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Nuju Metru

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Excellent idea. It has some promise.Just flesh it out some more, and explain with more detail how all of the hyper-advanced weaponry vanished.

I believe an EMP would make a nice explanation, perhaps the Vortixx were tinkering with that technology when the GC happened. That would be one heck of a bomb, though... so maybe a (huge) natural EMP of sorts.Then again, not everything was electrical... and I can't come up with anything that could wipe out all technology in the MU just like that. I mentioned that there were a few working devices, lightstones, flashlights even(I can probably think up something more bionicle than that, though), so whatever happened didn't take out everything. Maybe something the Makuta had in store? Like if the virus he infected Mata Nui with had side effects on his system as a whole, such as losing total power (which would leave self powered devices for the population to use, and the impact would destroy the majority of those)... I think that will be my answer, side effects of the virus.

To Kazi; Looks good, but needs more work. And like was said above, only a couple hundred? Heck, didn't some dude kill seventy people a few months back with a machine gun? If a single person dies every day, that's not even one third of a year until extinction. Need. More. Population.-Toa Levacius Zehvor :flagusa:

Indeed... Bumping the population up to a few thousand will suffice, I hope.It's nice to know that this is showing promise so soon; I will continue to work on it.-Skar
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Ah, the MU Robot is only part of the universe (Aqua Magna, Bara Magna, Bota Magna). I can't reveal what he's currently doing, as that would ruin potential story value.Thanks for showing intreset, though.

So you're saying that Makuta spent all that time plotting to take over the MU only to ignore it? Nope, sorry, not buying that. Especially since, with the Matoran unable to work thanks to endless war there's going to be another Great Disruption. Which would put a bit of a cramp in any universal domination plans he might have. He needs to be in control of the MU or the planet-sized body of his simply isn't going to work

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  • 2 weeks later...

"Could be Worse" Is similar to the pre-downtime BZPRPG. That said, it's actually more apocalyptic...more focused. I like it. As for the issue of beating Makuta, there should be some pre-planned (by you) secret way that MAYBE some characters would figure out. As for what that way could be, I have no idea. It's your game idea, after all.Now for my RPG idea.Intro: It seemed like it would take forever. At last, the planet fragment was flying at Makuta's giant head. Spherus Magna could reform.But the fight was not to end. Makuta looked up, dodged the attack, and brought Mata Nui to the ground.The fight went on longer, threatening to exterminate everyone. Soon, Mata Nui's power would run out. But that didn't stop him. He grabbed Makuta's head and crushed the chamber his spirit was in--then ran out of power. Both of them fell down, helpless. Makuta's spirit didn't leave the chamber--there was nowhere to go, and it wasn't sufficiently damaged for his spirit to dissipate. Mata Nui was helpless, paralyzed, out of power. A few Toa, Matoran, Turaga, Skakdi, Vortixx, and Rahkshi survived.It's been 1000 years since then. The bodies were repaired, but by then neither Mata Nui or Makuta had sufficient power.A cult of rogue Skakdi and Vortixx formed, using Antidermis to keep the Rahkshi under control as their troops. A defense force of Toa, Turaga, and Matoran also formed.And so the war began. Each side fighting for the hidden reserves of power left by the Great Beings. Each side seeking to resurrect their leader. Mata Nui, or Makuta? Who would win?Gameplay: Well, the intro basically explained most of it. You're a Toa, Glatorian, Turaga, Matoran, or Agori if you serve Mata Nui. If you serve Makuta, you're a Skakdi, Vortixx, Skrall, Vorox, Zesk, or Rahkshi. Each region has a power source. At least three are required to resurrect, but the Element Lords lurk in the areas closest to the power sources. Element Lords are NPC's played by staff, and boss battles for getting a power source. I would advise bringing a few hundred friends with you for this one. Now, you can betray your team, but that's going to be very difficult..Regions: The regions of Rock, Ice, Water, Fire, Jungle, Sand, and Iron.Rock: Rock Region is the base of the Makuta-followers. It has been built on, but they can't find the power source hidden deep beneath it.Ice: A factory region. Metal is usually mined here and crafted into weapons. Small hideouts are used for this purpose, since neither side has been able to gain control of it. It's a tense region, and neither side makes war over it because they try to focus on their work. (Unless, of course, you're unlucky or foolish enough to step into an enemy hideout) A power source neither side has been able to find is hidden here.Water: Well, they get water here. Nothing else really, other than the obligatory hidden power source. Both sides avoid fighting here so as not to pollute this rare resource.Fire: The base of Mata Nui's followers. A stronghold was built here, but no one can find its hidden power source.Jungle: A power source is hidden here, but the plants have grown well around it. Those who try to cut them down to find the power source are quickly found by the Element Lord of Jungle.Sand: A huge battlefield. People search the barren plains for the power source, and clash most frequently here. Nothing lies here but the power source, so they fight nearly all the time.Iron: No one really goes here. Everyone's afraid of the dreaming plague that once was here. Annonna guards the power source here, rather than an element lord. (But has no idea she is guarding it)All right, now for the skills.Skill Classes:Warrior: Duh. Just, DUH. You can't be an all around winner, so, there are 3 subtypes.Brawler: Super strength, terrible speed and agility.Speeder: Fast and agile, but weak physically.Balanced: Average strength, speed, and agility.Warriors guard things, escort people, or travel to fight the enemy.Seeker: Those who search for the power sources. Often accompanied by warriors. They possess good tracking skills and high intelligence.Miner: Those who get metals from the Ice Region hideouts, which usually have one or two warriors on guard duty there.They can be those who do the actual digging, or those who do the smithing.Spy: Once again, DUH. Usually accompanied by the Assassin class. Carry excellent hiding skills but little physical power.Assassin: Less hiding skills than the spy, but more physical power and speed. Are absolutely pathetic out in the open.Now, for the species specialties. (Projectile Launchers are limited to Zamors, Cordaks, and Thornax.Toa: One element, one mask, weaponry, and Projectile Launcher (optional)Glatorian: One element, increased physical strength due to gladiator training, weaponry, and Projectile Launcher (optional)Turaga: One weakened element, one noble mask, and a staff tool.Matoran: A small pathetic weapon, and better ability to do non-fighting work.Agori: Same as Matoran.Skakdi: One elemental power (when combined with other Skakdi), one vision power, one miscellanious power, weaponry, and Projectile Launcher(optional)Vortixx: Heightened strength and working ability, weaponry, and Projectile Launcher(optional)Skrall: EXTREME physical strength. Brawler type Skrall are like Stronius' design, the rest have standard Skrall design. Names are allowed.Rahkshi: Flight and one of the Rahkshi Powers. Rahkshi are limited to Stage 3 other than by staff reward.Vorox: You're a slave with little intelligence, and you're a worthless beast. High strength.Zesk: Same as Vorox, Low strength.If you're a Vorox or Zesk, you don't GET a skill class, so shut up. (I don't think anyone would have either of those species except as an NPC pet anyway..)Now for the allowable weapons excluding projectiles:Classic weaponry, no guns. The most advanced such weapons can be is retractable through gears and a lever, like a retractable sword or something.Allowable masks:HauKaukauMiruKakamaPakariAkakuPehkuiKualsiHunaRauMahikiKomauRuruMatatuCalixEldaSanokKadinSuletuIdenArthronFaxonGaraiVolitakTrynaAllowable Vision Powers:LaserHeatThermal ImagingTelescopicX-rayImpactSpellbinderAllowable miscellanious powers1.Being able to get stronger from every non-lethal defeat.2.Bringing inanimate objects to life (1 at a time, cannot be done to the ground or enemy items)3.Being able to dissolve into Protodites4.Being able to withstand saltwater (because Skakdi without this power cannot)5.Imprisoning enemies in a field that they cannot move or use their powers in, meaning they must be freed from outside.Allowable Elemental Powers:FireWaterAirStoneEarthIceSonicsPlasmaCrystalJungle/PlantlifeLightningGravityPsionicsOh, and finding a power source is actually easy. Just beating the living karz out of the element lord is the hard part.Tip: Do NOT attack an element lord with your element. :PProfile Structure:Name:Gender:Species: (No need to put alignment, because your species kinda decides that)Element: (If character has one)Mask/Vision Power: (if character has one)Miscellanious Power: (If character has one)Weapons/Tools:Projectile launcher: (if character has one)Personality:Appearance:Bio:Weakness: (must be an actual weakness, not something stupid and nearly impossible to use against them)A maximum of five characters is allowed, and they are allowed to be on different sides.ABSOLUTELY FORBIDDEN ITEMS:Any shape or form or amount of energized protodermisCustom masks must be staff-approved.Any overly advanced tech (and no you can't reverse engineer from the Great Spirit Robots)Vahi, Ignika, Rode, Olmak, Zatth(that would be WAY TOO CONFUSING), Avohkii, Kraahkan, masks worn by Karzahni Matoran, Olisi, masks worn by 2008 Makuta, basically anything not on that list. Don't get all fussy, there are more allowed masks on that list than on the BZPRPG.Falling into Energized Protodermis on the backstory IS allowed, but the result must be staff approved.Poisons with no cures or antidotesAny form of virus for use as a weaponAny communicable disease in generalRules:No flaming/trolling. If you must insult, put "(unpleasant language)".Standard RPG policies and BZP policies.Autohitting is allowed when it is obvious the opponent could never dodge the attack. Disputes over this must be resolved through PM.Metagaming is not allowed.No switching of skill classes.No having multiple skill classes.Discipline:First Strike: Warning.Second Strike: Character is injured.Third Strike: Character is PERMANENTLY injured.Fourth Strike: Character loses anything the staff member wants to take away.Fifth Strike: Character dies.Sixth Strike: Complete Banning.Now, keep in mind that this game CAN ABSOLUTELY be won. PM a staff member if you wish to challenge an Element Lord for a power source. (And still, make sure you have many in your team, the Element Lords are not lenient and are powerful enough to take on many Toa)If the game results in a tie, staff will reward two exceptional players with the chance to PLAY AS MATA NUI AND MAKUTA and battle it out.Staff are allowed to have normal characters in addition to playing the Element Lords, but cannot challenge an Element Lord they play as.If the game is won too soon, staff will think of some cop-out to continue the story.

Edited by Tahu Nuva Golden

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If you want honestly, then it just looks lazy to me. It doesn't look like you put any effort into it at all, with a few bits ust copy and pasted from the BZPRPG and the rest given less than the bare minimum. There's no story other than 'fight those guys' which is going to get dull fast.And frankly I almost stopped reading after that second line. I dislike 'jokey' RPGs, and I'm not the only one since last time one was attempted it didn't make it past the first round

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As I suggested, make it less jokey. That one liner could be changed into an actual paragraph describing the battle.Likewise the locations. Beef them up, tell us what the places actually look like. Especially since, with no clue as to where to find the power sources, we're going to have to trawl through the locations to find each of the seven.Why do we have to chose classes? Why can't we just have a character and describe them in their profile. Apart from the fact that you haven't provided any profiles, that is :PAnd tidy up the list of allowed masks. Maybe turn it into a note in the profiles or rules about what masks definitely aren't allowed, so players don't have to ask you if they can have a mask that you've forgotten. It also looks less like you've ripped it straight from the BZPRPG that way.Take a look at some of the other entries in the contest, maybe pick up a few ideas on layout and setting from them

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Well, the regions are just the Bara Magna regions without the villages. (Aside from the bases in Rock and Fire regions) And, there, I added a bit more structure. And as for the fight, I don't think you want me writing a shounen fighting anime in text form. (I did remove the ridiculous one-liner)The reason for skill classes is to make things a bit more organized, and prevent overpowered characters. (However, as you may have noticed, no species but Vorox and Zesk have any limit on intelligence, and that's how fights are mainly to be won in this setting)I also added more skill classes for more diversity, and am accepting suggestions for even more.

Edited by Tahu Nuva Golden

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You know... I thought I did a pretty good job. I thought I made a pretty complex character creation system so that no two characters could possibly be the same. Something so complex. You managed to take the idea of over complicating character creation and taking it to a whole new level.Instead of telling us what we can use, tell us what we can't use, and if something unforseen comes up, just outlaw it at the creation. Don't give the limits and prevent players from coming up with something. The things you tell us are absolutely off limit are sometimes ridiculous - no custom species, no custom masks.Something wrong here is that Makuta wouldn't be trapped - he's either dead forever, the antidermis destroyed, or he was able to escape. There's not really some kind of spiritual limbo. Same for Mata-Nu; the Ignika would just eject.I don't like the whole "the game can be won" ideology. There has to be a continuation. If beating all of the element lords is beating the game; if there is a set final Main Quest, something is wrong here.And I'd like to know why the Vortixx and Skakdi have to be evil - sure, the Skakdi are bad tempered, but they're not all evil like the Piraka (though most of the good ones probably get killed).But that's just my opinions here. My advice - don't restrict so many things. Maybe explain some questions a bit better. That's all.-Toa Levaicus Zehvor :flagusa:

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


- Evelyn Beatrice Hall (often attributed to Voltaire)

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Ah. I see your point...AH, HERE WE GO. (Edits the post) Custom masks and species are now allowed, even falling into energized protodermis (strictly for backstory and effect is staff-approved) and I put a loophole for if the game is won. And allowed players to betray their side.

Edited by Tahu Nuva Golden

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  • 2 weeks later...

Well, with this contest wrapping up, I'm looking forward into the next, and have a difficult question to ask myself - what should I do?Now I'm planning on re-entering Elementum-Nui next contest. However, the presence of a theme makes it painfully obvious that, while the RPG can adapt to play style changes, a few things might need to be messed with in the history - and I don't want to get rid of my pre-established history just for one contest.I have a few RPG ideas, and want to see how everyone thinks of them -In the Blink of an Eye is a time-travel based RPG. Assuming an alternate universe where Vakama smashed the Mask of Time in Time Trap, the entire universe is thrown into disarray. Time lines start to fold into itslef, and only a few beings - such as the players - can actually make sense of the distortion. In fact, they only exist in one place at once - one cannot go back in time and kill them for that reason, and they can never meet themselves.There is a complex web of small points in the universe that are safe, and time is relatively stable - the most central is the City at the End of Time, where all of the inhabitants have this time sensitivity. A massive city built upon the ruin of Metru-Nui and containing the trapped form of Makuta, the only one who knows what happened. The safeness of this web is fading constantly - to say every day is impossible in a situation such as this.There are two factions. The first is the Repairers, who seek to travel through the web and find the point in time Vakama destroyed the Vahi. This point in time has proven impossible to go to so far, but by moving through different points, they speculate it is possible. The second is the Destroyers, who seek to end time itself by guarding the safe points in time from the Repairers and preventing them from progressing through the web, and thus, watch the universe fade into nothing. The Destroyers have no base, whilst the Repairers are based in the City at the End of Time.There are a number of layers to this web of time. The city alone is the first layer, and in it, at the spot the Vahi was destroyed, is a weakpoint in the universe that can be used to cast the players to the second layer, a number of points. One has to simply wait for the safe point to end in order to be cast back to the layer they were previously in, but if they want to progress to the next layer, they have to find a rupture and travel through.A safe point is a stable period of time .Some last for a year, some for a decade even. The only eternal one is the City, for now, the farthest point forward in history. Safe points are based around a historic event.That's what I have so far for that.The Impossible World is about an alternate Matoran Universe where a group called the Xankah Order have been battling to destroy weak points in the dimensions that, as they grow in number, eventually can cause destruction to people, towns, or entire islands. They come upon a dead volcano, and send in their forces through a massive weakpoint at the top. Upon entering they find themselves confronted with a twisted landscape that would make Karzahni seem like paradise - a swamp with poison water and burned trees, a tundra where the ice is as black as ash, a forest where there is no sound centered around a glade where the screams of agony of every being slain can be heard, and a chasm where blood flows upwards, upon which is built the floating Impossible City. Players can be either in the Xankah Order and act to destroy the disturbance here and preserve the Matoran Universe, or be a citizen of the City and its surrounding outposts and try to crush the invaders. The citizens are the species of the Matoran Universe, though far different, twisted and corrupted by the desolate landscape.Now finally, I could enter The Elder Lands again. I could try the Southern Continent again, or anywhere else - if you have an idea of an island or location in the Matoran Universe and want to see it mapped out and provided as an RPG with a great story set up, I can make it happen. So far I have a rough idea on how to do one for the Northern Continent or a non-canon Eastern Continent.Anyways, I want to hear thoughts about this. I know it's just rough ideas, but I needed to get them tossed out to be looked at. Comments and criticism.-Toa Levacius Zehvor :flagusa:

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


- Evelyn Beatrice Hall (often attributed to Voltaire)

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I'm writing it and I still have no idea how it would really work. :|Basically, there are stable points in time where you won't mess up. Where time flows instead of mixing up is what it comes down to. If you watch Doctor Who, think of the end of Season 6, in the last episode. Pteranadons flying around while the Pyramids are being built during the 21st century and stuff like that. That's what all of the non-stable areas are.At the end of a safe area, when time stops flowing and returns to normal, you are catapulted back to the lastIt's like this - you are in the City. You go through the weakpoint and appear at a safe zone in time. Now you've exited the first layer and are in the second one. You have to find the location where time is weak and it will instead send you into the third layer. The safe zones take up less time - the first layer, the city, goes on seemingly endlessly. The second layer some places last a whole decade. The third, maybe a month. The fourth, a week. The fifth you have a day. The sixth, a few hours. The seventh, a few minutes. The eighth, maybe on a few seconds.It confuses me to think about how time flows so that the players can never meet themself, but I try not to think about all of the logic behind it. It's time travel, it makes about as much sense as a vegetarian barbeque where they eat cats.(This probably only made it worse)-Toa Levacius Zehvor :flagusa:

Edited by Toa Levacius Zehvor

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


- Evelyn Beatrice Hall (often attributed to Voltaire)

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Blink of an Eye is cool and bold, but I hardly think it's feasible as a TBRPG. Too many elements are debatable.What constitutes proper use of time travel? Can you warp through both time and space, or are you limited to warping to the same place at a different time?Do injuries or enhancements affect past and future versions of the characters?For that matter, how many versions of each character can a person control? And wouldn't death ultimately be pointless, since we could just whip up a past or future version of the deceased character?...If you want to move ahead with it, specify. A lot.Make the layers have specific locations and specific differences.Make the warp points have specific pathways (i.e., Point A links to Point B ).And while I do find the idea of different locations having different lifespans interesting, it would require a lot of involvement from you and your hypothetical co-GMs, to make sure people don't overstay their welcome.And on the "different versions of the character" thing: Just make it so there's one version of each character, period. I know it's not completely true to your original vision, but too much confusion will ensue, even if you have the "never meets oneself" clause: people will hold other characters' past versions hostage, kill other versions, etc.The Impossible World is nice, but generic: another "stumble upon a hostile world with great secrets" game.However, the "twisted, corrupted Matoran Universe species" does intrigue me: perhaps you can make them a species in Blink of an Eye that has been ravaged by the destruction of linear time?Hope these suggestions are a little helpful,Shyyrn

Edited by Shyyrn

"Let me realize that my past failures at follow-through are no indication of my future performance...

...They're just healthy little fires that are going to light up my resolve."

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That's what I said - players only control one version of themselves, and never can interact with themselves or have someone kill their past self or something like - they only exist in one place at once. You will never see two versions of the same person, and never see yourself. Where the player has their character is the only time and place that character exists.Every time players leave a layer, it would be reset of all of their actions from before. As it is impossible to go up a layer without waiting, they would return to another version of that stable point having reset itself.Depending on whether or not I went through with the idea I would have specified pathways - for instance, one of the deeper ones might be the battle between the Brotherhood and League of Six Kingdoms. However, as Makuta is like the players, and exists only in the City, the battle is taking a lot longer and led by another, worse off as a leader Makuta. The way to go forward would be the inside of the Coliseum.When a player dies, they are erased from the time line entirely. They never existed or will ever exist again.

^ So it basically works like Legend of Zelda: Majora's Mask?

*Shrug* Never played it. :|-Toa Levacius Zehvor :flagusa: Edited by Toa Levacius Zehvor

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


- Evelyn Beatrice Hall (often attributed to Voltaire)

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Okay, so for gameplay purposes there is only one version of each character. That's good....Sorry, could you please clarify this 'reset all previous actions' part? It makes it sound as if each player's actions will ultimately prove futile.Yes, I heartily approve of you describing each layer's backstory and current situation! However, when I say 'make specified pathways,' I don't mean specific ways to move for each player within the layer. I merely referred to the points of transferral from one layer to another--i.e, at this point you will go from the first layer to the second layer, and that's it....I'm warming up to this idea very rapidly. X) I'm beginning to think you're on to something good!-Shyyrn

Edited by Shyyrn

"Let me realize that my past failures at follow-through are no indication of my future performance...

...They're just healthy little fires that are going to light up my resolve."

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It's a crazy idea, but I think with some work it might be a relatively good RPG. At least a different one.The players aren't trying to fix problems in the layers - not really. The goal is to either, as a Destroyer, to stop the Repairers from progressing, or as a Repairer travel into the deepest layer, where Vakama destroyed the Vahi, and find a way to stop it without disrupting the canon. Basically, you're trying to make sure everything happens like it does in the book.And who knows - if you get that deep and mess it up, you may just have to go all the way back. Or make it worse.Okay, let's get an example.The first layer is the city (which I think I'm going to make Repairer and Destroyer, and have two different access points for both factions). You're a Repairer, let's say, and you're going to what is nicknamed "The Battlefield", which was just described. It's the smallest of the second layer, only about five hours long. Everyone is based around a number of islands surrounding Metru-Nui, all created by the Barraki, that are being destroyed throughout the battle. You have to get out of the battlefield and to the heart of the city, in the Coliseum. When you enter the coliseum, you get kicked further along. If you don't reach it, you get sent back and have to go through again and retry your attempts to get there.If you did reach and go further.... how about the Pit, that sounds fun. You're in the Pit as the Great Cataclysm hits. It's a three hour period of time. The prisoners are escaping. You have to fight the enemy faction, the escaping prisoners, the energy hounds and Maxilos robots found within, maybe Hydraxon, and keep away from the mutating water all while trying reach Hydraxons armory, where the weakpoint is. Upon doing that, you get cast forward. Otherwise, you're sent back to the beginning of the Battlefield when the three hours run out.The next layer, we'll say, is Artahka. The whole island of Artahka - while it's being sieged by the Broterhood for the Mask of Light. It's actually a differing number of hours - as soon as the Mask of Light leaves the island, it's over. Without player intervention this is about six hours time. Unlike the last two, however, nobody knows where the weakpoint is yet - you'll have to find it.And if you do, nobody knows what's beyond Mr. Pioneer.-Toa Levacius Zehvor :flagusa:

Edited by Toa Levacius Zehvor

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


- Evelyn Beatrice Hall (often attributed to Voltaire)

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...This is looking more and more like the movie 'Inception.' Not that that's a bad thing, mind. :PI like it! Let it stew for a bit in your head, and it could shape up pretty well!-Shyyrn

"Let me realize that my past failures at follow-through are no indication of my future performance...

...They're just healthy little fires that are going to light up my resolve."

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If you did reach and go further.... how about the Pit, that sounds fun. You're in the Pit as the Great Cataclysm hits. It's a three hour period of time. The prisoners are escaping. You have to fight the enemy faction, the escaping prisoners, the energy hounds and Maxilos robots found within, maybe Hydraxon, and keep away from the mutating water all while trying reach Hydraxons armory, where the weakpoint is. Upon doing that, you get cast forward. Otherwise, you're sent back to the beginning of the Battlefield when the three hours run out.

So, do you have to fight the prisoners or can you just run for the weakpoint? If you get mutated by the water can you just miss the deadline to get sent back and be as you were?How would these deadlines work given that there's no way they could be real time?

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How about a time sensitivity thing - in the safe areas, players can sense time and how much of it they have.Perhaps on that one it could just be three hours until the area is flooded, and being hit by the water sends players back instead of mutating them. In any case that area was just one I was tossing around.And you only fight the prisoners if you want, they're just NPC's roaming about. If you were intangible the area would be extremely easy to get through.-Toa Levacius Zehvor :flagusa:

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


- Evelyn Beatrice Hall (often attributed to Voltaire)

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Hello everyone! Happy New Year!Anywho, since I entered Nightmare City right at the last second, no one could give me any criticisms on it. So, since the contest is officially over, here I am!Please, be brutally honest. Rip me a new one. Though, keep in mind that I wrote and conceived this in about a month, so it's bound to pretty shoddy.Thanks.

Nightmare City

Death has permeated this wretched city. It has seeped into the ground, flows through the water, spread into the air. The dead have become the living in this city.

-Ranak

It started with a scream. The scream of Turaga Dume as he fell to the ground, knife planted in the small of his back. The scream of the guards, rushing in to save their principal, not knowing they were running to their inevitable doom. The collective and silent scream of the population of Metru Nui, as they saw what their beloved city had turned into.

The screams of all those who didn’t win the game.

Overview

Ranak. Once an unknown, has become the most recognized name in all of Metru Nui. It was he who assassinated Turaga Dume, he who took control of Metru Nui, and he who turned it into a pit of despair.

But let us start at the beginning. The Great Spirit Mata Nui is dying. The Toa Nuva left in order to find the legendary Mask of Life, hoping to save their protector, and complete their destiny.But in their absence, the city has been left almost completely unprotected. Only Takanuva remains, but he will not be nearly enough. Thus, the Turaga initiate Operation: Toa-Hero. Massive shipments of Toa Stones arrive, and with them, the potential for an entire army of Toa.

An army it is. Matoran flood the streets, eager for the chance to protect their new home, the chance to become heroes, a thirst for power, or a combination of the three. Among them, a lone Ko-Matoran, not a scholar, not anyone you may have heard of. A nobody. A Matoran, known as Ranak.

Flooded with new power, Ranak saw the newfound admiration in the Matoran’s eyes, regarding their new savior. Drunk with power, he accomplishes deed after deed for the masses, protecting their city time and time again. He became an emblem of all that Toa stood for.

But it wasn’t enough. He needed to be able to look down and see the entire population stare up at him, and tremble. He wanted to see if these Matoran, these truly inferior beings, could survive the harsh world, without the sword and shield of the Toa.

A plan was hatched. An army assembled.

As all this went on, more and more species began immigrating into Metru Nui. Skakdi, Vortixx, you name it. Many were bitter and resentful of the Matoran, and Ranak used that to his advantage, forming his own army, known as the Beings of Peace. It was a secret group, who trained in the sub-levels of the Archives, away from prying eyes.

When they struck, they struck like lightning. Any and all exits to the city were sealed, trapping the inhabitants from escaping. An assault group broke into the Coliseum, murdering all seven Turaga in cold blood. This day, forever known as the Reckoning, would mark a new dawn for Metru Nui.

The dawn of hopelessness.

The Nightmare games were instated, pitting every inhabitant of Metru Nui against each other, for the reward of freedom from this wretched place. The Beings of Peace kept everyone in line, ensuring that the games ran smoothly.

But these new contestants won’t give up so easily. Led by the exile, Takanuva, a rebel militia was born, dubbed ‘The Anarchy’. Their goal: to overthrow Ranak, and to free the city from his grip.Now, the city fights to survive. It’s fate, rests in your hand. Will you rebel, with the Anarchy? Will you enforce, as a Being of Peace? Or are you just one of the many trying to survive in this harsh new world?

Factions

The Beings of Peace - Led by the ruthless (and very insane) Ranak, the Beings of Peace are the absolute authority in Metru Nui. It is they, who plant the caches of food, medicine and supplies, in various sectors of the city, tempting survivors to risk life and limb for them. It is advised to fear them, and never to provoke them. They are not against making the competition one less full.The Anarchy- For every light, there is a corresponding shadow. The Anarchy, led by the great Takanuva, has only one goal: to defeat Ranak, and restore the city to whence it was. Originally just a rabble of like-minded rebels, it has since grown into a dedicated and mature militia.The Tinkers- While not technically a faction, they are still a force to be reckoned with. They were developed by Ranak in order to ‘spice up the games’. Deadly, vicious machines, intent on killing anything that crosses them, they know no allies. Beings of Peace, Anarchists, even other Tinkers are not safe from their clutches.

Characters

Name-RanakGender-MaleSpecies-ToaAlignment-Beings of PeaceEquipment-A large, serrated swordKanohi-SuletuPowers-Elemental control over icePersonality-Sadistic, insane, condescending, self-righteous, depraved with delusions of grandeurAppearance-A thin, tall, bone-white Toa, with his sword strapped to his back. His overall appearance is not unlike that of a skeleton.Biography-Once a not-well-respected Matoran, during Operation: Toa-Hero, he was one of many who became Toa. He loved his job and the glory it entailed, but it was not enough for him. So, he assembled himself a secret army, composed of disgruntled outlanders, trapping and enslaving the residents of Metru Nui.He created the Nightmare Games, pitting each resident against the other, for nothing more than his own entertainment.Weakness-He’s utterly insane, for one thing. Also, he’s an egomaniac, who doesn’t like being told what to do, even by his own advisors.Name-XaleGender-MaleSpecies-SkakdiAlignment-Beings of PeaceEquipment-A massive Cordak blasterKanohi-n/aPowers-Elemental control over lightning (in conjunction with another Skakdi), as well as impact visionPersonality-Brutal, but very honorable in his fighting style. He’s coarse and sarcastic most of the time, a trait he developed to shield any weakness he may have.Appearance-Your typical silver Skakdi. His only distinct feature is the scar over his left eye.Biography-Once a respected general on Zakaz, until a Toa raid decimated his forces, leaving him nothing but a petty warlord. Promising him amnesty for his crimes ‘against humanity’ if he agreed, the Toa and Matoran offered him a job as a military strategist in Metru Nui. Reluctantly, he agreed.Xale was good at his job, but his hatred for the Toa was still glowing red-hot inside of him. So when Ranak offered him a job as the Captain of the Beings, he leapt at the chance to humiliate the Toa, like they had done to him.Weakness-For one thing, his hatred for Toa leads him to take insane risks to kill as many of them as possible. For another thing, Ranak’s whole agenda goes against Xale’s system of honor, leading him to have certain reservations over some of his leader’s more...controversial orders.Name-TakanuvaGender-MaleSpecies-ToaAlignment-The AnarchyEquipment-His classic spear of light, as well as a broadsword (similar to Jaller Mahri’s)Kanohi-HauPowers-Elemental control over lightPersonality-Generally upbeat, but the current situation has (spiritually) aged him, making him much more cynical.Appearance-Retaining his first appearance, but with grey armor instead of gold.Biography-He was originally the leader of the newfound Toa army. He did his job well, until the Reckoning, when he launched an ill-advised strike attack on the Coliseum, only to have his forces destroyed, and himself labelled an exile.Ranak took his mask, and flung him into the Nightmare games to fend for himself. He was almost o the verge of death, when he was saved by a Ga-Matoran named Del. Her bravery and generosity inspired him to form the Anarchy, with her as his most trusted lieutenant.Weakness-He is still haunted by the guilt and self-loathing following his failed attack on the Coliseum. This can cause him to be reluctant to give orders to his troops, and can cripple his fighting style.Name-DelGender-FemaleSpecies-MatoranAlignment-The AnarchyEquipment-A dagger and a disk launcherKanohi-RuruPowers-n/aPersonality-Usually optimistic about the future, and so believes in helping others. Her bravery and generosity know few bounds, but despite that, she is a shrewd military mind.Appearance-Your typical Ga-Matoran.Biography-Before the Reckoning, Del was a simple clerk, just another Matoran in Metru Nui. She didn’t volunteer for Operation:Toa Hero, as she thought her goal in life was best suited as a Matoran.Once the Games began, she was lucky. Del was fairly well-off, and so was able to survive for a short while longer than some others. Soon, however, she realized there were many out there who truly needed help, and the Matoran dedicated herself to aiding them anyway she could.Weakness-Her only real flaw is that she believes in the goodness in people, until she’s forced to end the delusion.

Locations

Ta-Metru- Due to neglect, this former beacon of industrial strength has been rendered a near-deathtrap. Most of the forges have long since been destroyed and the majority of the streets have been drowned in molten protodermis. There are still some navigable routes, but they few and far between.Most people are wise to avoid this district, but some of daring (or crazy) come in hopes of finding any surviving weaponry or other objects.Ga-Metru- This district is deep in Anarchy territory. Hardly as innocent as it once was, it is still much less touched by the Games, compared to some other places. It has become a veritable fortress, impervious to almost any attack.While the canals still run, they have been polluted by the ravages of war, and much of the potable water has been diverted to the Great Temple, which serves as the Anarchy’s main base of operations.Onu-Metru- This is possibly the most populated Metru in the city.With more than enough places in which to hide, it is ideally suited for those less capable of protecting themselves. And most aren’t against using the many Rahi exhibits here to avoid starvation. Many have even set up makeshift camps for themselves in these underground labyrinths.The Archives are highly contested between the Anarchy and the Beings of Peace, due to it’s strategic importance, but neither side has gained any ground.Po-Metru- Frankly, one of most untouched Metru’s in the city, it is both a haven and a deathtrap for most. The Sculpture fields have long since collapsed in on themselves, creating a deadly labyrinth of constantly shifting constructs.In the plains, a small black market has popped up, where many trade (cautiously) goods, generally trying to remain on each others good sides. The wide open plains offer a clear view of attack, but still leave almost all exposed to prying eyes.Le-Metru- Once the transportation hub of the city, it has been reduced to ruin, barely even habitable for most. However, this not due to waste or poison, but rather to the Tinkers. They seem to congregate here most often, but it uncertain. Because of this, this Metru is often a blood bath, as Tinkers do not distinguish between friend and foe.This is one of the last places where Vahki patrols still exist, and even those are dwindling. Often, one will find mangled Vahki chassis’ lying across the streets, torn apart by Tinkers.Ko-Metru- In this realm, knowledge has no value any longer. Priceless are burned for heat without a care, and delicate equipment, transformed into weapons. Even the weather seems to have turned on the district, making the winters much, much colder and harsher.Any who remain here generally reside like hermits in the upper levels of the Knowledge Towers, safe from the elements and other threats.Coliseum- The base of all operations for the Beings of Peace, it is a combination fortress/palace, where Ranak resides almost all of the time. The sub-levels serve as a warehouse and hanger bay for the Beings, and the Arena has been converted into a training ground and rest/quarter area for their foot soldiers.As of the moment, the only the methods of entrance for non-Beings are the six bridges leading into it. Even if anyone makes it through the guards and across the bridges, there is still the massive iron wall which surrounds the whole grounds. Often their doors never open, as most Beings exit the Coliseum via a series of underground chutes leading to a variety of secret, but no less dangerous locations across the city.

Tinkers

V.1 (Choppers)- The first series of Tinkers created, they’re little more than metal skeletons. Their only real assets are their speed, and their weapons, which consist of a pair of lopers as a one hand, a chainsaw as the others.They’re speedy little devils,whose strategies revolve around catching their opponents off-guard, before hacking them to pieces. Not very bright, they’re mainly used as cannon-fodder.These can be summoned by anyone, and can be controlled as NPCs.V.2 (Sawheads)- Slightly broader than the V.1s, they’re about the size of Toa, with only about half the intelligence. Unlike their earlier brethren, they have standard hands, each tip with a razor-sharp blade. This is counterbalanced, by the fact that they have chainsaws for heads. Due to this, they tend to be rather top-heavy, and have to bow their heads slightly to move around.Their strategy is to charge the opponent, trying to cut them apart as quickly and viciously as possible.These can be summoned by anyone, and can be controlled as NPCs.V.3 (Behemoth)- These are one of the most advanced models of Tinkers. If you have to describe them in one word, it’s this: Massive. Easily twice the size of a Toa, it largely resembles a giant, thus inspiring the name. It greatly resembles a Toa as well, albeit a more deformed and hunched version.Their general strategy is to, and I don’t jest... smash, smash, smash. It just tends to bash, crash and bludgeon anything that comes into view or reach.These can be summoned by a player, but only after approval by me. Also, activities involving this creature will be closely monitored by me. By which I mean, no major city-wide damage, no re-wiring, etc.V.4 (Wraiths)- By far the most dangerous, and least known-about Tinker, it so far has only been rarely sighted by anyone living. It is silent, deadly and anonymous on all accounts. They have been designed with the most depraved purpose in mind: to destroy the residents by tricking them into trusting their own.They’re basically improved V.1 Tinkers in Toa armour. Their mouths are lined with miniature drill bits intent on ripping unsuspecting victims to shreds. While totally mute, they’re programmed to be friendly enough to infiltrate groups, before wrecking havoc. Their presence is one of the main reasons for the rift between the many small groups in Metru Nui.These depraved creatures can only be summoned and controled by a GM (a.k.a. Moi).

Rules, Punishments and Rewards

The following rules are the laws of this game. Any violation of these shall be dealt with appropriately by the responsible GM.

BZPower Rules Apply- Obviously...No Godmodding- For newcomers to this wonderful world, Godmodding is a serious, though not totally uncommon crime. It is defined as one of your characters having an inappropriate or unwarranted amount of power, knowledge, etc.No Bunnying- By which I mean, no controlling other people’s characters without their person. Having them get a drink of water, walk around, etc. is acceptable, but sending them charging into the fray of a battle, killing them, or making (character) life-changing decisions.No Spamming, Trolling or Flaming- Respectively: No posting absolutely pointless comments, and keep the OOC-only posts to a minimum. This is disrespectful and clogs the tubes. No massive argumentation with other players. Don’t take the law into your own hands. If there is a problem, let me know, and I’ll deal with it.Use IC and OOCWhen Posting- In order to keep a sense of sanity in this place, please use these terms. ‘IC’ represents your character’s narrative, while ‘OOC’ represents you yourself talking to other BZPers.Ex:IC: Bob swung his sword out, catching the Tinker on the back of the head.OOC: Hey, RandomBio, wanna team up for a fight?Be Respectful- Possibly the most important rule here, just be nice to people. Sure, you’ll get into quarrels, but you must still understand that people will have different views and opinions than you.

These punishments will be and can only be doled out by a GM. However, these are not set in stone. Rookies may be given a little more leniency, while more heinous crimes will be dealt with swiftly.

Strike 1- A mild warning will be given, informing you what you did and advising you not to do this again.Strike 2- A more severe warning, and the offending character will be beaten and robbed by the opposing faction.Strike 3- The offending character is killed.Strike 4- Suspension from the RPG for a suitable amount of time.Strike 5- Banishment from the RPG.

Just as those who break the rules and cause trouble will be punished, those who are good players, who help others and aid the RPG to move forwards may be rewarded, with such things as any extra character, a new piece of equipment, etc.

Thanks

There are some many I’d like to thank. Those who inspired me to RP, and really taught me how to. Those who aided me to grow as a writer, and really opened me up to this great world.

Thank You.

Let nothing stop you in what you believe in. No matter what the odds are, no matter how bad things seem, there is a secret untapped potential in everything you see. We’re already there, we just have to find it.

-Unknown

-Void

Edited by Emissary to the Void
 
 
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Sound like Island of Pain if I'd based it on Metru Nui :PYou mention that the BoP place drop-offs of supplies and things around the city, so is there a system for this? Because otherwise I guarantee that there're going to be people who miraculously find a cache right in the middle of battle to heal themselves, or right after a fight so that they can immediately be back on their feet.Is it actually possible to complete your goals on a faction? If you're with Anarchy could you actually manage to assassinate Ranak (and therefore take his place, because thats how it seems to work here :D)? And what exactly are you supposed to do if you're a BoP? Just run around fighting Anarchists whenever they get a bit rowdy?

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Sound like Island of Pain if I'd based it on Metru Nui :PYou mention that the BoP place drop-offs of supplies and things around the city, so is there a system for this? Because otherwise I guarantee that there're going to be people who miraculously find a cache right in the middle of battle to heal themselves, or right after a fight so that they can immediately be back on their feet.Is it actually possible to complete your goals on a faction? If you're with Anarchy could you actually manage to assassinate Ranak (and therefore take his place, because thats how it seems to work here :biggrin:)? And what exactly are you supposed to do if you're a BoP? Just run around fighting Anarchists whenever they get a bit rowdy?

Yeah, I didn't initially mean for it to be so similar to IoP, but after looking I realized just how...identical it was as well.As for the caches...yeah, I didn't think one through nearly enough. Most likely I'll just put 'em somewhere when things seem to be getting flat.Onto the goals of the factions, 1) You say 'assassinate Ranak and take over Metru Nui' like it'll be easy. I certainly don't intend for it to be the slightest bit easy. If you do manage to kill him well, that'll just make things interesting. I mean, first off, there will still be BoP members who are loyal to him, and it won't be the easiest transition. Not to mention the Sea Gates would still be shut, so there's still that to take care of.2) The BoPs were little more than enforcers before the Anarchy came around. If a group of people tried to escape or disrupt the games in any way, they would be...properly disposed of. Once the Anarchy was established, it really just turned into a civil war, so the BoP is now more of a militia.But yeah, it could use a major overhaul, if I even intend to keep it around for next contest.-Void
 
 
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I never suggested it was easy, just asked it it was possible. Because if it isn't possible then what's the point? You'd just be running around doing what amounted to nothing, as none of your actions would have any effect. Okay, so the BoP are just going to be running around fighting the Anarchists...That sounds dull. Endless fighting with the same people over and over gets boring really quickly

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I never suggested it was easy, just asked it it was possible. Because if it isn't possible then what's the point? You'd just be running around doing what amounted to nothing, as none of your actions would have any effect.Okay, so the BoP are just going to be running around fighting the Anarchists...That sounds dull. Endless fighting with the same people over and over gets boring really quickly

Sorry, I misunderstood. But yeah, it will be possible to kill Ranak and take back control of Metru Nui.As for the BoP, well...yeah. The Anarchy wants to take down Ranak, and by extension, the Beings of Peace. Their job is to stop this from happening, so that the Games continue.Hm, it does sound dull when you put it like that. But really, what kind of motive could you give them?Well, like they say in the drawing board business, 'time to go back to the drawing board.'-Void
 
 
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Belly of the Best

The Makuta has won. The Brotherhood has lost.Two years. Ninety-one days. Six hours.It has been two and one-fourth of a year since our esteemed brother executed his gambit. it was a simplistic, yet flawless plan. Allow the chosen heroes to bungle forth in pursuit of their great destiny, and then... snatch victory at the last hands. Theft concealed by a facade of simple, brute war.But of course, even the best laid plans of mice and men go awry - upon the destruction of the Rahkshi Armada, the immolation of the Visorak Hordes... Teridax had no use for the rest of the Brotherhood, his brethren that he had promised to uplift to power along him. But the truth was still there.We knew the exact methods that the Great Makuta had used.We were liabilities.We were discarded.Upon securing power, the king among traitors granted to us our just reward for our choice. He loosed a mighty storm upon Destral, and the island sunk beneath the waves, never to be seen. At least, that was the plan.I thought differently. Covertly, in the shadows that he so favored, I altered Destral. I added a new program, the Calamity Trigger. When the planned end of days came... when the Ragnarok fell, I activated the Calamity Trigger. I removed Destral from existence before the Makuta could - removed it from one level of existence, into another, a boundary plane extruded from the universe. A place where we would be safe from the machinations of Makuta, until comes such a time when he would grow complacent, lax - such a time when we would return.I accounted for almost everything. I accounted for betrayal. I accounted for insurrection. I accounted for impatience.What I did not account for, however, was boredom.We Makuta are by nature, fickle and capricious beasts. Powerful, too, but that is not nearly as important. Those of us that have survived have found ourselves in the unenviable conundrum of having little to nothing to do.But of course, the Brotherhood has survived the ravages of war and treachery - we will survive this, and earn our just reward.Before...I finish...You may be asking... how did I know? How did I know, when so many of my brethren did not, that Teridax would betray us?The answer is simple. I only had to ask myself what I would do in his position. He made a choice. He made the choice to betray the higher order that the Makuta were crafted for... and if he could do that, if he could reject everything for ambition, then I thought, it would be no big deal to do it again.Setting and Features and stuff because disorganized thought jumblies:[Locationslocationslocations hereherehere]The Infinity Engine: It seems pointless to leave this thing's existence a secret. There is a machine powering this displacement. The Infinity Engine. So long as it keeps running, Destral will remain hidden. Secret. Safe.Destral's natural Energized Protodermis foundries are all but depleted, used to power the great machines of war. Whatever is left is kept under lock and key by yours truly, the Engineer of this island.Prisoners: The Destiny War has, at the very least, allowed us a veritable bounty of prisoners. Officers. Champions, delegates. All had their value as bargaining chips... emphasis on had. Now? They at least make good fodder for our own inclinations... vivisection... dissection... experimentation... the list goes on. Those that remain, at least. A full quarter of them had managed to escape during a certain incident involving a mad skakdi and his equally deranged army of Toa... however that happened. Perhaps they left the island and swam away. Or they yet lurk somewhere in Destral.Power and Arms: Because I do not wish to clean up after your messes, a Restraint Bolt is necessary. Affixing it to your being will prevent you from unleashing the higher extent of your might. Were they limited only to prisoners before? Yes. But if you wish to survive, you will wear one. If you will not, then I will have no choice but to eject you from Destral, and leave you to the tender mercies of the Traitor King. You need not fear your prisoners and experiments - you are Makuta. You are mighty- or so I hope.The Praetorian: My loyal guards, they are essentially my own Rahkshi, my own sons given power, entrapped in a seal of Makuta Armor rather than their standard form. They do not wear a Restraint, and are likewise not limited. They police Destral, ensuring that all runs according to efficiency.Character Sheet:Name:Species:Personality:Area of Study (Only if Makuta. Leave blank if not.):Biography:Appearance:Powers:

Edited by Undying Light of the Lake
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You're right, the goals aren't really defined, if at all.The gist is that if you're a Makuta, you can do whatever it takes to "stave off boredom". Abuse your prisoners, abuse your fellow Makuta, abuse the so-called escapees who have for some reason not been rounded up immediately. Or try to yank the speaker's position as head honcho - not really going to constrain you there since Makuta are big power players.Or you could be said escapees who are trying to eke out a living in Destral, choosing to stick under the radar or trying to 'do something' to overthrow your glorious dark overlords. Because, hey, you could even play without any knowledge of what transpired outside, actually.Or a Makuta's awesomely elite action lackey. Doing his dirty work and all.

Edited by Undying Light of the Lake
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I'm a newcomer so don't be too harsh on me with my questions. Has anyone tried creating an rpg where the players' characters wake up in a dangerous world with absolutely no recollection of their past life, who they are, in a place completely different than they can remember, if they can remember slightly, while keeping the reason for their being there secret? Like they can remember the basic functions of the world and all but no significant memories. (Not talking bzprpg style where you know the past of your character if he's from another land but IC, your character remembers nothing. Adds a little mystery, I find)I'm not one for making rpgs and running them so I'm better at giving out ideas. Something of the genre would interest me and if anyone has taken interest in this idea too, feel free to develop it.

Edited by TX Wade 27
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Here is part of my idea for an RPG. For now, all I have is an introduction, but I have also been working on maps, locations, factions and the rest.Let me know if you think this idea has any merit, or if you think it would bellyflop from a great height. I'm interested to know if other people think this might be fun, or would play it.

TRANSFORMATION

Across the island, all was peaceful. Light was just beginning to creep into the dome. Birds called to each other, announcing the arrival of a new day. Insects hummed between flowers, enjoying the balmy late spring weather. It could not last, however. The idyllic scene was about to be broken by a terrible scream.It was a scream of horror, revulsion and fear, all rolled into one blood-curdling yell. Soon, it was joined by another, and another. All across this island paradise, hundreds upon hundreds of throats let out similar cries as they woke to find gruesome, twisted monsters in their villages, their homes, and even their mirrors.The Transformation had begun.SUMMARYThis RPG is set 72,000 years before the Great Cataclysm, on the Island of Zakaz.Maukta Spiriah has infected the entire island with a series of viruses that turned the native Skakdi from a peaceful, prosperous race into grotesque, vicious warriors. Chaos has erupted as the Skakdi awoke to find themselves in varying stages of transition, and only intensified in the next three days as the changes were completed. The government is trying to keep a lid on things, but are failing miserably, as officials are dealing with similar transformations to everyone else.In the tumult of the change, some have embraced their new nature and powers in an attempt to seize power. Chief among these is the former head of the law enforcement, a Skakdi named Nektann. He has gathered a group of criminals, rogues and power-mongers to take control of the island for his own ends. He has some competition, but as of now, his army is the largest rebel group.The Makuta himself is nowhere to be found, and many believe him to have left the island. The only sign is a squadron is Visorak he left to guard his fortress and prevent anyone from coming or going to and from the island.One thing is clear, however. Zakaz is now a very different place, and will be transformed even more in the coming weeks, months and years.How it is transformed is up to you to decide. Will you join the rebels, using you newfound powers to gain wealth and influence? Will you attempt to put down the rebellions and restore peace to Zakaz? Are you going to throw you lot in with the Makuta, to submit to whatever plans he has for the island?Whichever you choose, you will alter the fate of your homeland.

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As I have said many times before, I am running a RP on another site. However that site is at the moment nearly devoid of members. I was hoping a RP would draw some attention back to it, but...At this rate, I don't know how long it will last. So, I decided to put this recent idea down on paper.And I wrote this all today. It took two years to write the Digression. I'm very proud of myself.

streets paved with flesh and bone

streets paved with all of the dreams

streets paved with the souls of the walking

in this broken city that's how it seems

broken city makes my heart bleed

crashing down from the sky

broken city inspiration

i couldn't tell you why

broken city makes my mind race

a million angels couldn't try

broken city, your depression

you can't help but cry

~Broken City, Kitcaliber

Rust

I write these words down for the sole purpose of easing my mind. Do I believe that somebody will find these in the far future? No. I believe that it is all over.

When the Makutas’ takeover was thwarted, we believed that from now on, Metru Nui would once again become a grand city, the center of civilization. And for several thousand years, it was. But then, on day, a worker noticed a bit of rust on the outside of his workplace. Thinking nothing of it, he continued on his day. But that rust was still there the next day, and the day after that. It was spreading across the building. To other buildings.

And the building it had begun on was the Colosium.

Metru Nui was in panic. Efforts to combat this unnatural rust were met with failure, as each morning, more would be discovered, and at an increasing rate. In every Metru of the city, the rust grew, and buildings began to crumble. So good at hiding were they, that is not until a month after the Rust began that people discovered what was causing it.

The Kraata.

The kraata were always completely organic, and it seems that the Makuta drew some inspiration from similarly organic creatures that had inhabited the Endless Ocean. The kraata had changed since the defeat of the Brotherhood. They could survive on their own. No more need for a Makuta to create them. No more suits of Rahkshi armor.

Preparations were made to find and destroy the kraata hive. But each attempt failed. Each attack was repelled by more and more breeds of the worm like creatures. They got bigger, stronger. More intelligent.

More hungry.

That was all five months ago. Metru Nui has been sealed off from the rest of the world. The city is falling apart. The sea rushing in, flooding the streets. The chutes are collapsing. The kraata now slither, swim, crawl, glide and burrow throughout the entire city. We are trapped in here, fragmented, each person caring only for himself.

They are too strong. We can’t beat them alone.

The Story

So Unite.

Rust takes place several thousand years after the failed assault on Karda Nui by the Brotherhood. Teridax never got control of Mata Nui’s body, though at the cost of the Toa Nuva’s lives, and the Great Spirit left the ocean that would have been his grave.

But now, the kraata have returned. They were individuals that were experimented on by Makuta Antroz. He made them as a weapon, and as a means to create Kraata without draining a Makuta’s energy. And these kraata have laid dormant in Metru Nui for thousands of years, until something woke them up.

Turaga Dume himself has vanished, presumably dead. The other Turaga are either in other parts of the Universe, or missing themselves.

So, society is on the brink. But if the people of Metru Nui can pull themselves together, then they stand a chance.

So, there are no factions in this RP. It’s just you. Make friends, fight you enemies. Pull yourselves together. Get weapons, materials. Restart the city’s power. Find a way to kill of the kraata.

Fight for the Future.

Locations

Metru Nui- The City of Legends has begun to crumble to the ground, a matrix of rust and flesh replacing it. As building crumble and are consumed by the kraata, they use their saliva and any other material they can find to make their hives.Ga-Metru: Experiments in the labs involving Energized Protodermis have been ruined, and now from that substance has erupted a vast forest of mangroves. The entire metru is covered in the plants, as they absorb liquid protodermis from the sea. They have begun to affect the weather around the region. It rains almost every day, as the mangroves expel their excess moisture into the atmosphere. It grows damper and damper each day, as the waters that flood the Metru begin to flow into the rest of the city. It is likely that this unnatural weather is being fueled by kraata with the Weather Control power.The kraata thrive here, in their greatest numbers.Ta-Metru: The dry heat of Ta-Metru has for the most part kept the kraata at bay. But with no power, and nobody to tend to the forges, that heat is dissipating, and the kraata slowly are making progress. Heat Resistance kraata are a common sight here, as they prepare the factories for the rest of their kin to harvest.Le-Metru: The devastation to the chute system is most obvious here. Many streets of lower elevation are flooded by the liquid protodermis. Mosses and fungus have begun to grow, turning the areas that are not flooded into green, damp islands, shaded by the canopy of wires. Kraata have taken a liking to this area, and are often seen finishing off the support towers for the chutes.Ko-Metru: The Knowledge Towers have proved themselves unpalatable to the kraata. However, the flooding of Ga-Metru and Le-Metru has spread to this district as well, leaving the Knowledge Towers the only safe spot. The air is moist, and while it is still cold, ice has grown on every surface, making safe footing almost impossible to find here. All normal building have been devoured.Onu-Metru: The sewers have begun to flood the Archives. While most of the exhibits remain in stasis, there is still the possibility of a massive breakout. It is as worth noting that a feral Rahkshi that had escaped attacked the kraata of sight, meaning that if they can somehow be controlled, the Children of the Makuta could be used as a weapon...Po-Metru: One would expect the desert of Metru Nui to be mostly devoid of the kraata, when in fact it is the opposite. The open sands are deserted, but in the shady canyons, the kraata are eating away at the rocks and minerals. At night, the Assembler’s Villages are literally covered in kraata. And each day, the floods of Ga-Metru spread a little farther into Po-Metru, turning sand to mud...The Epicenter: The Colosium is no more. In its place is a ruined, flooded marsh of scrap metal. A single hive pokes out of the ground, but it is nothing special. The invaders did not take the grand building as their own. The place is of no significance to them.Still, beneath the ruins is the power plant of Metru Nui. If the place can be secured, then perhaps the power can be restored, and the forges of Ta-Metru relit... Then perhaps, industry can begin, and better weapons and armor can be made.The Chutes: The chutes are for the most part done for. The kraata have begun to weaken the supports, sending the chutes crashing to the ground. Streets throughout the city are damp, and the sewers are being overwhelmed by the sheer volume of liquid.

Kraata Castes

The Kraata have evolved into geophagic organisms, consuming metals and stone. In a world made from Protodermis, these creatures thrive. They still are vulnerable to the light, and need dampness to keep themselves from drying out.The first, basic three castes of kraata are...Gatherers: To all effects, a normal kraata, a mere two feet long. Gatherers secrete enzymes that break down inorganic materials, which they then consume over time. Often they will spray an area, then return several days later to consume the rusted materials. Once a Gatherer has consumes its fill, it will return to the hive and regurgitate the metals, feeding them to other kraata. Gatherers have the powers that the original kraata had, and like the first kind, they progress through stages as they age, growing more powerful and intelligent. As they grow older, they also grow more aggressive, and kraata of around Stage 3 and above often attack with little provocation.Sowers: The mouths of the Sowers are lined with a variety of appendages, which are used to shape the thick, organic pastes that the Sowers secrete. Unlike most kraata, they feed on organic material, which is usually brought to them. Sowers also have the original kraata powers, but they rarely progress as far as Stage 3 and are only a foot longer than a Gatherer.Broods: Broods are large, swollen creatures, forever trapped on the spot they were born. They are the queens of the kraata hives, laying countless eggs throughout their lives. These kraata are defenseless, but are guarded by the entire hive. Broods never progress past Stage 1.Over the past few months, several new castes of kraata have appeared...Headjockeys: The first kind of kraata that directly posed a threat to the inhabitants of Metru Nui. Headjockeys are much flatter than a normal kraata, though the same length, and covered in powerful muscles. How they get to a person varies: dropping from above, bursting from rubble, stalking, creeping up to a sleeping victim... regardless, once a Headjockey affixes itself to the skull of a person, they are there to stay.Headjockeys meld themselves to their victims, sending tendrils throughout their body. Metals are broken down and used to fuel the kraata’s growth, almost always resulting in a Headjockey reaching Stage 4 or above. They then take complete control over the body, and use it to to hunt, and guard the hives from outside. People who are fused to a Headjockey will have their anatomy mutated, gaining long, sharp talons, and fast reflexes and movement, among other things. While easily wounded without their armor, they have very little concept of pain. Any powers the host had are lost, but a Stage 6 kraata is nothing to scoff at. After a few weeks, Headjockeys will die on their own, and their bodies are fed to the Sowers, who in turn use them to make the nests of the kraata.Bachelors: The guardians of the Broods. A hive will usually have two to four Bachelors inside it. They protect the queen, and fertilize her eggs. Bachelors are almost always at Stage 6, and have the appearance of a large, muscular snake, a good twenty feet long. Their backs are covered in razor sharp spines.Leeches: These aquatic kraata are names solely for their appearance, as they have no vampiric abilities. Leeches partol the waters of kraata territory, and leap from the water, biting down on trespassers, and dragging them into the water to drown them. They usually are at Stage 3. A Leech is usually about seven feet long, and flattened out.Skyrays: The Skyray are able to glide over long distances by unfurling their wide, ray-like bodies. This is usually used to attack intruders, though they have been know to transport Gatherers. A Skyray is often at Stage 3, and is a good 30 feet long, and fifty feet wide, making them to largest of the know castes of kraata by far.Reapers: Reapers have grown a hard exoskeleton and several limbs, transforming into something that looks like a mantis shrimp. They has several long front limbs, tipped with serrated blades, and have powerful jaws. Reapers are usually at Stage 4 or 5. They stand a good eight feet tall when they raise themselves off the ground, and are around 15 feet long.Stage 7: A very rare breed, the Stage 7 resembles a massive, engorged gatherer, with a purple hide. Stage 7 kraata are able to spray their corrosive enzymes over a long distance, and also secrete massive amounts of the substance from their skin. Constantly hungry, they will eat anything they come across, using a mouth that has evolved into a huge beak. Stage 7s move by burrowing through the ground, dissolving the rock in front of them with their enzymes. Covered in cilia, they them pull themselves through the earth at an alarming speed. A good twenty feet long, and often almost half as wide, they retain their powers from being a Stage 6 gatherer.For all of their power, they loose their intelligence, which makes it much easier to lure them into traps.

NPCs

Profiles

So, you want to join? Fill out this here paperwork, then. All profiles must be posted in the Discussion Topic first for approval, before posting in the Profile Topic. You are to post once in the Profile topic, and new Characters should be edited into the original post, so the Topic isn’t cluttered. No limit on the number of characters you can have, though I think it would be best to stay reasonable. I doubt most of us here could handle twenty characters running around.Name- (Self-explanatory. Please, keep names Bionicle sounding. Also, no names from existing characters.)Gender- (Self-explanatory. Male, female, none...)Species- (Matoran, Toa, Skakdi, Vortixx... Original species are allowed. All characters must be from the Matoran Universe. Makuta and species native to Bara Magna and Bota Magna are not allowed.)Description- (What your Character looks like. A written description, MOC, or drawing will do.)Mask- (Optional. Original masks must be approved. Nothing overpowered.)Weapons-Powers- (What powers your character possesses. Control over an Element, Vision based powers, etc.)Abilities- (Natural abilities, such as enhanced speed, strength, endurance, etc.) History- (A short biography of your Characters past, personalities... who they are, in short. Stuff that is to outlandish, related to every major Bionicle character, and such is not allowed.)

Rules

Like it or not, rules are needed, and that applies here also.1.) All your typical BZP rules apply here as well.2.) No God-Modding. Controlling other peoples characters, spamming, flaming, and such is also frowned upon. As much fun going Super Saiyan, unfolding an A.T Field, or using your Bankai is, it has no place in RPGs.3.) Good grammar and spelling are encouraged. I know that this isn’t a strong spot for some people, but please, try your best. Besides, only good can come from trying to improve.4.) Killing off other peoples characters is forbidden, except when you have been given permission to. Random NPCs may be dealt with as you feel fit, though I ask that you be realistic about it. Also, if you wish to kill off one or more of your characters, please, inform me ahead of time.5.) Use IC and OOC in your posts. For Example;

IC: Person1 whipped around, sword draw, looking for the source of the sudden noise.OOC: If anyone would like their character to be the source of the noise, feel free to introduce them.

6.) The winner of a battle is determined by you, the players. Strategy, foresight, good RPing, all of this helps. If you and your opponent(s) are unable to decide a winner, one of the staff will decide.7.) As a RPG, you have freedom. But that doesn’t mean you can change the plot. You’re not going to go on a quest for the Vahi.And...8.) Enjoy yourselves! I spent a lot of time on this RPG, and I hope that everyone here can enjoy it.I’m not kidding. Have fun.Now.
Consequences

Trust me, I don’t want to have to do this. But should the need arise, there will be discipline.1.) A warning.2.) The offending character(s) will be injured in-game.3.) The offending character(s) will be killed. Taking the time to think things over is recommended, before making a new character.4.) Temporary ban from the RPG. Offending characters(s) will be killed. Now would be the time to decide whether this is really worth it.5.) Permanent Ban from the RPG. All remaining characters will be dealt with as the staff sees fit.

Staff and Credits

So, something that came to mind earlier this month. I realized that the whole infection thing and the kraata had kinda been forgotten. So I worked with it, and got this.

NPC's are still in the works, and I need to dig through my subconscious a bit so I can find all that I need to give credit to. Otherwise, rough draft is done. Hope to find time for this someday.

And song lyric just because. Want to see if they fit...

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

 

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

 

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

 

Come Tenno, you must join the war.

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