Jump to content

The Official RPG Planning Topic


Nuju Metru

Recommended Posts

To put it simply, MK Vs are the most advanced Jaegers. Since the universe is running low on resources, and it takes a lot of material for a MK V, there aren't many of them around- it's basically the same reason as in Pacific Rim.

 

Might be a good idea to include that somewhere in the game's lore and not just in their profiles, otherwise it looks more like a typo than anything else.

Link to comment
Share on other sites

MK: V- MK V Jaegers are very rare, meaning no players will be allowed to have them. The reason for this is that MK Vs are very advanced, and therefore take a lot of time and resources to build. Since the smaller universe has been using the current resources for about 60,000 years, the aim is to conserve them in order to build other Jaegers.[/size]

Is that better? Oh also, we have a trailer in case some people were too lazy to read the entire story post! :D

VBWj75sh.png

Link to comment
Share on other sites

Oh hey that is a cool video. I watched both of them. Not sure if it makes me want to play this RP or not...

"A stranger will always be a stranger unless you give them a chance."

:m_p: :r: :m_o: :w: :l:    :n: :i: :g: :h: :t: :w: :m_o: :l: :f:

 |premierball.png| <- My Pokémon | BZPRPG Characters: Po-Matoran Doseki & Nui-Jaga Scorpio; Ga-Matoran Orca 
Matoran und Panzer: Doseki & Glitch | Marvel RP PC | Mata Nui Monopoly: Come... Own a piece of the legend!

Onua.png

Link to comment
Share on other sites

We're going to need to redefine our definintion of the Bionicle Titans because of this.

The old one just doesn't seem to cut it anymore.

Epics: 

Hero Factory: Contagion

RPG Characters:

BZPRPG Characters

RPG History:

The Asylum, Bionifight Infinite, Year 60,000, Matoran und Panzer, HF RPG 2.0, Wasteland, Corpus Rahkshi, Skyrise

GM Résumé:

Matoran und Panzer (Formerly Appointed Co-GM), Corpus Rahkshi (Former Substitute Co-GM)

 

 

Feel free to shoot a PM my way if you're waiting for me to respond to something and I've been taking a while to do so.

Link to comment
Share on other sites

Knightfall

Eternal Gods, Dying Worlds

Version 0.8

 

Inspired by (read: ideas shamelessly stolen from) Crowfall

 

 

Table of contents

I. Lore

1. Introduction

2. Locations

3. Beings

II. Rules and Gameplay

1. Character creation

2. Gameplay

3. General rules

 

 

 

LORE

 


Introduction

 

'We all have a place in the world. Some of use serve, others pray and the mightiest rule. We all bow before our three gods, who created us, who protect us, who love us and who will never abandon us.

 

How can anyone be unhappy in such a harmonious world?'


 This world, called the Undying Lands, may be barren and lifeless, but it is safe from the ruinous Shadows thanks to three mighty gods who protect us mortals. Occasionally a world appears in the Void, where we may travel through ancient portals and gather resources we need in order to survive. These Dying Worlds are bountiful, beautiful but oh so fragile, for the gods are unable to save them from the hungry Shadows. Why don't the gods move and create a new home for us all on one of these worlds? It is not known, like so many other things about the universe.

 

The Dying Worlds are far from safe, so we workers are protected by the champions of the gods, who are called Knights. However, the truth is that they care little about our safety and are instead much more interested about fighting 'infidels' (i.e. each other) while trying to find relics, artifacts and treasures from abandoned ruins. After the campaign is over and the world is left for the Shadows to consume, the Knights return to their castles to heal their wounds and estimate the value of their loot, while we commoners pray to gods that we have enough food to keep us alive until a new world appears in the Void.

 

Such is life.

 

 

 

Locations


The Undying Lands

The Undying Lands is the name given to an arid world inhabited by thousands of Matoran and many Knights. The world's landscape consists of massive plateaus of beige rock, large mountains and poisonous seas. The rock below the surface lacks any useful or valuable minerals. There are no animals or plants anywhere, except possibly in the depths of the oceans, if anything can even survive in them. Yet despite these flaws many live here, because this world is the only one protected from the Shadows who consume all worlds they find in the Void. The protection comes from three gods: Artakha, Karzahni and Tren Krom. Together (although Karzahni has contributed less and less in recent times) they combine their telepathic powers to form a massive, invisible bubble around the world, unbreachable to the Shadows. There is a cycle of day and night, for a glowing orb of pure white light spins around the world.

 

 

Metru Magna, the Holy City of the Gods

 

The only city in the world is Metru Magna, for almost all Matoran live in small villages near castles. The city, ruled by the gods themselves, is located on a seaside cliff and has massive stone walls. The city itself is filled with hundreds of huts built from wood and stone. The feuds between the servants of different gods do not matter here and wielding weapons is forbidden for citizens and visitors. The Goldenguard, whose members are the only ones allowed to carry weapons, maintain order in the streets. Due to gods' immense influence of energy, Knight powers are nullified in the city.

 

-Locations in Metru Magna-

 

The House of Gods

A gigantic temple with a golden roof, located on the edge of a cliff and is divided into four sections. Those who aren't High Priests are only allowed to enter the middle one, for the gods themselves dwell in the other sections. This neutral ground is a gorgeous church decorated with gold. In the main hall, countless statues, paintings and shrines can be found, with numerous scented candles burning all the time. Often many Matoran are here praying, reading holy texts, listening to preachers or talking with the priests. A large room is located behind the hall, inaccesible for the common people, where the gods gather to create new Knights or Matoran.

 

The Golden Market

A large area in front of the House of Gods is dedicated to trade and commerce. Many stands, stores and warehouses contain goods brought from the Dying Worlds and items made by the craftsmen of the city. Merchants from distant villages come here to trade while people crowd the streets and the sound of loud bartering fills the air. There is no dedicated currency, so trade is done by barter. Gold nuggets and gems are the closest equivalents to money. If one desires something, they are likely to find it here.

 

House of Life

While Matoran and Knights cannot die from old age, various accidents, Skrall raids or the dangerous nature of the Dying Worlds might prove lethal, and injuries are even more common. The House of Life was built for the dead and the wounded and a large group of priests, shamans and Knights help those in need. The dead may be resurrected through an elaborate ritual, where a group of priests invoke the powers of the gods. These services are free, for commoners already pay more than enough tax to the church.

 

The House of Knowledge

A massive stone building located near the centre of the city, housing most of the knowledge in the entire Undying Lands. Thousands of books, scrolls and tablets can be found here, although one isn't allowed to borrow them or to take them away because most tomes are deemed highly valuable and fragile. Some of them are alien tomes recovered from the Dying Worlds, many of which remain untranslated.

 

The Observatory

Located outside the city on a rocky hill, this stone building is unique because of its large bronze telescope. Scholars use this artifact to study the stars above and to notice any new Dying Worlds when they appear. Future is sometimes predicted by examining the constellations. These predictions have surprisingly often been correct. The common populace isn't very fond of the astrologists living here, for despite their important task of finding new worlds they are seen as hermits, sloths and bringers of bad news.

 

The House of Learning

The only proper educational centre in the world, the House of Learning is where all Knights learn the skills necessary for their duty. They spend at least a decade here, learning simple things like writing, combat and basic mathematics or more complex ones like stewardship, diplomacy and tactics. Every Knight chooses one skill they specialize in, although Vortixx Knights often master an additional skill. Thanks to an artifact, Knights are able to use their powers inside a glass dome near the building, where they learn to use them.

 

The House of Justice

Usually Knights act as judges and follow the Sacred Law of the gods when passing judgement to criminal commoners. But when a Knight commits a crime they are taken by the Goldenguard to the House of Justice, where a group of priests will determine the punishment for their misbehaviour. All Rogue Knights have been here once, for the gods can read the minds of their creations and detect any rebellious thoughts. The usual punishment is to take away the Knight's holding and forbidding them from entering the House of Gods. Other punishments include seizing of valuable items, mutilation, torture, imprisonment or a holy ordeal. One of the more severe punishments is being killed by a god, or in the case of Karzahni's followers, receiving horrible mutations.

 

The Drunken Knight

The most famous and wealthiest tavern in the Undying Lands, the Drunken Knight has a good reputation and is known for its exquisite selection of drinks made from the exotic plants from the Dying Worlds. But despite the wealth and reputation, the place isn't very luxurious and is built out of wood. Most of the furniture is old and tends to break unexpectedly and the building looks like it will collapse at any moment. Still, many love the place for its joyous atmosphere: bards, storytellers and dancers from far away lands gather here every week to entertain the visitors and the staff is very friendly as well. Both Knights and Matoran peasants like to visit this place and forget their different ranks, for a while at least.

 

 

Dying Worlds

 

Dying Worlds are already doomed to be destroyed when they appear in the Void. It is not known why entire planets appear out of nowhere, but it is said that the Undying Lands are located in a hellish plane of cosmos where all abandoned worlds come to be consumed by the Shadows. Gods can do little to protect them, for they already expend a majority of their powers to protect the Undying Lands. These worlds have no inhabitants, numerous ruins and mysterious portals that allow travel to and from the Undying Lands, although the Shadows are unable to use them. Because these worlds contain artifacts and vital resources such as food, protodermis and minerals, campaigns are launched from the Undying Lands in order to recover everything valuable.

 

 

 

Beings


The Knights

I am a Knight,
who will always remain loyal to his god,
always protect the weak,
always watch over them,
always be just, fair and wise,
and never abandon his tasks,
for only in death does duty end.

~Knight Kolem's oath

In order to govern the large population of Matoran, gods created various species to help them with this task. Members of these species are called Knights and rule from mighty castles in the countryside. They are below the clergy when it comes to ranks of power, and must obey them at all times or face punishment. Their other task is to protect Matoran workers when they gather resources from the Dying Worlds. All Knights have supernatural abilities, such as elemental powers or the ability to use Masks of Power. They receive extensive training in the House of Learning and are both skilled warriors and governors, often choosing one or two disciplines to master.

 

Knights usually compete with each other, which has resulted in conflicts in the Undying Lands, although the gods do not seem to care as long as Knights fulfill their duty and remain loyal to them. Some months ago Knights adopted feudalism after Avicus granted captured castles to those who swore oaths of loyalty to him. It is likely that other Knights will seek to form powerful kingdoms of their own.


If a god is particularly fond of a Knight, they might turn them into a demigod. These very powerful beings are called Sacred Champions, and have weaker versions of their god's powers. This transformation comes at a cost, however, for the Knight will lose their original powers, their holding and most of their free will. Champions are fully loyal to their god and accomplish various tasks for them.


Sometimes a Knight refuses to worship any of the three gods, abandons their duty of a lord or doesn't join any campaigns. These Knights are called Rogue Knights or Landless Knights, and if they're atheist or heretical aren't allowed to own castles, enter the House of Gods and the House of Life. They are outcasts of the society, travelling from castle to castle, sometimes becoming bodyguards or advisors. Their lives might be lonely, but it is a small cost for freedom.

 


The Barbarians

We fight. We win. We take. WE ARE SKRALL!!
~Translated barbarian war cry

Far away from the civilized lands, in a hidden valley amongst the mountains, thousands of sapient beings live in an isolated community, worshipping their own god and following their own laws. They call themselves the Skrall. They are as large as Knights are, wear black armour and carry fearsome weapons. They have no special powers, but are still very skilled, strong and certainly outnumber the Knights by a great margin. They sustain their society through raiding, although some scouts have reported that they have a malfunctional portal leading to the Dying Worlds. Because they have been occasionally sighted there, the portal functions sometimes.

 

Despite being split into numerous tribes, occasionally a strong warlord unites them and leads a horde to pillage the lands of the Kngihts. More commonly small warbands gather and raid villages. They are the reason for Knights dwelling in fortified castles, for during a raid the commoners hide behind their lord's walls. Skrall raids are common and not very devastating, but when a horde gathers and invades most Knights rally to defend the realm. It is not known how the Skrall are able to resist the influence of the three gods, but some scholars say that they have some kind of immunity, are too stupid to understand the concept of religion or are ruled by their own god who is similar to Artakha, Karzahni and Tren Krom. Whatever the reason is they are still a serious danger to the civilized people.

 


The Gods


There are three gods who rule the Undying Lands and create new Knights and Matoran by combining their powers, often rather reluctantly. These gods rule over the land by giving orders to the ruling clergy via telepathy. Artakha and Karzahni compete with each other, so Knights who thrive in battle against against Knights of opposing faith will be rewarded, while Tren Krom will favour those who make sure that servants of neither side defeat the other in the Dying Worlds. If a god is particularly fond of a Knight, they might ascend and become a Sacred Champion.

 

Some legends tell that these gods were actually created by an even greater god, often called the Great Spirit. There is no proof of this, and the gods themselves refuse to tell the truth. King Avicus does claim to be an heir and son of the Great Spirit, but refuses to say if the gods themselves are its children as well. All gods, excluding Avicus, live in the grand temple located in Metru Magna. Few are ever permitted to see them.


-Artakha: The God of Light and Creation-

Artakha is traditionally depicted as a male humanoid wielding a large war hammer as a weapon and a tool. He is a highly skilled creator, capable of creating or repairing various objects with ease. His duty is to create the bodies of Knights and Matoran, but struggles greatly with creating animals. Legends say that he wears the fabled Mask of Creation, a beautifully decorated golden mask. He is believed to have powers of teleportation and telepathy as well, able to read the thoughts of his worshippers.

 

Few have ever seen his physical form, but it is said that his armour is gray-green decorated with ancient symbols. Artakha is a benevolent but reclusive god, more interested in observing the world rather than affecting it directly. Because creation is seen as the opposite power to the destructive Shadows, he is believed to be a god of light. A Toa named Avicus claims to be the true God of Light, but few believe his words.

 

His servants value life and creation, and want to save Dying Worlds from Shadows by any means necessary. Some of them seek to discover a cure for mortality or at least more effective ways of healing the wounded. Healers in the House of Life consist entirely of Artakha's servants, and as such may be hesitant to heal Karzahni's followers. Virtues are highly valued, and there are many strict rules forbidding a life of vice and sin.


-Karzahni: The God of Darkness and Destruction-

Karzahni is often depicted as a monstrous male humanoid wielding flaming chains, covered in scraps of armour and wearing a large black cloak on his shoulders. He is believed to be the brother of Artakha, a god of Destruction instead of Creation. Karzahni believes that the Shadows will consume all who they think are hostile, and as a result believes that Shadows should be contacted and negotiated with. This has made him to be associated with Darkness.

 

His followers see destruction and death as a natural part of life, necessary for its continued existence, and as such are more willing to accept death than others. They know that creation is part of life as well, but refuse to worship Artakha, a god of pure creation. They want to let Dying Worlds be consumed by the Shadows after all resources have been scavenged. They are more lenient than Artakha's servants when it comes to life philosophy, thinking that life should be enjoyed to the fullest while it lasts.

 

Karzahni himself is malicious and insane, finding those who disobey him by reading their thoughts and giving them horrible mutations. Sometimes he is kind and friendly but can unpredictably become cruel again. His task is to create the emotions of Knights and Matoran, both good and bad. He wears the Mask of Alternate Futures that shows him visions of possible upcoming events. It's commonly believed that Karzahni saw a vision of the Shadows breaking through the protective barrier and consuming the Undying Lands, making him decide to avoid opposing them directly in order to make peace with them and save the realm.


-Tren Krom: The God of Balance and Order-

Tren Krom is usually depicted as a fully organic being with a terrifying appearance. It is believed to be the oldest god, its followers seeing it as the creator of both Artakha and Karzahni. It wears no mask, but has the powers of telepathy, mental blasts, disintegration beams and body swapping. It can sometimes take direct control of a being who allowed it to do so. When in control of someone, it is unable to use their powers and abilities. Its task is to create the minds of Knights and Matoran and giving them the ability to think.

 

It is seen as a god of order and balance, that makes sure neither Artakha or Karzahni ever overcome the other or fight in the grand temple, so the barrier never collapses and the Shadows stay out of the Undying Lands. Few have ever seen its physical form, but it is said that those who had seen it turned insane and committed suicide. It is seen as a wise, just and arrogant god who punishes lawbreakers by disintegrating them into dust.

 

Its followers see balance as the most important thing in life, and thus seek to live a life on the 'golden mean', avoiding a life that is too virtuous or too sinful. Meditation, moderation and self-control are highly respected among Tren Krom's servants.


-King Avicus: The Claimant God-King of Light-

Avicus isn't exactly a god, but a Knight and the King of Ava, the first kingdom in the Undying Lands. He is a Toa of Light, the only one known to exist. This makes his claim of godhood somewhat legitimate, but he lacks the telepathic abilities of the true gods. Nevertheless he is worshipped by a small cult in his lands. The cult has no formal regulations or an organized priesthood. He claims to be the son and heir of the Great Spirit itself.

 

 

The Shadows

 

Next to nothing is known about the Shadows. It is known that they eventually appear in the Dying Worlds and consume them entirely. Few have ever seen them and those who have tell different stories about them. To some, they are globs of darkness, to others living shades and to a few, shapeshifters. The commoners know nothing about them, with the exception of high-ranking members of the clergy, and Knights prefer to avoid talking or even thinking about them too much. They are sometimes called Nightmares, Wraiths or Dark Knights.

 

 

_________________________________________________

 

 


RULES AND GAMEPLAY

 

 

Character Creation

 

Before you may join the game, you must create a character profile and post it in the discussion topic to be approved. Here's some detailed information about some of the less self-explanatory sections.

 


Species

 

Custom species are allowed, and will be approved if they aren't overpowered. Almost all sapient species from canon Matoran Universe will be approved, as long as they aren't too powerful. Bara Magna species are not allowed. Here are the most common species in the Undying Lands:

 

-Toa-

The legends tell that the First Knight was a Toa, a member of a race known for their elemental powers and sacred masks. It is told that this First Knight used to be a Matoran, who was so faithful to all gods that she ascended and became the first Toa and protector of the common people. Because of this myth, Toa are often seen as ascended forms of Matoran. Many tales about heroic Knights have Toa as the main characters, and the peasantry tends to respect Toa more than other species.

 

May have one elemental power and one Great Mask. Note that these Toa are weaker then their canon counterparts and are, for example, unable to Nova Blast, unable to create Toa stones and have less elemental energy at their disposal.

 

-Skakdi-

The brutish Skakdi are seen as strong, brave but selfish warriors. They tend to use violence as a solution to problems more often than other Knight species and many of them disrespect decorum and modesty. They are also seen as the less faithful servants of the gods, and many folk stories feature them as the fallen heroes, who are corrupted by the forces of evil. There are Skakdi who do not exhibit these traits, but unfortunately must learn to live with this prejudice against their race.

 

One elemental power (can only be used in conjunction with another Skakdi) and one vision power.

 

-Vortixx-

Tall and intelligent, Vortixx often excel in the House of Learning and learn better than other students. They however lack any special powers, forcing them to rely on their intelligence in difficult situations. Vortixx also tend to be very deceptive and cunning, and there's a common saying "Trusting a Vortixx is about as wise as jumping off a cilff" among the Knights and the peasantry. They are skilled tinkers and engineers, and sometimes wear modified masks of power.

 

May have one Great Mask and one extra skill.

 

-Akuta-

Akuta are strange beings and one of the more powerful Knight species. They have begun to appear recently and the records in the Great Library have no mention of their race. They wield the power of Shadow, which has caused most Matoran associate the Akuta with the destructive Shadows. They don't have a unified look and often have an ominous appearance. Because of these reasons, the peasantry is afraid of them. They are usually arrogant and confident. Nobody knows why the gods have started to create them, although some priests say it's part of Karzahni's plan to ally with the Shadows, or possibly to use their own powers against them.

 

Shadow powers and one additional elemental power.

 

-Matoran-

The most common species in the Undying Lands. They aren't Knights, but commoners. Matoran may be crafters, merchants, guards, priests, travellers, bards etc. but true military and administrative tasks are always left to the Knights. They are rather short compared to the Knight species, often half the size of a Toa, and lack any special powers. They wear powerless masks that keep them alive. During Dying Worlds campaigns they travel to them and harvest resources such as food and protodermis. No Matoran has ever been a lord and never will be.

 

No special items or powers.


NOTE:

Your character's skin might be made out of protodermis, but protosteel can cut through it like iron can cut through human skin. As such it's treated like human skin when it comes to deflecting attacks. This means that your character needs armour in order to survive.

 


Powers

 

Knights are able to use various supernatural powers allowing them to accomplish wondrous things, like create and control an element, defeat enemies by simply gazing at them or use the powers of Great Masks. However, the amount of energy required for use of these abilities is rather great, so Knights can't provide everyone with endless amounts of resources by using thier elemental powers, making campaigns to Dying Worlds necessary.

 

Most elemental powers, Rahkshi/Makuta powers, vision powers and masks from Bionicle canon will be approved. Some of them (e.g. gravity and magnetism) must be nerfed in some way before use. Custom powers will also be approved as long as they're not too powerful.



Skills

Characters have, over the years, mastered one or two skills. A skill represents what the character is really good at doing. Skills may give bonuses or simply help building the character's background. Of course, having only a single skill doesn't mean that the character can't do other things as well. Because Matoran don't receive training from the House of Learning, their skills tend to not be combat-related or complicated.

 

Example skills:

 

-Healing-

You know much about the anatomy of all the different species and are familiar with a large variety of diseases and injuries that you have learned to cure. May effectively heal the injuries of yourself and others.


-Looting-

You do not shun to touch the dead. You know how to remove masks, where people hide their valuables and when it is clear that they are still alive. May take one item from a single dead character during a Dying Worlds campaign.


-Priesthood-

You have spent much of your life in a temple, studying sacred tomes and praying to your chosen god. Able to ask one of the gods for help in dire situations. They may or may not help, depending on their mood.

 

-Training-

You're a wise mentor, having taught many Knights combat skills in the House of Learning. This skill allows two additional bodyguards.

 


Gear and Artifacts

Items you can have in the beginning include various trinkets, tools and objects that aren't too technologically advanced. Most items from Bionicle canon will be employed as artifacts, and thus won't be available by default. Metal and bamboo disks like the ones seen on Mata Nui are fine though. Trading items with other characters and NPCs in Metru Magna's Golden Market is allowed and recommended. Gold, gems and other treasures found in the Dying Worlds can be used as currency. Knights may have weapons and armour made out of protosteel in the beginning, although Matoran can't, because protosteel is rare and valuable. Relics and artifacts found in ruins may be kept or given to the clergy in order to receive rewards and please the chosen god.

 

 

 

Gameplay

 


The Dying Worlds campaigns

Sometimes entire worlds appear in the void beyond the Undying Lands, full of resources. Travel to these bountiful worlds is possible through portals that somehow already exist on the surface and are connected to several existing portals in the Undying Lands. Once there, the Knights will set up a base camp and scout the nearby area. A rough overview of the surface area will be given to the characters. The map will be split into multiple areas such as forests, plains or ruined towns that can be entered. Characters in the same area can freely interact with each other. These areas may contain artifacts, treasure or beasts. Instead of exploring, Knights can choose to protect Matoran workers, for they might be attacked by the native animals of the world.

 

All worlds have four seasons of life: spring, summer, autumn and winter. Once all sites have been scavenged, which shouldn't happen until winter, the world will be abandoned and left for the Shadows to consume. All dead players will be resurrected by the gods in the Undying Lands if their bodies are brought to the House of Life and aren't too badly damaged. Shadows may consume unprotected dead bodies. It is not known what happens to them, but those characters are presumed dead afterwards. Found treasure will be shared, although sharing functions differently on different worlds. If there's an uneven amount of treasure, the highest ranking feudal lords take away as much treasure as necessary until the number of remaining treasure is even.

 

Every world is different, with various biomes, animals, plants and landscapes. In addition elemental powers may be nullified or enhanced, the world may be large or small, alliances might vary and there may be special sites or enemies that can be found. Whenever a new world appears, its distance from the Undying Lands defines the amount of influence of the gods and the Shadows.

 

 

Justice and Law

 

The highest authorities in the Undying Lands are the three gods. Below them is the clergy, who in turn are above Knights. Matoran commners are lowest in terms of authority. All must obey the Sacred Laws. Should a law be broken, the criminal will be punished fittingly. The most important Sacred Laws are:

 

-Killing of Knights is considered a serious crime and punished with death if the slain cannot be resurrected, while wounding a Knight will be punished with confiscation of all valuables. However, killing and wounding is considered acceptable if the Knight perishes or is wounded a) in a fair duel b) during a campaign. Matoran Knightslayers will not be executed, but instead tortured for at least thirty solar cycles and forbidden from entering the House of Gods. If a Matoran murders a Knight for the second time, they will be executed.

 

-Taxes may consist of crafts, items, food and protodermis. Commoners pay taxes to their landlord Knight unless they live in Metru Magna, where taxes will be paid directly to the clergy. The amount of tax is set by the Knights [...] Knights pay taxes to the clergy and are asked to give any artifacs and relics found in the Dying Worlds to them.

 

-Killing of Matoran is punished with mutilation. Matoran are not allowed to carry dedicated weapons or work as soldiers or guards. Those hiring Matoran will be punsihed with blinding while the hired Matoran will be punished with five solar cycles of torture.

 

 

Feudalism

 

King Avicus introduced feudalism to the Undying Lands by taking castles and giving them to those who in return swore oaths of allegiance. Vassals serve lieges who grant them a castle. High-ranking lords can afford to build larger and more formidable castles and rule over larger areas of land. A liege may have as many vassals as they want to have, who in turn may have their own vassals. Vassals must worship the god of their liege and vice versa. The leader of a feudal realm is the Knight with no liege.

 

Here are the different feudal ranks: (Landed) Knight < Count < Duke < King < Emperor. When a Landed Knight becomes the vassal of another Landed Knight, either willingly or not, their liege becomes a count. Same with counts becoming lieges of other counts and as a result becoming dukes etc. Emperors may not be vassals.

 

Lords may have personal bodyguards who may be either NPCs or player characters. NPCs are played like proper characters but can be killed without their player's consent, although they should still be challenging to kill. All other rules that apply on player characters apply on them. Lost bodyguards can be replaced pretty much immediately, although you may want to leave a spot open for a stronger player character bodyguard.

 


Inheritance

 

Every Knight can nominate an heir. An heir will gain the holding, vassals and items if the Knight perishes in the Dying Worlds. This means that a Knight can have multiple holdings if they are heirs of multiple Knights. Landless Knights may arrive in the court of an owner of multiple castles, and ask to receive one and become a vassal. Should a Knight pass away without a designated heir, their belongings will be taken by the clergy. Any possible castles will be given to the next Knight created by the gods.

 

 

Duels

 

Because Knights aren't very numerous and Matoran aren't warriors (The Sacred Law forbids them from becoming soldiers), differences between Knights are resolved by duels instead of wars. A duel is a battle between two combatants and often take place in the courtyard of a castle. The challenged is obliged by the Sacred Laws to accept the challenge, although they may choose a champion from amongst their vassals and bodyguards to fight in their stead. People may die in duels , but it's very rare and the dead may be resurrected in the House of Life. Injuries and wounds are more common.

 

A combatant wins the duel when the enemy surrenders, remains unconcious for a long time or dies. The winner of a duel can now force the loser to become their vassal. If, for example, Duke Tahu defeats King Kopaka in a duel, Tahu will become the new King while Kopaka becomes a Duke. They switch places, so Tahu's vassals will become Kopaka's vassals and vice versa. In addition, the winner may alternatively choose to imprison the loser, take their castle (thus making them landless) or take their artifacts.

 


Castles


Knights very commonly own personal castles. These are mostly status symbols and storages for their belongings, but are fortified because of possible bandit, barbarian or peasant attacks. A Knight may only own one castle, additional ones gained through inheritance or duels must be granted to other Knights or given to the clergy. A castle has several tiers, each with its own buildings. Each castle tier is associated with a feudal rank, larger ones being more heavily fortified and able to sustain larger bodyguard groups. Even if your rank degrades, the castle tier remains the same.

-Tier 1-
Motte and bailey

All landed Knights have these. A small wooden keep on a hill surrounded by a fence.

-Wooden Keep (You live here. May contain rooms like kitchens, bedrooms, dining rooms, offices and libraries)
-Wooden fence (to keep the Skrall away)
-Small shrine (for storing certain relics. Max. 1 relic. May also contain memorials of dead Knights)

-Storage room (Can hold enough food for a 1 OoC day siege)

-Small guardhouse (Enough room for a single bodyguard)

-Tier 2-
Hill Fort

Owned by Counts. Similar to a motte and bailey, hill forts have buildings built out of stone and larger walls

-Stone keep
-Wooden walls
-Wooden gate
-Storage (food for a 3 OoC day siege)
-Shrine (Max. 3 relics)

-Guardhouse (Enough room for 3 bodyguards)

-Cell (Can hold one imprisoned character)

-Tier 3-
Castle

Owned by Dukes. A proper castle with stone fortifications and buildings.

-Large stone keep
-Stone walls
-Wooden gate, reinforced with metal
-Small storehouse (food for a 5 OoC day siege)
-Small temple (Max. 9 relics)
-Small barracks (Enough room for 6 bodyguards)

- Small dungeon (Can hold two imprisoned characters)

 

-Tier 4-

Citadel

 

A large, heavily fortified castle owned by Kings. A small town has formed around it, inhabited by hundreds of Matorans who migrated from nearby villages.

 

-Small manor

-Two thick stone walls

-Protosteel gates

-Storehouse (food for a 7 OoC day siege)

-Large temple (Max. 18 relics)

-Barracks (Rooms for 9 bodyguards)

-Dungeons (Can hold three imprisoned characters)

-Castle town (Can include various buildings such as markets or forges)

 

-Tier 5-

Fortified palace

A massive complex with luxurious living quarters. The town around the castle has grown into a small city.

 

-Fortified manor

-Three massive stone walls

-Protosteel gates decorated with gold and gems

- Expansive storehouses (food for a 9 OoC day siege)

-Cathedral (Unlimited amount of relics)

-Royal Barracks (Rooms for 12 bodyguards)

- Prison (Can hold four imprisoned characters

-Castle city

 

______________________________________________

 

(I'm thinking about putting this in the discussion topic rather than here. There will also be a list of kingdoms and important NPC characters there.)


Send a profile to be approved before you start playing. Here's a template, with unnecessary sections marked with *. You may have additional sections.

 

Name:

What is your character called?

Species:

You may choose any sapient species from canon Matoran Universe or create your own, in which case you should include details about it

Powers & Skills:

Choose the special powers of your characters. Your character may also choose a skill they've mastered over years of training.

*Personality:

How do they react to different situations? What do they value in life? What habits do they have? Answers to questions like these are included here. You may mention their gender as well, although there are no biological genders. As a side note, love is always considered platonic, because Knights and Matoran are unable to reproduce and thus can't.. well, you know what I mean.

*Biography:

What has happened to your character in the past? Knights usually spend a decade in the House of Learning and have often joined several campaigns.

Appearance:

What does your character look like? What do they wear, if anything? What does their armour look like?

Gear:

Weapons, armour and special items like trinkets, relics, treasure and masks owned by your character. NO GUNS, not even muskets. Gunpowder isn't a thing. Keep technology of gear 'medieval', please. Artifacts found in ruins may be more advanced and include items from Bionicle canon.

*Deity:

If your character doesn't worship a god, they can't be a vassal of a religious person. Choose between Artakha, Karzahni or Tren Krom. Your character may worship Avicus as well, but he's not a god. Or is he?

*Liege and Vassals:

Knight characters start out as Landed Knigths and can raise in rank by gaining vassals. An independent liege can name his or her own realm and give it a motto and a symbol/coat-of-arms. Vassals don't gain as much loot as their liege does. Your other personal characters can't be each other's vassals or lieges.

*Bodyguards:

A Knight may have a retinue of warriors to protect them. They may be either NPCs or characters of other players. Include short profiles here listing their name, species, gear and powers. It's preferable that you include a link to profiles of player characters.

*Castle:

If you're a feudal lord, you can have a castle. Include the tier and name of your castle. You may give a detailed description.

*Heir:

If you have nominated an heir, tell their name here. This character will gain your character's holding, items and vassals if they die permanently.


 

 

____________________________________________________

 

 


General Rules


1. All BZP rules apply. Think of the children.

2. Use "IC:" in your post to show when your character is speaking/doing things, and use "OoC:" when you are saying something.

3. Your characters aren't gods. They have very few supernatural powers, they don't know things they shouldn't know, they have many flaws, they can't create items out of nowhere and they make mistakes. Follow the laws of logic and science (powers are an exception). Don't dodge every hit, and bleed if you're wounded. Pain is a thing as well. Your character should die when they should die.

4. No auto-hitting/controlling other characters. The other player will control their own characters and decide how their character was affected by your attacks. Items are considered parts of characters, so they can't be damaged without the consent of their owner.

5. Characters cannot be played as until their profiles are approved

6. No Expies. I don't want to see a biomechanical Eddard Stark, thank you. Be creative.

Edited by Daniel the Dwarf
  • Upvote 2

still alive somehow

BZPRPG profiles

Link to comment
Share on other sites

Ok, so what is with everyone using the Center align tags for their RP Apps? Some stuff is ok, but others are really hard to read. Like the Profile template above for example. Ouch.

  • Upvote 2

"A stranger will always be a stranger unless you give them a chance."

:m_p: :r: :m_o: :w: :l:    :n: :i: :g: :h: :t: :w: :m_o: :l: :f:

 |premierball.png| <- My Pokémon | BZPRPG Characters: Po-Matoran Doseki & Nui-Jaga Scorpio; Ga-Matoran Orca 
Matoran und Panzer: Doseki & Glitch | Marvel RP PC | Mata Nui Monopoly: Come... Own a piece of the legend!

Onua.png

Link to comment
Share on other sites

Stelt:

 

Artahka HQ:

Buried far beneath the surface of Stelt, the comfortable living quarters and large rooms contrasting vastly to the rest of the island, is the HQ for the group known as Artakha, devoted to capturing Kaiju and using them as weapons against other Kaiju via mind control. There are many holding bays for Kaiju (read: as many as the plot needs) which as-of-yet have not been reconditioned, containing many nasty traps designed to keep them contained until indoctrination has occurred. Long story short, no Kaiju are getting out of there any time soon.

Quick update, adding information about Ultimo's organisation, Artakha, which has up to now not really had any major representation in the post. This is the last update before we put Y60K up for judging, so please! Comments! Much comments!

VBWj75sh.png

Link to comment
Share on other sites

Okay, just reposting Y60K! Changes from last time:

  • Jaeger levelling system!
  • That's all!

This is just a last check in the planning topic before we submit it, so comments are vital at the moment. :)

 

LJwVGNH.png

GMed by Makuta Miras, VahkiDane and The UltimoScorp.

 

You should update the screennames here

 

1.0: History/Current Events

The universe is dying.

When Makuta Teridax struck down Mata Nui 60,000 years ago, the fractures created by the crash flooded many domes, rendering only the two domes containing Metru Nui, Xia, Zakaz and Stelt inhabitable. Venturing into the flooded domes- which contain many strange creatures from Aqua Magna- means certain death. Access to these domes is blocked by closed Sea Gates.

Metru Nui has long since fallen into ruin, the sleeping Matoran inhabitants locked away beneath the earth whilst Rahi rampage across the surface. It is a land of strange monsters and perpetual night, but the archipelago triumvirate is still holding onto life in the remnants of a dying universe.

When the Great Spirit Robot crash-landed on Aqua Magna, an underwater volcanic eruption, combined with the shockwaves of power from Makuta Teridax's transformation tore a hole in the robot's hull, one which now leaves the bottom of the Silver Sea between the three islands open to the outside world.

A century ago, the seabed shifted a little, and the robot’s shoulder dropped off a ridge, crushing a coral reef.

With this breach opened to the outside world now, natives of Aqua Magna have begun entering the Matoran Universe- Kaiju.

Monstrous creatures, the smallest 50 bio tall, the beasts come swimming through the gap, laying waste to many of the islands' triumphs.

The first few beasts were exterminated by Xia's weapons, used on beasts contained by the few Toa left, but now the Kaiju, having wiped out the Toa due to them being the first line of defence, are becoming bigger, faster and stronger, meaning that the only weapons able to stop them...

Are the Jaegers.

Initially designed by the Vortixx, Jaegers were soon rolled out to the other islands with special adaptations to each species' capabilities and powers.

Expeditionary teams are also being sent out to try and find a way out of the Matoran Universe other than the breach. Now, it's your choice: Are you a Kaiju, fighting to prove yourself and gain territory, are you a Jaeger pilot, fighting to buy time for others to save your world, or are you an explorer, searching for the exit from your world?

 

:thumbsup: looks good

 

2.0: Battles

If players aren’t otherwise occupied, every few weeks a staff-led Kaiju or Jaeger attack will be launched, with a goal unique to that attack most of the time; sometimes, if we run out of ideas, the purpose of the attack will be to just kill as many enemies as possible.

These attacks will be announced OOC to everyone and IC to the attacking force on the Saturday before the attack so that the relevant army has time to prepare IC and OOC. Feel free to launch attacks on your own between them.

 

Are the Kaiju informed of these events? Are their Kaiju led events, ie, a group preparing for an offensive or defensive rather than the other way round?

 

3.0: Expeditions

One of the primary goals at the moment is to find a way out of the MU. Most expeditions are currently heading to Metru Nui to find a way out due to it having the light holes in the dome which the island’s rulers hypothesise to be easier to break through than the regular MU skin. PCs will be leading expeditions- you don’t need GM approval to go- but Dane, Ultimo and I will be posting to guide these quests along.

 

4.0: Locations

 

Xia:

 

The City:

Xia's islandwide city has somewhat dwindled now, keeping close to the skirts of the Mountain and away from the shores for fear of Kaiju. What is left of the city is bright and hopeful, shining steel buildings towering far up into the sky. The streets are soundly paved, and, all in all, Xia is a good place to live.

 

Xia Shatterdome:

Xia's Shatterdome is, like the city, a tall, elegant affair. Instead of the unpainted iron walls favoured by Stelt, the interior features bare but functional corridors and rooms with clean walls, ceilings and floors; to put it simply, the Xia Shatterdome is a wholesome place. The Jaeger bays are much like the other Shatterdomes, large, cavernous rooms with asphalt floors and Jaegers surrounded by networks of gantries. For reference, think of something like this.

 

Stelt:

 

The City:

Where Xia is no longer dirty and polluted, Stelt has become even more so. Many of the arenas which used to characterise the island are gone now, replaced with Jaeger factories. Despite these new jobs, many of the population still turn to crime for a living, preying on unsuspecting beings, murdering and stealing from them. The sky is always gloomy, filled with smoke, but the cordon of Jaegers around the coastline facing into the wider ocean break through the dusk every now and then, their watchful gazes never relenting. As Stelt is attacked the most often by Kaiju, the entire island has been placed under martial law, intended to keep the population working despite the attacks. Half of all attacks are aimed at Stelt.

 

Stelt Shatterdome:

Stelt's Shatterdome is a drab, hardened building, built many bio down into the ground, intended to shield the Jaegers in their bays from Kaiju attacks. The walls are bare metal, rusted around the edges, and the floors have a tendency to be somewhat less than pleasant underfoot. The Jaegers bays are identical to Xia's, except with fewer gantries and more utilitarian Jaegers.

 

Artahka HQ:

Buried far beneath the surface of Stelt, the comfortable living quarters and large rooms contrasting vastly to the rest of the island, is the HQ for the group known as Artakha, devoted to capturing Kaiju and using them as weapons against other Kaiju via mind control. There are many holding bays for Kaiju (read: as many as the plot needs) which as-of-yet have not been reconditioned, containing many nasty traps designed to keep them contained until indoctrination has occurred. Long story short, no Kaiju are getting out of there any time soon.

 

Zakaz:

 

The City:

The city on Zakaz, centred around the lake in the middle, is a low, concrete settlement, built quickly in the days after the civil war ended. The streets are unpaved, dusty roads, and what sewers there are are in a constant state of disrepair, blocked and rat-infested. The lake has a number of floating houses built out onto it, designed for easier access to the deposits of metal at its bottom that are used for Jaeger manufacture.

 

Zakaz Shatterdome:

Built on the southern shores, Zakaz' Shatterdome mimics the city, being built out of concrete and with little hygiene inside the structure. It has a notably smaller number of Jaegers than the other two islands, tantamount to the anger issues that plague the Skakdi, meaning that none are able to pilot a Jaeger without another to help.

Metru Nui

In the aftermath of the Great Cataclysm, Metru Nui has become a deadened, silent place. The Matoran are locked in their pods beneath the Coliseum, and the lights in the dome have gone out. A small fracture in the skin of the GSR around its head has caused Aqua Magna seawater to begin trickling into the dome. Many of the low-lying areas in the dome have been flooded completely, and Archives creatures stalk the empty streets and prowl the dark waters.

 

The Kaiju Hive

Created entirely out of a coral reef with holes burrowed through it by Kaiju, the Kaiju Hive is an impressive sight to behold, towering above other natural landforms in the Aqua Magnan ocean. The Kaiju inside are divided into ranks, with the weakest, lowest ranking Kaiju living at the uppermost borders of the extensive tunnel structure inside the reef, and the largest, most powerful Kaiju living deep within the structure. The waters around it are a too-bright blue, contaminated by Kaiju blood, making sure that any creatures powerful enough to face the Kaiju stay well away from the hive. There are many entrances to the hive, although they are more common near the top. At the very bottom of the formation there is just one, gaping entrance designed to facilitate the entrances and exits of the Kaiju Alpha, Sharky. The Kaiju Hive is about 40 kio (34 miles/54.8km) away from the crash site of the MU.

 

5.0: Jaegers

 

Jaegers almost make up the Matoran Universe inhabitants' entire army, the massive mechanical robots armed and armoured to fight Kaiju. There are three different MKs of Jaegers- MK I, MK II AND MK III. Permission to create MK IV Jaegers will be given out on a case-by-case basis as a reward for good playing. Each MK of Jaeger has a different set of weapons and powers, and Jaegers will be able to level up within their MK, granting them more powerful versions of their initial abilities. The Vortixx have also been able to create giant Kanohi for the Jaegers, granting them some specialised powers. Skakdi are able to channel their elemental powers through their Jaegers, although the machinery required takes the space of the Jaeger’s Kanohi. The offensively oriented Kanohi can only be activated in short bursts due to power supply issues. Passive Kanohi can stay active for longer. The list of allowable Kanohi is as follows:

 

Active Kanohi:

Hau- temporarily (One minute) makes the Jaeger impervious to physical attacks.

Miru- allows the Jaeger one strong leap per charge.

Pakari- increases the Jaeger’s arm strength enough for one super punch per charge.

Kakama- gives the Jaeger a short burst of speed.

Pehkui- halves the Jaeger’s size for a minute, although due to its mechanical nature it does not preserve the strength.

Crast- allows the deflection of attacks for thirty seconds per charge.

Mask of Growth- makes the Jaeger 1.5x larger for a minute, although its offensive strength remains the same.

 

Passive Kanohi:

Arthron- gives the Jaeger basic sonar systems.

Ruru- improves the Jaeger’s visual systems.

Calix- increases the Jaeger’s agility.

Mask of Elemental Energy- increases the Jaeger's efficiency, allowing it to store extra power to then be used for stronger attacks.

Kiril- allows the Jaeger's outer hull to repair itself slowly. When I'm talking slowly, I mean slow as in a 5-metre gash taking about 1 hour to heal. It isn't Wolverine-level.

 

Custom Kanohi are allowed.

 

MK Is:

One pilot required.

Standard weaponry and abilities: Stealth-based abilities, rocket fists.

MK Is are smaller, quick, scouts with melee-based loadouts.

·         Level 1 MK Is begin with a stealth system that turns the Jaeger mostly invisible, working like a Volitak; it leaves a faint outline of the mech which can be seen in daylight.

·         Level 2 MK Is gain a system that mutes any external sounds they make in addition to their first ability.

·         Level 3 MK Is have the ability to become fully invisible, Huna-style. Although they are generally unspottable, those who are sharp of eye may notice the slight distortions they make.

 

Are these stealth powers passive or actively activated?

 

MK IIs:

One pilot required.

Standard weaponry and abilities: Ranged weapons, physically-based weapon-enhancing abilities.

·         Level 1: MK IIs begin with an ability that allows them to increase the rate of fire of any automatic weapons they have, like Cordak Blasters or plasmacasters. The shots fired this way aren’t as powerful as normal.

·         Level 2: At level 2, MK IIs gain another ability that increases the power of their shots, allowing for a single more damaging shot before the ability must be activated again.

·         Level 3: Upon upgrading to level 3, MK IIs are fitted with a trio of small scout drones. These A.I electronic scouts can be used to survey the area for a MK II and to help line up shots that are exceedingly far away. The drones can communicate with the Jaeger from up to half a kilometre away.

MK IIs are ranged versions of MK Is which use weaponry such as plasmacasters, Cordak Blasters and the occasional Zamor Launcher. These are used as tactical support for MK Is a lot of the time.

 

MK IIIs:

Two pilots required: each shares with movement and combat duties.

Standard weaponry and abilities: Heavy plasmacasters for close combat, melee-based abilities.

  • Level 1: MK IIIs are fitted with more durable armour from their time of construction, although the weight of this extra armour slows down the Jaeger.

  • Level 2: At level 2, MK IIIs gain a single piece of armouring that is nearly indestructible; this could be a shield, a section of the chestplate, or a shoulder pauldron. Due to the necessity of having instruments inside the conn-pod, the extra armour cannot be placed on it.

  • Level 3: At level 3, MK IIIs gain the ability to go into an overdrive mode for a few minutes; when activated, this increases the response speed and general fluidity of the Jaeger, at the expense of not being able to use its weapons, only its fists.

MK IIIs usually have a range of weaponry both melee and ranged, but they are slow, large and need two pilots so that the beings' minds aren't overwhelmed by the strain of piloting it. MK IIIs are deployed as commanders for attack forces, aiming to take down large, powerful Category 3 Kaiju using their large arsenals.

MK IVs:

Number of pilots required varies widely between units.

Standard weaponry: Again, varies between units.

MK IVs are rare, being expensive to construct but very valuable on the battlefield. Characteristics vary wildly between MK IV units, as they were designed to have modular sections in order to respond effectively to a number of different situations without needing to build Jaegers with completely new chassis. Some MK IVs’ characteristics include one example having a third arm, another being quadrupedal, and another having something akin to a large plasmacaster instead of a head.

NOTE: MK IVS MAY ONLY BE CREATED WITH EXPRESS PERMISSION FROM MYSELF, DANE OR ULTIMO.

By no means are you limited to these rough weapon specs, but if you have too many weapons on your Jaeger or ones that don't fit the MK, the profile won't be approved.

 

6.0: Drift technology

Drift technology is tech developed by the Vortixx that is able to link two or more beings’ minds together, creating a Kaita mind out of the personalities and memories. Drift technology was initially developed in order to make the use of MK III Jaegers feasible, but was eventually rolled out to the Skakdi as well, using it to encourage trust and empathy in them, which helped to end the wars on Zakaz. When characters are drifting, each player involved in the drift can only control one character that is drifting, for the sake of fairness. When the beings’ minds merge to form a Kaita mind, the players whose characters are involved need to decide among themselves what to do, and they share the responsibility of posting as the Kaita mind- for example, if my character was drifting with Dane’s, the two would form a Kaita mind with their combined personalities and memories, but we would have to decide between us what to do, and both of us could post as the Kaita mind if we decided who would be posting and what our linked characters would be doing.

Skakdi controlling Jaegers must drift when piloting, no matter what MK of Jaeger they are using.

 

Can any species drift with any other?

 

7.0: Kaiju

Kaiju are giant, fully organic amphibious monsters from Aqua Magna. Kaiju blood, also known as Kaiju Blue, corrodes and rusts away many known materials, making it a potent weapon against the islands. It was this that prompted the development of plasma-based weapons, as they cauterise wounds instantly. Kaiju have near-unique adaptations which become more advanced as the categories increase. These adaptations include, but are not limited to:

 

Chameleon skin- does what it says on the packet. Beware, though, this doesn't give you full invisibility.

Electric skin- gives an electric shock able to knock out a being when the skin is touched. This can mess up a Jaeger’s electrical systems temporarily.

 

Elemental Breath- the Kaiju is able to breath out a stream of one of six elements, Fire, Ice, Acid (Excess Kaiju Blue), Air, Water and Lightning. The lightning produced by Kaiju is not conducted by water.

Sonic booms- These Kaiju can produce a sonic boom through their mouths- think of it like a big shockwave.

 

EMP Bursts- possessed exclusively by Category 3 Kaiju and above, these bursts are able to disable or stun a Jaeger for a few minutes. They are powerful enough to destroy MK II scout drones.

Elasticity- temporarily allows the Kaiju’s body to stretch like a rubber band.

Mental blasts- these blasts are pure psychic energy. They can be used to stun and, in extremely severe cases, kill Jaeger pilots.

 

Custom adaptations are allowed.

 

All Kaiju PCs start off at Category 1, with a non-offensive skin-based ability; this can be one of the two shown, or it can be custom.

When one of the GMs decide that the Kaiju is good enough to move up a category, their player will be notified via PM. When a Kaiju moves up a category, they gain size and another adaptation; the ones available to Category 2s are Elemental Breath abilities and sonic booms. Those available to Category 3s are EMP bursts, Elasticity and Mental Blasts. When a Kaiju upgrades to Category 4, they go through a violent metamorphosis where they gain a unique ability and occasionally some even obtain crazy new physiology like extra limbs or another head.

Like with the Jaegers, I want to see lots of unique adaptations so that we can make this game as interesting as possible.

 

How exactly does the leveling process for PCs work? Is it similar to Corpus (quest/merit based) or are there set parameters?

 

8.0: Staff Characters

Miras:

Name: Arkie

Species: Ko-Matoran

Gender: Female

Arkie is tall and wiry, with a cybernetic left arm. Her white and silver armour is scorched, scratched and dented from a lifetime of fighting Kaiju. Grim and determined, this Matoran has been in command of just about every Jaeger in the inhabited universe since she lost her arm.

Jaeger: Jatikko

Jaeger nickname: Jatikko

MK: V- MK V Jaegers are very rare, meaning no players will be allowed to have them. The reason for this is that MK Vs are very advanced, and therefore take a lot of time and resources to build. Since the smaller universe has been using the current resources for about 60,000 years, the aim is to conserve them in order to build other Jaegers.

Kanohi: Faxon (Works like normal)

Weaponry: Twin plasma cannons on the shoulders, capable of taking down a Category 5 Kaiju; Rocket fists; swords stored in the arms, able to cut through a Kaiju’s hide with ease; “The Godkiller”- a giant hammer.

Appearance: Jatikko is loosely built, its general structure being reminiscent of Arkie with long, powerful limbs. The Jaeger is painted white and blue.

 

Name: Inikhi

Species: Su-Skakdi

Gender: Male

Inikhi is the current ruler of Zakaz, elected from the warlords of the island. Although, like all Skakdi, he is quite violent, Inikhi prefers to survey situations from a distance, keeping out of most matters.

 

Dane:

Name: “Sharky”

Species: Kaiju

Gender: (Alpha) Male

Category: 5

The Alpha of the Kaiju, Sharky has a combination of Ice and Lightning breath, which he seems to vary depending on the situation. His teeth also leak Kaiju blue when they bite. His hide can electrify at will, and he has amazing swimming capabilities. He is very strong. Sharky is VERY dominant, he doesn’t like his authority challenged. He's literally a way overgrown Knifehead. He is massive, and has claws extending from each of his arms on each side. He is a dark blue, with green energy patterns. His tail is covered with spikes. He has a large shark like fin on his back, which lights up when he uses his elemental breath, and he has long claws on each of his arms.

 

Name: Vofosu

Species: Vortixx

Gender: Female

Powers/Gear: A plasma sword strapped to her thigh.

Personality: Determined and hardened, Vofosu isn’t like the stereotypical Vortixx, she is determined to win the war, for the better of all the Matoran Universe

Bio: Quickly rose to power after being one of the top fighters. She became the overall commander of the Vortixx forces, ruling over Xia.

Appearance: She’s a Vortixx. Whaddaya think?

 

Ultimo:

Name: The Carpathian

Gender: Male

Species: Vo-Matoran

Powers/Gear: Indoctrination. Allows him to subtly influence a person over a long period of time to his own way of thinking. The longer and closer the contact, the more complete this indoctrination becomes.

Personality: Charming, and suave, The Carpathian has a way with people that is hard to explain. Driven to his cause, and rather close-minded, he is generally unwilling to see other methods before his own.

Bio: Not much is known about the Carpathian before his rise to power over a group known as Arthaka. Only his closest advisers even know where he acquired his strange indoctrination power. After the fall of the Toa, he and his group became devoted not to killing Kaiju, but capturing and controlling them to fight other Kaiju. (if you wish to have an indoctrinated Kaiju, PM one of the GMs)

Jaeger: Illusive Trap

 

Jaeger Nickname: Illusive Trap

MK: V

Weaponry: Chest mounted Stasis field generator, able to contain even a CAT 5 Kaiju. Retractable electric batons, designed to incapacitate. Electrically charged fists.

Appearance: Large and simply built, Trap has no paint, being a simple burnished nickel colour, with blue glowing lights.

Kanohi: Avsa (Allows Trap to drain energy from Kaiju, charging itself while tiring the Kaiju)

 

9.0: Profile Creation

 

Character profile:

 

Name:

Species: Steltian Elite, Vortixx, Matoran, Kaiju, or Skakdi. Custom species are allowed, although it is up to the GMs to decide whether or not to approve them.

Gender:

(if Kaiju)Category: You can only have up to Cat 3. Cat 4s are only allowed with express permission from a GM.

(if Kaiju)Adaptations: Look above for all the guidelines on that.

Powers/Gear: Your character’s possessions and powers. Please take note that rifles and such will be unapproved. Pistols are more approvable.

Personality: (Self explanatory)

Bio: Your character’s life story.

Appearance: (Self explanatory)

Jaeger:

 

Jaeger profile:

 

Jaeger nickname:

MK: Look above for guidelines on that. MKs I-III are allowable.

Kanohi: See above in 5.0.

Weaponry: Try not to get too OP with those. Pick your weapons accordingly with your class.

Pilot(s): All the people who pilot this Jaeger.

Appearance: What does your Jaeger look like? All MK I-III Jaegers are humanoid.

 

 

RULES:

 

1. All BZP rules apply.

2. Use the tag “IC” at the beginning of a post to indicate writing that advances the story. Use “OOC” to indicate what doesn’t, like short player-to-player comments which aren’t long enough for the discussion topic.

3. No god-modding.

4. No bunnying- controlling other players’ characters- without their permission or, if it comes to it, the staff’s.

5. Metagaming is a big no-no. This means using information gathered as a player IC- an example could be, if you are in a fight, you look at the profile of the character you’re fighting, discover their weaknesses, and then have your character magically find out your opponent’s weaknesses. So don’t do it.

6. No insta-items- aka, items that appear out of thin air. You can’t have your Jaeger run out of rounds for its machine gun and then fire the machine gun again in the next post, for example.

7. All profiles must be approved by a GM before the characters in them can be played.

 

Couple other mentions are purely related to aesthetics. One being that the staff profiles could be a little more detailed, second being that a couple important NPCs ought to be listed: Shatterdome managers, city government type people, head engineers or repairmen type people, just some NPCs to give a little fluff and live to the locations. They don't need detailed profiles, but maybe a note at the end of each location describing them.

 

Thirdly, you use bionicle measurements and human measurements interchangeably a few times. Pick one and stick with it. Fourthly, you use too many acronyms and numbers for my taste. Instead of saying MK IV, 50 bio tall or GSR, I think it'd looked better to spell these things out. That's purely nitpicking though.

 

EDIT RRRGHGHHAAH

 

To paraphrase TPTI from another time and place, vis a vis story. You're a tad bit light on that front. You have hints of overall goals and mechanizations, but no genuine details. You're giving people cabbage when they might want steak.

Edited by Tiragath

...but close to it

Link to comment
Share on other sites

 

 

You should update the screennames here

Will do so.

 

 

Are the Kaiju informed of these events? Are their Kaiju led events, ie, a group preparing for an offensive or defensive rather than the other way round?

Not sure what you mean here, T; could you elaborate?

 

 

Are these stealth powers passive or actively activated?

Active.

 

 

Can any species drift with any other?

No. You can only drift within your species, seeing as the Vortixx haven't yet cracked how to link the minds of different species together- it's like how you can't form a Toa Kaita with two Toa and a Skakdi.

 

 

How exactly does the leveling process for PCs work? Is it similar to Corpus (quest/merit based) or are there set parameters?

Like with MK IVs, level-ups will be given out at our discretion; since, obviously, some stuff like battles won't be open to all PCs because of quests, we'll be handing out level-ups as we see fit.

 

 

Thirdly, you use bionicle measurements and human measurements interchangeably a few times.

I'll go fix that- originally I wanted to use all in-universe measurements, so I'll fix it to keep the IC measurements with human measurements in brackets so it isn't necessary to go over to BS01 with a calculator.

 

 

Instead of saying MK IV, 50 bio tall or GSR, I think it'd looked better to spell these things out.

nopenothappeningilikemynumbers

 

 

 One being that the staff profiles could be a little more detailed,

We were trying to keep them concise, seeing as technically they're NPCs, and I also wanted to not gum up the post with expansive profiles.

 

 

second being that a couple important NPCs ought to be listed: Shatterdome managers, city government type people, head engineers or repairmen type people, just some NPCs to give a little fluff and live to the locations.

We'll add some of that stuff.

VBWj75sh.png

Link to comment
Share on other sites

Eh I could go either way. Spelling out a number works in some cases others it is better to post in numerical form. For example when addressing a height weight one normally sees a numerical value over the spelling. Same with monetary values. While it is true when writing checks you need to also spell out the value, most people would agree I'd think that the number listed in the top right is where most people's eyes naturally go first when looking at such a note.

 

It is also normally easier to read a single numerical value in smaller values over the larger ones.

What is easier and faster to read:

50.7 height, Or

fifty point seven height.

Or further Fifty and seven tenths height.

 

now larger numbers such as 1,558,454,755 could read quickly as one billion, five hundred fifty-eight million, four hundred fifty-four thousand, seven hundred fifty-five. What would you really rather read? Me I'd pick the numerical value. Shorter and easier to read.

"A stranger will always be a stranger unless you give them a chance."

:m_p: :r: :m_o: :w: :l:    :n: :i: :g: :h: :t: :w: :m_o: :l: :f:

 |premierball.png| <- My Pokémon | BZPRPG Characters: Po-Matoran Doseki & Nui-Jaga Scorpio; Ga-Matoran Orca 
Matoran und Panzer: Doseki & Glitch | Marvel RP PC | Mata Nui Monopoly: Come... Own a piece of the legend!

Onua.png

Link to comment
Share on other sites

Knightfall updated to version 0.7. Some polishing. I added dungeons to castles and a justice system. I think the game is 99% ready now. After Matoran und Panzer ends, I will let Miras and his pals post Y60k in the judging thread first. Thinking about writing a 'prologue' background story and posting it on the Epics forum.

 

Any feedback would be nice.

Edited by Daniel the Finlander

still alive somehow

BZPRPG profiles

Link to comment
Share on other sites

Knightfall updated to version 0.7. Some polishing. I added dungeons to castles and a justice system. I think the game is 99% ready now. After Matoran und Panzer ends, I will let Miras and his pals post Y60k in the judging thread first. Thinking about writing a 'prologue' background story and posting it on the Epics forum.

 

Any feedback would be nice.

If a prologue happens, a link to it should be provided somewhere in the opening game post for those who wish to read it.

Other than that relatively minor suggestion, I personally can't think of anything else that needs changing while in the process of writing this.

Edited by Timageness

Epics: 

Hero Factory: Contagion

RPG Characters:

BZPRPG Characters

RPG History:

The Asylum, Bionifight Infinite, Year 60,000, Matoran und Panzer, HF RPG 2.0, Wasteland, Corpus Rahkshi, Skyrise

GM Résumé:

Matoran und Panzer (Formerly Appointed Co-GM), Corpus Rahkshi (Former Substitute Co-GM)

 

 

Feel free to shoot a PM my way if you're waiting for me to respond to something and I've been taking a while to do so.

Link to comment
Share on other sites

  • 2 weeks later...

 Anybody interested in a RPG set on Spherus Manga where the Shattering never happened, the Agori developed into kingdoms, and general war and nonsense happens?

 

 Finer details are being ironed out. I do admit I may just ignore parts of the canon as my understanding of Bionicle so far is limited to a few videos on youtube explaining the whole ordeal in 10 minutes.

Link to comment
Share on other sites

 Anybody interested in a RPG set on Spherus Manga where the Shattering never happened, the Agori developed into kingdoms, and general war and nonsense happens?

 

 Finer details are being ironed out. I do admit I may just ignore parts of the canon as my understanding of Bionicle so far is limited to a few videos on youtube explaining the whole ordeal in 10 minutes.

If you're looking for somewhere that can explain pretty much all your Bionicle needs then might I recommend BS01? Its got a page for pretty much anything you might need on Spherus Magna.

 

And to add to what 000 said, if they're all fighting then it might be worthy to expand upon why they're fighting, or what they're fighting over

7AOYGDJ.jpg

Link to comment
Share on other sites

 

Has anyone pitched an Idea for a Bionicle-style Reality TV show RPG yet? I think I might make one if anyone's interested in being a GM.

Reality show as in one like Big Brother, one like Survivor, or one like The Real Housewives of X Location?

 

Sort of like the first, as in "A bunch of ordinary people are taken out of their general surroundings and put into unusual circumstances" type of thing. Due to my Lack of understanding of American Reality TV shows, would you care to elaborate on other two mentioned?

wGF2PMb.png


 


lof_teaser.png


(I'll do this eventually, I swear...)


 


My BZPRPG Characters


Corpus Rahkshi Characters: Kol Arsenal Swarm Amalgamation


Skyrise Characters: Zavon


 

Link to comment
Share on other sites

 

 

Has anyone pitched an Idea for a Bionicle-style Reality TV show RPG yet? I think I might make one if anyone's interested in being a GM.

Reality show as in one like Big Brother, one like Survivor, or one like The Real Housewives of X Location?

 

Sort of like the first, as in "A bunch of ordinary people are taken out of their general surroundings and put into unusual circumstances" type of thing. Due to my Lack of understanding of American Reality TV shows, would you care to elaborate on other two mentioned?

 

Well, you know how Big Brother works, right? Challenges, trapped in a house together, etc. Well, Survivor's like that, except it has the added element of being on a tropical island and having to survive there.

 

Of course, those are reality game shows. A regular reality show (Real Housewives, Keeping Up with the Kardashians, etc) is just following some arbitarily famous people around until something interesting happens.

LEGO Republic:

The Valkyrie

The "Christmas Brick"

 

My BZPRPG Profiles

 

Now a proud member of The Kanohi Force

76561198041367047.png

Link to comment
Share on other sites

If that's the case, Clearly the first one. We have a thing like Survivor in the UK, It's called "I'm a celebrity, get me out of here", but I'm getting Sidetracked.

 

So, Reality Game Show Bionicle RPG... Who's with me?

wGF2PMb.png


 


lof_teaser.png


(I'll do this eventually, I swear...)


 


My BZPRPG Characters


Corpus Rahkshi Characters: Kol Arsenal Swarm Amalgamation


Skyrise Characters: Zavon


 

Link to comment
Share on other sites

 

 

Anybody interested in a RPG set on Spherus Manga where the Shattering never happened, the Agori developed into kingdoms, and general war and nonsense happens?

 

Finer details are being ironed out. I do admit I may just ignore parts of the canon as my understanding of Bionicle so far is limited to a few videos on youtube explaining the whole ordeal in 10 minutes.

If you're looking for somewhere that can explain pretty much all your Bionicle needs then might I recommend BS01? Its got a page for pretty much anything you might need on Spherus Magna.

 

And to add to what 000 said, if they're all fighting then it might be worthy to expand upon why they're fighting, or what they're fighting over

Yes, that is part of the details being ironed out. I'll have something more concrete soon.

Link to comment
Share on other sites

"A bunch of ordinary people are taken out of their general surroundings and put into unusual circumstances" 

 

Gotta be honest, that sounds a lot like Bionifight. Or, what Bionifight was like before yesterday's big shake-up. 

  • Upvote 1

Embers - a new Bionicle Epic - Teaser

Class Is Out - A Farewell To Corpus Rahkshi - Chapters/Review

BZPRPG Characters - Minnorak, Kain, T'harrak, Savis, Vazaria, Lash

BZPRPG Mercenary Group - The Outsiders - Description - History - Base

Ghosts Of Bara Magna - Ash Tribe - Precipere - Kehla, Somok, Skrall, Gayle, Avinus, Zha'ar

Link to comment
Share on other sites

I haven't been keeping tabs on Bionifight. What's been going on over there? Also aren't reality shows like Big brother(Never watched it) and Survivor(Seen parts) Based on doing some task that teams compete to complete? Some are head to head, like say a race or tug of war, while others are turn based, like running an obstacle course. How would that Translate to an RP setting?

"A stranger will always be a stranger unless you give them a chance."

:m_p: :r: :m_o: :w: :l:    :n: :i: :g: :h: :t: :w: :m_o: :l: :f:

 |premierball.png| <- My Pokémon | BZPRPG Characters: Po-Matoran Doseki & Nui-Jaga Scorpio; Ga-Matoran Orca 
Matoran und Panzer: Doseki & Glitch | Marvel RP PC | Mata Nui Monopoly: Come... Own a piece of the legend!

Onua.png

Link to comment
Share on other sites

 

"A bunch of ordinary people are taken out of their general surroundings and put into unusual circumstances" 

 

Gotta be honest, that sounds a lot like Bionifight. Or, what Bionifight was like before yesterday's big shake-up. 

 

Except instead of stabbing each other, they vote each other out of the house.

 

@Prowl; It could be done one of 3 ways; 1. a stats system (NO) 2. random number generator, 3. trusting players to play fair.

 

I think the best way to do it would probably be using a random number generator. It's technically fair, but a little clunky.

LEGO Republic:

The Valkyrie

The "Christmas Brick"

 

My BZPRPG Profiles

 

Now a proud member of The Kanohi Force

76561198041367047.png

Link to comment
Share on other sites

 

 

"A bunch of ordinary people are taken out of their general surroundings and put into unusual circumstances" 

 

Gotta be honest, that sounds a lot like Bionifight. Or, what Bionifight was like before yesterday's big shake-up. 

 

Except instead of stabbing each other, they vote each other out of the house.

 

@Prowl; It could be done one of 3 ways; 1. a stats system (NO) 2. random number generator, 3. trusting players to play fair.

 

I think the best way to do it would probably be using a random number generator. It's technically fair, but a little clunky.

 

Since it is a Bionicle RPG, you guys actually may want to incorporate the stabbing each other bit somehow.

It's probably going to end up happening anyway, especially with the current RPG lineup being what it is at the moment. Just saying.

Edited by Timageness

Epics: 

Hero Factory: Contagion

RPG Characters:

BZPRPG Characters

RPG History:

The Asylum, Bionifight Infinite, Year 60,000, Matoran und Panzer, HF RPG 2.0, Wasteland, Corpus Rahkshi, Skyrise

GM Résumé:

Matoran und Panzer (Formerly Appointed Co-GM), Corpus Rahkshi (Former Substitute Co-GM)

 

 

Feel free to shoot a PM my way if you're waiting for me to respond to something and I've been taking a while to do so.

Link to comment
Share on other sites

okay, so, it'll be a while before i feel experienced or good enough at this to actually host an RPG (though i've got nothing but time to do so, haha) but i believe this is the place to put earlier drafts of concepts to have hem sorted out? and i've got an idea that i feel is interesting but is also in the "needs feedback a LOT" stage, so, uh:

 

Webfingers [A Bionicle RPG]


Times are tough in the seas of Mahri-Nui, The great spirit is dead, it has been years since the battle to keep him alive, and the island of Voya-Nui lies crumbling in the seabed some distance away, looming like a grim mountain of defeat.
The Mahri-Nui inhabitants have since grown used to the influx of bizzarley mutated outsiders wandering into town, pit-prisoners, refugees from the dying world below, travelers from another dimension, they come from all kinds of places, but they stay in Mahri-Nui.   

 

The undersea city, (now the size of what a surface "island" would be) is the only safe, habitable sopt on the whole of Aqua Magna's surface, and welcomes anyone who seeks shelter, provided they don't cause any trouble. It helps that, with their biological enhancements, these fish-people are quite capable defenders, and often earn the matorans' trust through slaying deep sea monstrosities, or venturing to find repair materials, some have even become local heroes in time. speaking of venturing, there be treasure in those waters too! So get your closest pals and form a questing party!

Still, though life is getting better for the undersea city, something lurks in the shadowy depths, something worse than any known monster, something to change the lives of all Mahri-Nui inhabitants...

Races:

So, you're a prisoner who only recently found out the pit is open? an escaped MU inhabitant? that's cool! but it doesn't matter what species you were before you stepped into the mutegen of the pit, because now you're one of the following:

Teuthiforms-[sea squid]

As a Teuthiform you get several unique traits, you are not only slightly vampiric, but you have multiple simple limbs at your disposal! (number of spare arms ranges from 1-4, they cannot manipulate a weapon, but can hold any other object, as well as open doors.) Your eyes are very large, and your organic components, soft. your bones are reduced to a rubbery substance, and you're the most flexible race.

Crustiforms-[ussal Crab]
You're armored, you're heavy, you're heavily armoured! Crustiforms are slow, but they can take a beating like no other! As a Crustiform, you get 1-2 Protodermic Claws, (having two meant you cannot manipulate weapons!) fair warning! though you can be out of water longer than others, you're much weaker to heat!

Ehleform-[Electric fish/Catfish]
Covered in spines and barbels from head to toe in any arrangement under the sun, as an Ehleform, you can produce arcs of lightning from your body! beware though, this ability has a cooldown (more on this later). as well as having these shocking powers, Ehleforms have heightened senses, and can use their electroreceptors to find hidden objects more easily.

Takemorph-[Takea Shark]
A strong swimmer with a strong sense of smell, hampered only slightly by your newfound carnivorous bloodlust, Monsters will be more likely to fear you as a Takemorph, but matoran will also be hesitant to approach you, Pit Takea develop unique red marks along their bodies from digesting the iron-rich meat, if you feed frequently, you will too. (they fade after four days without a kill.)

Kavaform-[Tarakava]
Stronger than a Takemorph, but without the great sense of smell or the ravenous bloodlust, Kavaforms have amazing upper body strength, and accurate eyesight that can see through smokescreens and dust clouds, as well as dark places! key features of your body will be prominent tusks and brow ridges.

 

Cetazoid-[Razor Whale]
A cetazoid is the larges mutation, often very bulky and powerful swimmers (and brawlers!) most finesse weapons are too small for them to weild practically in their huge fists, so the fists often make better weapons themselves!
Cetazoids have strong fins and tails, and rows of sharp thorns down their backs and arms.

Lophisions-[Anglerfish/viperfish/dragonfish]
Known for their large and fearsome females, Lophisions employ lights and baubles on various parts of their bodies to either confuse, attract, or deter a foe. when all else fails, those rows of needle-sharp teeth come in handy!
Lophisions are poor swimmers.

Myliobans-[rays/guitarfish]
A Mylioban is equipped with graceful and swift movement abilities, and the inherent abiltiy to blend in near seamlessly when sitting still. they may also have potent venom stingers, though the locations of such things are random.
some parts of your body become distorted and flat when you contract this mutation.

Medusids-[Jellyfish,Man-o-Wars,Polyps]
Exhibiting the same soft-bodies and flexibility of a Teuthiform, the Medusids are also known for their soft glow and transparent organics, the other common feature you gain upon transformation is retractable venom cells, which in a pinch, can fire a dart into your opponent, before recharging for a day.
Medusids have round, soft figures, and thin, wispy limbs.

Stomamorphs-[shrimp,sea-spiders]
Thin and twiggy, and frequently covered in sharp pricks, Stomamorphs have the best eyesight, and can see in slow-motion, they also come in a variety of bright colors, and may exhibit bio-luminescence.
Stomamorphs get super-speed, mostly in their forelimbs.

 

Patrons:

These are your companions for life! a sea creature you bonded with and also the source of your fishy genetics, a Patron will treat you as its kin and defend you, or aid you in questing, but may leave you if you treat it poorly or with abuse.
(the patron will be of the same or similar origin species to your selected species.)

Locations:

~Mahri-Nui~

a location so large, it contains sub-locations:
TA-MAHRI: the remnants of the Voya-Mahri-Nui volcanic link, the waters here can reach boiling and magma and sulfer spew into the sea from many tubes and vents.
GA-MAHRI: the closest to the waters, Ga-Mahri is notable for its mutagen-filtering refineries, where pure water for the villages is extracted and cleaned.
LE-MAHRI: the great airweed fields extend from here, and despite the harrowing job of venturing into the deep, the Le-matoran are the most cheerful around.
KO-MAHRI: deepest and closest to the pit, the Ko-matoran seem to almost endjoy the dreary, cold currents that pass over their dome, or the ghastly visage of a luminous and skeletal fish, here they catalog beasts and plants of the deep.
PO-MAHRI: set into the highest side of the cliff, Po-Mahri is where the stones come from, as they chip away at the seamounts to get precious building and sculpting materials.
ONU-MAHRI: Onu-matoran began years ago, working on a huge clay pit that fills the whole of their mahri and plunges deep into the seabed, it seems they are never quite happy until they're under the earth.

~The Pit~

the sprawling darkness beneath Mahri-Nui's ledge, down here lies the ruins of the prison, and a host of dark secrets.

~Karda-Nui~

Accessible only through the pit, these twisting dark tunnels may take days to traverse, don't feel smug yet though, just because you're out of the water, doesn't mean you're any safer, and some of the worst things lurk this far down...

~Voya-Nui~

The towering ruins of the fallen island, Voya-Nui sits just across the pit from Mahri-Nui, and is covered in its own challenges, traps, temples, and secret treasures. Sometimes it emits a green glow.

 

this is, obvs a bare-bones outline, but i hope the gist is there? (you're a fishman with a fishy partner who helps the matoran of mahri nui, or hinders, if that's your thing...) if i forgot anything let me know. :u

 

EDIT: Here's a MAP i made just now, it might help, maybe not, idk, i like making maps for everything.

Edited by Rahkshi Lalonde

bnnrimg1.pngbnnrimg2.pngbnnrimg3.pngbnnrimg4.pngbnnrimg5.pngbnnrimg8.png

 

Link to comment
Share on other sites

We can play as Sea Rahi? A cool idea, but some people would prefer to be a more familiar race like Toa, Vortixx or Skakdi. 

 

well, less like rahi and more like Barakki, or, barakki-like things, pit mutants, if you will.

 

(i kinda avoided those because A. the theme is mutant-fishmen, and B. every RPG seems to use skakdi/vortixx/etc, i was worried it'd be boring given the setting. :0)

 

[technically they are toa, skadi, vortixx etc underneath, the races just refer to mutations/ to theoretically unify the vast array of fish-power possibilities, i decided any previous abilities your character's species may have had wouldn't be useable as long as they were mutant.]

bnnrimg1.pngbnnrimg2.pngbnnrimg3.pngbnnrimg4.pngbnnrimg5.pngbnnrimg8.png

 

Link to comment
Share on other sites

An underwater RPG would be kind of cool I think. It would be different from the land walkers RPG we normally get. Not sure I like the species list though playing as a Shark could be cool. What's on tap for customization. I don't see a profile template.

"A stranger will always be a stranger unless you give them a chance."

:m_p: :r: :m_o: :w: :l:    :n: :i: :g: :h: :t: :w: :m_o: :l: :f:

 |premierball.png| <- My Pokémon | BZPRPG Characters: Po-Matoran Doseki & Nui-Jaga Scorpio; Ga-Matoran Orca 
Matoran und Panzer: Doseki & Glitch | Marvel RP PC | Mata Nui Monopoly: Come... Own a piece of the legend!

Onua.png

Link to comment
Share on other sites

An underwater RPG would be kind of cool I think. It would be different from the land walkers RPG we normally get. Not sure I like the species list though playing as a Shark could be cool. What's on tap for customization. I don't see a profile template.

 

oh, right, yeah, i figured i'd ask for concept feedback before getting into that stuff, oops,

 

it's basically-

 

Name-

Gender-

Element*-

Mutation Form-

Weapon-

Two additional features from a list i'll compile, to make each mutation more "unique"

 

Masks can be used by mutants as default, but they can only be found as a quest treasure, basically. (originally only Kavaforms were gonna get masks, but that seemed like a good way to get 600 Kavaforms and nothing else. :t)

 

*elemental abilities aren't unlocked by default either, the mutagen blocks them so "element" means "color" since you start with so much wonky stuff as is, it felt more balanced for toa-like abilities to be boons for progress, y'know? (might change based on feedback, ofcourse.)

bnnrimg1.pngbnnrimg2.pngbnnrimg3.pngbnnrimg4.pngbnnrimg5.pngbnnrimg8.png

 

Link to comment
Share on other sites

I think there should still be a slot for pre-mutation species, if for no other reason than to get an idea of the size of each character. For example; Matoran, Toa and Vortixx would all look quite different even if they all wound up as the same type of mutant. 

Embers - a new Bionicle Epic - Teaser

Class Is Out - A Farewell To Corpus Rahkshi - Chapters/Review

BZPRPG Characters - Minnorak, Kain, T'harrak, Savis, Vazaria, Lash

BZPRPG Mercenary Group - The Outsiders - Description - History - Base

Ghosts Of Bara Magna - Ash Tribe - Precipere - Kehla, Somok, Skrall, Gayle, Avinus, Zha'ar

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...