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Grantaire

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  1. Some people would fight, others would cry. Some would fly, others would stand. But, some are neither; there are those who simply sit, emotionless. Is it any surprise that we are all governed by them? When the world collapses around you, when any year you know it will fall: when tribes with power immense beyond imagining are filled with hatred against one another, there are many reactions taken. Some will try to delay the inevitable. Others, to flee it.But those behind the scenes, the ones who actually have intellect, they plan. They flee and delay, but with a plan that long outlasts the present.And so, as countries move to tear each other apart, the race known only as the Great Beings tranquilly create. But perhaps tranquility is only the surface, a mood made to improve the harsh future they forge, and the harsher future their creations must face.Toa are created as workers. Beings to run, and beings to indwell within what would become fast the hope of the world; the plan beyond the present, and in ways the plan beyond the plan.But there is more, as these Beings know; all that is rational is unstable, and therefore unstable must stabilize unstable. A balance to the seemingly perfect race they have is found in the element of threat, and so the races of Rahkshi are created, to balance and protect, and in dire necessity, to exterminate.But all things for these Beings must be tested, and for them, war and desolation is the setting they prefer. -x-x-x- As hostility builds up between the tribes of Spherus Magna, the Great Beings are engaged in what they do best: creating. Following their failed creation of a massive robot over 40,000 years ago, they have been plotting an improved form of it, a plan that has been sped up and reshaped in view of the inevitable collapse of the planet.Unlike the first robot, this creation will be powered by forces generated by living beings, who will dwell within. However, like all their creations, they deem it wise to proceed first with experimenting. With the first thousands of models of the chief species to be used, they have decided to put a check-force into play: Rahkshi. On the surface harmless, armored rahi, they are intended to be a force at the ready for any time that the designated protectors are helpless. So, in light of this duty, the experiment is designed explicitly to see what success they can operate this, and to what success their new creations can resist.They placed the first Toa in a massive cavern, set them to found a world for themselves. The Toa grew into villages and towns, growing in peace. Then, as the Great Beings saw their time running shorter and shorter as hostility built up more and more between the tribes of Spherus Magna, they abandoned their initial idea of a gradual test, which would have taken hundreds of years. They released hordes of the first Rahkshi, first into the region of stone, then into the others. Taken completely by surprised, the Toa were swept away by the invading hordes of Rahkshi. However, the wave soon became their savior as the prototype Rahkshi, instinctively bred for the hunt, lost whatever central command they had. They roamed the lands in bands of between a half dozen and several dozen, with sometimes lone Rahkshi striking out on their own. This came too late for the Toa to repel them, as they too were split into similar sized bands. As they fought back, their weakened power and physical abilities became more and more apparent. The land settled into a sort of deadlock anarchy, with almost constant skirmishes.Hope seemed to vanish in the drudgery of survival, until something happened that was not expected. A mysterious shadowy figure who swept through the land, with Rahkshi and Toa alike fleeing before him, struck with an overriding fear. He built a small tower in the center of the stone region, and little was heard from him. The Toa gave him the name of Makuta, which meant to them 'silent watcher'.Then lights began to appear in the roof, sectoring it. Dim at first, they looked like nothing more than lightstones. Two things happened; six of them--one in each region--lit up with the brilliance of a star, a glowing green, while another six lit up a blinding blue. Mental knowledge poured into every being, Rahkshi and Toa alike. For the Rahkshi it was only a dim message; namely that the green lightstones marked great power for the Toa, and that the blue lights marked power that could also be employed by the Rahkshi. To the Toa, however, much more was given: it was revealed that each brightly glowing green light marked the location of a Kanohi mask of power, that would both double their elemental and physical strength, but also give them a special power, and that each blue light marked a weapons and equipment cache.And that is where the past becomes the present. The world is in turmoil, and Rahkshi and Toa alike are after the mysterious masks of power; the Toa to utilize them, the Rahkshi to destroy them. Small bands are forming, and alliances are being made and broken. But everyone knows one thing; the people who attain the masks will attain an edge over even Rahkshi. Gameplay The inhabitants of this land are, unknowingly, the lab rats of the Great Beings, stuck in a land made specifically to test them in every way possible. Squads of Rahkshi prowl about, slaying any of the land’s inhabitants they can find. Separated into duos, ragged bands, and at best a few dozen people, the Toa appear to be in a never ending stage of impending defeat against their far greater foes.However, a hope has recently surfaced with the news of Kanohi masks of power, seemingly the only thing that can help the Toa hold out and restore stability. One of these masks is available in each region, and the Toa and Rahkshi alike are following the stars to their location. Equipment caches are also appearing, this time with both Toa and Rahkshi trying to capture their contents. The story is yours to make, and the actions of your character may well shape its future. Locations The world is set in one main cavern, built like six joined domes. Each dome has its own particular environment, and in the upheaval, different groups of people are heading to each region. Recently, lightstones have appeared in the ceiling, lighting particular treasures. The walls of the domes are impassible and unbreakable, despite the many attempts of Toa, and even a few Rahkshi, to destroy them. Before the lightstones appeared in the roof, six massive moons light the cavern.Cache MapLocationsTerrain Takuna (Region of Fire) The top left region is the fire region, cut off from the others by a thirty foot wide lava moat, impassible except for three arching stone bridges, two in the east, one in the south. Beyond it, the land is an almost inhospitable wasteland of mountains, constant rubble, spikes rocks at every glance, all interspersed with lava streams and rivers. In the center of the region, a mountain taller than the rest lies. Surprisingly, it is not a volcano, but instead is home to hundreds of caves of varying sizes, many of which have recently become inhabited. The region seems to be perpetually hot and dry, and is mostly inhabited by Fire Toa. Leaytha (Region of Air) The bottom center region is, surprisingly, an underground jungle. The tree leaves and vines alike are a pale green, but aside from that it appears like any other forest. Massive trees rise far about the rest of the jungle in many places, and the inhabitants (mostly Le-Toa) have built platforms and defenses in them. Rahkshi here have taken more to flying, and many toa have retreated to the ground or lower levels where they are slightly safer. Marshes break the unending canopy of branches in a few places, and in another a grassy plain stands, the only on in all of the region. Galicos (Region of Water) The most lush and fruitful, but also the most dangerous of all the regions. Galicos is made up almost entirely of green pastures and brilliantly clear waters, interspersed with trees and in a few places, forests. The entire region used to be agriculture and in many places, there still stand farms, some still in use. On the plains, cattle still can be seen in herds, while others are no longer watched. However, because of the presence of Toa farmers and shepherds, Rahkshi seem to be perpetually stalking the land, with small fights to be seen wherever one looks. Poriun (Region of Stone) The desert region of the land is one of the loneliest places, but also among the safest. The unending sand is broken by rock formations her and there, and beings in this region dwell in caves and canyons, relying on any oasis nearby, as well as whatever game they can catch. The hardy fire and stone Toa mainly dwell here, and as Rahkshi do not stalk this region as much as others, more are flocking in. However, as more Toa enter, more Rahkshi will follow, and the original inhabitants fear that soon their refuge will not exist. This region is honeycombed with small, jagged mountains, as well as canyons. It was the region where the Rahkshi first appeared, and because of this was the most decimated. The most notable part of the region is a tall mountain around the center of the region. No Toa or Rahkshi dares go there, as the imposing sight of the Makuta’s tower is always visible, and few are insane enough to attempt to approach it. Onuiro (Region of Earth) Once the true underground of the underground land, Onuiro is one of the most dangerous regions. On the surface it is a broad, flat land, darker than the other regions, with small huts poking up here and there, many now ruined, and more simply deserted. Underneath, a maze like tunnel system originally ran throughout the region. However, these tunnels were the focus of repeated attacks by Rahkshi of Disintegration, and as such few remain in existence, and the inhabitants of this region have been forced out into the flat, featureless land, subject to frequent Rahkshi attacks. Those tunnels that still exist are among the most dangerous places in the entire region: for although they are often being expanded, they do not have many ways of escape, and are frequented by Rahkshi, and new tunnels are usually destroyed as swiftly as they’re made. For the most part, Toa in this region use the tunnels for a quick place to get away to take a breather. Koiare (Region of Ice) Almost equal in level to the Region of Stone in regards to population, the Region of Ice is clothed in a seemingly perpetual quiet. It is always cold, and snow mysteriously, and frequently falls, leaving the land in perpetual snow covering. The lighting is at twilight level, making the land stark and dreary. The Rahkshi in this region have become excellent stalkers, often ambushing their equally sneaky inhabitants of the land; mostly Toa of Ice or Sound. -Factions- Even in this turmoil, factions do exist. Of course, most are far too small to mention, but there are a few larger ones. Mostly, however, factions will be formed by the players themselves. -The Order of Light- With about fifty members, the Order of Light is among the most powerful forces in the land. They are led by the Toa Jehu of Galicos. Although they almost always need new members, the Order is relatively hard to join, precisely because of their purpose; in the downfall of society, many toa have turned to robbery, murder, and other unsavoury deeds. The Order of Light, as their name implies, enforce a strict code of morality within their ranks. They were among the first to react to the news of the masks, and many fear what will happen when they come in contact with those masks; those within the Order worry that they will be corrupted by the potential of power, while those outside fear that they will prevent others from attaining them. Within the Orders highest ranks a secret is talked of, one which few are privileged to know of. But what everyone does know is this; something is brewiung within them. -Species- Toa Standing about six-eight feet in height, Toa are clad in lightweight, slightly cut away armor that, while not providing perfect protection, offers almost unimpaired movement. The armor itself is weaker and thinner than normal armor, meaning a longsword could break through, even though a broadsword or knife would likely be blocked.The face of a Toa is metallic, almost as strong as the armor, with easily distinguishable features, vaguely human like. The color of the Toa's starting armor is decided by their element, and their face is tinted the same color as the primary color of their element. A Toa’s armor however, can be any combination of the colors of his element; for instance, a Toa of Water could be completely light blue, or a mixture of blue and light blue.Fire: grants elemental control over fire heat, as well as great resistance to heat and flame.Primary Color: Red.Secondary Color(s): Orange, Yellow, Grey or Black.Earth: grants elemental control over earth, as well as the ability to sense vibrations in the earth, limited night vision, and some increased strength.Primary Color: Black.Secondary Color(s): Dark Grey, Purple, or Orange.Stone: grants elemental control over stone, as well as limited resistance to heat, great strength, and terrible swimming skills.Primary color: Brown.Secondary Color(s): Tan, Black.Ice: grants elemental control over ice and cold, as well as great resistance to cold.Primary color: White.Secondary Color(s): Grey, Black, Light Blue.Water: grants elemental control over water and moisture, as well as great agility and speed in the water, above average speed and agility on land, very good wind, and the ability to hold in breath for a great deal of time, perhaps thrice the normal or more.Primary Color: Blue.Secondary Color(s): Light Blue.Air: grants elemental control over air, as well as above average agility and speed (faster even than water) as well as exceedingly great agility and aptitude in the trees.Primary Color: Green.Secondary Color(s): Lime, Black, Dark grey.Sonics: grants elemental control over sounds, as well as a heightened memory of sounds, above average (not oversensitive) hearing, and lastly an ability to sense changes in the immediate area via sonar.Primary Color: Light Grey.Secondary Color(s): Silver, Gunmetal, Dark grey, and Black.Plantlife: grants elemental control over plants, as well as agility and speed in forests and jungles equal to Air Toa. They also have limited resistance to many plant based poisons.Primary Color: Green.Secondary Color(s): Brown, Turquoise. Rahkshi Rahkshi are not creatures of themselves, but rather tough suits of armor controlled by the sluglike Kraata. Their build is similar to Toa, although a little more hunched over and reptilian. They have no sense of feeling outside of their Kraata, and thus can survive being dismembered. Their head and back plates, where the Kraata dwells, are thicker and tougher than the rest of them, for if their Kraata dies, they become inanimate. Their faceplate can be flipped open from the inside and, with some difficulty, from the outside. Rahkshi almost always use staffs, often bladed, although sometimes they may use better weapons that they loot.All Rahkshi have the ability to fly, as well as having one special power. Their power is weaker than a Toa's but does not rely on elemental energy.Disintegration: grants user the ability to fire pale, transparent blue beams of energy which, upon contact, reduces whatever solid in their path to dust like powder.Primary Color: Blue.Secondary Color: Grey.Fragmentation: Grants user the ability to fire pale orange rays from them, which shatters any solid in their path.Primary Color: Brown.Secondary Color: Grey.Poison: Grants the user to fire streams of highly deadly poison, which can vary, depending on the user's intent, from paralyzing to killing.Primary Color: Pale Green.Secondary Color: Grey.Chameleon: Grants the user the ability to change their color and transparency, making them able to blend in with any environment, or simply disappear.Primary Color: Green.Secondary Color: Grey.Heat Vision: Allows the user to fire beams of searing heat from any part of them, although stronger from their eyes.Primary Color: Yellow (Keetorange).Secondary Color: Black.Shapeshifting: Allows the user to change their shape, although their mass must remain relatively the same. They can also not change their texture from their basic form (in other words if they have basic, protodermis armor, they could not shapeshift into protosteel armor).Primary Color: Grey.Secondary Color: Lime.Illusion: grants the user the ability to make solid or nonsolid light based illusions; solid illusions taking more concentration than non solid.Primary Color: Red.Secondary Color: Grey.Elasticity: Allows the user to stretch any part of his body up to fifty feet: this ability is not instinctive, so although dodging is easier with this ability, it is not automatic.Primary Color: BlackSecondary Color: Grey. Name: Jehu of GalicosSpecies: Toa.Gender: Male.Kanohi: None.Appearance: A standardly built toa of Plantlife. His notable feature is that of an elaborate half-cape formed out of ltouch leaved grown together, ending just below his waist.Element: Plantlife.Equipment: An oval shield formed out of wood, light but touch and resistant against fire like most shields of Order members. He carries a rather ornamental military hammer at his side, although he is renowned for using elementally generated weapons in combat.Personality: Quiet and aloof, Jehu nonetheless is firm to keep himself away from the pitfalls of pride. Firm and yet merciful, h forms a character that many members of the order only hop to emulate.History: Jehu was a high official in the government of the now extinct republic that graced Leaytha. He drew a small force of fellow countryToa about him when the Rahkshi overran the land. At first merely a small resistance group it grew in power until it formed a formidable opponent to the Rahkshi. When Makuta came through the land, his focus changed. He sent scouts to follow the Makuta, and they never returned. From then on, he began to prepare his forces for whatever was to come. With the appearance of the Kanohi, there is little telling what he will do. -Caches and Kanohi- Each (real time) week, six new caches and Kanohi will be added, regardless of whether or not the previous caches and Kanohi have been claimed. The general location of the Kanohi will be given by the lightstones, and shown in a grid-map. However, the Kanohi and caches will take a some small bit of finding.The contents of the caches and the power level (Noble or Great, with maybe even an occasional Nuva mask thrown in) and power of the Kanohi will be decided before they are announced. However, the players will not know their nature until they claim the item(s).-Teams- Civilization is shattered, and enemies are many. Allying with other players is encouraged, and can entail being able to control NPCs.-Small teams. Probably the majority, these teams must have a minimum of two player characters, and a minimum of two players. The small team is entitled to 4-10 NPCs (given by the GMs), depending on the size of the team.-Large Teams. These must have a minimum of six player characters, and a minimum of four players controlling them. They are entitled to 8-20 NPCs, although in exceptional circumstances they may have more.-NPC numbers will be decided by the GMs, except for when a team wishes to have a number at or below the minimum for their team size.-Teams may be made up of either Toa or Rahkshi. In exceptional circumstances (and I mean, you’d better have a pretty darn good reason) they may be mixed, at the discretion of the staff.-Each player may have up to two NPCs not affiliated with a team; please list them in your post in the profile topic. You must have at least one PC in order to have NPCs.-Submitting teams. Once you have the valid format for teams submit it in the discussion topic like you would a profile, following the following format.Name: Whatever team name you want to give, if any.Team form: Small or Large.Alignment: Are they for the Rahkshi? The Toa? Other purpose?Player Characters (list any special position they hold): Who are the player characters on your tea? List their name, who controls them, and what position, if any, they hold.Player Leader: Is a specific player in charge of the team? If so, note here.Team Description: What’s your team about? For? Stuff like that.Team Backstory: How did your team get together?Affiliated NPCs: Give the details concerning the team NPCs in as much detail as you wish. -Character Creation- Profiles are to be posted in the discussion topic for approval. When approved, they are to be posted in the profile topic. There can only be one post per player in the profile topic. Players must post their character in the profile topic before playing; this is so that an accurate record is kept, and characters can be easily found. Each player may have up to four characters.-No Kanohi. Kanohi can only be gained through the Kanohi deposits or caches (although the second is likely to give at best an occasional Noble mask).-Only Toa or Rahkshi. These are the only playable species, unless you want to play as a Brakas or something. Not that I have anything against it, but yeah; no Skakdi or Matoran or anything.-Some elements are outlawed. Fire, Earth, Stone, Water, Ice, Air, Plantlife, and Sonics are the only elements allowed at this point.-Some Rahkshi powers are outlawed. Disintegration, Fragmentation, Poison, Chameleon, Heat Vision, Illusion, Shapeshifting, and Elasticity are the only allowed Rahkshi powers.-Without Kanohi, elemental power is weakened. Without Kanohi, generating their element depletes a Toa's elemental energy greatly, to the point where if, say, a Toa of Fire kept up a sustained blast of fire, they would run out of elemental energy within a minute. Aside from that, their power overall is halved. Lastly, a Toa, regardless of Kanohi, can only absorb their element in order to recharge elemental energy in limited amounts; a Toa absorbing their element could go from no elemental power to full or near full power within an hour or two, but not in a minute or two. Nuva blasts are outlawed, except with GM permission (if you wish to use one, you'd better have a good reason to present to a GM before you use it).-Toa Kaita are allowed. A Toa Kaita has the elemental energy of three Toa: meaning that if three maskless Toa united into a Kaita, that Kaita would have 1.5 times the regular elemental energy and power of a normal, masked Toa. The Kaita also combines all masks worn into a single Kanohi, which can have between one and three powers, depending on the amount of Kanohi wearing Toa in the union. They are also faster, stronger and more agile than Toa; their abilities are the combined mental and physical abilities of the three Toa in the merge. There are, however, two catches. The first is that the users in a Kaita must be controlled by three different players. Secondly, if the three are not unified, the Kaita will have a condition ranging from multiple personalities to downright mental collapse, or simple unmerging.Name: Please keep Bionicle, with no canon names.Species: Toa or Rahkshi only.Gender: Male Female, unknown, etc.Kanohi: List the Kanohi you capture here (no character may start with a Kanohi). Ignore this is your character is a Rahkshi.Appearance: Give a good description of your character or a picture. Keep in mind that all Toa and Rahkshi start out with the usual basic armor; that is, basic hand, arm, body, and leg protection, although not as well covering as plate armor, nor as strong.Element/Rahkshi Power: one power per character. And no, a Toa may not have a Rahkshi power, nor the other way around.Equipment: Keep weapons basic. Think of crossbows as the most advanced weapon you can have. If you get weapons and armor from caches, please list them here. No Protosteel weapons or armor are allowed to start off with, although they may be in caches.Personality: What is your character like? Please remember that Rahkshi, although rational, have much stronger instincts than the Toa.History: Keep in mind the setting from the character's perspective. If he's a Toa, then his memories are basically growing up in this cavern. A Rahkshi would only really remember being released into the cavern and wrecking destruction.Other Notes (Optional): Have anything you want to add about your character that doesn't really fit elsewhere? Do so here. -Rules- -Absolutely no autododging, autohitting, or other forms of god moding.-Bunnying is illegal. No controlling other peoples’ characters without their permission.-Use IC for In Character portions of the post, and OOC for out of character portions. Do not post OOC only posts in the role playing topic! The discussion topic is made for them. Making an OOC only post will result in a warning, and if repeated enough, banning.-Please, use good grammar, and make your OOC and IC posts understandable. Bad grammar might not look bad to you, but it does for others.-Staff controlled characters are staff controlled characters, not NPCs. Do not control them without permission of the GMs.-NPCs are not target dummies. Just because they’re not PCs doesn't make them a lower life form.-Your characters cannot know your enemies plans in an instant, or know the exact power etc of an opponent unless they are told IC, or find out IC. Your character is not all knowing, although you may know something from reading another IC post not related to your character, or reading an OOC post or whatever. In short, no metagaming.-Please act civil. Do not insult, degrade, etc other players.-Do not play only to win. The purpose of an RPG is to have fun, and interact. Any character, no matter how powerful, can be defeated. Going into an RPG with only the specific intent to get ahead and win will get you nothing but failure and a lot of annoyed people.-Respect staff rulings. If you have a problem with a staff’s ruling, take it up via PM with either that staff member or another. Do not disregard the ruling, start a temper tantrum over it, etc.-When you are dead, you are dead. Your soul cannot take over another body. Bam, it's over, your character's soul is in the next world, or has gone *poof* or whatever you want to believe there. Reincarnation is also outlawed.-There are times when death is unavoidable. Get used to it, your character is no more powerful than an NPC, you can die. It you're surrounded by a dozen Rahkshi, and you have a broken leg and low elemental energy, you're going to die. The meter is this: When staying alive falls under auto-dodging/invulnerability, your character dies.-The staff reserve the right to stray from the canon. This can already be seen by some liberties in the backstory; the Core War developing slowly instead of all at once, the Great Beings creating Makuta, and some other things.-The lands are not safe. Remember how travel was in the Dark ages? It was considered a great achievement in one situation when a girl could travel the length of Ireland, wearing a golden ring, without being attacked. This land is even worse than those times. Rahkshi are everywhere, so traveling is a harrowing experience of dodging them, and trying to remain unnoticed. The Rahkshi tend to have it easier, but even so Toa will often attack lone Rahkshi, or Rahkshi traveling in small groups. The same rule applies: you are not all powerful, there is no such thing as police, and there are enemies everywhere. This rule greatly relies on players’ honor and honesty, as it isn’t the easiest thing for staff to regulate. -Warnings- Any degree of warning may be given repeatedly, or only once (for instance, for repeated infringement of a very minor rule a person might get two 5thdegree warnings, not 5th and then 4th degree warnings. In contrast a person might get temporarily banned, or permanently banned, with no previous warning, should the offense be serious enough) This, however, is at the decision of the staff, not the player. The levels of warning are as follows:5th degree warningA simple warning, whether in the discussion topic, OOC portion of a post, or PM: nothing serious, just correct whatever you did wrong and don’t do it again.4th degree warningA more serious warning, and one of your characters is temporarily incapacitated. Please stop breaking the rules.3rd degree warningOkay, you’re getting on our nerves. One character is killed in game, and all other characters are unusable for a week.2nd degree warningThis is getting old already. All your characters are butchered in game and you are not allowed to replace them for a week. This is your last warning.1st degree warningYou are banned. All characters are killed, and you are no longer allowed to play. Any further posts in the story or profile topic will be reported or ignored. We really don’t want you here, go torment some other GMs.
  2. --- Didn't make it through the copying. I'll put it back in. --- I am. --- Agreed. It'll be easy to fix. To the backstory problem you listed as well, also agreed. --- I cut out some of the Toa powers; iron especially, because of how much they would ruin the feel in some ways. Specifically, the caches would have a lot less worth if a toa could make a powerless mask for himself, thus doubling his power. Originally I didn't even have elemental powers; this was my compromise And also, I don't think prototype toa and rahkshi would have such a wide array of powers. --- It is. Thanks for the feedback, guys. I'll have to edit this a bit. EDITED.
  3. Some people would fight, others would cry. Some would fly, others would stand. But, some are neither; there are those who simply sit, emotionless. Is it any surprise that we are all governed by them? When the world collapses around you, when any year you know it will fall: when tribes with power immense beyond imagining are filled with hatred against one another, there are many reactions taken. Some will try to delay the inevitable. Others, to flee it.But those behind the scenes, the ones who actually have intellect, they plan. They flee and delay, but with a plan that long outlasts the present.And so, as countries move to tear each other apart, the race known only as the Great Beings tranquilly create. But perhaps tranquility is only the surface, a mood made to improve the harsh future they forge, and the harsher future their creations must face.Toa are created as workers. Beings to run, and beings to indwell within what would become fast the hope of the world; the plan beyond the present, and in ways the plan beyond the plan.But there is more, as these Beings know; all that is rational is unstable, and therefore unstable must stabilize unstable. A balance to the seemingly perfect race they have is found in the element of threat, and so the races of Rahkshi are created, to balance and protect, and in dire necessity, to exterminate.But all things for these Beings must be tested, and for them, war and desolation is the setting they prefer. -x-x-x- As hostility builds up between the tribes of Spherus Magna, the Great Beings are engaged in what they do best: creating. Following their failed creation of a massive robot over 40,000 years ago, they have been plotting an improved form of it, a plan that has been sped up and reshaped in view of the inevitable collapse of the planet.Unlike the first robot, this creation will be powered by forces generated by living beings, who will dwell within. However, like all their creations, they deem it wise to proceed first with experimenting. With the first thousands of models of the chief species to be used, they have decided to put a check-force into play: Rahkshi. On the surface harmless, armored rahi, they are intended to be a force at the ready for any time that the designated protectors are helpless. So, in light of this duty, the experiment is designed explicitly to see what success they can operate this, and to what success their new creations can resist.They placed the first Toa in a massive cavern, set them to found a world for themselves. The Toa grew into villages and towns, growing in peace. Then, as the Great Beings saw their time running shorter and shorter as hostility built up more and more between the tribes of Spherus Magna, they abandoned their initial idea of a gradual test, which would have taken hundreds of years. They released hordes of the first Rahkshi, first into the region of stone, then into the others. Taken completely by surprised, the Toa were swept away by the invading hordes of Rahkshi. However, the wave soon became their savior as the prototype Rahkshi, instinctively bred for the hunt, lost whatever central command they had. They roamed the lands in bands of between a half dozen and several dozen, with sometimes lone Rahkshi striking out on their own. This came too late for the Toa to repel them, as they too were split into similar sized bands. As they fought back, their weakened power and physical abilities became more and more apparent. The land settled into a sort of deadlock anarchy, with almost constant skirmishes.Hope seemed to vanish in the drudgery of survival, until one came who only the Great Beings knew of. A mysterious shadowy figure who swept through the land, with Rahkshi and Toa alike fleeing before him, struck with an overriding fear. He built a small tower in the center of the stone region, and little was heard from him.Then lights began to appear in the roof, sectoring it. Dim at first, they looked like nothing more than lightstones. Two things happened; six of them--one in each region--lit up with the brilliance of a star, a glowing green, while another six lit up a blinding blue. Mental knowledge poured into every being, Rahkshi and Toa alike. For the Rahkshi it was only a dim message; namely that the green lightstones marked great power for the Toa, and that the blue lights marked power that could also be employed by the Rahkshi. To the Toa, however, much more was given: it was revealed that each brightly glowing green light marked the location of a Kanohi mask of power, that would both double their elemental and physical strength, but also give them a special power, and that each blue light marked a weapons and equipment cache; unbeknownst to them, it was both an attempt of the Great Beings to speed up the test, and also an attempt to further test the inhabitants of the land.And that is where the past becomes the present. The world is in turmoil, and Rahkshi and Toa alike are after the mysterious masks of power; the Toa to utilize them, the Rahkshi to destroy them. Small bands are forming, and alliances are being made and broken. But everyone knows one thing; the people who attain the masks will attain an edge over even Rahkshi. Gameplay The inhabitants of this land are, unknowingly, the lab rats of the Great Beings, stuck in a land made specifically to test them in every way possible. Squads of Rahkshi prowl about, slaying any of the land’s inhabitants they can find. Separated into duos, ragged bands, and at best a few dozen people, the Toa appear to be in a never ending stage of impending defeat against their far greater foes.However, a hope has recently surfaced with the news of Kanohi masks of power, seemingly the only thing that can help the Toa hold out and restore stability. One of these masks is available in each region, and the Toa and Rahkshi alike are following the stars to their location. Equipment caches are also appearing, this time with both Toa and Rahkshi trying to capture their contents. Locations The world is set in one main cavern, built like six joined domes. Each dome has its own particular environment, and in the upheaval, different groups of people are heading to each region. Recently, lightstones have appeared in the ceiling, lighting particular treasures. The walls of the domes are impassible and unbreakable, despite the many attempts of Toa, and even a few Rahkshi, to destroy them. Before the lightstones appeared in the roof, six massive moons light the cavern.Cache Map Locations Terrain Takuna (Region of Fire) The top left region is the fire region, cut off from the others by a thirty foot wide lava moat, impassible except for three arching stone bridges, two in the east, one in the south. Beyond it, the land is an almost inhospitable wasteland of mountains, constant rubble, spikes rocks at every glance, all interspersed with lava streams and rivers. In the center of the region, a mountain taller than the rest lies. Surprisingly, it is not a volcano, but instead is home to hundreds of caves of varying sizes, many of which have recently become inhabited. The region seems to be perpetually hot and dry, and is mostly inhabited by Fire Toa. Leaytha (Region of Air) The bottom center region is, surprisingly, an underground jungle. The tree leaves and vines alike are a pale green, but aside from that it appears like any other forest. Massive trees rise far about the rest of the jungle in many places, and the inhabitants (mostly Le-Toa) have built platforms and defenses in them. Rahkshi here have taken more to flying, and many toa have retreated to the ground or lower levels where they are slightly safer. Marshes break the unending canopy of branches in a few places, and in another a grassy plain stands, the only on in all of the region. Galicos (Region of Water) The most lush and fruitful, but also the most dangerous of all the regions. Galicos is made up almost entirely of green pastures and brilliantly clear waters, interspersed with trees and in a few places, forests. The entire region used to be agriculture and in many places, there still stand farms, some still in use. On the plains, cattle still can be seen in herds, while others are no longer watched. However, because of the presence of Toa farmers and shepherds, Rahkshi seem to be perpetually stalking the land, with small fights to be seen wherever one looks. Poriun (Region of Stone) The desert region of the land is one of the loneliest places, but also among the safest. The unending sand is broken by rock formations her and there, and beings in this region dwell in caves and canyons, relying on any oasis nearby, as well as whatever game they can catch. The hardy fire and stone Toa mainly dwell here, and as Rahkshi do not stalk this region as much as others, more are flocking in. However, as more Toa enter, more Rahkshi will follow, and the original inhabitants fear that soon their refuge will not exist. This region is honeycombed with small, jagged mountains, as well as canyons. It was the region where the Rahkshi first appeared, and because of this was the most decimated. The most notable part of the region is a tall mountain around the center of the region. No Toa or Rahkshi dares go there, as the imposing sight of the Makuta’s tower is always visible, and few are insane enough to attempt to approach it. Onuiro (Region of Earth) Once the true underground of the underground land, Onuiro is one of the most dangerous regions. On the surface it is a broad, flat land, darker than the other regions, with small huts poking up here and there, many now ruined, and more simply deserted. Underneath, a maze like tunnel system originally ran throughout the region. However, these tunnels were the focus of repeated attacks by Rahkshi of Disintegration, and as such few remain in existence, and the inhabitants of this region have been forced out into the flat, featureless land, subject to frequent Rahkshi attacks. Those tunnels that still exist are among the most dangerous places in the entire region: for although they are often being expanded, they do not ha many ways of escape, and are frequented by Rahkshi, and new tunnels are usually destroyed as swiftly as they’re made. For the most part, Toa in this region use the tunnels for a quick place to get away to take a breather. Koiare (Region of Ice) Almost equal in level to the Region of Stone in regards to population, the Region of Ice is clothed in a seemingly perpetual quiet. It is always cold, and snow mysteriously, and frequently falls, leaving the land in perpetual snow covering. The lighting is at twilight level, making the land stark and dreary. The Rahkshi in this region have become excellent stalkers, often ambushing their equally sneaky inhabitants of the land; mostly Toa of Ice or Sound. -Factions- Even in this turmoil, factions do exist. Of course, most are far too small to mention, but there are a few larger ones. Mostly, however, factions will be formed by the players themselves. -The Order of Light- With about fifty members, the Order of Light is among the most powerful forces in the land. They are led by the Toa Jehu of Galicos. Although they almost always need new members, the Order is relatively hard to join, precisely because of their purpose; in the downfall of society, many toa have turned to robbery, murder, and other unsavoury deeds. The Order of Light, as their name implies, enforce a strict code of morality within their ranks. They were among the first to react to the news of the masks, and many fear what will happen when they come in contact with those masks; those within the Order worry that they will be corrupted by the potential of power, while those outside fear that they will prevent others from attaining them. -Species- Toa Standing about six-eight feet in height, Toa are clad in lightweight, slightly cut away armor that, while not providing perfect protection, offers almost unimpaired movement. The armor itself is weaker and thinner than normal armor, meaning a longsword could break through, even though a broadsword or knife would likely be blocked. The face of a Toa is metallic, almost as strong as the armor, with easily distinguishable features, vaguely human like. The color of the Toa's starting armor is decided by their element, and their face is tinted the same color as the primary color of their element. A Toa’s armor however, can be any combination of the colors of his element; for instance, a Toa of Water could be completely light blue, or a mixture of blue and light blue. Fire: grants elemental control over fire heat, as well as great resistance to heat and flame. Primary Color: Red. Secondary Color(s): Orange, Yellow, Grey or Black.Earth: grants elemental control over earth, as well as the ability to sense vibrations in the earth, limited night vision, and some increased strength.Primary Color: Black.Secondary Color(s): Dark Grey, Purple, or Orange.Stone: grants elemental control over stone, as well as limited resistance to heat, great strength, and terrible swimming skills.Primary color: Brown.Secondary Color(s): Tan, Black. Ice: grants elemental control over ice and cold, as well as great resistance to cold. Primary color: White. Secondary Color(s): Grey, Black, Light Blue. Water: grants elemental control over water and moisture, as well as great agility and speed in the water, above average speed and agility on land, very good wind, and the ability to hold in breath for a great deal of time, perhaps thrice the normal or more. Primary Color: Blue. Secondary Color(s): Light Blue. Air: grants elemental control over air, as well as above average agility and speed (faster even than water) as well as exceedingly great agility and aptitude in the trees. Primary Color: Green. Secondary Color(s): Lime, Black, Dark grey. Sonics: grants elemental control over sounds, as well as a heightened memory of sounds, above average (not oversensitive) hearing, and lastly an ability to sense changes in the immediate area via sonar. Primary Color: Light Grey. Secondary Color(s): Silver, Gunmetal, Dark grey, and Black. Plantlife: grants elemental control over plants, as well as agility and speed in forests and jungles equal to Air Toa. They also have limited resistance to many plant based poisons. Primary Color: Green. Secondary Color(s): Brown, Turquoise. Rahkshi Rahkshi are not creatures of themselves, but rather tough suits of armor controlled by the sluglike Kraata. Their build is similar to Toa, although a little more hunched over and reptilian. They have no sense of feeling outside of their Kraata, and thus can survive being dismembered. Their head and back plates, where the Kraata dwells, are thicker and tougher than the rest of them, for if their Kraata dies, they become inanimate. Their faceplate can be flipped open from the inside and, with some difficulty, from the outside. Rahkshi almost always use staffs, often bladed, although sometimes they may use better weapons that they loot. All Rahkshi have the ability to fly, as well as having one special power. Their power is weaker than a Toa's but does not rely on elemental energy. Disintegration: grants user the ability to fire pale, transparent blue beams of energy which, upon contact, reduces whatever solid in their path to dust like powder. Primary Color: Blue. Secondary Color: Grey. Fragmentation: Grants user the ability to fire pale orange rays from them, which shatters any solid in their path. Primary Color: Brown. Secondary Color: Grey. Poison: Grants the user to fire streams of highly deadly poison, which can vary, depending on the user's intent, from paralyzing to killing. Primary Color: Pale Green. Secondary Color: Grey. Chameleon: Grants the user the ability to change their color and transparency, making them able to blend ing with any environment, or simply disappear. Primary Color: Green. Secondary Color: Grey. Heat Vision: Allows the user to fire beams of searing heat from any part of them, although stronger from their eyes. Primary Color: Yellow (Keetorange). Secondary Color: Black. Shapeshifting: Allows the user to change their shape, although their mass must remain relatively the same. They can also not change their texture from their basic form (in other words if they have basic, protodermis armor, they could not shapeshift into protosteel armor). Primary Color: Grey. Secondary Color: Lime. Illusion: grants the user the ability to make solid or nonsolid light based illusions; solid illusions taking more concentration than non solid. Primary Color: Red. Secondary Color: Grey. Elasticity: Allows the user to stretch any part of his body up to fifty feet: this ability is not instinctive, so although dodging is easier with this ability, it is not automatic. Primary Color: Black Secondary Color: Grey. -Caches and Kanohi- Each (real time) week, six new caches and Kanohi will be added, regardless of whether or not the previous caches and Kanohi have been claimed. The general location of the Kanohi will be given by the lightstones, and shown in a grid-map. However, the Kanohi and caches will take a some small bit of finding.The contents of the caches and the power level (Noble or Great, with maybe even an occasional Nuva mask thrown in) and power of the Kanohi will be diced before they are announced. However, the players will not know their nature until they claim the item(s).-Teams- Civilization is shattered, and enemies are many. Allying with other players is encouraged, and can entail being able to control NPCs.-Small teams. Probably the majority, these teams must have a minimum of two player characters, and a minimum of two players. The small team is entitled to 4-10 NPCs (given by the GMs), depending on the size of the team.-Large Teams. These must have a minimum of six player characters, and a minimum of four players controlling them. They are entitled to 8-20 NPCs, although in exceptional circumstances they may have more.-NPC numbers will be decided by the GMs, except for when a team wishes to have a number at or below the minimum for their team size.-Teams may be made up of either Toa or Rahkshi. In exceptional circumstances (and I mean, you’d better have a pretty darn good reason) they may be mixed, at the discretion of the staff.-Each player may have up to two NPCs not affiliated with a team; please list them in your post in the profile topic. You must have at least one PC in order to have NPCs.-Submitting teams. Once you have the valid format for teams submit it in the discussion topic like you would a profile, following the following format.Name: Whatever team name you want to give, if any.Team form: Small or Large.Alignment: Are they for the Rahkshi? The Toa? Other purpose?Player Characters (list any special position they hold): Who are the player characters on your tea? List their name, who controls them, and what position, if any, they hold.Player Leader: Is a specific player in charge of the team? If so, note here.Team Description: What’s your team about? For? Stuff like that.Team Backstory: How did your team get together?Affiliated NPCs: Give the details concerning the team NPCs in as much detail as you wish. -Character Creation- Profiles are to be posted in the discussion topic for approval. When approved, they are to be posted in the profile topic. There can only be one post per player in the profile topic. Players must post their character in the profile topic before playing; this is so that an accurate record is kept, and characters can be easily found. Each player may have up to four characters.-No Kanohi. Kanohi can only be gained through the Kanohi deposits or caches (although the second is likely to give at best an occasional Noble mask).-Only Toa or Rahkshi. These are the only playable species, unless you want to play as a Brakas or something.-Some elements are outlawed. Fire, Earth, Stone, Water, Ice, Air, Plantlife, and Sonics are the only elements allowed.-Some Rahkshi powers are outlawed. Disintegration, Fragmentation, Poison, Chameleon, Heat Vision, Hunger, Density Control, and Silence are the only allowed Rahkshi powers.-Without Kanohi, elemental power is weakened. Without Kanohi, generating their element depletes a Toa's elemental energy greatly, to the point where if, say, a Toa of Fire kept up a sustained blast of fire, they would run out of elemental energy within a minute. Aside from that, their power overall is halved. Lastly, a Toa, regardless of Kanohi, can only absorb their element in order to recharge elemental energy in limited amounts; a Toa absorbing their element could go from no elemental power to full or near full power within an hour or two, but not in a minute or two. Nuva blasts are outlawed, except with GM permission (if you wish to use one, you'd better have a good reason to present to a GM before you use it).-Toa Kaita are allowed. A Toa Kaita has the elemental energy of three Toa: meaning that if three maskless Toa united into a Kaita, that Kaita would have 1.5 times the regular elemental energy and power of a normal, masked Toa. The Kaita also combines all masks worn into a single Kanohi, which can have between one and three powers, depending on the amount of Kanohi wearing Toa in the union. They are also faster, stronger and more agile than Toa; their abilities are the combined mental and physical abilities of the three Toa in the merge. There are, however, two catches. The first is that the users in a Kaita must be controlled by three different players. Secondly, if the three are not unified, the Kaita will have a condition ranging from multiple personalities to downright mental collapse, or simple unmerging.Name: Please keep Bionicle, with no canon names.Species: Toa or Rahkshi only.Gender: Male Female, unknown, etc.Kanohi: List the Kanohi you capture here (no character may start with a Kanohi). Ignore this is your character is a Rahkshi.Appearance: Give a good description of your character or a picture. Keep in mind that all Toa and Rahkshi start out with the usual basic armor; that is, basic hand, arm, body, and leg protection, although not as well covering as plate armor, nor as strong.Element/Rahkshi Power:Equipment: Keep weapons basic. Think of crossbows as the most advanced weapon you can have. If you get weapons and armor from caches, please list them here. No Protosteel weapons or armor are allowed to start off with, although they may be in caches.Personality: What is your character like? Please remember that Rahkshi, although rational, have stronger instincts than the Toa.History: Keep in mind the setting from the character's perspective. If he's a Toa, then his memories are basically growing up in this cavern. A Rahkshi would only really remember being released into the cavern and wrecking destruction.Other Notes (Optional): Have anything you want to add about your character that doesn't really fit elsewhere? Do so here. -Rules- -Absolutely no autododging, autohitting, or other forms of god moding.-Bunnying is illegal. No controlling other peoples’ characters without their permission.-Use IC for In Character portions of the post, and OOC for out of character portions. Do not post OOC only posts in the role playing topic! The discussion topic is made for them. Making an OOC only post will result in a warning, and if repeated enough, banning.-Please, use good grammar, and make your OOC and IC posts understandable. Bad grammar might not look bad to you, but it does for others.-Staff controlled characters are staff controlled characters, not NPCs. Do not control them without permission of the GMs.-NPCs are not target dummies. Just because they’re not PCs doesn't make them a lower life form.-Your characters cannot know your enemies plans in an instant, or know the exact power etc of an opponent unless they are told IC, or find out IC. Your character is not all knowing, although you may know something from reading another IC post not related to your character, or reading an OOC post or whatever. In short, no metagaming.-Please act civil. Do not insult, degrade, etc other players.-Do not play only to win. The purpose of an RPG is to have fun, and interact. Any character, no matter how powerful, can be defeated. Going into an RPG with only the specific intent to get ahead and win will get you nothing but failure and a lot of annoyed people.-Respect staff rulings. If you have a problem with a staff’s ruling, take it up via PM with either that staff member or another. Do not disregard the ruling, start a temper tantrum over it, etc.-When you are dead, you are dead. Your soul cannot take over another body. Bam, it's over, your character's soul is in the next world, or has gone *poof* or whatever you want to believe there. Reincarnation is also outlawed. -There are times when death is unavoidable. Get used to it, your character is no more powerful than an NPC, you can die. It you're surrounded by a dozen Rahkshi, and you have a broken leg and low elemental energy, you're going to die. The meter is this: When staying alive falls under auto-dodging/invulnerability, your character dies. -The staff reserve the right to stray from the canon. This can already be seen by some liberties in the backstory; the Core War developing slowly instead of all at once, the Great Beings creating Makuta, and some other things. -The lands are not safe. Remember how travel was in the Dark ages? It was considered a great achievement in one situation when a girl could travel the length of Ireland, wearing a golden ring, without being attacked. This land is even worse than those times. Rahkshi are everywhere, so traveling is a harrowing experience of dodging them, and trying to remain unnoticed. The Rahkshi tend to have it easier, but even so Toa will often attack lone Rahkshi, or Rahkshi traveling in small groups. The same rule applies: you are not all powerful, there is no such thing as police, and there are enemies everywhere. This rule greatly relies on players’ honor and honesty, as it isn’t the easiest thing for staff to regulate. -Warnings- Any degree of warning may be given repeatedly, or only once (for instance, for repeated infringement of a very minor rule a person might get two 5thdegree warnings, not 5th and then 4th degree warnings. In contrast a person might get temporarily banned, or permanently banned, with no previous warning, should the offense be serious enough) This, however, is at the decision of the staff, not the player. The levels of warning are as follows:5th degree warningA simple warning, whether in the discussion topic, OOC portion of a post, or PM: nothing serious, just correct whatever you did wrong and don’t do it again.4th degree warningA more serious warning, and one of your characters is temporarily incapacitated. Please stop breaking the rules.3rd degree warningOkay, you’re getting on our nerves. One character is killed in game, and all other characters are unusable for a week.2nd degree warningThis is getting old already. All your characters are butchered in game and you are not allowed to replace them for a week. This is your last warning.1st degree warningYou are banned. All characters are killed, and you are no longer allowed to play. Any further posts in the story or profile topic will be reported or ignored. We really don’t want you here, go torment some other GMs.
  4. I can't believe I didn't learn of the story of him punching Arius until yesterday. I will never, ever, ever, be able to think of St. Nick in the same way again...
  5. Oh my word, welcome back! I hope you stay longer.
  6. I popped back in for two second on behalf of Aderia. Aderia willed it! But anyways, bye again.
  7. I'm actually writing a non Lego non short story that isn't too religious to be posted on BZPower! On that note, I'd just like to point out the COT Library initiative. As a writer who does a mixture of COT and Bionicle works, I'd very much support this to happen. So head over, cast your vote and give your opinion; if you don't support it, I suggest this idea, which Electric Turahk put so well: ---------------------------------------------------------------------- This is the idea I actually support the most, although I myself would not mind only a COT library.
  8. Grantaire

    Goodbye

    *Trips and crashes to the ground before wriggling out of Peach's grasp and fleeing*
  9. I dunno. I really will be fine either way. One good compromise would be to allow it in creative forums for the topic starter only, but...Yeah, I'm fine either way here, even though I voted 1.
  10. Grantaire

    Goodbye

    Well, I think it's time to take another BZP break. See everyone in a few weeks.
  11. Reading this brought back memories of my days playing Lego Universe; ahh good times, although I wish I'd been able to play more.Anyways, I found this story to be quite good; I liked the setting a lot, and the plot was fairly good. The writing was where your weakest point was, but overall I wouldn't rate this story as terrible.The main character seems to be the kind of look-through-the-eyes-of character; he doesn't have a very in depth personality, but provides a window for the reader to see the world. If that was what you were aiming at, then good. If not? Ahh well then.The writing itself was greatly lacking descriptionwise; I'd personally like to see a clear description of some of those vehicles as they sound rather vague. The character descriptions also need some expanding. Aside from that, the writing was simple but good at first, although it went gradually went downhill. Descriptions and thoughts I think could greatly improve this story: descriptions to build the world, and thoughts to build the characters.The plot is very simple, but it works; I have no problem with the fortune hunter setting, and I quite like it in fact. Granted the story could do with a little tweaking to make it more suspenseful and captivating in areas such as Drake finding the Fang, but really, it's not too bad.Grammar? That needs quite a bit of work. You have some reoccurring errors, and some minor spelling errors. You did this throughout the entire story: that period should be a comma: when you're writing it so the sentence is completed with a description of how the person is saying something or suchlike, then it's a comma. If you're going to start an entirely new sentence, then the period belongs. Using both 'though' and 'of course' in one sentence looks a little repetitive. I found this confusing. Perhaps "He bared slightly to the right, calling a passing greeting to a fellow driver whose Snow-Trekker was stopped nearby." This could also be reworded. 'But' would look better. Please, put Drake's words in a separate paragraph, it looks too squashed together. Here and several other times you forget to capitalize the 'i'. They could be in the same paragraph, since he's speaking both times. Also, using Drake twice is repetitive.Overall, this is a story I found to be decent; with touching up on the descriptions, grammar, and characters, I think it could be quite good.
  12. Happy birthday, Gertrud--You guys did not hear that.
  13. Wish Legolover-361 a great 17th birthday along with me.
  14. While Colm does a good job, He cannot match the emphasis Alfie makes (seriously, if I was voting for which Valjean's singing I'd match I'd vote for Colm, since I'm about as bad at adding emphatic emotion as he is). What Have I Done decided it for me: Alfie's version sounded like a piercing cry from the heart (I have finally found music that matches my emotions at times!) and fits well the phrase "...Nothing remains but the cries of my hate" while Colm's version sounded like a stunned murmur, although not bad. But Alfie's pierced to the heart, while Colm only cut through a few of the outer layers. So yeah: #team alfie Zarayna
  15. Dan Brown apparently I write like. But Suzanne Collins apparently does not write like herself. :|
  16. Hello everyone. All writers, myself included, enjoy reviews. So now, I'm proposing an offer to anyone who cares: You give me a short story, epic chapter/short epic (for now) to review, or if you do not have that and still wish to participate, I will attempt to review other artwork you should list, be it drawing or MOCing. In exchange, you review one of the stories I list below. I can't promise that my reviews will be SSCC length, but I will make them a minimum of 100 words; in return I request that you leave a decent review for me. My Stories The below stories are listed in order of how badly I want them reviewed. Please note, these are only suggestions to the prospective reader: Although, for instance, one of the stories I want reviews for the most is Safe and Sound, should you desire to read and review We Wanted Those Infidels Dead! instead, I will not have a problem. Safe and Sound Posted: Aug 25 2012, 06:24. Jaurius, son of the highly controversial senator Gementa, sets out to escort his sister home, in his heart hoping that he will only have to do that... Song: Safe and Sound by Taylor Swift. The Refugee Posted: Nov 18 2012, 09:07 PM. A boy flees from the enemy, but the enemy relents not in their inadvertent encircling of him. Shredded Radiance Posted: Oct 24 2012, 09:39 PM. Templar fic: A traveler walks though the evening woods, his emblem and life alike in tatters. Destiny's Scourge Posted: Sep 05 2012, 03:48 PM. In the capitol of the republic of Dinaru, Makuta is reminded startingly that he has not escape the grasp of Destiny. We Wanted Those Infidels Dead! Posted: Oct 21 2012, 09:22 PM. Templar fic: A group of brigands settles down after a day of plundering, not realizing that a group of warriors have been observing their every move. And should you wish me to review a longer work (an epic) I will gladly accept in return for reviews of this short epic of mine: Survive Review Topic Posted: Jun 16th, 1:33 PM. As the Toa/Dark Hunter war begins, a toa is called from a remote island to the legendary city of Metru Nui.
  17. My reaction can be summed up like this: "What, what?" I was expecting a short story, and I got a mixture of short story and comedy. Not that it is bad; it was just not expected.In all honesty, this story seemed rather light to the point of being a comedy; the rather random narration it had was rather confusing storywise. While I understand that the main part of the story was about two superheroes on a break between fights, the way everything is written, it's a little confusing.The subject of pizza in relation to tombstones majorly weirded me out, even after I found out the origin thereof. Not that it's bad, but it's as weird as my writing a depressing story to the theme of rainbows.While I'm at that word, I might as well say it: this story weirded me out in a lot of ways, although not in a bad way. It was a light, but rather funny read, and I rather enjoyed it. Even still, "O.o" was my main emotion.The characters really weren't developed, but the story wasn't long enough to do that. Nonetheless, they were okay. Their notions of pizza and music (oh goodness, Buzzy's taste in music *shudders) were amusing, and fit well in with the lighthearted tone of the story. ...I hate these people already. Chambers.
  18. 1.) Should the entire Library have a 300 word minimum? Why?No. 200 words, perhaps, but 300? well, let's just say it's possible to have a good story that's shorter.2.) Should comedies be merged with the rest of the library? Why?No. They've been a separate thing in division and nature, adn should stay as such.3.) Should the "one chapter per 24 hours" rule be reinstated for anyone not reposting an epic from the old board?By no means.4.) Do you want a CoT Library? Why? If a CoT Library existed, how often would you make use of it?Yes! Most certainly yes. My stories are forever getting buried by stupid "What are you listening to" topics and such. I'd make use of it quite a lot if it existed.5.) Are there any ideas, themes, etc. you feel would be better expressed in your writing without a Bionicle influence? What are they?There probably are, I just can't think of any.6.) How often do you post a story? How often do you review?As often as I write them; about once every other week or less. I review at least every week.7.) Do you use the critic clubs? Why or why not? Do you find the critic clubs useful?I'm a critic in all but the CCC, and I submit most of my stories to them.8.) Who are some of your favorite Library writers? What are some of your favorite Library stories? What's your favorite self-written work?Grant-Sud, Tolkien, Inferna Firesword, Kraggh, Aderia, and others. Some of my favorite stories... Too many to name, just because I always forget titles. My favorite work of myself would be Safe and Sound.
  19. Grantaire

    So sad

    Remembering this blooming thing I made: The first annual SS awards. It was running nicely, then the downtime came and killed it. And it never rose again. I really feel like reviving it, only I'm not sure how much interest there will be.
  20. This is my attempt to read and review a story in three minutes.The writing of this was excellent, although it sounded almost too our worldish (probably the guitar). Nonetheless, in the bar scene you captured the feel of confusion very well. I kinda have to sadface because of how you portrayed De-Toa, but that's only because they're my favorite element.
  21. IC - Aenarius:Aenarius sat down heavily at a table, more than a little exhausted. He drank the glass of bula wine he'd ordered slowly, letting his eyes rove around, taking in his surroundings. The tables of the inn were of wood, old and warped. The lightstones provided nowhere near a cheering glow, and the smell made him wince. But it was a place to rest, and for that he was glad.
  22. Thankfully cuteness is very subjective. :|
  23. Grantaire

    Blog Q&A

    How do I bump a blog entry? On the old forums you had to draft it, edit it, then publish it again, but that doesn't seem to work here.
  24. One year late review! I told you I'd do this. :PI've probably reviewed this in chat several times, but here goes.This story is definitely in my top ten, but that could just be because of how much tragedy gets to me; I doubt it though. It had an excellent plot and concept, and was very well written. Although Vihar did not have an extremely thought out character, the reader slips easily into his head, and stays there. And while you wished for a happy ending (one could have been done without ruining the story, I think) the tragic end was even more powerful. Excellent job!The first of my two nitpicks I said over chat: an orthodox Toa Team following the Code would not have suicide as a ready option; it would contradict their code, and toa are usually too idealistic to become hypocrites. Nonetheless, it was a plot hole that really couldn't be avoided.The second was simple: too many spaces between some paragraphs.Overall though, I'd give this at least a 9.5/10, if not 10/10. I really enjoyed this, and it certainly blew my version of All Our Sins Remembered out of the water.
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