – none other than the evil Ogel, arch-enemy of the Alpha Team – built his own Vortex Generator, using blueprints from Vortech, and he activated it. Summoning forth villains from the worlds of Ninjago and Nexo Knights, he set to work creating the Ogel Alliance; a team of villains that would call the multiverse to them, and take it over piece by piece. To their credit, Alpha Team moved with blinding speed; they have already allied with the heroes that have managed to escape from Ninjago and Nexo Knights, and they have forced the Ogel Alliance to a standstill. As both sides race each other to gain substantial ground in the conflict, both face a mystery: something – or someone – somewhere has removed almost all special powers and abilities as if they had never been there in the first place. This has had the most impact upon those from Ninjago, who have grown used to their various special and elemental powers but must now live without them. Although it is difficult to confirm (and might even be impossible to confirm), both sides currently theorize that all special abilities and powers can only work within the dimension that they originated. CURRENT THEMES Most themes are self-contained within their own dimensions, referred to by the Alpha Team as “worlds”. As their universe has become a central hub of sorts for an increasing number of themes, Alpha Team has dubbed their own dimension as “World-1”. The four themes residing within Alpha Team’s world are as follows: 1-Alpha Team – Consists of Ogel & his Skeleton Drone forces, as well as Alpha Team itself, a high-tech collection of highly trained agents dedicated to stopping Ogel before he can take over (or destroy) the world. Designated as “World-1”. Sub-themes: Mission Deep Sea, Mission Deep Freeze 2-Ninjago – Consists of Sensei Wu’s Ninjas and a wide variety of other species and alliances; some fight for good, some fight for evil, and some fight for something in between (and some try not to fight at all). Designated as “World-2”. 3-Nexo Knights – A technologically advanced world stuck in the Middle Ages, it has been almost completely destroyed by the army of Lava Monsters summoned by Jestro; aside from Jestro and his Lava Monsters, only a few of the Nexo Knights still survive. Designated as “World-3”. 4-Adventurers – Focused on the explorations & adventures of one Johnny Thunder, and his struggles against the villainous Sam Sinister. Based in World-1. Sub-themes: Egypt, Jungle, Dino Island, Orient Expedition Note: All Adventurers characters will begin Mission #1 in China with Johnny Thunder or Sam Sinister automatically. More themes will be added as the RPG progresses. MISSIONS The RPG will work based upon a mission structure; these missions will focus, expand, and develop the main plotline. The current main locations of the RPG will be updated with each new mission. If you do not wish to participate in a mission, that is perfectly fine; there will always be something to do at each base, and side-quests are possible as well. Alpha Team has received reports from all over Asia about Skeleton Drone sightings. Further investigation has revealed that Ogel has teamed up with the villainous Lord Sam Sinister, and has been aiding him in a race against the famous explorer Johnny Thunder and his team to retrieve the famous treasures of Marco Polo, which are said to grant whoever possesses all of them mythical powers. Thanks to Ogel’s interference, Sam Sinister is now in possession of Marco Polo’s Shield, Sword, and Golden Helmet. If he reaches the Dragon Fortress first, he will be able to retrieve the greatest treasure of the four – the Golden Dragon – and become nigh unstoppable. Alpha Team: Find out where Johnny Thunder’s field team is hiding in the city of Xi’an. Help them to reach the Dragon Fortress, defeat Lord Sam Sinister, and retrieve the Marco Polo Treasures. GEAR: Mobile Command Center x1, Backpacks (containing rope, flashlights, matches, and small pickaxes) for every Alpha Team member, Comm. Unit for every Alpha Team member Ogel Alliance: Help Lord Sam Sinister to reach the Dragon Fortress, and retrieve the final Marco Polo Treasure. Hunt down Johnny Thunder’s field team and Alpha Team’s forces, and stop them from reaching the Dragon Fortress. GEAR: Backpacks (containing rope, flashlights, matches, small pickaxes, handheld radio, and a pistol with six shots) for every member, Skeleton Drone bodyguard for every member LOCATIONS Main Locations 1-Alpha Team Headquarters Located on a small island off the coast of Florida, hidden from view and sensors by a camouflaging energy field. The base is rather small, as Alpha Team often has operatives residing within mobile command bases across the globe. 1.1-Air Field – A runway that takes up half of the island from north to south, used for aerial vehicles to take off and land. Hidden underneath the runway is an armada of anti-aircraft cannons in case of attack. 1.2-Hangar – A large hangar that takes up a northern quarter of the island, serving as a storage space for both vehicles and large crates filled with miscellaneous items that Alpha Team has acquired. In order to use any of the vehicles or equipment within, clearance must be granted by Dash Justice. 1.3-Level Two – The second floor of the base in the southern quarter of the island. This floor contains living spaces for everyone residing on the island, along with a large common area. 1.4-Level One – The first floor of the base in the southern quarter of the island. This floor contains the Command Center where Alpha Team holds their meetings and communicates with teams in the field, as well as a training center, a medical bay, and the armory. 1.5-Level Zero – The basement level; a laboratory that also contains Alpha Team’s Vortex Generator. 2-Ogel Alliance HQ Located in Antarctica, the Ogel Alliance HQ is hidden to all sensors, as well as physically protected and hidden by the natural icy environment in which it was built. It is here that Ogel and his growing team of villains enacts their plans. From the outside, it looks like a giant skull. 2.1-Command Hall – Located at the very top of the fortress where the “brain” of the skull would be. This room is where Ogel and his team of villains decide on all of their plans, as well as where they communicate with operatives in the field. 2.2-Drone Factory – Located where the “eyes” of the skull would be. This large factory is where Ogel’s endless army of Skeleton Drones is built, as well as all other machinery that the Ogel Alliance requires. 2.3-Hangar Bay – Located where the “mouth” of the skull would be. This hangar houses different vehicles and weaponry, as well as leading to the massive store room, where anything and everything that the Ogel Alliance has acquired might be found. In order to use any of the vehicles or equipment within, clearance must be granted by Morro. 2.4-Basement – Located underground. The Basement holds the living quarters of everyone in the Ogel Alliance that needs an actual living space. Ogel’s Vortex Generator is also inside a laboratory within the center of the Basement. A quick note on vehicles: keep in mind the technology level of your character’s location. An Alpha Team or Ogel vehicle might be on the high-end, but you wouldn’t find vehicles that advanced anywhere in the Adventurers line. You’ll also have to get permission from higher-ups on both sides when requesting a vehicle, unless assigned one for a mission. Mission #1 Locations 3-Xi'an City The home of Emperor Chang Wu, the city of Xi’an is nestled away within the mountains in China. The western portion of the city contains the residential district, while the southern and eastern portions are comprised of various marketplaces and businesses, as well as the seedy underbelly of the city. Emperor Chang Wu’s temple of residence takes up the entire northern part of the city, and is also the only access point to the Lake of Dragons. 3.1-Dragon Fortress – The Dragon Fortress is an island in the middle of the Lake of Dragons. It is guarded by the Dragon Fortress Guards, who have all dedicated their lives to defending the mythical Golden Dragon, the most powerful of Marco Polo’s artifacts. It contains many traps within its walls, as well as the legendary monster Jun-Chi. PROFILE In this RPG, you may play as either your own original characters or canon characters (characters that already officially exist in that line) from any of the themes listed above, as long as that canon character is not already in use by another player or staff. More themes shall be added to the RPG as time passes and the story progresses. Name: [Name of the Character] Canon: [is this character canon, or your own creation?] Species: [self-Explanatory] Theme/World: [Which Lego Line are they from?] Allegiance: [Does your character work for Alpha Team or the Ogel Alliance?] Appearance: [What does your character look like?] Equipment: [Any tools/weaponry or other special things] Bio: [Personality, Gender, History, etcetera. If playing a canon character, keep as close to canon as possible.] STAFF NPCS Main NPCs Name: Dash Justice Canon: Canon Species: Human Theme/World: Alpha Team/World-1 Allegiance: Alpha Team Appearance: Here Equipment: Comm. Unit, EMP Bio: As the leader of Alpha Team, Dash has led the team to countless victories; the only blemish on his record being the time during Deep Freeze where everyone in Alpha Team except for Zed was frozen in time. He is skilled with just about every vehicle and piece of equipment that Alpha Team has to offer, although he tends to avoid going into the field unless it becomes absolutely necessary. Dash is both determined and brave, but his success have also led him to become rather overconfident, and he does not see Ogel as a threat. He encourages risk-taking in the field versus any sort of “by the books” approach, believing it is the only way to get optimal results; his track record would indicate that he might be correct, although it has caused trouble on more than one occasion. With the arrival of the Nexo Knights and several beings from Ninjago, Dash has coordinated extensively with both Sensei Wu of Ninjago as well as King Halbert and Merlok 2.0 of Nexo Knights. Name: Ogel Canon: Canon Species: Human Theme/World: Alpha Team/World-1 Allegiance: Ogel Alliance Appearance: Here Equipment: Black Hook (turns red when super-heated, and blue when super cold) Bio: As the arch-enemy of Alpha Team, Ogel has been stopped by Alpha Team on no less than three occasions; first with his bid to take over the world via mind control orbs in Deep Mind, then with his attempt to destroy the ocean in Deep Sea, and finally, even during his attempt to freeze the entire world and time itself in Deep Freeze. Since the events of Deep Freeze, Ogel has been missing, and had been presumed dead. Unfortunately for Alpha Team (and everyone else), Ogel survived. When Lord Vortech attempted to take over every universe, Ogel agreed to work for him, but instead helped to sabotage the other villain’s plans. With Lord Vortech defeated, Ogel stole his files and spent months examining villains from a multitude of different worlds – including himself – to discover how and why each had failed. Once he was finished this task, Ogel began enacting his greatest scheme of all – to unite an alliance of villains from across different dimensions and, working together, take over every Lego universe. In his years off the grid, Ogel has grown patient, cunning, and collected; he is able to remain calm even in the face of Jestro’s unpredictable and violent outbursts. He is also very manipulative, and has put that skill to good use with both Morro and Jestro. If he has a flaw, it would be his eternal grudge against Alpha Team, whom he is rapidly becoming obsessed with annihilating. Name: Morro Canon: Canon Species: Ghost/Human Theme/World: Ninjago/World-2 Allegiance: Ogel Alliance Appearance: Here Equipment: Twin Ghost Swords (can be summoned or vanished at will) Bio: Trained by Sensei Wu from a young age, Morro was denied the title of Green Ninja and became determined to prove destiny wrong. His journey twisted his psyche as he descended into darkness, and his spirit was eventually banished to the Cursed Realm upon his death. He recently managed to escape the Cursed Realm and return to the world of the living. This process granted him an arsenal of ghostly abilities, although it also cost him the powers of wind he had previously wielded. Before his plans could be completed, Morro found and entered a portal that transported him to the world of Alpha Team, where he found Ogel awaiting his arrival. After a brief altercation with Ogel’s Skeleton Drones (in which Morro discovered that almost all of his powers had mysteriously vanished), Morro agreed to work alongside Ogel. Morro is very focused, determined, and narrow-minded, often unwilling to let things go; it was this flaw that led him to his original doom, but also what led him to his eventual escape. He is also ambitious; Ogel has twisted this ambition to his own advantage, promising Morro the world of Ninjago in return for his aid. Morro’s relationship with Ogel is strained, twisted, and father-son-like; with his advanced age, as well as superior intellect and patience, Ogel has turned himself into something resembling a father figure for Morro. Name: Jestro Canon: Canon Species: Human Theme/World: Nexo Knights/World-3 Allegiance: Ogel Alliance Appearance: Here Equipment: Jester Staff, Book of Monsters (Powerless) Bio: Jestro was a jester for the royal court, albeit a very poor one, for he could never get the King and Queen to laugh. He was a total failure at everything that he did, and eventually, furious that his jokes never made anyone laugh, Jestro became consumed by jealousy and decided to disappear. He fled the kingdom and eventually found the Book of Monsters; upon contact with it, the Book twisted Jestro’s mind and drove him insane. He returned to the kingdom with the Book in hand, using it to summon a vast army of Lava Monsters. The Nexo Knights fought back against the army, and their leader – Clay – discovered Jestro in his hiding place. In the battle that followed, Clay managed to seize the Book, but found himself incapacitated while his mind tried to fight against its influence; Jestro, having become dependent upon the Book, killed Clay and claimed the Book once more. Demoralized after the death of their leader, the Nexo Knights were forced to fall back to the castle itself; however, before Jestro could make the final push, he was pulled into the world of Alpha Team by Ogel, where the Book of Monsters was rendered inanimate. Jestro is driven by an instinctive need for chaos. Having his mind forcibly cut off from its symbiotic relationship with the Book of Monsters, Jestro is completely mad, and entirely focused on whatever thought happens to cross his mind at the time. He is dangerously obsessed with returning the Book of Monsters to its proper state, and descends into a mindless rage upon sighting any member of the Nexo Knights. At the moment, his only use to Ogel appears to be as a mindless, psychotic killing machine. Mission #1 NPCs Name: Johnny Thunder Canon: Canon Species: Human Theme/World: Adventurers/World-1 Allegiance: Neutral Appearance: Here Equipment: Backpack (contains magnifying glass, rope, and very small pickaxe), Pistol Bio: Johnny Thunder is a world-renowned and controversial treasure hunter, currently seeking the treasures of Marco Polo. His latest expedition has gone poorly, due to Ogel aiding his rival Sam Sinister in the race to claim the treasures. His expedition team is – for the most part – loyal, although several treat Thunder with a certain amount of disdain that the treasure hunter remains oblivious to. Johnny Thunder himself has grown rather cocky, and has unknowingly grown overly dependent on the observations made by his team when hunting treasures. Overall, he is somewhat annoying to be around; but despite all of his faults and shortcomings, he remains the best treasure hunter in the field, and working with him is Alpha Team’s best bet for stopping Sam Sinister in his tracks. Name: Chang Wu Canon: Canon Species: Human Theme/World: Adventurers/World-1 Allegiance: Neutral Appearance: Here Equipment: None Bio: Very little is known about Chang Wu, other than that he rules over Xi’an and, by extension, is in charge of guarding the Dragon Fortress from those who would seek to enter its walls with ill intent. Rumors uttered only in harsh whispers abound that he is currently dying without an heir. Name: Sam Sinister Canon: Canon Species: Human Theme/World: Adventurers/World-1 Allegiance: Ogel Alliance Appearance: Here Equipment: Pistol, Bullet-Proof Suit, Mind Control Orb 2.0 Bio: Johnny Thunder’s long-time rival, disgraced time and time again by his failure to beat the other treasure hunter. His current name is nothing more than a title given to him by himself; his true name remains a mystery. He recently accepted Ogel’s help with retrieving the legendary treasures of Marco Polo, with the promise that he would use the powers granted to him by the treasures to serve Ogel – although both expect betrayal from the other. Sam Sinister is selfish, with no limits to his ambitions or his greed. His moral compass does not exist; he is willing to do whatever it takes to get what he wants, up to and including cold-blooded murder. He has an intense hatred of Johnny Thunder, and would love nothing more than to see his rival treasure hunter disgraced. Perhaps most dangerous right now is the Mind Control Orb in his possession; this model allows Sam Sinister to control the mind of a single target without turning them into a Skeleton Drone; however, the tradeoff is that he cannot enslave every person that he meets, for some are resistant to the Orb’s powers. RULES 1-All BZPower and Lego RPG rules apply. No RPG ills (ie. Bunnying/Autohitting/etc.). 2-Please use IC and OOC for your posts. 3-Please respect all decisions made by your fellow members in their choices of interaction. 4-Please respect all decisions made/warnings made by the GM & Lego RPG staff. 5-Just because a certain character isn’t listed in the first post, it does not mean they are automatically available; I might reserve certain characters for NPC actions. PLAYERS NATO - Thorne, Wyplash, The Flame Wraith, Martin Terrix NIK - Henry Lloyd, Michael Bell ONAKU - Cassandra Storm FISHERS64 - Mesk TEKULO - Samantha UNIT - Rebkaj LUROKA - Draugr PHRASE - Bartholomew Braxworth, Opiphex DARONUS - Hyo
  17. Sign up to be eligible for a Legend of Zelda: Tri Force Heroes demo code! Welcome to Okoto! Here on Okoto, we (and that means everyone!) are obsessed with collecting constructible action figures called ‘Lego Bionicle’ from another universe! How do we do this, you ask? It’s simple, really! We discovered an ancient portal device deep within the Temple of Time a few years back, and ever since then, we’ve been collecting all of these figures like MAD. As far as finding the figures you want… well, that’s a bit of a game of luck. But you never know, the RNG might roll in your favor! One thing we have discovered is that it’s far easier to find figures of a character that shares an element with you. You’re all new here, so let’s dive on in! RULES Have Fun! Do we really need another rule? AVAILABLE FIGURES BIONICLE 2015 – WAVE 1 Protector of Fire (Fire) >> 45% Protector of Ice (Ice) >> 55% Protector of Water (Water) >> 35% Protector of Earth (Earth) >> 45% Protector of Jungle (Jungle) >> 50% Protector of Stone (Stone) >> 50% Tahu, Master of Fire (Fire) >> 17% Kopaka, Master of Ice (Ice) >> 20% Gali, Master of Water (Water) >> 8% Onua, Master of Earth (Earth) >> 12% Lewa, Master of Jungle (Jungle) >> 18% Pohatu, Master of Stone (Stone) >> 21% Lord of Skull Spiders (Shadow/Jungle) >> 4% BIONICLE 2015 – WAVE 2 Skull Grinder (Shadow/Fire) >> 15% Skull Warrior (Shadow/Ice) >> 45% Ekimu (Creation/Water) >> 4% Skull Basher (Shadow/Earth) >> 25% Skull Slicer (Shadow/Jungle) >> 55% Skull Scorpio (Shadow/Stone) >> 35% HOW IT WORKS Each round (48 hours), a new dimension opens. Each player will select three figures from the available list to try and find; I will then spin the RNG from 1-100 for each figure and if it lands on one of the correct numbers, then that player will get that figure. Example: I decide that I want the Protector of Fire, Protector of Stone, and Lord of Skull Spiders this round. I would spin the RNG for all three: -If the RNG lands anywhere between 1 and 55 for the Protector of Fire, I succeed; anything above 55, I fail. -Likewise for the Protector of Stone, I succeed if it lands between 1 and 60, but fail if it lands above 60. -For the Lord of Skull Spiders, because the chance of finding it is only 5%, the RNG needs to land between 1 and 5 in order for me to succeed; it is much harder to “find” than the other two. But let us not forget that you have an element of your own! When attempting to find a figure that shares your element, your chances of finding that increase 1.5x. Example: My element is fire; I want to find the same figures as before. For the Protector of Stone and Lord of Skull Spiders figures, my odds of finding them remain the same: -60% (1-60) for the Protector of Stone -5% (1-5) for the Lord of Skull Spiders -But because I am fire, my odds for the Protector of Fire now look like this: 55x1.5=82(rounded down). This means I have an 82% chance of finding the Protector of Fire (so the RNG can land anywhere between 1 and 82). Certain figures (such as the Lord of Skull Spiders) are associated with two different elements. Whereas only Jungle players would receive the bonus when searching for a figure like the Protector of Jungle, players of both Jungle and Shadow will receive a bonus when searching for the Lord of Skull Spiders. This can help to offset the rarity of certain figures. If your RNG roll fails for a figure, I will spin it a second time. If you own any other figures of that element and the second roll succeeds, you will receive a “duplicate figure”. Duplicates are not worth any less, but they can be traded to other players; if you have two Protector of Fire figures and someone else has a second Protector of Jungle, you could each trade your double in order to attain a figure that you might be lacking. Right now, both waves are available! For Ekimu, all players (except those of the Shadow element) gain the 1.5x bonus; players with the Water element receive a 3.5x bonus. The first player to collect every figure will win! COLLECTIONS ROUND ONE ROUND TWO ROUND THREE ROUND FOUR ROUND FIVE SIGNUPS In order to signup, post saying so, and also post your element. You may choose from the following: -Fire -Ice -Water -Earth -Jungle -Stone -Shadow Signups will remain open for 48 hours, after which they shall be closed and the game will begin. There isn’t a limit to how many people can play, so feel free to invite all of your friends! PLAYERS 1. Blade 2. fishers64 3. Toa Chuck 4. Pahrak 5. Bonkle 6. Forgotten Chronicler 7. FF 8. Nescent 9. Luroka 10. ToaK 11. Pulse 12. Rooster Nui 13. Jayne Cobb 14. Petewa 15. Jed 16. ShadowVezon 17. Unit 18. Dragon 19. Rylinth
  18. by voltex & tbk Back in April of 2014, I had just finished writing an epic called Isolation, and was in the process of writing its sequel, Extraction. There were a number of new characters being introduced in the sequel, and I had an idea for a story starring them that would take place during the events of the first book as a "bridge" of sorts between the two epics. Busy as I was writing the epic, however, I did not want to delay it further by writing what I had titled Project Mayhem. So I got into contact with TBK, and asked if he would be willing to help me turn Project Mayhem into a comic instead. He enthusiastically agreed, and so we got to work. I do not know if the comic will stand up well on its own; it wasn't until Extermination where I started actively trying to make sure every entry in the series was also standalone so that newcomers could understand everything that was happening. Complicating this matter further is that Project Mayhem remains unfinished; out of what was planned to be a 6 or 7 part series, we only completed 4 before TBK vanished from BZPower last November. After more than a year, I figured that I would release what we did complete; while I do not think the writing is really up to par, I do think that TBK's art in Parts 3 and 4 deserves to be shown off. I will release each part over the next few days. --- CHARACTERS Pictured here are the various BZPower members depicted in the comic; they were all members who had signed up to be characters in Extraction. Links to their profiles are below. Vinylstep - Canis - MT - Valendale - Tyler - Hero Two other characters also appear in the comic: Kante (a police officer working alongside Canis) and Elittra (a member of Project Mayhem). --- COMICS Part One Part Two Part Three Part Four SCRIPTS Part Five & Part Six --- Every bit of art is thanks to TBK; I was responsible for the writing and such. C&C is appreciated, as this is the first time I did anything with a comic; I enjoyed it a lot and would love to do so again in the future, so feedback would be helpful. And I do apologize if nothing makes sense story-wise, but do encourage you all to check out Parts 3 and 4 when I release them, because TBK switched to a hand-drawn style and it looks really cool. I will post Part 2 tomorrow.
  19. Click this banner (or this link) to be taken to a new epic, released in 2015. It is a re-imagining of the events depicted in this topic. It is standalone, and is what I would call the "definitive" version, even if it is not yet complete. If you do read it, please note that reading this topic is NOT necessary. Back on December 19, 2010, I posted the first chapter to a comedy I had titled Tahu vs. Tahu. It was a massive hit, reaching the hot topics list on the front page of BZPower 9 times and amassing 13 pages between the first two seasons. Unfortunately, that original topic was lost in the Great Downtime of 2011; however, when the forums returned I re-launched it with the third season. That topic can be seen here, where it managed 12 pages for the final two seasons. However, that topic is no longer readable due to the formatting errors that hit BZPower in late 2013, and since the loss of the archives, the first two seasons cannot be found at all. As such, I have decided to re-release the entire thing in this topic - right from the very beginning to the very end. Assuming that I remember to keep up with the schedule, I shall post a single chapter each day; after the completion of each season, I shall also release its related specials - chapters that were unrelated to the main story and served purely as comic relief. Please keep in mind while reading that the comedy itself remains unchanged. It was originally written several years ago, and I have left it entirely intact. Hopefully it is still mildly fun to laugh at the horrible writing. Anyway... without further ado, I present the original Tahu vs. Tahu. (Oh, and I will update this post with links to each chapter as they are released.) Click to see banners & chapters Originally released December 19, 2010-January 30, 2011 1-2-3-4-5-6-7-8-9-10 Specials: 1-2-3 Originally released February 2, 2011-April 16,2011 1-2-3-4-5-6 / 7-8-9-10 Specials: 1-2-3-4-5-6-7-8 Originally released October 15, 2011-February 22, 2012 P-1-2-3-4-5-6-7-8-9-10-11-E Specials: 1-2-3-4 Originally released February 27, 2012-September 27, 2012 P-1-2-3-4-5-6-7-8-E Deleted Scenes: 4.5 - 6.5 Specials: 1-2 Originally released November 2, 2012-November 23, 2012 1-2-3-4 Originally released December 4, 2012-February 16, 2013 P-1-2-3-4-5-6-7-8-9-10-E Originally released April 1, 2013-October 2013 (partially lost) P-1-2-3-4-5-6-7-8-9-10-E Tahu vs. Tahu – Civil War Chapter 1 – The New Arrivals 10 Years Ago.... The boy rushed into the giant mansion, dragging several giant plastic bags behind him. Inside were several canisters and boxes, full of brand new toys. Inside these boxes were rahi, such as Nui-Rama. Inside the canisters were the Toa Mata, all six. One would become the leader of all the bionicles to come, never challenged, never fought with. Of course, if it were to be that way forever, then this comedy would end before it began, so of course things are going to get spiced up a bit. Tahu Mata yawned and stood the first bionicle to ever be built in the mansion. He glanced around, and saw his fellow toa still in their canisters. He walked over to Lewa’s, sidestepping the bumps in the blanket, and twisted the canister open, with great difficulty. After several minutes, Lewa was standing next to him. “Hello.” Tahu said. “Hello.” Lewa said. “This is... boring.” “Yeah.” Tahu agreed. “But once more of us are built, we’re gonna have a party!” And so, half an hour later, the rahi had all flown away, and the six toa were sitting with the turaga, who’d also arrived. “I say we vote for a leader.” Turaga Onewa decided. “I vote Tahu, since he was the first open.” “No, really, you don’t need to.” Tahu laughed. “I’m serious.” Onewa told him. “Alright then.” Turaga Matau said. “It is official. Tahu Mata is our leader!” “This... should be interesting.” Tahu muttered. Today.... “Alright.” Tahu Mata yelled, as the gathered bionicles below him fell silent. “It’s been ten great years.” Tahu Mata announced. “We’ve announced Lewa Mata as my second in command; we’ve named several others as a lower level government. We’ve lived in peace and prosperity. Now, as you all know, bionicle is ending.” There were prompt boos. “Hero Factory sucks!” someone yelled. Tahu Mata nodded. “However, we must prepare. We are receiving six new arrivals today, made as a tribute to some of us. I do not know who yet.” “I hope it’s me.” Ahkmou interrupted. “As I was saying.” Tahu Mata continued. “That is not the only thing; once Hero Factory arrives, we need to be prepared. They may be hostile, and we’ll have no idea how ruthless they are.” “If they’re anything like us, then they’re gonna kill someone.” Kazi pointed out. “Hey!” Toa Metru Matau swung into the room. “Shut up! The sets are arriving!” “Places!” Tahu Mata ordered. Not one second after Velika had dodged out of sight; several bags flew into the room and landed on the bed. Several black and yellow canisters fell off the bed and to the floor with a crash. “Looks like some are species sets.” Tahu Mata said, crawling out of the shadows. “Hey, the yellow one’s a Rahkshi!” Takanuva exclaimed. “It’s... yellow. And it doesn’t have a name. Just Rahkshi.” “Looks like the series is called ‘Stars’.” Kazi announced. “Small set remakes.” “Well, that does look rather spot on.” A Panrahk replied, gazing at the Rahkshi Stars. “Let’s open them.” “Ugh... there’s twenty-seven.” Tahu Mistika groaned. “This isn’t going to be fun.” “Relax.” The Panrahk assured him. “We Rahkshi will handle it.” “What’s the black one?” Tahu Mata asked, approaching. “Skrall Stars.” Kazi told him. A cheer went up from the Skrall sets from the winter of 2009. One ran over. “Hey!” it exclaimed. “This isn’t right! These Skrall are black and green! Only Tuma is black and green!” A groan went up from the Skrall sets from the winter of 2009. The Skrall ran back over. “Toa Hordika! You, the Visorak, and the Vahki can build the Skrall Stars.” Tahu Mata ordered. “Yes.” Nuju Hordika grinned. “We get to build some of the last sets!” “There’s a blue one!” Kazi called. “It’s called... Piraka Stars.” “Awesome!” Vezok grinned. “Wait... why is it named after the line?” Kazi shrugged. “I dunno. But it looks individual; there’s only one.” Vezok glanced at the canister. “Oh, that’s Nektann.” He told them. “Wonder why his canister doesn’t have a name?” Vezok shrugged and carried the canister over to Zaktan and Avak. The other three piraka ran over to join in. “The white one is... a Takanuva Stars.” Kazi called. Both Takanuva and Takanuva Mistika rushed over. Both paused. “Why does he look like a toa of ice?” Takanuva Mistika asked. “Yeah.” Takanuva replied. “He should be white and gold, or at the very least, white and gunmetal.” “Just build him.” Ackar said wearily. “The green one?” Tahu Mata asked as several Rahkshi Stars and Skrall Stars stood and began glancing around. “Gresh Stars.” Kazi answered. Lewa, Matau, and Lesovikk snapped their fingers, muttering. Gresh rolled his eyes and stepped forward. “What the heck?!” he exclaimed. “My weapon is silver! That stinks! And so does my all lime green helmet! Ugh....” And with that, the jungle Glatorian sat down and began to build. “The red one?” Tahu Mata asked. Kazi glanced in, and then paused. “Kazi?” Tahu Mata prompted. “Yeah... um... it’s you.” He stammered. “What do you mean?” Tahu Mata asked. Kazi turned the canister and showed him. “Looks like after a decade, you’re gonna face a challenge for your leadership.” Nuparu Inika pointed out. “Yeah.” To Be Continued....
  20. Welcome, fellow Makuta. I'll make this short: The order of Mata Nui just hired a new team of Toa, and I want them off the map. My process of selection has led me to believe that you are all the best fit for the job, but I can only afford to send one of you. To that end, I have decided to have a little competition. The rules are simple: Be the last one remaining! Welcome to: HOW TO PLAYIn this game, you are attempting to assassinate other players. You will do this by PMing me with both the name of the player you are targeting and the weapon that you will use to do it. You have six weapons at your disposal: a Knife, Rahkshi, Kraata Powers, an Explosive, Mask Powers, or a Rahi. You are not guaranteed a kill; different assassins will have different resistances and weaknesses against different weapons. When you sign up for the game, you will also PM me a list of all the weapons and corresponding numerical values, like this: Knife: 1Rahkshi: 2Power: 3Explosive: 4Mask: 5Rahi: 6 This is your “profile”. It tells me which weapons you are weak against and which weapons you are strong against. The lower the number, the weaker you are to that specific form of attack. For example: with the profile above, if someone targeted you with a Rahi, I would roll a die. If I rolled a number lower than 6, you would survive. If you were targeted by a Power attack and I rolled a number lower than 3, you would survive. If someone targeted you with a Knife, you would die instantly as there is no number on a die lower than 1. Rounds take place over 24-hour intervals. If you fail to send me a target and weapon of choice, you will take no action that round. What happens when multiple people attack the same target?I will calculate the assassination attempts chronologically. The first person to PM me that target's name will receive 'first dibs' on the assassination attempt. If he fails, the next person will get a shot, and so on. What happens if the last two/three/etc. people all kill each other?There can only be one survivor, so if the last few assassins all kill each other I will reroll. SIGNING UP FOR THE GAMEWhat do I need in order to play? To sign up, just post saying so here in this topic (I recommend that you also follow the topic to make sure you’re up to date with each round). You’ll then immediately PM me with the following list of weapons with corresponding numerical values 1-6. You choose which weapons you are resistant to and vulnerable to. Knife:Rahkhi:Power:Explosive:Mask:Rahi: CONTESTANTSThese are your fellow Makuta. Those eliminated will be highlighted in Red. Signups will remain open for 48 hours unless all slots are filled before then. 1. Arnold Schwarzenegger2. Neo ShadowVezon3. JAG184. Lucina5. Voxumo6. 7. FF8. Fishers649. ToaKapura123410. Jed1ndy RULESWhat must I do and not do?1. No changing targets. I will accept the first PM you send me, and will ignore any others you send in an attempt to switch your target.2. No complaining about outcomes. I am not biased; I am genuinely just rolling a die. This game is a little bit of strategy with a whole lot of luck.3. Have fun!
  21. ALL PLAYERS - FOLLOW THIS TOPIC!! Otherwise you might miss important information. A group of Matoran sped towards the only exit from Karda-Nui, as the massive chamber began to cave in upon itself. All of the light had faded, and the Codrex was destroyed. In a massive war that had consumed the entire universe, the Great Spirit had been slain forever. Now the entire universe shuddered, islands cracking apart, collapsing into the seas. This was the death of the Matoran Universe. The group faced a choice, now, as they exited the heart of the Matoran Universe. Would they take the vehicles of the now-dead Toa Nuva? Would they make the journey on foot? Or would they attempt to sail the seas? They split into three even teams, attempting each option in the hopes that all would survive. But when the group piloting the vehicles reached the designated meeting spot on the island of Odina, they found only half of the ocean crew waiting for them. The rest of their team was clearly dead, and if they were not careful, more of them would end up the same way. The Matoran Universe was a dangerous, unpredictable place; especially when it was dying. Their journey would contain many choices like this one, and each would be just as risky as the last. Could they survive the week, and make it to the Coliseum in time? IN BRIEF You are one of the members of a small group of courageous Matoran who have managed to survive a massive war that has killed almost all other life in the Matoran universe. With the universe set on a course to crash-land on a desert planet far below, you must reach the shelters hidden beneath the Coliseum before the week is up if you are to survive. Upon each new round, you will be given three options on how you wish to proceed – one option is guaranteed to kill you, one provides you with a slim chance of success, and one will guarantee you continued survival until the next round. Should you die by making the wrong decision at the forks in the path, that is it – your journey is over, unless the Medic revives you. If the correct choices are made, a certain number of players might be revived during Round 4. This is, for the most part, an individual game – though of course, alliances may form when convenient. There are two ways to win; either be the last person standing, or survive all the way until the end of Round 7. RULES 1-BZPower Rules Apply 2-Have Fun 3-Anything else I forgot to mention SPECIAL ROLES Medic x1 - As long as this player remains alive, they can revive one fallen player every round. Pyro x1 - This player can set one of the three paths ablaze, forcing all surviving players away from that path. Turaga x1 - This player will always make the correct choice during the even-numbered rounds, but only has a 50% chance of surviving the correct path on odd-numbered rounds. Toa x1 - Each round, this player can force one other player to select the correct path whether they choose to or not, keeping that player alive. If the Toa picks the Pyro, however, the Pyro will instead be slain. PLAYER LIST 1-Luroka - OPTION C // OPTION B // ROUND 3 // ROUND 4 // ROUND 5 // ROUND 6 // ROUND 7 2-Blade - OPTION C // OPTION B // ROUND 3 // ROUND 4 // ROUND 5 // ROUND 6 // ROUND 7 3-ToaD - OPTION A (Lives) // OPTION A // ROUND 3 // ROUND 4 // ROUND 5 // ROUND 6 // ROUND 7 4-ShadowVezon - OPTION C // OPTION C // ROUND 3 // ROUND 4 // ROUND 5 // ROUND 6 // ROUND 7 5-Unit - OPTION B/OPTION C // OPTION B // ROUND 3 // ROUND 4 // ROUND 5 // ROUND 6 // ROUND 7 6-Pulse - OPTION A (Dies) // n/a // ROUND 3 // ROUND 4 // ROUND 5 // ROUND 6 // ROUND 7 7-Underscore - NO CHOICE (Dies) // n/a // ROUND 3 // ROUND 4 // ROUND 5 // ROUND 6 // ROUND 7 8-Ghidora - OPTION C // OPTION B // ROUND 3 // ROUND 4 // ROUND 5 // ROUND 6 // ROUND 7 9-Tiragath - OPTION C // OPTION C // ROUND 3 // ROUND 4 // ROUND 5 // ROUND 6 // ROUND 7 10-Quisoves - OPTION A (Dies) // n/a // ROUND 3 // ROUND 4 // ROUND 5 // ROUND 6 // ROUND 7 11-Ehks - OPTION B/OPTION C // OPTION B // ROUND 3 // ROUND 4 // ROUND 5 // ROUND 6 // ROUND 7 12-fishers64 - OPTION A (Lives) // OPTION B (Lives) // ROUND 3 // ROUND 4 // ROUND 5 // ROUND 6 // ROUND 7 13-ToaK - OPTION B/OPTION A (Lives) // OPTION B (Dies) // ROUND 3 // ROUND 4 // ROUND 5 // ROUND 6 // ROUND 7 14-TX Wade - OPTION B/OPTION C // OPTION B // ROUND 3 // ROUND 4 // ROUND 5 // ROUND 6 // ROUND 7 15-Nevermore - OPTION C // OPTION B // ROUND 3 // ROUND 4 // ROUND 5 // ROUND 6 // ROUND 7 16-Windrider - OPTION C // OPTION C // ROUND 3 // ROUND 4 // ROUND 5 // ROUND 6 // ROUND 7 17-Jed - OPTION B/OPTION C // OPTION C // ROUND 3 // ROUND 4 // ROUND 5 // ROUND 6 // ROUND 7 18-Dragonstar - OPTION C // OPTION B // ROUND 3 // ROUND 4 // ROUND 5 // ROUND 6 // ROUND 7 19-Pumpress - OPTION C // OPTION B // ROUND 3 // ROUND 4 // ROUND 5 // ROUND 6 // ROUND 7 20-FF - OPTION B/OPTION C // OPTION B // ROUND 3 // ROUND 4 // ROUND 5 // ROUND 6 // ROUND 7 21-Onaku - OPTION A (Dies) // n/a // ROUND 3 // ROUND 4 // ROUND 5 // ROUND 6 // ROUND 7 22-Burnmad - OPTION A (Dies) // n/a // ROUND 3 // ROUND 4 // ROUND 5 // ROUND 6 // ROUND 7 23-Nik - OPTION A (Lives) // OPTION A // ROUND 3 // ROUND 4 // ROUND 5 // ROUND 6 // ROUND 7 24-Portalfig - OPTION A (Dies) // n/a // ROUND 3 // ROUND 4 // ROUND 5 // ROUND 6 // ROUND 7 25-Aerixx - OPTION A (Dies) // n/a // ROUND 3 // ROUND 4 // ROUND 5 // ROUND 6 // ROUND 7 Signups will remain open for 48 Hours. If more than 10 people wish to signup, then by all means, please do so! This game doesn’t really have any limits to the number of people that can play.
  22. YO GUYS IT'S A LITTLE LATE BUT TODAY IS VOLTEX'S BIRTHDAY SO BEFORE THE DAY ENDS WE SHOULD ALL WISH HIM A HAPPY BIRTHDAY CAUSE HAPPY BIRTHDAY YOOOO
  23. A group of Matoran tentatively approached the gates to the abandoned city, eyeing their options carefully. Beyond the gate, the path appeared to split into two; to the left, numerous Visorak webs were visible, with many cocoons and struggling Rahi still ensnared. To the right, a tunnel leading down into the Archives was visible. This was Metru-Nui. Two members of the group elected for the Archives, while the rest approached the path with the Visorak webbing. They had only just reached the webbing when the ground rumbled underneath their feet, sending each of them toppling to the ground; and as the dust settled and they each slowly picked themselves back up, one by one, they all turned back to the tunnel opening. It was gone. The tunnel had caved in, and their friends were surely dead. Metru-Nui was a dangerous, unpredictable place. Their journey would contain many choices like this one, and each would be just as risky as the last. IN BRIEF You are one of the members of a small group of courageous Matoran who obeyed an intuition telling you to return to the long lost city of Metru-Nui, where remnants of the Visorak horde still run rampant, wild Rahi roam the streets, and Dark Hunters prowl in the shadows. Your goal: to reach the Coliseum, where it is rumored you might find a Mask of Dimensional Travel that will allow you to escape to a better realm. Upon each new round, you will be given two options on how you wish to proceed – one option will kill you (and most likely wipe you from existence), while the other will allow you to survive and move on. The choice you make, of course, is entirely up to you. Should you die by making the wrong decision at the forks in the path, that is it – your journey is over. At certain points in the game, should enough players last that long, surviving players may reach checkpoints that will allow them to revive a certain number of deceased players. This is, for the most part, an individual game – though of course, alliances may form when convenient. The last player to remain standing wins the game. RULES 1-BZPower Rules Apply 2-Have Fun 3-Anything else I forgot to mention SPECIAL ROLES Medic x2 - As long as this player remains alive, they can revive one fallen player every two rounds. Pyro x2 - Once per game, this player can set one path ablaze, forcing all surviving players away from that path. This ability cannot be activated unless there are more than two paths available. Thief x2 - Once per game, this player can interrogate another player, forcing them to share the correct path with the Thief. The Thief then kills the target. Literally Everyone Else xWhatever - Make your choices! PLAYER LIST 1-Seaborgium 2-Underscore 3-Shagaru 4-Pulse 5-Ehks 6-ToaK 7-Quisoves 8-fishers64 9-Tiragath 10-Burnmad 11-Ghidora 12-Shadow Ignited 13-Luroka - winner! 14-Windrider 15-Jed 16-Dragonstar 17-Nevermore 18-Lewa 19-Tea-Rex Signups are now closed.
  24. Greetings. These are quick banners, nothing too fancy. Each one features a major character in my ongoing epic, Tahu vs. Tahu, where reader choices heavily impact the course that the story takes. Some of these are already in use; others will be used in an official capacity once the plotlines featuring that specific character start to come into focus. There are a few other banners waiting in the works, but they would spoil upcoming stuff and as such are not shared here. If you have any critique or comments, feel free to post it! Banner #1: Tahu Okoto Obviously, in an epic titled "Tahu vs. Tahu", characters named "Tahu" are relevant. Tahu Okoto here is the poster boy of the epic; he features in the big huge banner (alongside Tahu Mata - more on that below), and this banner here is the one currently active in my signature. Tahu Okoto (alongside the rest of his team) has mysterious traveled back in time five years from 2015 to 2010; however, they have lost their memories. Tahu Okoto finds himself locked in the middle of a civil war, and must find a way to lead the sets following him to victory while also attempting to regain his memories and uncover the true reason for his trip back in time. Banner #2: Tahu Mata As another "Tahu", Tahu Mata is the (former?) leader on the Bionicle sets living in the House, having led them for ten years from 2001-2010, as well as one of the titular Tahus of the "Tahu vs. Tahu" title. Recent events have seen him possibly deposed by Tahu Stars. Despite this, Tahu Mata does have one advantage: his allies are all both fierce and loyal, and Tahu Okoto has publicly declared his allegiance to Tahu Mata as well. The image used in the banner does have a purpose in the storyline, and in fact is a major plot point that will kickstart Tahu Mata's personal storyline in the epic. To say anything more would be to spoil the surprise, however, so I shall stop there! Banner #3: Tahu Stars The third "Tahu" so far to feature heavily in the epic, and the other titular "Tahu" of the epic's title. Tahu Stars has only just arrived in the House, but his arrival (and subsequent aggressive attempt to seize control) has gained him a large following from sets who are sick of Tahu Mata's rule. He cares little for the time travelling sets, and considers Tahu Okoto to be inferior to himself. Despite this, Tahu Stars is very quick to act, and will resort to battle before almost any other alternative; this will undoubtedly become extremely troublesome in the future, and the consequences of his actions may turn out to be rather dire. Banner #4: Gali Okoto As one of the quieter members of the time-travelling Toa Okoto, Gali Okoto is easily missed among the other louder sets. There is a group within the House known as the "Blue League", which strives to retain a neutral perspective while they observe and document events; Gali Okoto will certainly prove to be a useful member of the team, should she be inducted. Banner #5: Pohatu Okoto Pohatu Okoto was the second of the Toa Okoto to be opened (the first being Tahu Okoto), and is perhaps the loudest of the bunch. He often voices questions or concerns that the others might keep silent, and will freely comment on current events. He has rapidly grown close with Tahu Okoto, and the two are rarely seen separated from each other. While Tahu Okoto has no official "second in command", Pohatu Okoto might be the closest thing. Banner #6: Kopaka Okoto Kopaka Okoto is both a fierce and imposing presence, both stoic and strong. He rarely agrees with either Tahu Okoto or Pohatu Okoto, and considers them to be foolish and obnoxious. With Tahu Okoto's decision to ally with Tahu Mata having caused the team to be locked in the House's prison, Kopaka Okoto's time following the rest of the team might be at an end. Banner #7: Onua Okoto Onua Okoto, to be quite frank, might be the only character featured on these banners to serve more of a supporting role within the story. He is wise and strong, but also silent, rarely choosing to speak; as such, his opinions are often unknown, making him a bit of a wild card. I currently have no active plans for Onua Okoto; for now, I am leaving him open in case inspiration strikes, or in case he is required due to the choices that the readers make. Banner #8: Lewa Okoto Lewa Okoto has one of the most important roles in the story; some of you might remember that on my blog several months ago, I mentioned a project called 4 and a Half Lewas. I deleted the entry when I decided not to pursue the project further, opting to instead devote my time to other things. However! The major plot points of the cancelled 4 and a Half Lewas are being resurrected in Tahu vs. Tahu, and Lewa Okoto will, as planned, be the main star, making them one of the most important characters of the epic. There is also something more unique about Lewa Okoto; although the official character is male, and this character started as such, this Lewa Okoto actually identifies as female. At the moment I am unsure how much of an impact this will have on the epic, although that is because I have no official outline (the reader choices make having a proper outline for the story beyond broad "start here / get here / end here" points impossible), and cannot predict where the story will go. --- So those are the eight (current) banners for Tahu vs. Tahu, as well as some brief words on why each character was selected. Feel free to post any critique or whatever below (or just admire how Kopaka Okoto perfectly matches the colors for the logo)(can you call that a logo?)
  25. THE PREMISE OF THE GAME What is this game about? The premise is simple. You are a Dark Hunter, trained in the classic art of assassination. Since the Odinan economy has fallen on hard times, the Shadowed One has found it necessary to downsize the Dark Hunters' off-time operations, resulting in some necessary layoffs. To determine who stays and who dies, the Shadowed One has organized a game of sorts. All of the assassins currently on his payroll must attempt to eliminate one another. The one assassin left alive at the end of the carnage gets to keep his or her job, and will receive a substantial pay raise. Let the game begin. PLAYING THE GAME What do I do in this game? In this game, you are attempting to assassinate other players. You do this by PMing me with the name of the player you are targeting. You have six weapons in your arsenal to choose from: a Knife, a Gun, Poison, an Explosive, a Sledgehammer, or Wire. In addition to your target's name, you will also PM me the weapon you will use in your assassination attempt. You are not guaranteed a kill. Different assassins have different resistances and weaknesses against different weapons. When signing up for the game, you will PM me a list of all the weapons and corresponding numerical values, like so: Knife: 1 Gun: 2 Poison: 3 Explosive: 4 Sledgehammer: 5 Wire: 6 This is your profile. It tells me which weapons you are weak against and which weapons you are strong against. The lower the number, the weaker you are to that form of attack. For example, if someone targeted you with a Wire, I would roll a die. If I rolled a number lower than 6, you would survive. If someone targeted you with Poison, I would roll a die. If I rolled a number lower than 3, you would survive. If someone targeted you with a Knife, you would die instantly, as there is no number on a die lower than 1. Rounds will take place roughly over 24-hour intervals. If you fail to send me the name of a target and a weapon of choice, you will take no action that round. What happens when multiple people attack the same target? I will calculate the assassination attempts chronologically. The first person to PM me that target's name will receive 'first dibs' on the assassination attempt. If he fails, the next person will get a shot, and so on. What happens if the last two/three/etc. people all kill each other? There can only be one survivor, so if the last few assassins all kill each other I will reroll. SIGNING UP FOR THE GAME What do I need to do to be able to play? To sign up, state that you are signing up by posting in this topic, and then PM me the following list of weapons with corresponding numerical values 1-6. You choose which weapons you are resistant to and which weapons you are vulnerable to. Knife: Gun: Poison: Explosive: Sledgehammer: Wire: PAYROLL These are your fellow assassins. Eliminated targets are designated in red. Signups will remain open for 48 hours. 1. Voxumo 2. Chro 3. Aiwendil 4. Luroka 6. Burnmad 7. Aerixx 8. Jag18 9. ToaK 10. MrPerson 11. Axilus 12. ShadowVezon RULES What must I do and not do? 1. No changing targets. I will accept the first PM you send me, and will ignore any others you send in an attempt to switch your target. 2. No complaining about outcomes. I am not biased; I am genuinely just rolling a die. This game is a little bit of strategy with a whole lot of luck. 3. Have fun! *this was almost entirely ripped out of the very first Hitman game.
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