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Nuju Metru

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The biggest pet peeve with this to me is that the antagonist is a 'global' one, so to speak, meaning that much of the 'meaningful' (Meaning not against raiders and the like) conflict would be people fighting against the GM and taking down cannon fodder NPCs. Not to mention that a zombie-esque survival horror RP is rather hard to play as, in general.

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The biggest pet peeve with this to me is that the antagonist is a 'global' one, so to speak, meaning that much of the 'meaningful' (Meaning not against raiders and the like) conflict would be people fighting against the GM and taking down cannon fodder NPCs. Not to mention that a zombie-esque survival horror RP is rather hard to play as, in general.

I like the concept of this RPG, and the various casts of Kraata are creatively done. Good job on that, and on the RPG in general.Can players play as Kraata or Rakhshi? That might offset the potential problem mentioned above.

I see where you guys are coming from... So I guess I can look into making several castes of sentient kraata. No Rahkshi, though. The whole point of this is that the kraata are a threat on their own, and the Rahkshi are no longer needed. And what is the problem with zombie apocalypse RPs? Last I checked, people really enjoyed City of Fear.
They were called Tenno. Warriors of blade and gun: masters of the Warframe armor. Those that survived the old war were left drifting among the ruins. Now they are needed once more.

 

The Grineer, with their vast armies, are spreading throughout the solar system. A call echoes across the stars summoning the Tenno to an ancient place. They summon you. 

 

Allow the Lotus to guide you. She has rescued you from your cryostasis chamber and given you a chance to survive. The Grineer will find you; you must be prepared. The Lotus will teach you the ways of the Warframes and the secrets to unlocking their powers.

 

Come Tenno, you must join the war.

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This is my idea for an RPG. Feedback would be appreciated.
TRANSFORMATION

Across the island, all was peaceful. Light was just beginning to creep into the dome. Birds called to each other, announcing the arrival of a new day. Insects hummed between flowers, enjoying the balmy late spring weather. It could not last, however. The idyllic scene was about to be broken by a terrible scream.It was a scream of horror, revulsion and fear, all rolled into one blood-curdling yell. Soon, it was joined by another, and another. All across this island paradise, hundreds upon hundreds of throats let out similar cries as they woke to find gruesome, twisted monsters in their villages, their homes, and even their mirrors.The Transformation had begun.SUMMARYThis RPG is set 72,000 years before the Great Cataclysm, on the Island of Zakaz.Maukta Spiriah has infected the entire island with a series of viruses that turned the native Skakdi from a peaceful, prosperous race into grotesque, vicious warriors. Chaos has erupted as the Skakdi awoke to find themselves in varying stages of transition, and only intensified in the next three days as the changes were completed. The government is trying to keep a lid on things, but are failing miserably, as officials are dealing with similar transformations to everyone else.In the tumult of the change, some have embraced their new nature and powers in an attempt to seize power. Chief among these is the former head of the law enforcement, a Skakdi named Nektann. He has gathered a group of criminals, rogues and power-mongers to take control of the island for his own ends. He has some competition, but as of now, his army is the largest rebel group.The Makuta himself is nowhere to be found, and many believe him to have left the island. The only sign is a squadron is Visorak he left to guard his fortress and prevent anyone from coming or going to and from the island.One thing is clear, however. Zakaz is now a very different place, and will be transformed even more in the coming weeks, months and years.How it is transformed is up to you to decide. Will you join the rebels, using you newfound powers to gain wealth and influence? Will you attempt to put down the rebellions and restore peace to Zakaz? Are you going to throw you lot in with the Makuta, to submit to whatever plans he has for the island?Whichever you choose, you will alter the fate of your homeland.FACTIONSAll across the island, being are banding together for protection or in pursuit of their goals. The three most important ones are listed below.Zakaz GovernmentThe government of Zakaz exists to keep the peace and to make sure that day to day activities across the island run smoothly. Malok, the king has supreme power, but most often does not use it. He finds that most conflicts can be resolved without resorting to that, and prefers to work with his subjects to find solutions. Under Malok, there are several ministers/advisers who oversee various areas of the administration, such as trade, law enforcement, security and dealings with other islands.Goals:

  • [*]Keep order on Zakaz[*]Find a way to cope with the transformation or reverse it[*]Investigate the legendary Jugo Tree, which is said to have the power to reverse most mutations.

Nektann’s RebelsThis group, led by the former head of the Avan (law enforcement organisation), is composed of individuals who have given in to their darker sides and are using their newfound powers to wreak havoc in the city of Atia. As yet, their influence is weak outside the city’s walls. What began as a group of criminals hungry for power is quickly solidifying into an army.Goals:

  • [*]Subvert whatever the government is doing[*]Gain more recruits[*]Launch an attack on Atia and attempt to seize power

Makuta’s DevoteesRight now, most of Zakaz hates Spiriah for transforming them as he did. It is well known that the Makuta was the source of the infection, but nobody knows the details of how or why he did it. This faction, however, includes many beings who are loyal to Spiriah, including his team of Toa Hagah. These beings go against strong public opinion, and believe that the Makuta of the island will provide a solution to their problems. They reason that the Makuta had a reason for mutating the Skakdi as he did, and do not know that the experiment went horribly wrong from Spiriah’s point of view, along with everyone else’s.Goals:

  • [*]Await the Makuta’s return and maintain the faction until he does.[*]Convince everyone else not to kill Spiriah as soon as he shows his face.[*]Defend the Makuta’s fortress.[*]Stop anyone trying to undo the Makuta’s mutation.[*]Exercise the Makuta’s will on Zakaz, whatever that may be.

Neutral CitizensIn the days since the Transformation began, most of the factions’ activities have taken place in Atia and the surrounding lands. In other locations around Zakaz, people are responding to the situation in their own ways, most often fighting for resources or trying to find ways to undo the effects of the virus.Goals:

  • [*]Survive the chaos[*]Do whatever your character wants

Player Created FactionsIf you want to form a group with a goal and a name, go ahead! The new faction will not, however, get any NPCs.LOCATIONSHere are two maps of Zakaz. The first shows the island and the nari borders, the other only shows landmarks.

All of the locations below are named in the language of the Skakdi, rather than Matoran. Note that the words used here are a little different, as the characters are all speaking a different tongue.Te-nariThe southern region of Zakaz is dominated by Mount Krahn. The volcano feeds numerous lava streams. It erupts so frequently that the sides of the mountain are completely bare of any life, as if even nature has given up trying to colonise the place. Further afield from the summit, however, volcanic ash provides excellent fertiliser to sustain forests and fields alike. The Skakdi of the region grow much of the island’s food. The forests are easily negotiable to travellers, because occasional forest fires keep the foliage from growing too dense.Situated between two lava streams is Te-kuna, the village of fire. The buildings here are constructed from black volcanic stone.Ona-nariThis region of Zakaz is only inhabited underground, where a network of tunnels and caves are home to many Skakdi. Most of the tunnels are concentrated just north of Te-nari, but there are also roads leading to other places of note around the island, such as the other settlements. The tunnels are lit both by torches and a series of mirrors that reflect the light from the dome into most major tunnels.Irnakk’s Maw is a giant cave entrance that opens onto Te-nari, and where many of that region’s lava flows re-enter the earth. Many of the mirrors take daylight from this opening, and it is said that the glinting lenses look like teeth in a gigantic, fiery mouth.Ona-kuna is the village of earth. The village is found within a giant cavern with two rivers running through it; one of water, the other of lava. The dwellings here are carved into massive Stalagmites, many of which reach to the cavern’s ceiling, hundreds of bio above. Ona-kuna is known for its mineral wealth and the skill of its craftsmen in making all sorts of tools, weapons and armour.Pi-nariZakaz’s region of stone is a vast canyonland along the southwestern coast. The Kona and Malana rivers flow down from Quo-nari and Lake Turano before joining at Furl Drop, a giant, multi-level waterfall that descends more than 500 bio to the floor of Mara Canyon, the largest on the island and home to Pi-kuna. After the joining, the river is known as the Karoro.Pi-kuna, the village of stone is recessed within the eastern wall of Mara Canyon. The vertical stone here has been worked into a huge collection of ramps, stairs and ladders that connect the many balconies of the stone village. Each balcony leads into a house or shop into the cliff face. The warm, orange-brown stone gives a cosy feel to the homes here, as well as a majestic view at sunset when the canyon is lit with bright lights and deep shadows.The Skakdi of Pi-kuna are adventurous and famous for their skills in combat, sports and survival. The harsh, dry landscape they inhabit provides few resources and harbours many dangerous rahi. As if those weren’t enough of a challenge, bungy jumping and hang gliding are available in the canyonlands, though notoriously dangerous for any who choose to join in the daredevils.Also to be found in Pi-nari is Spiriah’s Tower. This is the Makuta’s base on Zakaz, where he works his dangerous experiments. The tower itself is built on top of a cylindrical spire of stone, so as to only be accessible by those with the power of flight or some other way to bridge the canyon. There is a bridge to the tower, but it can disappear in an instant, controlled by some mechanism with in the tower.Quo-nariQuo-nari is the mountainous, icy region of Zakaz’s north. High in the Pili Mountains, steep cliffs and ravines dominate the landscape. Glaciers are also a common feature in many valleys. The altitude and cold prevent many plants from growing here, but the hardy shrubs and grasses that grow here often have medicinal properties. Also rumoured to exist here is the jugo tree of legend, which is said to undo any wound or mutation.Quo-kuna, the village of ice, is the most isolated on the island. It is a quiet place, with most Skakdi preferring to stay indoors to do their business. The homes here are built from cement studded with heatstones, and packed closely together in order to give the outdoor spaces some protection from the cold as well.Quo-kuna is not an industrial town – there are too few resources up in these frozen lands, but instead the people here make a living from their skills. Quo-nari boasts many doctors and healers, trained in the use of the region’s plant life, and is a haven for artists of all types. The peace and stunning views have inspired many great works, from music to sculptures and paintings.Gu-nariGu-nari is the region of water, and reaches from the north-eastern coast to Lake Turano, and the smaller Lake Roto. The region has a damp climate, and is filled with marshes, wetlands and wide fields. It is home to many of the island’s rahi, including heards of Tahtorak.The main feature of Gu-nari is the Awa River, which flows from Lake Turano in the centre of the island to the Silver Sea. The river runs clear and cool over the moist terrain, providing an easy way of travel for mariners, who both fish the river for its abundant food supply and ferry other Skakdi up and down the river.Gu-kuna, the village of water is situated in an underwater cave in the Awa River. Protected from outside attacks, the town is only accessible by swimming or airtight vessels that run on tracks along the riverbed. An air pocket allows the village to stay dry, if a little humid, and is kept fresh by a large skylight that also lights the settlement. The dwellings are built around the edges of the cave on solid ground. Most are constructed from wood, which is abundant in the swamps above.Gu-kuna is the transport hub of Zakaz. The large port outside the Gu-kuna cave holds all types of boats, from large sailing ships ready to take on the silver sea or Lake Turano, to small rafts better suited to the river canyons of Pi-nari. For overland transport, Gu-kuna is the home base for domesticated Tahtorak, which are used as steeds for the Skakdi.La-nariThis region of Zakaz is a lush jungle, the Rata, often covered by curtains of swirling mist. The shining droplets reduce the visibility among the dark, evergreen trees, and can give it an unearthly feel, not to mention easy to get lost in. Between the gargantuan trunks, there is very little undergrowth. Instead, a thick layer of moss serves as the carpet. It can conceal dead trunks and pot holes, however, so watch your step. The La-nari forest overlaps with Ona-nari, with trees on the surface and tunnels beneath. Just who owns this part of land, however, has never been a problem – neither group wants to use the other’s area.The greatest feature of this forest is undoubtedly the forest monarch, Mahana. This giant tree reaches 50 bio above the rest of the forest, its canopy extending like a dome 100 bio across on top of the rest of the forest’s roof. More than just a big tree however, Mahana is alive and sentient. Her mind watches over the forest, wherever trees grow in La-nari. What she makes of it, however, is anyone’s guess, and communication is fraught with difficulty. Her thoughts are revealed in the swirling patterns and arcane symbols that are in constant motion across her bark, and some say that the pattern of these will predict the future, while others assert that the patterns of mist move in unison.La-kuna, the village of La-nari is situated a good distance from Mahana, because nobody had the guts or gumption to build anything too close to the revered tree, or worse, it in. Instead, the wooden houses are built on the ground. They are well camouflaged, however, and unless one knows where to look, one could easily miss it in the mist.La-kuna Skakdi are known as builders and engineers. It is they who produce the great ships of Gu-nari and construct all kinds of buildings across the island.AtiaAtia is the capital city of Zakaz, and is neutral territory where beings of all elements and backgrounds meet. Almost surrounded by Lake Turano and the Awa River, Atia is a much larger city than any of the kuna. A wall surrounds the city, but the gates are always open, as the fortifications have not been needed in a long time. The city is a hodge-podge of architectural styles and cultures, allowing it to feel like home to its diverse inhabitants as well as highlighting the peaceful co-existence of so many in one place. Important places within the city include:Lake Turano, which is the largest body of water on Zakaz. The huge lake borders 6 of the 7 regions, and is a gateway for travellers, as well as providing water for much of the island.Mana Palace, where the King of Zakaz lives, rules and deals with the people. The current holder of that title is named Malok, a Skakdi of magnetism. The palace is the city’s largest building, a small tower built of a mixture of stone and wood. It lies in the middle of the city, surrounded by a park. Most of the palace is open to the public to deal with their king.Avan Headquarters is situated adjacent to the main gate of Atia, and serves as the fortress that Mana is not. Built from thick stone and iron, there are only two entrances. One is the main gate, the other a secret underground passageway leading into the palace. The large building towers over the small houses and businesses in other parts of the city, with several battlements equipped with projectile weapons. Inside, the place is a warren of various chambers used by Zakaz’s law enforcement, including a small jail.Traders’ Square. Just as the name suggests, this part of Atia is the commercial hub of both the city and Zakaz. Goods of all kinds are traded here, from food and water to medicines, tools, trinkets and weapons. The last is much less common than in other parts of the MU, because Zakaz doesn’t have much trouble aside from the occasional plague of rahi. Much of the trade that goes on here uses a barter system, but there is also a currency known as the grala – small gold spheres engraved with various symbols that signify their worth. These are notoriously difficult to counterfeit.Nektann’s HideoutThe base of operations for Nektann’s Rebels is in what used to be one of the largest shops in the city, one selling fresh produce from Te-nari. Here, the villains are well supplied, but the design of the building and many exits make security a problem.ADDITIONAL NOTES ON ZAKAZTechnology LevelThe level of technology on Zakaz is greater than that of the Matoran on Mata Nui, but nowhere near Xia standard. The Skakdi can make some pretty cool tools and structures, but they are nowhere near modern day technology or the ‘magical’ technologies produced on Xia and Nynrah.The currency of Zakaz is the grala. These can be used like widgets to buy things in the markets of Zakaz, but most Skakdi just use a barter system. Gralas are small gold spheres engraved with various symbols that signify their worth. These are notoriously difficult to counterfeit.Mutated vs. Un-mutated Skakdi.Prior to the Transformation, the Skakdi were smaller and less powerful than they are now. They were shorter than most toa and had small spines down their backs. Their faces were more normal and their jaws were much smaller than the gruesome grins we saw on the piraka sets. That had the ability to use great kanohi, and also possessed the latent elemental traits seen in Matoran, but stronger.As a result of Spiriah’s virus, they have grown taller and stronger, their spines have enlarged and their jaws have sprouted huge teeth. They have lost the mental discipline to access the powers of kanohi, but have gained other powers.Chief among these new powers is the ability to use elemental powers to a toa level, but only when working together with another mutated Skakdi. Second is a vision power, such as X-ray vision or laser vision. These powers work by shooting beams from the Skakdi’s eyes, and whatever those beams hit is affected by the power. Finally, each mutated Skakdi gained a third power. These are highly variable between individuals, so be creative when coming up with your own unique powers. Be cautious in this, however, of over-powering. The pirakas’ abilities should be considered the upper limit here.The final, and perhaps most disturbing change for the Skakdi is the transformation of their minds. While pre-mutation Skakdi were mostly calm, friendly sorts, Spiriah’s virus has given them an inclination towards high tempers and violent outbursts.This game takes place within days of the original infection, which took about that long to do its work and transform all the Skakdi. Most characters will still be getting used to their new powers, and will not be experts yet.GAMEPLAYIn this game, you will play as one of the inhabitants of Zakaz. This can mean that your characters can be Skakdi or other MU species that happen to be on Zakaz at the time.This is very much a sandbox RPG, so your characters’ actions will determine the course of events. Zakaz may end up much like it did in the canon universe; a war-torn desolation, or alternatively, it may turn out to be a very different place. Your actions will determine which and how.CHARACTERSMost characters in this game will be Skakdi. It is, after all, their island. Other species will be allowed, but bear in mind that they will be heavily outnumbered. If you can concoct a good reason for a non-Skakdi character to be on Zakaz, go ahead and play them. It is likely, however, that they may have been affected by the Makuta’s viruses in some way.The same applies to un-mutated Skakdi. These are playable if you can think of an excuse for them not to have been on Zakaz at the time of the infection, and also a way to have got them back past the Visorak guards.As with any RPG, there are some cannon powers that cannot be used. These include:

  • [*]The legendary masks, for obvious reasons.[*]The olmak, avohkii, krahkan and mask of elemental energy, because the ones shown in the canon story are the only ones in existance.[*]The elements of light and shadow, because there are no naturally occurring Skakdi of light or shadow, and the shadow leech won’t be invented for thousands of years yet.[*]The mohtrek, because insta-armies are annoying.[*]The mask of undeath, because unkillable zombies are no fun.[*]The komau (great mask of bunnying) and the sanok (great mask of auto-hitting). While it is possible to use these responsibly in an RPG, I’d rather save everyone the trouble of sorting out how they should and shouldn’t be used within good RPing etiquette.

You cannot play as a canon character. Make your own.Each player can control up to five characters at one time, but I might be lenient here if someone has a really great idea for a sixth character that will enhance the RPG in some way.Fill out this character profile and submit it for approval. This layout is designed for a Skakdi character, so for other species it will need a bit of altering. Feel free to change the format if you wish.Name:Species:Gender:Alignment:Element:Vision Power:Third Power: Equipment:Appearance:Biography:Personality:Skills/Strengths:Weaknesses:NPCsName: MalokSpecies: SkakdiGender: MaleAlignment: Zakaz GovernmentElement: MagnetismVision Power: X-ray visionThird Power: Mind reading and limited telepathyEquipment: Crown and sceptre of ZakazAppearance: Malok is a tall but thin Skakdi with mostly gunmetal grey armour. His secondary colour is royal blue, and is displayed on his torso, hands and feet. The crown he wears is made of gold and is set with six stones in a circular pattern, each the colour of one of the main six elements. In the centre of the circle is a transparent diamond. Since his transformation, it doesn’t fit on his head too well.Biography: Malok has been King of Zakaz for a few thousand years now, and has overseen the growth of the Skakdi nation. He lives in Mana Palace in Atia, which is his seat of power. Since the Transformation began, he has tried to use his influence among his race to calm the chaos, but has not met with much success.Personality: Malok is a charismatic Skakdi with good people skills and condierable wisdom. He is the closest thing to a Turaga you are likely to find among the Skakdi. He tries to rule Zakaz as fairly as possible, and genuinely wants to see his people flourish. As for the transformation, he has found the mental changes the most difficult. Anger and violence are the opposite of what he stands for, so having them become a greater part of his personality is very difficult for him.Skills/Strengths: Malok is an excellent speaker, and has a disarming style that makes other people want to agree with him. He has a quick mind and a strong will.Weaknesses: Malok is not a great warrior, though he can fight if the occasion calls for it.Name: NektannSpecies: SkakdiGender: MaleAlignment: Nektann’s RebelsElement: WaterVision Power: Lightning visionThird Power: Limited Physical Invulnerability. This means that he cannot be hurt by physical attacks like whacking him with a sword. Arrows will just bounce off him, axes will just get bent. He can hit whatever he likes and fear nothing. Energy based attacks, however, will hurt him. This invulnerability also extends to any weapon he uses.Equipment: A large scythe, which he wields will deadly strength and precision. This is not the cresent scythe seen in the set, but a different weapon. He also carries a dozen knives and daggers and a mace.Appearance: Nektann is much larger than the average Skakdi, muscular and well armoured. His appearance is much like the set, but he has not yet obtained his crescent scythe at this point in history. His weapons is still a scythe, just a different one.I picture him something like this MoC by Toa Cehk. All credit to the builder.Biography: Proir to the Transformation, Nektann was head of the Avan, the law enforcement of Zakaz. He did his job excellently and efficiently, and under his watch, crime was low. He held great influence among the government, and was tipped by some to become the next King of Zakaz.On finding out that the Skakdi were being mutated into super-powered monsters, Nektann’s darker side took control and he took advantage of the confusion for his own gain. He set free many criminals and began recruiting many other Skakdi in a bid to seize power and rule the island. He has been unusually quick to discover his powers and how they can be used.Personality: Nektann is a ruthless being, using whatever force is necessary to achieve his goals. This made him very effective has head of the Avan, but now it makes him a nightmare to his enemies. He has embraced the dark side of his new nature, though his mind is still cunning and sharp as a dagger.Skills/Strengths: Nektann is a deadly warrior of great strength and skill, particularly with his chosen weapons. He is a quick thinker and has a devious, shrewd mind.Weaknesses: Nektann is vulnerable to energy-based attacks, and is not particularly agile.Name: SpiriahSpecies: MakutaGender: MaleAlignment: Brotherhood of MakutaElement: ShadowKanohi: JutlinPowers: Spiriah has access to all 42 kraata powers as well as telepathy and the use of a shadow hand. He has the ability to create kraata and, by extension, Rahkshi. Since he has not yet evolved into gaseous antidermis, the process of creating kraata is slow and yields weaker slugs.Equipment: Spiriah posesses weapons that can shapeshift along with his body.Appearance: Spiriah is a shapeshifter, so his appearance can change at will. For the most part, he will appear as he did in the set.Biography: Spiriah was created by Mata Nui along with the other Makuta from a pool of liquid Antidermis. He then became a member of the Brotherhood of Makuta, working on experiments with Rahi and creating breeds of them to populate the universe, though he lacked the skill to do so. Following the Matoran Civil War, Spiriah was assigned to supervise the islands of Zakaz and Artidax.Spiriah saw potential for the Skakdi to be used as soldiers for the Brotherhood, and came to Zakaz to experiment on them. When he thought he had the right mix of viruses, he unleashed them over the whole island through the air and water, resulting in the Transformation. He then left the island, planning to return later to check on the results.Personality: Spiriah is arrogant like all Makuta, but unable to live up to this standard; he lacks skills in Rahi creation, and is deficient in leadership traits, acting more in the role of a follower. Though he aspires to greatness, he is incapable of achieving anything of significance.Skills/Strengths: He’s a Makuta. He has power beyond anything other species can dream of. Attack him and you die.Name: BanuaSpecies: ToaGender: MaleAlignment: Makuta’s DevoteesElement: GravityMask: Gold faxon in the shape of a kadin. This was presented to him by his former team mates on entering Spiriah’s service. The shape is to honour a past hero - JovanEquipment: Orbit Spear and Rhotuka Launching Shield

The Orbit Spear has the power to change the point where the gravity that effects the target originates from. For this power to be triggered, the spear must touch the target. For example, if a foe was touched by the spear, they might find gravity pulling them towards, say, a tree, rather than the ground.

His rhotuka have the power to cause explosions wherever they hit.

Appearance: Banua’s primary colour is balck, with gold and purple highlights in roughly equal parts. His tools, hands and feet are gold, while his upper limbs are purple. Also in this colour is the BoM insignia across his chest. He is a thin, wiry toa of about average height. His armour is made of precious metals.Biography: Banua is the leader of Spiriah’s Toa Hagah team. Before entering the Brotherhood’s service, he was one of the Toa Nynrah. He was chosen to become an elite guardian, and was assigned to Spiriah’s team, which he now leads. It is his job to deal with any threats to his Makuta’s safety.Banua has not had much to do with the Skakdi before, except for acting as a bodyguard during Spiriah’s occasional visits to Mana Palace. Generally, he has spent time in Spiriah’s tower when on Zakaz, and even more time on other islands. During the Transformation, he and his fellow Hagah were taken to a sealed-off chamber to protect them from any ill effects caused by the virus. He was left on Zakaz when Spiriah left to go back to Destral.Personality: Banua is a cautious leader, always giving situations due consideration rather than a quick, rash response that might lead to trouble later. That is not to say he cannot act quickly when the situation demands it, but it is not his preferred MO. He has a serious personality, and stays focussed on the job. He is not often jokey or jovial, but relies on others to lighten up a situation.Skills/Strengths: Banua is a good leader and a clever strategist. He is very loyal to the Makuta, and has great skill with his powers.Weaknesses: He does not have the physical strength to match most post-mutation Skakdi, so he prefers to fight at a distance. At close range, he could be beaten in physical combat.NOTE: Banua is one Toa Hagah, but the rest of Spiriah’s team are open for players to create. If you want to play as one, make a character. The first five players who want spots will get them. The other Hagah can also get some of the few powered weapons on the island (spears and rhotuka shields).RULESIn general, don’t do anything that detracts from other peoples’ enjoyment of the game. All the usual RPG fallacies fall under this, such as god-modding, meta-gaming, bunnying, auto-hitting and the like. For more on these, see the BZPRPG, where you will find some great descriptions and more details on the subtleties of these.Use IC and OOC to separate what your character(s) do from you talking.Unlike in some other RPGs, there is no rule against wreaking huge destruction on the landscape. We know that in the canon universe, the island was turned into a barren wasteland by the wars of super-powered savages, so there is no reason not to pound a few landmarks out of existence if the situation requires it.Do not kill or injure somebody else’s character without permission. The same goes for (character) life changing events.No nova blasts or other apocalyptic, island destroying attacks.GMs have the right to do anything they see fit in the IC world. This includes punishments for rule-breaking and rewards for making positive contributions to the RPG.GLOSSARYThis is a list of all the terms I invented for this game. Most were made up on the spot, so this is to help myself and others keep track of them.Atia – the capital city of ZakazAvan – the law enforcement agency of ZakazAwa – a river in Gu-nari, flowing out of Lake TuranoFurl Drop – a waterfall at the meeting of the Malana and Kona RiversGrala – the currency of ZakazGu- – the Skakdi prefix representing waterKaroro – a river flowing through Mara CanyonKona – a river flowing from Quo-nari into Pi-nariKuna – a Skakdi word meaning ‘village’La- – the Skakdi prefix representing airMahana – a giant, sentient tree in La-nariMalana – a river flowing from Lake Turano into Pi-nariMalok – a Skakdi, the current King of ZakazMana Palace – Malok’s dwelling in AtiaMount Krahn – a volcano in Te-nariNari – a Skakdi word meaning ‘region’Ona- – the Skakdi prefix representing earthPi- – the Skakdi prefix representing stonePili Mountains – mountain range of Quo-nariQuo- – the Skakdi prefix representing iceRata – the forest of La-nariMara – a large canyon in Pi-nari, the location of Pi-kunaRoto – a lake in Gu-nariTe- – the Skakdi prefix representing fireThe Transformation – the changes wrought on the Skakdi by Spiriah’s virus.Turano – a lake in the centre of Zakaz. Edited by Mt Ihu

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Keep in mind that these are evolved kraata. Headjockies may not live very long, but that doesn't mean that the other castes are a short lived.

They were called Tenno. Warriors of blade and gun: masters of the Warframe armor. Those that survived the old war were left drifting among the ruins. Now they are needed once more.

 

The Grineer, with their vast armies, are spreading throughout the solar system. A call echoes across the stars summoning the Tenno to an ancient place. They summon you. 

 

Allow the Lotus to guide you. She has rescued you from your cryostasis chamber and given you a chance to survive. The Grineer will find you; you must be prepared. The Lotus will teach you the ways of the Warframes and the secrets to unlocking their powers.

 

Come Tenno, you must join the war.

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And another good point...You know, I could just as easily bring back the Digression if I want to do a survival horror. Those Infected were intelligent...

They were called Tenno. Warriors of blade and gun: masters of the Warframe armor. Those that survived the old war were left drifting among the ruins. Now they are needed once more.

 

The Grineer, with their vast armies, are spreading throughout the solar system. A call echoes across the stars summoning the Tenno to an ancient place. They summon you. 

 

Allow the Lotus to guide you. She has rescued you from your cryostasis chamber and given you a chance to survive. The Grineer will find you; you must be prepared. The Lotus will teach you the ways of the Warframes and the secrets to unlocking their powers.

 

Come Tenno, you must join the war.

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Regarding Headcrabs: YES! That was exactly where I got the idea from. Like I said, I was going to add credits later, so that would be mentioned.And I considered having people be rusted. I had rejected the idea, but if people want it, I can do it.

They were called Tenno. Warriors of blade and gun: masters of the Warframe armor. Those that survived the old war were left drifting among the ruins. Now they are needed once more.

 

The Grineer, with their vast armies, are spreading throughout the solar system. A call echoes across the stars summoning the Tenno to an ancient place. They summon you. 

 

Allow the Lotus to guide you. She has rescued you from your cryostasis chamber and given you a chance to survive. The Grineer will find you; you must be prepared. The Lotus will teach you the ways of the Warframes and the secrets to unlocking their powers.

 

Come Tenno, you must join the war.

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So, my peepies, i'm creating a Clockwork/Steampunk RPG, and i'm wondering what you guys, as players, would like in features, story, etc etc.

Well for starters, the city would have to have a really unique feel to it. I've always pictured clockwork / steampunk cities as somewhat old-looking while appearing futuristic with all the fancy steampunk and clockwork technology around.Other than that, I'm not sure what else I could tell you. Steampunk and clockwork somewhat explains itself in general although every person may interpret it differently. I'm curious to see how it turns out. On a side note, make sure that time-affecting abilities are taken out of there (clockwork and all).
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So, my peepies, i'm creating a Clockwork/Steampunk RPG, and i'm wondering what you guys, as players, would like in features, story, etc etc.

Well for starters, the city would have to have a really unique feel to it. I've always pictured clockwork / steampunk cities as somewhat old-looking while appearing futuristic with all the fancy steampunk and clockwork technology around.Other than that, I'm not sure what else I could tell you. Steampunk and clockwork somewhat explains itself in general although every person may interpret it differently. I'm curious to see how it turns out. On a side note, make sure that time-affecting abilities are taken out of there (clockwork and all).
I agree with Wade. A good basis for a steampunk setting would be Edwardian London, except with steampunk mecha. Edwardian London is the best thing to use as a basis.Anyway, what would you guys think of a RPG in which Matoran pilot Exo-Toa to fight with each other?
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Anyway, what would you guys think of a RPG in which Matoran pilot Exo-Toa to fight with each other?

It's a curious idea however it would require quite a bit of a good background story. I could see it as an RPG where games for this sort of thing to be held but since that's such a common setting, you'd have to give the RPG a unique twist.As for the exo-toa: I suggest that you either make your own unique exo-suits or you could have the exo-toa suits but you'd have to allow a good deal of modifications to them for things to get interesting.
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Hmmm, well that's a good idea too but I found a way both of our ideas could work in conjunction. See, the exo-suits were originally built for games but people began to use them for their own purposes. Eventually, it turns into a war, etc. It's just an idea for a bit of background story or how the story can progressively move but don't feel obliged to take it.OOC: Last post for the morning, going to school D:

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I still wonder why Bionicle would even have steampunk when they can (and do) just use Kanoka or various other protodermis/magic based technology.With humans it makes sense because we did have a time when we used steam power for things, but in Bionicle? I don't think so. I would think they skipped right to the more futuristic tech given that their entire universe is within a giant robot

Edited by The Power that Is

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But if you want a steampunk RPG that badly why not make it in CoT? Makes more sense given that gentlemen, monocles, top-hots, pince-nez and such things are all very human elements. Sure you can have them on Bionicle characters but the fact that the characters are also made of metal kind of negates the appeal, at least in my eyes - I mean you'd have biomechanical beings of a higher technological level than the machines they utilise.

Edited by Kumata
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Well, you could look at City of Steam (an RPG of mine that ran a year and a half or so ago) and see the appeal. Biomechanical beings in giant mecha. Dapper gentlemen toa in top hats and suits.Honestly, I do think it would have done better in CoT (and, for that matter, if I didn't happen to be lacking access to a good computer the entire time). But it was fun. Just to add my two cents.

Edited by Toa of Dancing

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Basically same rule that applies to most RPGs: Nothing that would be an insta-kill or destroy a weapon or something like that.But anyways, the more I think about atoa of carbon, the more awesome of an idea it sounds.

This is a signature that describes me as a person. Lazy, dry, and overall just a procra...


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Why not just have only Matoran characters? If you gain most of your powers from the mechs and such it would make more sense. Or, if you wish to keep toa, restrict those two elements all together. With the previous situation, however, you lose out the element of carbon ToD is hyped for.-Toa Levacius Zehvor :flagusa:

Edited by Toa Levacius Zehvor

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


- Evelyn Beatrice Hall (often attributed to Voltaire)

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I should probably show a little courtesy and make note of all RPGs -Mt. Ihu, I think the entire concept is really good. Could use a bit more story and some flair. Your biggest issue is formatting - a litte bold makes it a lot easier to read RPGs, at least in my opinion. Besides that you've got a nice RPG to start developing on.Rust seems pretty interesting. Only bad thing is that it doesn't have much as far as character motivation presented or much of a story. It has enough to be playable, but I find myself wanting to know more.Belly of the Beast is another case. It's an interesting idea but it has very little there to look at, and when I see 'Makuta - playable' my first thought is 'Red Alert!'. And considering the playing of Makuta... well, that means people will be explaining characters midway between a Makuta and Toa, and all sorts of crazy characters (I'm looking at you Darkon) that would be outlawed anywhere else would be made possible. So I'm iffy on that one.Also, an addition to Darkon - I refuse to consider any steampunk things that lack these (and they're not even from a steampunk game, but the point still stands, I demand robotic demon owls) -tumblr_lhae5i6Fks1qzz6dgo1_500.jpg-Toa Levacius Zehvor :flagusa:

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


- Evelyn Beatrice Hall (often attributed to Voltaire)

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Thanks Levvie. ^^ Yeah, the motivation and stuff is being hard at the moment. I'm giving it more work, just added more kraata castes, and the ability to have characters who are being "controlled" by the rust... But I just can't help but think that this would make a better fanfic than an RP...

They were called Tenno. Warriors of blade and gun: masters of the Warframe armor. Those that survived the old war were left drifting among the ruins. Now they are needed once more.

 

The Grineer, with their vast armies, are spreading throughout the solar system. A call echoes across the stars summoning the Tenno to an ancient place. They summon you. 

 

Allow the Lotus to guide you. She has rescued you from your cryostasis chamber and given you a chance to survive. The Grineer will find you; you must be prepared. The Lotus will teach you the ways of the Warframes and the secrets to unlocking their powers.

 

Come Tenno, you must join the war.

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  • 4 weeks later...

Could this work, a rpg split into eras, like new classes and locations added over time?

What do you mean? Like the storyline suddenly jumping forward into the future?Perhaps the transition of one RPG to another, sequel RPG. But as interesting as it would be to see it attempted, I doubt it would work out very well if the story jumped forward, leaving some players with their tasks unfinished - like a fight ended midway, for instance.If you want to add new locations and the like, just introduce them or let players find them. Unless you're making a sequel or the like, that's your best bet.If you make that a major factor of the RPG that things progress, you could do that. But if you did it more than once or twice, it would be a chaotic mess I would advise against.But that's just my opinion on the matter. If you gave in what context you would be using it, that would be better.-Toa Levacius Zehvor :flagusa:

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


- Evelyn Beatrice Hall (often attributed to Voltaire)

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