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(Similar to Tex’s BZPGOT series, and Trijhak and Voxumo’s BARA MAGNA, this story will take place in a drastically alternate timeline. The game will largely ignore a lot of the GSR stuff, including the forced gender assignments for each elements, and instead focus on some of the more mystical aspects of the early G1 story. If seeing the early years of Bionicle reinterpreted and retold like this isn’t your cup of tea, go somewhere else.) An Apology THE STORY SO FAR Long before Bara Magna, and even longer before Okoto, there existed an island mired in mystery and malice, an island where the forces legend and destiny were almost tangible, an island where two great spirits warred for centuries over the hearts and minds of the populace. The island of Mata Nui. For millennia, the island had existed in a delicate balance between good and evil, with the benevolent Mata Nui (after whom the island had been named), and his brother, the malevolent Makuta, fighting in an endless stalemate over the souls of the Matoran inhabitants. But, as time went by, the people lost faith in their legends, and Makuta was able to cast the weakened Mata Nui into an endless slumber, giving himself the freedom to wreak havoc across the island. All was not lost, though, as six prophesised champions, the Toa, rose from obscurity to combat Makuta and reawaken Mata Nui. However, fate played a cruel trick on these heroes. The stories foretelling their destiny had been misconstrued, distorted, and skewed. Under the direction of the Turaga, the Toa ventured into Makuta’s lair beneath the island, and slew him. They never returned. Their mission had been to reawaken Mata Nui, and restore balance to the island. By destroying Makuta, they had instead destroyed what little balance remained, bringing about a disaster more catastrophic than anything Makuta alone could’ve managed, and opening the way for far darker, more destructive powers to rise to prominence. The island underwent an immense tectonic upheaval, tsunamis battered the coastlines, fissures ripped apart the ground, and the Mangai Volcano erupted, shrouding the land in ash. The villages survived the chaos, save for one; as a result of Ta-Koro’s attempt to redirect the lava flows away from destroying their own village, the jungles of Le-Wahi burned, and Le-Koro burned with them. With almost half the island incinerated, and much of the fertile land spoiled by the fallen ash, Ga-Koro soon came to hold the monopoly on water and food. With only limited land available to grow food and crops, they struck up a partnership with Po-Koro, who worked to maintain farms and fields on Ga-Koro’s behalf. This remained a peaceful partnership until ten years ago, when Ga-Koro caught wind of rumours that Po-Koro was planning to invade and seize sole control of the food and water trade, and pre-emptively poisoned their next water shipment, slaughtering half of Po-Koro’s population. In the aftermath, the rulers of Ga-Koro made it clear that they would do the same to anyone else who crossed them, and even threatened to burn the fields and poison the water stores if they were invaded… a threat that, if carried out, would likely doom much of the island’s population to starvation. Since then, the people of Mata Nui have lived in a tentative state of tension. Now, change is on the wind once more. The villages have slowly recovered from the ravages of the cataclysm, their defences repaired, their populations growing, but resources remain just as scarce as always. Ko-Koro, having been quiet for years, has begun rapidly militarising, while the people of Onu-Koro have become even more elusive than usual, retreating into their defensive tunnels. Most concerning, Ga-Koro has recently undergone some manner of internal conflict, resulting in all of their leadership being replaced. Only time will tell if these new leaders will continue to threaten and extort the other villages, or seek a more peaceful path. Rumours abound of strange artefacts being discovered across the island – fragments of broken masks and armour, and shattered tools, allegedly belonging to the fallen Toa. With increasing frequency, miners and explorers from various regions report discovering unnatural tunnels or fissures in the earth, sometimes accompanied by sightings of unknown insect-like creatures. Tales of whispering masks and cults devoted to old gods fill the taverns, and stranger still, there are reports from all over the island of Matoran vanishing from their homes, wandering out into the night with unusual Kolhii balls clutched in their hands, never to return… …at this point, there is no denying that dark forces are afoot on Mata Nui. Has Makuta somehow returned, or is there another power at work? HOW IT WORKS Although I imagine that most of you will be somewhat familiar with how these games work by now, I’ll give a quick rundown of the basics nonetheless. The game will consist of ten rounds, known as Episodes. (However, the number of rounds may be increased or reduced if I feel it necessary) These episodes will last 3-5 days, depending on how much is happening, and I will announce in this topic when each episode begins or ends. Over the course of each episode, players will use PMs to travel between locations, interact with other players, and a wide variety of other actions, which will be elaborated on further below. When each episode is concluded, the actions that occurred across the various PMs will be combined into a scene and posted in this main topic. Keep in mind that even if you, the player, knows something from reading the scene, that doesn’t necessarily mean your character will know those same things in-game. In regards to PMs, there are two kinds: OFFICIAL and BACKDOOR. An Official PM is any PM that I have been added to. Anything you say or do in these PMs may or may not find its way into the scene, so be careful. Actions and moves made in Official PMs are the only ones that will be acknowledged in episodes, so if you wish to travel, or communicate, or do anything that will actually happen, it needs to be declared in an Official PM. Each player and village will have an Official PM, and others will be established as the game goes on. (So please ensure you have room in your inboxes for multiple PMs). A Backdoor PM is any PM that I’m not included in. These are the PMs where you can form secret alliances, communicate covertly with other players, or whatever else you wish. Keep in mind, though, that anything you say or do in a Backdoor PM will not be acknowledged as having actually happened. This also means that information gained in a Backdoor PM can’t be used in-game unless your character has another way of learning it. MOVES There are a great many actions you can take over the course of an episode, and very few limitations to what they moves can entail, but here’s a brief overview of some of the more common moves you might choose to make. Communication – The simplest and most integral of moves, this is the simple act of talking to another player. Obviously, you need to be in the same PM as the other person for this to work, but aside from that, there aren’t many limitations to this. Remember, only conversations that occur in an Official PM will be included in the episodes. Messages – Each Koro also has access to a limited number of small Kewa birds. As scavengers, they’re easier to feed and care for than most other rahi species, and serve well at the task of delivering handwritten messages between villages. Due to their small size, there is a slight risk that they can be intercepted by larger bird species, but they still provide the best way of delivering anonymous messages. (In other words, if you send a message by bird, your name won’t be explicitly mentioned in the scene unless someone sees you, or you include your name in the letter). In addition to this, certain roles also have the authority to send NPCs to deliver messages on their behalf. Combat – Depending on how you all choose to “negotiate”, this might happen a lot, or not at all. How it works is fairly straightforward – you describe your action, then the other player/s involved will describe their response, and counteraction. You might choose to ask me to roll for certain stats to better your chances of landing or evading a hit (more on stats later), in which case you’ll need to wait for me to determine the outcome of the dice rolls before proceeding further with the battle. Travel – Another straightforward action, this is the simple act of going from one location to another. How long this takes will depend on where you’re travelling, who you’re travelling with, and what might happen along the way. As a baseline rule, though, it takes roughly 24 hours IRL to travel from one Wahi to another in sequence (for example, if you went from Onu-Koro to Po-Koro), and 36 to travel further than that (such as travelling across the island from Ga-Koro to Ko-Koro). Refer to this MAP for reference. It’s also possible to travel by boat, which will take roughly the same amount of time, but is generally a little safer overall. Of course, a boat can’t sneak past guards… Other – There are plenty of other things you can attempt. If you can think of it, and justify being able to pull it off, it’s probably worth a try. ROLES Turaga – In a slight divergence from canon, Turaga is simply the name given to the Matoran who’ve been appointed to lead each village. They get the final say in most decisions, and can potentially overrule the commands of other roles. As wise, experienced rulers, they also get slight buffs to their Perception and Strength stats. Captain – Serving as both Captain of the Guard, and Admiral of the navy in certain cases, this role oversees the protection and defence of their village, and is expected to take charge during combat operations. Should the Turaga be killed or incapacitated, it may fall to the General to lead the Koro in times of crisis. As a combat-oriented position, they get a small buff to Agility and Strength. Diplomat – These guys handle trade, negotiation, etc. with the other tribes. Much of their time is spent travelling across the island, speaking with their counterparts in the other villages. Should something happen to the Turaga, the Diplomat may be forced to take over that role, depending on circumstances. Should a Diplomat be eliminated, or deliberately sever trade, it will take three episodes for the other villages to run out of whatever resource that diplomat was dealing in. As their primary duty revolves around mediation and compromise, they get slight buffs to Perception and Luck. Scout – A more polite word for spy, their jobs are to gather intel, infiltrate villages, listen in on conversations, and much more, depending on the agendas of themselves or their Turaga. While they hold no official place in the chain of command, they answer only to their Turaga, and have been known to take over as military leaders if the Captain is otherwise indisposed. As a stealth/espionage-focused position, they receive a minor boost to Agility and Luck. GETTING STARTED Please post in the topic which village you would like to be assigned to, then send a PM to me entitled BZPMN: [Your Username]. Include in this PM your stat sheet (see below), your character’s pet (if they have one – see below), a short description of your character if you wish, and their name (if you want them to be called something other than your current username). Once all spots have been filled, I’ll gather everyone into their village PMs, where you can decide on your roles. These village PMs will also feature some information that isn’t included in this post, including a few Goals (these are suggestions only, and there are no penalties for failing or ignoring them), and a single Secret that may prove to be a decisive factor somewhere down the line. After roles have been settled, I may contact certain players to assign them additional character-specific secrets or special tasks. These extras will be determined by RNG after roles have been assigned. After this is done, I’ll create a short, introductory prologue episode, and then the game will begin in earnest. STATS The stats below will help generate more divergence between players during actions and encounters. You have 25 points to distribute between the four categories, although you are limited to a maximum of 10 points for any given stat (the bonuses for different roles are exempt from this limit). Whenever an action occurs that requires a roll, your stat will be combined with a RNG roll out of 10, resulting in a total value out of 20. Please note, while you may feel that some actions require you to use multiple stats, please refrain from trying to spam all of your stats at once. This inevitably results in such wonderful exchanges as “I roll all of my stats to kill you”, followed by “I roll all of my stats to not die”, which somewhat defeats the purpose of having a stat system in the first place. In the same vein, please resist the compulsion to simply try to use your strongest stat for everything you do. Even a perfect Strength roll isn’t going to be much use when you’re trying to lie to someone, or sneak through an area. Likewise, pouring all of your points into Luck and trying to use that all the time in place of the other stats won’t be as effective as you might hope. Strength – This value relates to physical strength and fortitude. Whether you’re trying to overpower or pummel someone, or fight on past the pain of an injury, Endurance is the stat you’ll need. Dependant on your choice in weapon and type of attack, you may deign to use Agility for attack actions instead. Luck – Can be used as a saving or aiding throw, to help your chances of accomplishing a complicated or risky manoeuvre, or mitigating the outcome of unfavourable rolls. It may also be used by me to determine the likelihood of you finding, or being found by, something while you’re travelling. Agility - This category pertains to any actions involving speed, agility, finesse, or quick reactions. Depending on your preferred combat style and choice in weaponry, you may use this or Strength to decide attack effectiveness and damage. In addition, this value can also be used for any stealth-based actions. Perception –This stat covers anything involving wisdom, charisma, manipulation, strategy, and much more. Basically, it encompasses anything that relates to planning something complicated, or trying to persuade someone of something. It is also passively rolled against other player’s stats when they are trying to deceive you, or carry out sneak attacks against you. This is also the stat you use when trying to aim with ranged weapons, such as knives, bows, spears, or launchers.PETS While resources are somewhat scarce on post-cataclysm Mata Nui, there are nonetheless some Matoran in positions of power who can afford to own and care for rahi companions, which can provide certain benefits. Players are limited to only one rahi pet, which will share the same stat sheet as their owner, and are just as vulnerable to fatigue and attack. This is a bit of an experimental addition on my part, so we’ll see how it goes. (Please note, pets are entirely optional. If you don’t want one, you won’t be penalised for it.) Brakas – Annoying, noisy, ape-like rahi, these creatures are extremely dextrous, adept at climbing trees and walls. While not the brightest animals around, they do understand simple commands, and can be instructed to fetch objects and the like. However, they’re not the most stealthy of creatures, and are therefore better suited as distractions. Dikapi – Well acclimated to a desert environment, these creatures are known for their strong beaks, and heightened endurance. A Dikapi is capable of carrying two Matoran, or one Matoran and additional equipment, without reducing travel time. A Dikapi can make multiple trips across the island without needing any sustenance or rest, making it an ideal mount for those who plan to do a lot of frequent travelling. Ussal – Similar to the Dikapi, Ussal crabs can be used to carry two Matoran, or a single Matoran with extra gear, without impacting the time it takes to travel. As well as this, many of them have been trained to serve as mounts in combat, particularly in the Great Ussalry of Onu-Koro. Gukko – Graceful, four-winged birds, these creatures were frequently used as mounts in Le-Koro. The few that survived the inferno have found new homes in the other villages. Riding one reduces the travel time between any location by half, but once the destination is reached, the Gukko will require 24 hours IRL to rest before it can be used in this way again. The Gukko can still fight and travel during this cooldown time, if need be. Hapaka – Agile, dog-like rahi, these bipedal creatures are known for their sociable, curious nature, and sharp, barking cry. They understand basic commands, can track scents, and make for amiable companions or guard dogs. Kavinika – The bigger, meaner cousin of the Hapaka, these vicious lupine beasts are hard to control, and are useful for little else except as savage attack animals. Kahu – Cunning, hawk-like rahi, (for the purposes of this game, think of them as being more like a bird of prey, big enough to ride on your arm or shoulder), these intelligent avians have been trained to follow simple commands, and are even capable of intercepting and grounding their smaller Kewa cousins, without harming them. SPECIAL VARIABLES To make things a little more interesting, I’ve come up with a system of special modifiers to add some extra variety to the game. Before the beginning of each episode, I’ll roll an RNG to determine what, if any, of these variables might come into play. Once the event has been decided, I’ll make another series of RNG rolls for each region of the island to figure out what kind of impact the event is having there. For example, an island-wide earthquake might open up a rich ore deposit in the mines of Onu-Koro, but trigger a damaging avalanche in Ko-Wahi. VILLAGES Ta-Koro A veritable fortress of stone and metal, Ta-Koro is encased in towering fortified walls, and surrounded by a moat of lava, with a retractable drawbridge to prevent enemy access during a siege. They primarily trade in metal and other goods mined from within the volcano. The village’s total population numbers at around 200, with 50 of those serving in the guard, and 50 more divided between Ta-Koro’s five four military ships. Turaga - Voltex/Elittra Captain - Burnmad/Grav Diplomat - Trijhak/Nahaki Scout - Luroka/Kuan Ko-Koro Making judicious use of the natural defences at their disposal, Ko-Koro is situated beneath a colossal block of ice that separated two glaciers, and is surrounded on all side by crevasses. The village has only a singular entrance, guarded at all times by a heavy contingent of Sanctum Guards, although there are rumours about a tunnel that leads somewhere out into the Drifts. With a population of skilled rahi hunters, they trade heavily in sophisticated animal traps, as well as various captive rahi and other animal goods. Their population also sits at approximately 200, with 50 44 serving in the Sanctum guard, and a further 50 divided between their ten navy vessels. Turaga - Scrubbish/Rhialtus Captain - Timelord/Daenerys Diplomat - Unit Scout - Toru Nui Po-Koro Situated on the vast, open plains of Po-Wahi, this village lacks the imposing natural defences possessed by most of the other villages. The Po-Matoran are skilled carvers and masons, however, and have managed to establish a high stone wall around the village, with the surrounding landscape dotted with statues and monuments that are both visually pleasing, and make for decent cover in a firefight. Their population remains low after the poisoning, with many houses remaining empty, and their total population numbering at only 100. The majority of these work as labour in the farms and fields, with a measly 25 operating as a defensive garrison. With so many empty buildings, and the guards stretched thin protecting the city, and the workers out in the fields, Po-Koro has become a den for criminals and other unsavoury sorts. Turaga - Dane/Quin Captain - Pahrak the Heretic Diplomat - Finch/Ehksidian Scout - Vox/Kaathe Onu-Koro Hidden away in a cavern deep underground, Onu-Koro suffered greatly during the cataclysm, with much of their tunnel network being damaged, or destroyed outright. With the subterranean highways connecting them to the rest of the island cut off, Onu-Koro initially struggled to re-establish trade, until they were forced to overcome their sensitivity to light and establish overland trade routes like everyone else. Their exports include minerals and metals mined from beneath the earth, although it’s rumoured that their engineers also have some kind of exclusive trade deal with Ko-Koro. Their population sits at around 150 95, with 50 29 of them serving in the Ussalry. Turaga - Iaredios Captain - Smoke Monster Diplomat - Onaku Scout - Jed/Erihapeti Ga-Koro Nestled in the heart of Naho Bay, Ga-Koro is built atop a network of giant lily pads growing up from the seabed, connected by sturdy bridges and walkways, and held aloft by a series of pumps. With access to multiple waterways, the area around Ga-Koro remains extremely fertile compared to the rest of the island, and is home to a prosperous rahi population… including a significant number of tarakavas, which pose as much of a threat to the locals as they do to everyone else. Beyond their trade of food and water, their other goods include fish, rope, and bamboo. They have a sizeable population of 250, 100 of whom serve in the Navy, which consists of 50 ships. Turaga - Terrorsaur/Fractyl Captain - Shadowvezon Diplomat - RG/Guurahk Scout - FF/Azalea EPISODES Prologue - Another Story's Beginning Episode 1 - Broken Koros, Part 1 & Part 2 Episode 2 - Dreams of Chaos, Part 1 & Part 2 Episode 3 - Beneath the Surface, Part 1 & Part 2 Episode 4 - The Dawn of War, Part 1 & Part 2 Episode 5 - A Slaughter of Ice and Fire, Part 1 & Part 2 Episode 6 - The Cost of Victory, Part 1. Episode 7 - Into Darkness, Finale
Dark forces are at work on the island of Mata Nui. Miners and explorers are vanishing all across the island, and sightings abound of strange insectoid creatures lurking in the underground. There are rumours about rusted, whispering masks being discovered in isolated corners of the continent, and enchanted Kolhii balls washing up on forgotten shores. Perhaps Makuta isn't quite as dead as everyone once thought. Suffice to say, bad things are coming. Ko-Wahi, Mount Ihu Summit (Two Weeks Ago) Turaga Nuju died screaming. Or, to be more accurate, he died making a shrill, strained whistling sound not dissimilar to that of a distressed Gukko bird. This sound broke off in an echoing crunch as his flailing, falling body finally struck the bottom of the ravine he’d just been pushed into. “What…” Matoro stammered, staring dumbstruck at the familiar being responsible for Nuju’s abrupt departure from the realm of the living, “…why?” “Why?” The other Matoran scoffed, taking a few steps away from the ravine edge, “Because your precious principle of peace is overrated. Because he was leading our people to stagnation and isolation. Because he was too weak to stop me. Because you were both stupid enough to agree to this meeting.” “Wha- what are you going to do to me?” Matoro whimpered, clawing at the flimsy bone knife strapped to his thigh. He finally managed to pull it free, and brandished it before him with his shaking hands. “What do you think I’m doing to do?” The other Matoran chuckled, withdrawing a compact crossbow from within the folds of his furred coat. “Are you afraid I’m going to kill you?” “Ye-yes.” Matoro looked to be on the verge of sobbing now. “There’s no need to be afraid,” the killer said gently, momentarily lowering his weapon, “But I’m still going to kill you.” Quick as a Doom Viper, he whipped his crossbow back up, and fired. Unlike his Turaga, Matoro didn’t even get to scream. The barbed bolt that lodged itself in his throat made sure of that. Onu-Wahi, Southern Mine Extension (Eleven Days Ago) “I’m not getting paid enough for this,” Mavrah whined, as he continued hacking away at the rockface before him with his pickaxe. Well, the pickaxe wasn’t his, per se. It had come with the job, and, just like the job in question, it was absolutely terrible. The useless tool broke off pieces of itself almost as often as it managed to chip chunks off of the rock wall. “None of us are,” snapped back the grizzled Onu-Matoran next to him, “You don’t earn the right to complain about it until you’ve been down here a few decades longer, boy.” “Pffft, I don’t think so,” Mavrah abandoned his pickaxe, and rounded on the older miner, “I’m getting out of here as soon as I make enough money to buy an Ussal.” “And what are you going to do with a crab?” the old miner scoffed, “Animals aint cheap.” “I know. But an Ussal gives me freedom. To travel, to explore. The island’s changed so much over the years, but no one’s made much effort to document those changes.” “That’s because no one cares,” the miner guffawed, “Now pick up your axe and get back to work.” Mavrah glowered at him a moment longer, then bent to pick up the dropped pickaxe. Ever though it had landed right by his feet, it still took him a few moments of fumbling to find it again. This was a natural tunnel that the miners had only recently burrowed down into. It was deep, and mostly unexplored, and as such, the lightstones that were normally strung up in the mining areas were few and far between in this new section. He and the old man had come across a promising-looking vein of ore while exploring, and decided to make a head start on digging it up. They only had one lightstone between them, and it seemed to grow dimmer the deeper they went. He heard a gravelly rustling behind him, followed by a gasp of surprise and a sort of wet crunching sound. The yellow-white glow of the lightstone on the floor behind him shifted to a grisly red. Mavrah turned around slowly, and what he saw was something that would have terrified his nightmares. The old miner – what was left of him, at least – was gripped in the pincers of a hunched, chitinous being, more and more of his twitching form being gradually shoved into the monster’s multi-jawed gullet. As Mavrah moved, however, the creature released its meal, and focused its narrow, beady eyes on him. Mavrah screamed. The creature lunged. His body was never found. Ta-Wahi, North Mine Entrance (Eight Days Ago) “You’re going to have to run that by me again,” Takua said, his patient tone contrasting harshly with his growing inward frustration. He was the Chronicler, one of the few Matoran on the island who could still travel free and unhampered through every village on the island, and here he was stuck in some backwater clearing in Ta-Wahi, listening to a grumpy – and quite possibly inebriated – miner boss, who was whining about a supposed ‘monster’ scaring away his workers. “What part aint you understandin’?” The Ta-Matoran burped, “Three o’ me workers quit yesterday. There’s somethin’ down there, I’m tellin’ ya!” “And what did this ‘something’ look like?” Takua pressed, “You need to give me something to go on beyond ‘big’ and ‘scary’, otherwise no one’s going to believe your story.” “They’ll defin’ly believe it if you’re the one tellin’ it.” “That may be so, but I don’t believe your story right now, either. You need to convince me to convince everyone else.” “I dun’t get it,” the drunkard frowned, “You think I’m lyin’ to you?” “No, I think that you think that there’s something down there… which doesn’t mean that there’s actually something down there. Belief doesn’t equal fact. You need to give me proof.” “If my word aint good enough for ya, then there’s nothin’ else I can do.” Takua sighed loudly. “Which way is the mine?” It was the last question he ever asked. Po-Koro, Dark Alleyway (Three Days Ago) Ahkmou was dying. He was slumped against a wall in a desolate backstreet. A spiked dagger was buried up to the hilt in the centre of his chest. Blood was seeping into his lungs. This was the end. He hadn’t expected to die like this. In truth, he hadn’t expected to die at all. He was protected, shielded from age and injury. Or so he’d thought. “I’ll take that,” his assailant bent down to pry a gleaming black object from his clenched hands. It was a Comet, one of the cursed Kolhii balls that Makuta had used to spread a terrible plague through Po-Koro almost one hundred years ago. It was, as far as Ahkmou knew, the only vestige of Makuta’s power left on the island, and somehow, it had kept him safe and ageless for all these long years he’d spent in hiding. He coughed up a mouthful of red. “How did you find me?” “You’re not the only one with Makuta’s blessing,” it was a woman’s voice, “He thanks you for your past service, by the way.” His response came out in a breathless wheeze. “Why?” “Because you stopped serving, Ahkmou. You hid yourself away, and exploited Makuta’s gifts to prolong your own miserable existence.” She slipped Ahkmou’s Comet into a pouch tied to her belt, and smiled coldly at him. “You squandered the blessings he bestowed upon you, so I’m taking them away from you. Along with your life.” “Wh- who… are…” “Who am I?” She purred, leaning in close to give the handle of her dagger a sharp twist, “I guess you can think of me as your… replacement.” Without warning, she ripped the dagger free. It was a cruel weapon, hewn of shimmery black metal, and covered in thorn-like edges. “It was a pleasure to meet you, Ahkmou. Goodbye.” The Po-Matoran was too dead to compose a reply. Ga-Koro, Docks (Present Day) Tuyet stepped off the ferry and made her way into Ga-Koro, unable to hide the growing smile on her face. Makuta was pleased. Everything was progressing as planned. It was good to be home.