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Munkiman

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  1. Munkiman
    Let's play a game, children.
     
    *generic cheering of small children*
     
    "A CLUE, A CLUE!"
     
    Shut up, all of you!
     
    *smack*
     
    ...
    ...
    (note: this series of ellipses is a patented copyright of the Albino Panda Nihhz Corporation, Inc. Luckily, I own enough stock in the corporation that I am ABOVE THE LAW!!!)
     
    *ahem*
     
    Now, here is the game. People will make comments in my blog. Then I will edit their comments into something I like better.
     
    yay for censorship! =D
     
     
  2. Munkiman
    Once again, Setsuna demands that I advertise City of Fear, my totally rad RPG contest entry, here.
     
    I try to fight him, but he is too strong!
     
    -->> LINK! <<--
     
    And for those of you unwilling to click links, afraid that it's a cunning trap (spoiler: it is!), I've transplanted the entire entry to this very blog! Read on, folks!
     

    Metru Nui: City of Fear
    The darkest day in Metru Nui history began as one of the brightest.
     
    Takanuva dodged away from the Makuta’s swiping claw. The Master of Shadows thrust with his Shadow Spear, and the Toa of Light parried the blow with his staff. Sparks of light and dark energy appeared when the two blades connected.
     
    Takanuva was weary, but the fight was not gone from him yet. He knew he was close; their battle was at its climax. Makuta would die this day, and this bloody war would finally end. At last, the Matoran could rebuild their city and return to their lives.
     
    Makuta could not believe it had come to this. That he – he, the great Makuta of Metru Nui, had been reduced to sparring like a common soldier – it was pathetic. His Plan lay in ruins. His Brotherhood had failed him. The thought made him mad with rage, but even that could not help him now. He was losing this fight. Makuta knew his time had come. The seconds before his demise seemed to last hours.
     
    The battlefield was the Coliseum arena itself. In the stands sat the Warriors of Light, the proud heroes who had fought a war against darkness, and won. Toa in the dozens, Matoran in the hundreds; many from Metru Nui, and some from other lands. More Matoran labored out in the city, beginning repairs to their once-beautiful city.
     
    Down in the arena, the final fight went on, with no intervention by the spectators. It had been Takanuva’s wish that he fulfill his destiny alone, and it had been granted. Green puddles of antidermis flowed freely and mixed with red blood.
     
    Makuta lashed out wildly. He no longer cared whether he won or lost – too much of his substance had gone, his wounds were too severe. Makuta was a goner, but he was taking Takanuva with him.
     
    Takanuva took advantage of his opponent’s carelessness. He sidestepped the attack, and raised his Staff of Light. The blade glowed brightly, its light whiting out all visibility. The spectators had to look away; it was like a third sun had been born.
     
    When the light had dimmed and gone away, the Matoran looked down into the arena again, and their eyes were greeted with a wonderful sight. Makuta lay on the ground, struggling to move, his upper half disconnected from his lower. And Takanuva stood over him, triumphant.
     
    But the battle was not yet won. The final blow first had to be struck. Yet the outcome was obvious. Light had won over Shadow.
     
    Takanuva beamed proudly in the Matoran’s cheers. It was finally over, he told himself, and he could scarcely believe it. Ten years of war and suffering had come to an end. Now he would forge the new beginning.
     
    The Toa of Light looked up into the stands. He spotted the four Toa Mahri sitting in the front row. Takanuva flashed a painful grin at Jaller, and though it was hard to see from this distance, he was sure he saw his friend smile back.
     
    Makuta coughed, drawing Takanuva back to the present. The victory celebration would have to wait for the moment. He raised his spear.
     
    “Wait, Toa,” Makuta rasped. Green liquid trickled out of the corners of his mouth. “You may strike me down – I am doomed anyway. But first, heed my warning.”
     
    Takanuva raised an eyebrow. “What are you talking about?”
     
    “Shadow does not end with me.” Makuta smiled sinisterly. “Darkness will haunt Metru Nui forever, every time the twin suns set.”
     
    “Don’t waste my time with riddles, Makuta,” Takanuva growled. “Speak plainly! What is your warning?”
     
    Makuta just laughed. His laugh was a cruel sound, an evil sound, deep, and harsh. Takanuva could not bear to listen to that laugh. He shut his eyes tightly, and jabbed the Staff through the Kanohi Kraahkan. And Makuta died.
     
    Takanuva opened his eyes again. Makuta had stopped moving, he was dead. He expected to feel happy, or relieved. But something was wrong.
     
    The air had changed. It felt thick, like smoke. Most noticeably, everything was red. It was like looking through a piece of blood-soaked glass.
     
    It lingered for a few seconds, and then, just as suddenly as it had appeared, the red mist dissipated. Yet the damage was already done.
     
    When Takanuva looked up into the stands again, he did not see what he had expected. He did not see happy, grateful Matoran. Instead, he saw an army of red-eyed monsters. They howled and roared and screamed, like savage animals. They did not stay confined to their seats. They stood, and in one huge cascading wave, they rushed down the stands. They ran down the aisles, clambered over seats. The Toa Mahri were engulfed in the wave, the Turaga were swallowed up. Takanuva shook his head. This couldn’t be happening. His mind refused to believe that this was happening.
     
    The crazed Matoran jumped down over the railings, and into the arena. They were running at Takanuva, but he could not move. He stood there dumbly as they charged at him, as they jumped and piled on top of him. He stared blankly into space as they bit him with their fangs, scratched him with their nails, tearing open his armor and flesh. The world was growing dim. Light was vanishing from Takanuva’s world. And then everything went black, and the Toa of Light was snuffed out like a candle.
     
    And thus, the Age of Vampires began.
     
    1. Story
    It has been five years now since the death of Makuta, and the release of his final curse, the Undeath - fifteen years after the Toa Nuva’s adventure in Karda Nui. Many of those who once fought for Light have been transformed into monstrous Vampires. The mysterious King is rallying the Shadows under one banner, but what is he really after? The remaining Matoran cling to life desperately, but they are isolated and weak, and hope seems to be a thing of the past. Metru Nui is no longer a City of Legends. Legends mean nothing in this new setting. This is a City of Fear.
     
    2. Regions
    2.1. Ta-Metru: The district of forges and foundries is now a molten wasteland. This was actually caused more by the surviving Matoran than the Vampires. The Vampires were weakened by the intense light and heat from the forges, so they mostly avoided Ta-Metru. Because of this, the Matoran did their best to wreck the place, using the rampant fires and the canals of molten protodermis as fortifications. Near the center of the Metru, not far from the ruins of the Great Furnace, lies Igni-Koro, the Village of Life.
     
    2.2. Ga-Metru: The center of water and learning is mostly unharmed. The water keeps away Vampires, so new canals have been constructed by the Igni-Koronans. Several smaller villages have been built here. But looming over this tranquil district is an ever-present reminder of the state Metru Nui is in. To keep their food supply from escaping, the Kingdom of Undeath has built dark, towering walls along the coast of the Metru, inhabited by Vampire guards who attack from the covered ramparts, protected from the sunlight. This has made travel to the Great Temple impossible, and what has happened to that sacred place remains unknown.
     
    2.3. Le-Metru: The transportation district was hit the worst, crippled by the Vampires to keep the Igni-Koronans trapped in Metru Nui. Chutes and airships lie mangled and broken in the streets; the Test Track and Moto-Hub lie in ruins. Le-Metru is a wasteland, inhabited by nothing more than wild Rahi and gangs of bloodthirsty Vampires. Much of the buildings are overgrown, and some of the plants are not what they seem. Only the foolish and suicidal go here.
     
    2.4. Po-Metru: The land of carvers and canyons is disputed territory. The tall canyons are ideal for the Vampires, but vast, desert plains with no shelter do not exactly suit them. The Canyon of Unending Whispers is a Kingdom stronghold, but the Sculpture Fields are under the protection of Toa Pohatu and Igni-Koro. It is known that an ancient Brotherhood lair is located within one of the many cliffs, but despite efforts on both sides, it has never been uncovered.
     
    2.5. Onu-Metru: The home of the Archives is somewhere only the bravest of the living dare to enter. The ancient museum has been ransacked and converted to a fortress, the main base of the Kingdom of Undeath, and the home of hundreds of Vampires, hiding from the sun underground. Some ancient artifacts are still hidden here, and dangerous Rahi roam unhindered, as extra security. More than a few Rahkshi have been seen prowling the upper levels. Several expeditions have been sent by the KoU to a mysterious room in Sub-Level 49; none have returned.
     
    2.6. Ko-Metru: The land of snow and scholars is not controlled by any particular faction. The Knowledge Towers have been scoured for anything of value by both sides, and much of the area is inhospitable snowfields. Still, it has more Kingdom leanings, mainly because the constant snowstorms and gray skies allow Vampires to roam around day and night. A mysterious Toa-sized cloaked figure has been seen near KoU strongholds in Ko-Metru on some of the most recent Igni-Koronan scouting missions, but only briefly and from a distance.
     
    2.7. Coliseum: The great landmark of Metru Nui and birthplace of the Vampires. The Vamps treat it as a sacred place, and it is totally deserted. It is perpetually covered by dark clouds (whether by some power of King or his subjects or through some ancient technology is unknown), so Vampires can walk in the great arena freely no matter what time it is. The only permanent resident is the mysterious King, who rules from Turaga Dume’s throne room. The Coliseum is guarded heavily from the outside by his subjects.
     
    3. Profiles
    Use this format when posting your character profiles:
     
    Name: (character’s name)
    Faction: (Igni-Koro, KoU, or Neutral)
    Native Area: (one of the six Metru, a different island, or unknown)
    Species: (what type of being your character is)
    Gender: (male, female, it or unknown)
    Appearance: (either a picture or detailed description of what your character looks like)
    Element: (if any)
    Kanohi: (if any)
    Weapons: (if any)
    Bio: (history, personality, extra powers, and any other information you would like to add)
     
    -You must play as your own Bionicle character. You cannot play as Roodaka, Krakua, Miserix, or any other official character.
     
    -The limit is three characters per player.
     
    -You may come from any area in the Bionicle world, including one you made up. Exceptions are Artahka and Daxia, the latter because OoMN members are way too powerful, and the former because that island is still hidden and isolated.
     
    -If you are an Igni-Koronan, most species are allowed, including made-up ones (though those must be approved). You can be a Matoran, Toa, Skakdi, or whatever. You may not be a Makuta, a Vampire of any kind, a Rahkshi, a Krahka, or a Toa Nuva. And you cannot be anything ridiculously overpowered, like a Zivon. Same goes for living neutrals.
     
    -If you are in the Kingdom of Undeath, you must be a Vampire. Toa Vampires, or VampToa, are too rare and overpowered, and are not allowed. Instead, you are allowed to be a Matoran Vampire, or a species of similar power level. Just because they’re short does not mean they are weak. Same goes for undead neutrals.
     
    -Most elements are allowed, including those you make up (within limits – no Toa of the Universe or anything like that). Light, Shadow, Time and Life are considered too overpowered, and are not allowed. Other examples of elements considered overpowered are Energy and Protodermis, or anything that makes no sense as an element, like Heat Vision.
     
    -Similarly, most Kanohi are allowed, including fan-made ones (within limits – no Mask of Death or anything like that). Legendary Masks, such as the Vahi and Avohkii, and unique masks like the Avohkii, Kraahkan, Olisi, and Mask of Creation, are not allowed.
     
    -Weapons may have powers, but nothing too god-moddy. Swords that can destroy a Metru with one swing or a nuclear missile launcher are not allowed. Protosteel will be considered on a case-by-case basis, but you are not allowed to have too much of it.
     
    -You can have a pretty extravagant backstory, but nothing that rewrites Bionicle history (for instance, saying that the Toa Mata fought your character disguised as Makuta on Mata Nui), or anything too unbelievable. You cannot be a descendant of Lhikan, the King of the Southern Continent, or Artahka’s college roommate.
     
    -If, for any number of reasons, you wish to kill off one of your characters, then you may do it one of two ways. Either PM me, and I will think of a creative way to kill him/her, or post it yourself in an IC post. If you choose the latter, you must PM me so that I know to remove your character from the list. If you kill a character, then one of your three character slots opens up, and you can create a new one.
     
    4. Vampires
    Transformed by the Undeath Virus, Vampires are evil, blood-craving, undead monsters who were once Matoran and other innocent beings. This is Makuta’s final gift to the universe, and it is tearing Metru Nui apart.
    Vampires are notoriously powerful. They have greatly enhanced physical strength, speed, endurance and agility. An average Matoran Vampire can win an arm-wrestling match with a Toa hands down. Their senses have been heightened to incredible levels, to the point where they can see perfectly in pitch darkness, hear individual conversations in a crowded street, and smell blood from kio around.
    All Vampires are marked by their red eyes, fangs, and faded body colors. Some have developed further physical changes as they continue to change. Vampires will turn to ash when exposed to sunlight for close to five minutes, though the heat and light are instantly unbearable. They also have an aversion to water as well – it will not kill them easily, but it can scald their bodies and is poisonous to drink. This helps to force Vampires to turn to drinking blood. To survive, they only need a few drops of blood every six days, and Rahi blood will do. Matoran blood, however, is a delicacy.
    Most Vampires are psychotic, mad with power, or just plain loony. Sometimes the craving for blood becomes uncontrollable, and they degenerate into crazed savages. There are a few, however, who retain sanity and even a conscience, but find themselves unable to live among the living.
    There are estimated to be around four hundred Matoran Vampires in existence, about two dozen VampToa, and less than ten of other species. One or two hundred are still wild, mostly residing in Le Metru or the underground tunnels, but the majority have joined the Kingdom of Undeath.
     
    5. Rahkshi-Va
    Another new race, currently nobody on Metru Nui has seen these creatures, or in fact heard of them (although King has his suspicions that the Brotherhood left something else behind... ah, but I've said too much). One of their powers is a vision-based ability: eyebeams that deactivate Kanohi mask powers for a brief period of time.
     
    6. Factions
    Igni-Koro: The Village of Life, home to the remaining Matoran who have not been killed or transformed in these last five years. It is a village much like those on Mata Nui, made up of small huts and buildings created from whatever the Matoran could scavenge. At the center is Tahu Hall, which serves as the center of government, Akui’s home, and the site of such monuments as Tahu Nuva’s tomb and the Wall of History. Besides Matoran, other beings from foreign lands inhabit this place, including a number of Toa. The three Toa Nuva are the protectors and unofficial leaders, while a Matoran of Lightning, Akui, was elected as the official Matoran leader. Their goal is to survive, and (depending on who you ask) to find a cure for the Undeath, or eradicate the Vampires completely.
     
    Kingdom of Undeath: A few years ago, the Igni-Koronans began to notice a change in Vampire behavior. The creatures that had once run wild in small packs, not trusting each other to share the blood equally and so avoiding large groups, had begun to form more organized strategies, almost like they were creating an army. It was only recently when the Kingdom began to really take control. Most Vampires are under their control, watched over by the mysterious King, a being with some commanding influence over the Vampires. Their overall purpose is largely unknown - those closest to King say he has bigger plans than slaughtering the living - but Vampires are always happy to have a drink of Matoran blood when they can get the chance. King has been sending more and more raids against Igni-Koro and its settlements, and it is unknown how long the Nuva’s defense will hold.
     
    7. My Characters (NPCs)
    These are important characters that I control. You are very likely to meet these fine fellows in your travels. Just remember, they're not too easy to beat.
     
    Name: Pohatu Nuva
    Faction: Igni-Koro
    Native Area: Po-Metru
    Species: Toa Nuva
    Gender: Male
    Appearance: As he appeared in 2003.
    Element: Stone
    Kanohi: Kakama Nuva (Speed)
    Weapons: Climbing Claws
    Bio: Pohatu is still as strong, friendly and trustworthy as ever. He is saddened by the loss of his brothers and sister, and the state of Metru Nui, but he has not given up hope. Pohatu is determined to find a solution to this problem, and save the surviving Matoran. Pohatu is the Toa Nuva most favored by the Igni-Koronans.
     
    Name: Kopaka Nuva
    Faction: Igni-Koro
    Native Area: Ko-Metru
    Species: Toa Nuva
    Gender: Male
    Appearance: As he appeared in 2003.
    Element: Ice
    Kanohi: Akaku Nuva (X-Ray Vision)
    Weapons: Ice Blades, Ice Shield
    Bio: Kopaka has always been cold and distant. As the new leader of the Toa Nuva, and thus one of the most important figures in Igni-Koro, he is trying to be friendlier and more open with the Matoran, But he is still most often found alone in his study, pondering the “great thoughts”.
     
    Name: Lewa Nuva
    Faction: Igni-Koro
    Native Area: Le-Metru
    Species: Toa Nuva
    Gender: Male
    Appearance: As he appeared in 2003.
    Element: Air
    Kanohi: Miru Nuva (Levitation), Kaukau Nuva (Water Breathing)
    Weapons: Air Katana
    Bio: Of all the Toa Nuva, Lewa is the most affected by the changes to Metru Nui. The once cheerful and carefree Toa is now sullen and distant. He rarely speaks much anymore – Kopaka is more talkative! He blames himself for every failure, every living Matoran lost. He also especially blames himself for Tahu’s death, as he was with him just before the leader was killed. Lewa has taken to wearing Gali’s old mask, which was all they ever found of her.
     
    Name: Akui
    Faction: Igni-Koro
    Native Area: Karzahni
    Species: Matoran
    Gender: Female
    Appearance: A Matoran with a triangular golden body, hands, feet, and Great Rau, and black limbs. Her eyes are ocean blue.
    Element: Lightning
    Kanohi: Powerless Rau
    Weapons: Twin Aqua Swords - launch jets of water at enemies using a limited supply that must be refilled.
    Bio: A Matoran refugee from the destroyed land of Karzahni, where she lived as a servant of the mad tyrant, her spirit broken like all the others. Since she arrived on Metru Nui fifteen years ago, and her body was rebuilt, she has found her voice again. Akui is spunky, quick-thinking, and sometimes lets her temper get the better of her. Despite this, she was chosen to be the Matoran leader of Igni-Koro, as the Toa Nuva are constantly defending the village and do not have time to get too involved with the daily needs of the Matoran. Akui cares deeply for her village, and has a great hatred for the Vampires trying to destroy it.
     
    Name: Nuuron
    Faction: Igni-Koro
    Native Area: Southern Continent
    Species: Toa
    Gender: Male
    Appearance: A well-built Toa with a dark red torso, mask, hands and feet, and black limbs.
    Element: Fire
    Kanohi: Komau (Mind Control)
    Weapons: Nuuron relies on his body and mind in combat, requiring no weapons.
    Bio: One of the Toa sent (unknowingly) by the Order of Mata Nui to aid the Toa Nuva in their final struggle against the Brotherhood. Nuuron was just outside the Coliseum when the Undeath hit, and the flood of Vampires that he narrowly escaped from still haunt his nightmares. As the chief of Border Defense, Nuuron is in charge of protecting Igni-Koro, especially when the Toa Nuva are away. He almost never leaves the village, except to inspect the other settlements. Nuuron is somewhat arrogant, and might put too much faith in his “impenetrable” fortifications. Still, he is strong and loyal, and the Nuva trust him.
     
    Name: Torion, aka The Vampirologist
    Faction: Igni-Koro
    Native Area: Ta-Metru
    Species: Ta-Matoran
    Gender: Male
    Appearance: A 2003-style red and black Matoran, with a red Noble Mahiki and bright green eyes.
    Element: Fire
    Kanohi: Powerless Mahiki
    Weapons: Occasionally uses medical tools for defense, when necessary.
    Bio: A Matoran fascinated by Vampires and dedicated to studying them. He spends long hours in his private underground lab, doing all sorts of mysterious work. Rumors abound about Torion, better known as the Vampirologist. Some say he is a Vampire himself! Despite his secretive nature and queer practices, the Toa Nuva trust him (Akui, not so much), and appreciate his work on discovering the weaknesses of Vampires. For instance, it was Torion who discovered that water is poison to them. Many see the Vampirologist as the greatest hope for finding a cure for vampirism.
     
    Name: “King”
    Faction: KoU
    Native Area: Unknown
    Species: Unknown, presumably some form of Vampire
    Gender: Male
    Appearance: Rarely seen. Pohatu Nuva has got a glimpse of him once before, and describes him as a confident, regal-looking being with a flowing cape. He appears to be shrouded in darkness.
    Element: Unknown
    Kanohi: Unknown
    Weapons: Unknown
    Bio: The mysterious ruler of the Kingdom of Undeath, the being known as King has been gathering more and more followers over the last two years. He seems to exert some form of command influence over the wild Vampires, for even the most solitary follow him unquestioningly. His goals, like his true name, are unknown at this time, but he has been sending constant raids against the Igni-Koronan settlements.
     
    Name: Lyciak
    Faction: KoU
    Native Area: Le-Metru
    Species: Matoran Vampire
    Gender: Male
    Appearance: A hunched Matoran, faded dark green with dirt-brown limbs. He has large claws on his hands and feet, and huge fangs, even for a Vampire. His mouth is always gaping open, with his tongue often hanging out, giving him the drooling, vacant expression of a wolf or dog.
    Element: Air
    Kanohi: Noble Kuzan (Berserker Rage - sends the wearer into a temporary frenzy of anger and madness, ignoring all pain and attacking everything in sight), in the shape of a Miru.
    Weapons: Claws and Fangs (NOTE: do not take his natural weapons lightly. Lyciak’s bite can crush the toughest armor.)
    Bio: One of King’s most trusted Generals, largely because he is very stupid and easy to manipulate. He is often seen on the front lines, leading hordes of Vampires into battle. Lyciak prefers to use brute force and overwhelming numbers over strategy, because he prefers the simple approach. But he is not to be underestimated, for when the need arises he can be deviously cunning. He is also incredibly insane and bloodthirsty, known for devouring the entire body of his enemies, not just drinking their blood.
     
    Name: Azran
    Faction: KoU
    Native Area: Onu-Metru
    Species: VampToa
    Gender: Male
    Appearance: A brawny, dark grey Toa with the signature Vampire red eyes, and burnished silver armor on the shoulders, thighs and chest.
    Element: Earth
    Kanohi: Kualsi (Quick Travel)
    Weapons: Shock-Batons
    Bio: A commander in the Kingdom of Undeath military, Azran's hobby is meaningless destruction and violence of all kinds. He looks down on the lesser forms of Vampire, seeing that as he is a VampToa, he deserves special treatment. The fact that he's right (though for different reasons than he thinks) has only made him even more overconfident and lazy.
     
    8. Rulez
    1. All BZP rules apply. That means no swearing, flaming, spamming, sexually explicit content, way-too-graphic violence, or other no-nos.
    2. Play fair, children. Do not do anything overpowered or unfair, such as inexplicably gaining extra powers, never getting hit, or killing/seriously injuring an opponent. In the TBRPG business, we call that “god-modding”, and it’s not a good thing to do.
    3. Use IC (In Character) and OOC (Out Of Character) when posting in the main topic. Example:
     
    IC: Pohatu narrowly avoided having his head lopped off by the hulking Vampire’s axe, even with the aid of his Kakama Nuva. “Is this how you treat all your guests?” he muttered.
     
    OOC: Any Igni-Koronans in the area want to help him out?
    4. The battle system in this RPG is simple. There are no levels or experience. Instead, combat is resolved by the players. If a fight goes on for a long time, and neither player is willing to accept defeat, I may have to step in.
    5. Humor is allowed, but don’t overdo it. If you want your character to slip on a banana peel for other’s entertainment, that’s fine. But doing random, ridiculous, and/or god-moddy things for the sake of comedy is not allowed. Even if you do it while wearing a silly hat.
    6. Don’t control someone else’s character unless they give you permission. This especially goes for making a character do something they wouldn’t normally do (for instance, having a bloodthirsty Vampire extend the hand of friendship), or using that character as a punching bag to demonstrate your character’s awesomeness. There’s nothing awesome about cheating.
    7. If you’re planning to do something that will drastically change the course of the RPG, then tell me in advance. The story is meant to be flexible – you guys aren’t just here to follow orders from your faction leaders, and going your own way is encouraged. But if you’re going to sink all of Ga-Metru Atlantis-style, then I’d like you to PM me first, and we can negotiate.
    8. No OOC stuff in IC. That includes integrating real-world concepts, such as computers, cell-phones, and the 2008 US election in November. Metru Nui is a pretty high-tech place, despite being ravaged by Vampires, but iPods are still yet to be discovered.
    9. I’m the sheriff ‘round these parts. If someone is breaking the rules, politely explain to them what they are doing wrong. If you try to take their punishment into your own hands, instead of alerting me, then problems may arise.
    10. Speaking of punishments, the punishment system of this RPG is pretty easy to remember. Like major-league baseball, I have a Three Strikes and You’re Out policy. If you are breaking the rules, you will receive a warning, telling you to stop what you’re doing. If you ignore the warning, you will receive a second one, administered whilst your head is placed on the chopping block. And if you are blind to my words and still do whatever it is you were not supposed to be doing, depending on the offense, you will receive a punishment ranging from imprisonment of the offending character to outright banishment from the RPG.
    11. On a more cheerful note, exceptional RPing will be rewarded. I am a fair and just king. For helping out around the RPG or just plain being an awesome storyteller, the following rewards may become available to your characters: Power Upgrades (because I know you all want heat vision), Equipment Upgrades (a shiny new mask or weapon), Promotions (would you perhaps like to be the ruler of some swampland?), Extra Character, and more. I won’t be giving out many of these, though, and only to those who have earned it. Don’t do something nice and beg me for a reward, because you will only be hurting your chances.
    12. Have fun. Or else.
     
    So vote for me when the polls open or I will eat your face off!!!
  3. Munkiman
    I. AM.
     
    IRON MAN!
     
    Saw it last night, and forgot to make an entry. It was really great, Robert Downey Jr. is a great actor. I loved the Iron Monger armor, made me think of Iron Man + Hulk.
  4. Munkiman
    Decided to do this ancient fad thingy.
     
    You take an iPod/Windows Media Player/whatever playlist, right, and you shuffle it to answer the question. There. That would be it.
     
    What is my life's philosophy? Multiple Jacks - Hans Zimmer (I don't get it either. :\)
    What will my last words be? I See Dead People In Boats - Hans Zimmer ( )
    How am I feeling today? Fall At Your Feet - Crowded House (Yeah, I am pretty tired. Slept past noon.)
    What is my theme song? Two Hornpipes (Tortuga) - Hans Zimmer (WOOT. Awesome, cheery pirate music. My kinda theme song, I should hope. )
    What song will be played at my wedding? Jack Sparrow - Hans Zimmer (OK, either I will have a very piratey wedding, or Captain Jack will be my bride. )
    What song will be played at my funeral? Stronger - Kanye West (Probably because I outlasted all of you.)
    How will I be remembered? Dragostea Din Tei - O-ZONE (If only people could remember me in English. )
    What is some good advice for me? Dinner Is Served - Hans Zimmer (But I already ate...)
    What is my life's dream? At Wit's End - Hans Zimmer (My dream is to be at wit's end? )
    What's my kind of lady/man? Stronger - Kanye West (again?) (So, I want to be with someone who can lift heavier weights than I can? )
    How do people on BZPower see me? The Brethren Court - Hans Zimmer (I do often resemble an assembly of the finest pirates from across the seven seas. )
    How would I describe this blog? A Family Affair - Hans Zimmer (But I haven't been talking about my family that much... Maybe I should start?)
    How would I describe my best friend? Mirror In The Bathroom - The English Beat (Ha, yes, I am my own best friend. )
    What's in store for this week? He's A Pirate (Tiesto Remix) - Hans Zimmer, Geoff Zanelli, Klaus Badelt & Tiesto (IT'S ABOUT BLOODY TIME)
    How would I describe my parents? Dinner Is Served - Hans Zimmer (again) (They do serve me dinner, more often than not)
    If I had one wish, what would I wish for? Drink Up Me Hearties Yo Ho - Hans Zimmer (Apparently I would wish for a strong drink.)
    What do my friends think of me? You've Got A Friend In Me - Randy Newman (Makes sense to me.)
    What is said about me behind my back? Burning Down The House - Talking Heads (So, you're all conspiring to burn down my house, huh? I should have guessed when Mark (my crazy perverted Asian friend) started stashing his collection of matches in my backyard...)
    What do I think of this questionare? Kung Fu Fighting - Carl Douglas (I do. I really do.)
  5. Munkiman
    I won't be here on Wednesday, or most of Thursday. I've got a school trip to Washington D.C.
     
    The unfortunate bit is that I'll miss out on the second and third days of the new RPG contest period.
     
    The fortunate bit is that I won't have to deal with Sets for two days!
     
    Wait, he's on vacation all week?!
     
    Sigh...
     
    "It's good to be in D.C...."
  6. Munkiman
    New sig and personal statement (would also be a new av but for maj's unhelpfulness).
     
    Can anyone guess where those quotes came from?
     
    HINT: One is from a comic, the other from a TV show.
     
    Also, squiggly.
  7. Munkiman
    Ca'gerrin gets tons of comments in his blog, so I figured I'd try his method.
     
    BLARG BIONICLE SUCKS!
     
    Now bring forth the comments!
     
     

     
    (NOTE: This is not making fun of Ca'gerrin specifically. I'm just going to start parodying popular bloggers, and he happened to be the first)
  8. Munkiman
    Yesterday it snowed. Thus, I expected snow to be there when I got up this morning.
     
    But it had apparently undergone metamorphosis during the night, and become slush. I like snow. I don't like slush. And unfortunately, half of my path on the way to school was covered in an ocean of slush. My shoes got all soaked.
     
    Now, I asked myself, as I trudged through this vast plane of sogginess, what does this "slush" want? Perfectly good snow doesn't just go bad for no reason. Was it acting on its own, or had it been bought by the Mafia? Was it, perhaps, a conspiracy?
     
    But then it rained, and all the slush got washed away. The mystery remains unsolved.
     
    In other news...
     
    I forget.
  9. Munkiman
    So I just watched all three acts of Captain Horrible's Sing-Along Blog. As a huge fan of Firefly, I couldn't resist anything with Joss and Nathan Fillion.
     
    I enjoyed it, and I recommend it to anyone who's interested.
     
    Now, be warned, for there are SPOILERS AHEAD!
     

    » Click to show Spoiler - click again to hide... «So it was really nice. Acts 2 and 3 had more funny bits than number 1, but I can't pick a favorite. I loved the characters. The songs were pretty great, too. 
    One of the funniest lines was in Act 2, when Billy (Dr. Horrible) is trying to make an excuse to get away from the laundromat after Penny mentions that Captain Hammer is coming.
     
    "Oh, goodness, look at my wrist, I gotta go!"
     

     
    The ending was so sad though. I hope the DVD has an alternate ending that's full of wonderful happy goodness. That would be nice.
  10. Munkiman
    Munki demands that I advertise Ascension, my totally rad RPG contest entry, here.
     
    I try to fight him, but he is too strong!
     
    -->> LINK! <<--
     
    And for those of you unwilling to click links, afraid that it's a cunning trap (spoiler: it is!), I've transplanted the entire entry to this very blog! Read on, folks!
     

     

    -Ascension- 
    Time has passed, cities have risen and fallen, ages have come and gone. But one thing endured all the hardships. Life survived when it shouldn't have.
    When Mata Nui died, the universe was doomed in three days. But Mata-Nui only took care of the matoran universe. What laid outside the Great Spirit's domain, did not depend on his survival. The people had one choice left. Stay in the domes and perish or leave and start a new life on the planet surface.
     
    Some left, some stayed. Only some survived.
    Those 3 days played out differently for each dome. Metru-nui may perhaps be one of the most unique cases.
     
    The Old Generation, a long forgotten organisation whose origins are unclear, is credited for the Great Rescue, the evacuation of most of the known universe. Little else is known about it, even the names of its members aren't found in any text or carving.
    The Old Generation felt that not only the matoran should survive the ascension. Metru-Nui itself, a city whose very foundation was laid by the Great Beings, should survive it as well. There was one problem: the island located right on top of them. But somehow they found a way. Metru-nui now lies where Mata-nui once was. Naturally, Metru-nui and Mata-nui cannot be in the same place at the same time. But Mata-nui is no longer the same. Through the combined efforts of the Old Generation, the city was raised to the surface and the island above was cut into six and moved out to sea.
     


    (click for full map) 
    It has been over seventy thousand years since the tragic events of the ascension and the heroes of old have been forgotten, reduced to mere myths lost in history.
     
    Metru-nui itself has not changed much, safe for its location and size. Over the years the city has grown twice its original size. Each metru continues to perform their old duties albeit more efficiently then before.
     
     
    Ta-wahi is one of the largest islands that circle Metru-nui. In the northern region, the Tren Krom Break spans across the land. Despite the Mangai being lost to the sea during the ascension, magma still flows under the island. To prevent it from building up and forming a threat to the city, the Lava Canals, a series of wide lava rivers that carry the molten earth to the sea where it cools down, were created. The canals are used for lava farming and ignalu surfing by the matoran. A section of the western side of the island is shrouded by an eternal cloud of steam because of this and has claimed numerous ships that tried to sail through it.
     
    Ga-wahi suffered greatly under the ascension. As a result, the wahi is the smallest island of the six. From the coastline into the land, a small city has been built but if you go there expecting Ga-matoran, you'd have made your last mistake. The city was built and is inhabited by a pirate group that came to the island at the same time as the Hunters and has made the sea around Mata-nui unsafe for any ship that doesn't belong to their fleet.
     
    Le-wahi is the tropical forest as it was before the ascension. The jungle proved its strength as not even the separation of the islands affected the plants at all. In the absence of the matoran, the abandoned Le-koro became fully integrated into new large trees over the years that grew in lake Kanae but all that have gone near the trees were never seen again and the entire area around it is dead quiet for even the rahi do not dare go near it. It is because of this that the accursed village has been nicknamed the 'Silent Forest'.
    General consensus is that the disappearances are simply the work of the Dark Hunters who live on the island.
     
    Onu-wahi had potential for the city as a mining island but the process of turning the barren wasteland into a mine was a hard and long task. All the pre-existing tunnels were flooded during the ascension when Onu-wahi sank several meters below the sea surface. Even all the canyons filled up with seawater and the matoran had to create a system of new tunnels and drain all the old ones. But some of the tunnels couldn't be drained for unknown reasons. The Onu-matoran decided to leave it at that and concentrate on the Great Mine, which hadn't been drained since the gahlok flooded it. It is now an enormous excavation site with high-level security, the few entrances to the mine are sealed of by two enormous gates and crude watchtowers have been placed on the island to survey the surface.
     
    Po-wahi is a large, hostile desert filled with wildlife you'd rather avoid. For this reason, the only village is located inside Tiro canyon, sheltered from most rahi and the scorching sun. An entire temple is carved into the canyon walls, so grand and deep are its chambers, that the Onu-matoran had considered moving the entire Archives over to the temple. Then they were remembered of the island's inhabitants consisting solely of Skakdi and promptly resumed their work, keeping their crazy ideas to themselves from that moment on.
     
    Ko-wahi is the least changed by the ascension, simply because mountains don't easily change. The wahi remains a region of ice and mountains, protecting the eternal peace but the separation of the wahi caused it to become the most unstable region. Anything louder than the wind is enough to cause an avalanche. As a result, it is mostly devoid of any life form besides rahi. In the northern part lies Frost Bite, consisting of several glaciers which are slowly sliding into the sea as the years go by.
     
    Around the world, events are set in motion that cannot be undone. The four corners of the planet are starting to move.
    In the North, Metru-nui, for some reason, has become the target of several factions.
     
     
    The Metru-Guard is an organisation established a few years after the ascension. Its purpose is to protect the city and all its inhabitants. They are led by Xerus, a powerful Toa who has been in charge of the city for several decades. For years, they have kept the city of legends safe from all threats but none compare to the dangers that are forming at this time. Wild rahi and mere criminals are no longer all that makes the streets unsafe.
     
     
    As it has done before, the City of Legends has drawn the attention of the Dark Hunters.
     
    The Dark Hunters had undergone a radical change after the ascension. Their leader, the notorious Shadowed One was forced to forsake Odina, an unthinkable action with the forces of the Brotherhood breathing down their necks. But the makuta never took this chance to end the war and so the struggle for power picked up again a decade later in the West, where the Hunters had migrated to. The war between both factions ended abruptly when the Brotherhood vanished. Rumours state they fled to the South but no proof of this could be found. Without any major enemies, the Dark Hunters soon took over the Western Continent.
     
    A few centuries later, the Hunters underwent a change of leadership and amassed more wealth then ever before. Kaeden, the new head, turned out to be a more suitable leader than his predecessor, accomplishing what the Shadowed One couldn't and pushed the Hunters to a new level.
     
    A few months ago, Kaeden came to Metru-Nui, taking with him only his most trusted subordinates and new but promising recruits. Now, they will have to show their worth as they face off against the other forces in Metru-Nui.
     
     
    The Raiders are a gang of pirates that came from the West and made a base on Ga-wahi.
    They appear to have come from a larger group of pirates and travelled to the city for looting and the possible recruiting of new pirates. The Raiders and the Dark Hunters are at war with each other but only those two groups know why. Rumour has it that the conflict started when the pirates sank a Dark Hunter battleship just to test out a new type of cannonball. But unbeknownst to the Metruians, the Hunters were already at war with the Raiders back in the West.
     
     
    Many tribes didn't have the same luck as the matoran. They didn't have an island or city to turn to after the ascension while some didn't even have the means to survive the ascension to begin with. This led to the extinction of the Steltians who never made it out of their own Dome due to their disability to work together.
     
    The Vortixx disappeared to the West, hoping to make some profit of the Hunters and to find a suitable location for their new factories.
     
    The Skakdi stopped their civil war to survive by a temporary truce between every group with the intention of fighting out their battle on their new island but soon found the union more to their liking and the leaders of every faction formed the Zakaz Union (a tribute to their native island), made up of every clan leader. As one united tribe, the Skakdi claimed a large part of Po-wahi as their new home. No longer at war with themselves, the Skakdi directed their violent urges towards all other factions. They fight for the sole purpose of conquest and survival under the reign of Nadleeh, the king of the Skakdi.
     
     
    As a Guard, fight to protect your city and friends while pirates and mercenaries constantly disturb the peace.
    As a Raider, establish a name for yourself while looting every last treasure in the city and perform task handed out by the Captain and First Mate.
    As a Hunter, work your way up from a rookie to a fully pledged member of the organisation. Metru-Nui is your proving grounds and the place where you will gain the necessary experience for your future life as a Hunter.
    As a Skakdi, wreak havoc on the city or aim for a position as clan leader within the tribes and try to survive the battles yet to come.
     

     
     
     
     
     
     
     
     
     
     
     

    _____________________________________________________________________________ 
     
    Welcome to the discussion topic for the rpg Ascension. Here you will discuss the rpg, post profiles, ask questions, post ooc-only posts and anything else that does not belong in the rpg topic.
     

    Current events: Below is a summary of ongoing events and the like.
     
     
     

    Important profiles: Below are the detailed and timely updated profiles of characters played by me or staff.
     
    Name: Xerus.
    Faction: Metru-guard.
    Species: Le-Toa.
    Gender: Male.
    Appearance: Picture.
    Element: Air.
    Kanohi: Lagran. Mask of Energy, can drain and transfer a person's energy.
    Weapons: Morph-blade. Can shape-shift to different forms.
    Powers: ---
    Bio:Despite his age, Xerus kept his typical Le-attitude while retaining a serious side needed as a leader. His devotion to the city is great. He learned to not use chute-speak anymore to prevent misunderstandings. As the commander of the military forces, he keeps good relationships with the higher-ups and keeps tabs on the troublemakers in the metrus. Not one for bureaucracy, he used to spend almost all his time wandering about until the pirates and hunters showed up. Now he is forced to stay at the coliseum when not out in the field.
    He's adventurous and kind but often needs to be reminded of his duties by his subordinates. Fond of animals and uses a wide selection of rare rahi for transport.
    He has kept the city safe from harm for many a year from the Zakaz Union but with the sudden arrival of new factions, his capability as a leader is tested as he tries to defend Metru-Nui day in day out.
     
    Name: Cartis
    Faction: Raiders.
    Species: Onu-Toa.
    Gender: Male.
    Appearance: Picture. Full dull grey body, ash white hair, green eyes and black mantle.
    Element: Iron.
    Kanohi: Sanok.
    Weapons: Variable amount of blades.
    Powers: ---
    Bio: As the captain of the Raiders, Cartis is the last person you want to pick a fight with. Back in the West, he was known as a demon, destroying fleet after fleet relentlessly conquering islands as he went along. He became one of the few great captains and came to Metru-nui after hearing rumours that Kaeden was setting sail towards it.
    He is a greedy, courageous warrior. He enjoys fighting but has no interest in the weak but neither does he have mercy on them.
     
    Name: Kaeden.
    Faction: Dark Hunters.
    Species: ---
    Gender: Male.
    Appearance: A dominantly green and black creature resembling a rahkshi in many ways, from his reptillian head to the three spikes on his shell-like back, though looks much more organic.
    Element: ---
    Kanohi: ---
    Weapons: ---
    Powers: Shape-shifting.
    Bio: Kaeden has been the leader of the Dark Hunters for the last few centuries. Since he gained leadership, the Dark Hunters have become stronger and wealthier than before. During the reign of the Shadowed One, he mostly kept to himself. Kaeden was only sent out on specific missions that TSO selected himself, the majority being solo gigs. Yet he was never left in charge in his absence, despite his popularity with the men.
    Kaeden has no elemental powers or kanohi. His strength lies in his ability to shape-shift and his cunning mind. He prefers the strategies of non-violent negotiations and turning his enemies against each other. The reason is that although he is a skilled fighter, he finds combat to be a rather boring and trivial matter and sees no reason to battle with those he deems inferior. Kaeden does understand that sometimes one has to fight and isn't afraid to engage enemies but has a rather apathetic attitude towards the concept of fighting.
     
    Name: Nadleeh.
    Faction: Zakaz Union.
    Species: Skakdi.
    Gender: Male.
    Appearance: Nadleeh is a large, muscular Skakdi with a spine slug lined with thorn-like spikes. Full black body wearing no armor at all besides the large chains wrapped around his fore-arms, one would have hard time spotting him in the dark.
    Element: Shadow.
    Vision power: Negation. When he casts his gaze on a being, he can short-circuit that being's powers if he knows what power it has. Some of the Skakdi however believe that enemies are just too scared to use their powers when confronted with Nadleeh's hulking frame. The less ignorant Skakdi know that it's his vision power at work.
    Special power: Can manipulate his muscle tissue.
    Weapons: A large axe but only used in situations where his brawn alone doesen't cut it.
    Bio: Nadleeh is the current King of the Zakaz. He is known for being calm and understanding but does not tolerate failure because of incompetence. He keeps the clan leaders under control and decides what's best for the Skakdi. Some Skakdi claimed that he merely became leader due to his vision power but the fact that he has kept his position and the prosperity of the tribes prove otherwise. Always accompanied by 2 bodyguards. Since the ascension, there have been numerous Kings but none of his predecessors have claimed the throne for as long as he has and none ever may. He has lead countless attacks at the city, gradually chipping away at its defences. Nadleeh praises Xerus for his leadership and has a strong sense of honour, a trait not often found in his species. But the clan leaders dare to use less honourable tactics from time to time, to great anger of Nadleeh.
     
     
     
     

    -Wall of History- These are links to important posts in the rpg that involve Ascension NPC's and story-relevant posts from me and staff.
     
     
     
     
     
     
     
     
     
     
     
     
     
     

    -Character creation- After reading the first post of the rpg topic, you need to make a character to play in the rpg. For functionality and simplicity, a sign-up sheet needs to be filled in.
     
    Name:
    Faction: ( Metru-Guard, Raiders, Dark Hunters or Zakaz Union)
    Species:
    Gender:
    Appearance: (detailed description or visual reference)
    Element: (if applicable)
    Kanohi: (if applicable)
    Weapons:
    Powers:
    Bio:
     
    -Only 3 characters.
    -No existing characters from the BIONICLE storyline.
     
    Name.
    -Names need to sound Bionicle-ish. Fred or Jim are bad examples, Rahka and Zyrea are more like it.
     
    Faction.
    -Switching factions is allowed but has consequences, such as becoming less trustworthy. Passing on secrets is also frowned upon and needs to be run by me first. Switching requires a reason to do so as that is common sense. Players can be neutral should they choose so.
     
     
    Species.
    -The majority of species and custom species are allowed but everyone retains an even level of power.
    Forbidden species: Makuta, rahi, Botar, TSO.
    -Matoran & Toa need to list which region they are from and if they have a basic element, they need to correspond with the metru. Toa of other elements can be from a region of choice. Ex: Le-Toa of air or Ga-Toa of sonics.
     
    Gender.
    -Males and females can hail from any region. Meaning males can be Ga and females are not Ga by default.
     
    Element.
    -Only 1 element per character. Light, life, death, time, protodermis, antidermis, energy, blood and other god-like elements are not allowed.
    -Custom elements need to be approved such as crystal or lava.
     
    Some species don't have elements but have other powers.
    Below is a list of the most common ones.
     
    -Skakdi can be any allowed element. When in the presence of another Skakdi, they gain full acces to it. They also receive a vision power and a special power like the Piraka. Ex: A Stone Skakdi with vertigo vision power and the ability to grow an extra pair of arms.
    -Rahkshi have a kraata and a rahkshi staff with a Lv.3 kraata power of their own. Ex: A Chameleon Rahkshi with a Staff of Fragmentation.
    -Zyglak are immune to elemental attacks. Ex. Stone blasts don't hurt them but throwing plain rocks at them works. They carry a plague spreading venom that destroys organic protodermis and requires treatment afterwards.
     
    Kanohi.
    -Only 1 kanohi at a time unless one is rewarded to you by me or staff.
    - No nuva masks, Aki, Rua, Olmak, Olisi, Kraakhan, Avohkii, Ignika, Vahi, Jutlin, Mask of Creation or Mask of Possibilities.
    -Elda, Zatth, Tryna and Avsa are allowed but are limited in power to prevent abuse.
    -Custom kanohi require a name plus an explanation of the power.
     
    Weapons.
    -Guns need to be approved and weapons that contain elemental powers are generally not allowed unless otherwise stated.
     
    Powers.
    -Additional abilities need to be listed here. Don't get carried away with them though.
     
    Bio.
    -Don't come up with a story that makes you character seem unbeatable or above other players.
    I trust you know what is appropriate and what is not.
    -All characters are from after the ascension. Only staff can create characters from before or during the ascension.
     
     
     
     
     

    -Profiles & factions- 
     
     
     
     
     
     

    -Rules, rewards and guidelines- Below are the rules of Ascension, rewards that may be given and guidelines to rp'ing itself.
     
    Rules.
    -If you have a plan that could drastically affect the storyline, you must get it approved by me.
    -Do not destroy major landmarks without my permission.
    -Do not kill or control another person's character without their consent. If a player decides to have their character terminated, they must pm me about it or state it in OOC.
    -Victory must be settled between the combatants. If no decision is made, myself or staff will make one based on the fight and/or importance to the storyline.
    -Nova blasts require notifying me. Nobody may perform or start one without permission from me. And they will only be for dire situations.
    -Do not think you are immortal or invulnerable. Otherwise I will hurt you and that is something you wish to avoid entirely.
     
    -Do not do random and immature things to harass or humiliate someone. I will notice it if you do so.
    -Do not spam, flame, troll or use this topic for unrelated subjects.
    -I work with a 3-warnings system. Every time you break a rule (without a good explanation), you will get a warning. After three warnings, your character in violation will be punished. Further disrespect for the rules will result in being banned from the rpg temporarily or permanent.
    -A god-modding player is not a valid reason to god-modder back. That's why we have staff, leave it to them.
     
    Guidelines.
    -God-modding is when your characters appear to be invincible. That's not good. Avoid this as it is frowned upon by your fellow players. Your character has as much chance of hurting someone as they have of getting hurt.
    -Use "Ic:" to indicate you're roleplaying and use "Ooc:" to say/ask something to another character as players of the game.
    Ex:
    Ic: Runis strolled through the loud and lively market, his eyes wandering from stand to stand, searching for something he could afford on his measly wages. He saw a matoran being harassed by some thug and walked over to speak up on the matter.
     
    Ooc: yep, that's you Randos.
     
    -Characters act depending on their personality and the information the characters know. What you know, your character might not know. Keep in mind that you are the character and he/she only knows what he/she can know.
    -A general rule is, if your ic-post is smaller than your ooc-post, the ooc-post should be posted inside the discussion topic or the size must be decreased by using a size-tag. Or your ic-post needs to be larger if possible.
    -If you have trouble with how to play, watch the others to learn or ask questions in the discussion topic.
     
    -Be logical and use your common sense.
     
    -If you have suggestions or questions, post them in the discussion topic or pm them to me.
     
    Rewards.
    -Rewards are handed out when I deem something reward-able. Do not try to do something for a reward, I will notice attempts like that and your chances will be non-existant.
    I like to keep some variety and surprises so there is no standard reward nor will I always tell you of the reward. Instead I will have your character discover it. These rewards can range from steeds, objects, promotion to an extra character or whatever I can think of.
     
    Credits:
    Map 1 ~ by me
    Map 2 ~ by me
    Cartis ~ by Schizo-Kaita
    Xerus ~ by Tom Dracone

     
    So vote for me when the polls open or I will eat your face off!!!
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