Gathered friends, listen again to our legend of the Bionicle. In a time before time, we, the Matoran, fled from the great disaster, and formed our great city, of Kongero Nui.
I'm looking for a few people, six to be perfectly frank, to play a short campaign (I'm thinking writing level High-Casual or Advanced.) similar to a story from the early/mid years of Bionicle.
Lego product line/theme whose story revolved around biomechanical characters with elemental powers.
Specifically, a select group of Matoran (villagers with an elemental affinity, but no elemental powers) from different parts of the city, become Toa (warriors with elemental powers, tools/weapons for combat, and masks called Kanohi which grand them varied additional powers) during a festival. I won't include any complex plot machinations yet, and I'm doing this mainly to test how well a Bionicle roleplay will work (but also because I really like Bionicle and I want to have some fun with something that was around for half my life at the time it ended). The relatively short-term nature is to allow the story to be expanded upon later if the group wants to, without having a long-term commitment attached. The plot will focus on the team forming, and learning to deal with each other and the implications of their new-found powers as they travel towards a common, seemingly simple goal thrust upon them by their transformation.
I'd personally like to keep to the tone of the original series, which was somewhat serious, but had room for fun and comedy. Well, to be honest, it will be a little more real/darker. Not like, super gritty like the Power/Ranger short that was made, but the city of Kongero Nui will be more like a real city, with its own problems, both from a slight criminal element, and the imperfection of those who run it. Speaking of the city- it will have one area for each element, but only six leaders, hailing from each of the common elements of the series. (Leaders being called Turaga- elder-looking individuals with slight elemental and mask powers who serve as guides and sources of wisdom.) The elements are Fire, Water, Air, Earth, Stone, and Ice, as the common elements, (earth referring to the actual terrain, whereas stone is specifically rocks and the manipulation thereof) with Plantlife, Lightning, Iron, Magnetism, Plasma, Sonics, and Psionics as additional elements, and Shadow as an element mainly for enemy characters, and Light as a legendary element that's not touched on all that much from a character-usage standpoint, or, rather, won't be in this roleplay.
In the original storylines, each element had a specific gender with which it was associated. I sorta feel like that's a bit cheap, and one of the weak points of the Bionicle story. That restriction will not be placed on any of the characters here. Your character can have any gender you want (no offensive/vulgar stereotypes though), have any personality you want (that's not uninspired or too grating/abrasive), and be of any of the available elements. What I would rather stay the same, however, is that the color schemes of the specific elements be generally kept to. So a fire Toa should look in some way like a fire Toa. When the Matoran transform into Toa, they will gain power over their specific element. This typically does not change from what element they had as a Matoran. Toa also utilize Great Kanohi, masks whose power can actually be used, unlike the powerless masks that keep the Matoran conscious, or the Noble Kanohi masks which the Turaga can use, but function weakly. Masks can change from what they were as a Matoran when they become a Toa, but certain masks with more dangerous or devious powers are typically considered immoral to use by Toa. On the subject of masks, no, Legendary Golden Kanohi won't be a factor. They are far too powerful, and they can't even exist as anything less than their legendary states. You can make a custom mask for this rp, or use a previously established mask, but I will check them all to make sure they're not unreasonably powerful.
Once every year, the citizens of Kongero Nui gather to watch the Red Star pass low on the northern horizon. Long has it been said that the light of the Red Star brings prosperity to the Matoran of the land. Legends also speak of the city's birth, and the mythical Toa stone that was brought with the first passing of the Red Star. Long has it been guarded, and the very existence of a Toa stone, let alone a Toa, have faded into the realm of myth and fairytale.
Characters:
Name: Element: Mask: (Name/Title, i.e. Kanohi Hau- Mask of Shielding. Only the current mask.) -----(Use this section to make notes about the mask, such as if it's custom, what its shape is, and what its limitations are.) Gender: Appearance: (At presnt) Occupation: (What's the character's job? Before being a Toa, what do they do with their day?) Description: (Of personality, attitude, mannerisms, etc.) Tools: (Describe/list the tools/weapons the character has at the current time.)
Relationships:
(How does your character know or interact with the other characters? At the start, just how they know them before they become Toa. After, put their thoughts on them now. You may write this portion in-character.)
Journal:
(If you have anything you want to write down, like character thoughts/reflections, put them here.)
Bag:
(An ordered list of what the character has on them other than weapons, if applicable. Currency is called widgets.)
Element, Colors, Prefix Fire, Red, Ta Water, Blue, Ga Air, Green, Le Earth, Black, Onu Stone, Brown, Po Ice, White, Ko Plantlife, Green and Blue, Bo Lightning, Blue and white, Vo Iron, Metallic Grey and Burnt Orange, Fe Magnetism, Gunmetal Grey and Black, Fa Gravity, Purple and Black, Ba Plasma, Orange and White, Su Sonics, Grey and Black, De Psionics, Blue and yellow or gold, Ce
The City
The Vatali
These Rahi like Machines are the city's main security system. With long, almost serpentine bodies, and three pairs of wings, these systematic sentinels fly high over the city streets, typically circling close to buildings, keeping an ever watchful eye on the Matoran below.
Ta-Congro Where the passionate, productive Ta-Matoran make their hearth, this area houses the fiery smokestacks and factories of Kongero Nui. Materials are brought from the northern sectors of the city and fashioned into various goods. A thin layer of soot coats the simple streets; thick walled stone houses harkening to a bygone era where the inhabitants of the city lived in a volcanic crater. The mountains that back Ta-Congro are a constant reminder of the land whence they came, With the conditions inside the work-floors only matched by the Ta-Matoran’s fiery tempers, these citizens are the first to call for action in most matters.
Ga-Congro Thin walled houses raised on pillars of wood are the scattered homes of the Ga-Matoran. Jetties and docks line the coast where fishing boats are sent out in the morning and haul their catches of sea creatures at sunset. Despite the bogged down ground and oppressive scent of fish, the Ga-Matoran spend their days happily and simply, swimming in the shallows of the kelp beds from which many soft-lines are made, including the fishing lines they use. Most residents of Kongero Nui only know Ga-Congro for its fish market, but beyond the misty facade is a land where beauty is much appreciated. In fact, much of the art that finds its way into a display case is at least in part from Ga-Congro.
Le-Congro The deep jungles to the north of the Kongero Nui are home to the wind-riding Le-Matoran. Dense foliage and high mountains swirling with constant, warm breezes are a veritable playground, when you ride the broad winged giant birds that live there that is. Due to its isolation, inhabitants of Le-Congro have developed unique ways of thinking and speaking. Those who travel into the city’s center are often poets, artists, or designers, and, in fact, much of the city’s methods of transportation have Le-Matoran to thank.
Onu-Congro Amongst the very bones of the city, the sturdy Onu-Matoran delve ever deeper. They shape and work the very earth, drawing from it ores and minerals to the surface. Steeped in mystery, Onu-Congro is rarely visited by the ‘surface dwellers’, and the Onu-Matoran are often the subject of superstition in that regard, however, many brilliant and technical minds have come from the land below.
Po-Congro The deserts to the south of the city’s center are home to the Po-Matoran. Traditionally stoneworkers, much of the mechwork that makes it into the city, whether for transportation, defense, or personal ease, was made by Po-Matoran hands. The expansive, although mostly uninhabited desert that surrounds the small village like clusters of houses is used for a variety of sports and games. In fact, Po-Congro is one of the few areas where there is enough space for any kind of large sporting event. Despite having helped construct it in the past, and guard it in the present, no Po-Matoran truly knows what is kept within the depths of the Po-Congro Prison.
Ko-Cogro Beneath the cloud of smoke created by the factories of Ta-Congro, a shrouded chill greets the lives of the Ko-Matoran daily. Between the city’s production and import districts, Ko-Congro contains the large chilled warehouses of Kongero Nui. Here, the Ko-Matoran are in charge of sorting, storing and distributing various boxes, crates, and containers of goods. Many of the small igloo like homes are packed into rows near smooth streets, or crammed between storage units and warehouses. Due to the nature of their work, it is not uncommon for Ko-Matoran to be injured by falling crates. This happenstance- and the risk thereof- have left many an empty building, where it is rumored any possible items of ill repute may be sold. However, what such items might be are largely left to speculation of the city’s general population.
Bo-Congro This sylvan expanse is home to the Bo-Matoran. Often differentiated from Le-Matoran by the accents of blue on their body as opposed to lime-greens or bright yellows, these villagers are ones who are attuned with nature, even in the hostile coniferous forests and autumn deepwoods of their homeland. Despite its being perceived as a lifeless waste by many of those who live in Kongeru Nui’s central areas, it is, in fact, the primary source of fresh fruits and savory vegetables for the entire city, as well as that of dangerous beasts. Those who find the metropolitan life to be too cluttered or dreary often come to Bo-Congro as a means of escape, lodging in cabins graciously and gladly provided for such occasions by the Bo-Matoran who know the land so well.
Vo-Congro A land of surging power and whipping winds, Vo-Congro is the lifeline of the city, providing all of its power needs on a daily basis.Wind turbines and power stations dot the landscape- even the ground beneath the Vo-Matoran’s feet crackles with power, and they wouldn’t have it any other way. Vo-Matoran may, at a distance, look similar to Ko-Matoran, but the moment they begin to speak, even a careless observer will know the difference. Vo-Matoran live for thrills, often traveling the entire city within a span of days in search of a new activity. There exists a saying among Matoran “If you want fast, visit Vo-Congro.”- and they are likely not misinformed. A great number of the machines from Po-Congro have been driven- pulled, pushed, or dragged if need be- to Vo-Congro, where they race over the plains and steppes around their home. Between Ba-Congro and Onu-Congro, the Vo-Matoran share a sacred Protodermis well- the only source in the city- used by the Turaga to craft new Matoran in the city’s center.
Fe-Congro While the bulk of workmanship comes through Ta-Congro, finer, more top-of-the-line items are often crafted by the skillful hands of the Fe-Matoran. Because of the innate ability these Matoran have in assessing the quality of metallic items, the brunt of shops and markets are run and hosted in Fe-Congro. Despite being slightly rare and expensive, Fe-Matoran goods typically come with a variety of functions. In fact, the only truly functional weapons, like those of old, are housed, and many of them made, in Fe-Congro’s homes and shops.
Fa-Congro Fa-Congro is, oddly as it may sound, a favorite location for Vo-Matoran scrappers, both because of its central location between Po-Congro and Vo-Congro, but also because the majority of Mechanical work is performed and refined here. The Fa-Matoran work metal with ease, and take pride in their work. However, their drive and pride they take in their work often gives them the aura of a repellant personality. Despite this, they show an overwhelming warmth to those who have gained their trust.
Ba-Congro Deeper still than the foundations of Kongero Nui, the Ba-Matoran live in the spent mines within and beneath Onu-Congro, creating a unique and ethereal land of their own. With homes that hang above seemingly endless chasms, the mysterious underground inhabitants, clad in black and purple, use their positions to inform the Matoran above of many happenings of the past, and rumblings of far away. Having the ability to drift with seemingly no effort, there is often more suspicion and superstition surrounding the stable Ba-Matoran than the Onu-Matoran. While typically unnoticed, mechanisms crafted by the Ba-Matoran move with ease, and their workmanship is often found in security doors, mainly for its ability to become seemingly immovable with a simple gesture.
Su-Congro Perhaps the most distant of the Congro, the muddy, heated lowlands in the southernmost portion of Kongero Nui are home to the energetic Su-Matoran. Despite being containing the garbage disposal area for the city, the Su-Matoran live happy, energetic lives, making all the use they can out of the refuse they can salvage, melting the rest down to extract the raw materials and sending them back whence they came, or using them for themselves.
De-Congro The silent grasslands near the coast, divided from the noise and bustle of Po-Congro by a massive chasm, are where the peace loving De-Metoran make their home. Speaking in whispers, they do everything they can to remain silent, and show a distaste for anything noisy. As such, they typically are not fond of visitors, but will typically not make any shows of force due to the noise it would make. Despite this partially axenic property, De-Congro is the only area to hold a temple, specifically for public use as a place for spiritualism, concentration, research, and stargazing.
Ce-Congro While this is possibly the only area in the city that seems wholly residential, the Ce-Matoran do not seem to mind. Instead, they live their lives expanding their knowledge in many unique ways, and offering many small services to those who visit, often as businesses hosted within their homes. Despite having been an uncommon type of Matoran, the only ones who remember the Great Exodus are several elder Ce-Matoran.
As always, if you have any questions, remarks, or concerns, I'd be happy to hear them.
I'm definitely interested in this, Bionicle was a huge part of my childhood and the older generation stuff has always been really cool to me. I'll have a character written up sometime tomorrow in the afternoon/evening.
I took some liberties with setting design, but I think it fits into what you've got currently. If not I'll happily change it.
Name: Velhni Element: Lightning Mask: Kanohi Kamel, Mask of Sensory Aptitude Gender: Female Appearance: Occupation: Racer/mechanic. Velhni is a young prodigy in the Vo-Matoran pioneered sport of Lightning Racing, where Matoran drive custom made vehicles that electromagnetically “ride” along the powerlines that stretch across the landscape. In terms of a more practical job to benefit the city, Velhni works as a mechanic alongside many other Vo-Matoran tending to the powerlines and lightning coils that power the city, and applies this knowledge to customizing her mag-bike. Description: Velhni tends to be a bit rash and headstrong, and has a tendency to be somewhat overconfident especially in her racing skills. She’s almost as good at getting out of trouble as she is at getting into it, but she has suffered a few wounds to both the ego and her armor. She’s generally friendly and outgoing in her interactions with other Matoran, though many find her particularly fast, rambling manner of speaking to be annoying. She’s also incapable of standing still, and fidgets obviously when stuck in one place. Tools: Velhni is never seen without a heavily customized adjustable wrench. Otherwise she keeps a toolbelt with a variety of useful mechanics tools when she’s working, and keeps larger, specialized tools at her home.
Well, sounds great. I hadn't thought of racing on power lines, or there being power lines overhead in the first place, so I'm not sure how I feel about it. I only bring it up because underground cables make things less cluttered. There could be power cables from the generators to the chasms of Onu-Congro and Ba-Congro though, so there could be cable races in that regard. I still want the Bionicle architecture esthetic though, if you know what I mean. Otherwise, very promising. Did you make that image yourself, or is there some tool that exists to make Bionicle characters?
The base template for MNOG style characters (mostly matoran, but there are toa sprites for toa Mata and Nuva) exists but it does require some image manipulation. (Nothing more complex than cut and past and changing colors, though.)
And yeah, I was imagining a bit more Metru-Nui esque architecture which I thought powerlines of some sort would fit into. Underground ones are cool too though. The main thought process behind it was it could allow for interesting action sequences, possibly evoking the feeling of the chases in the chutes that the Toa Metru went through.
I'm fine sharing a mask power with one of the Turaga. Also, is this gonna be more like the initial comics where the Toa changed masks (at least the ones they had collected) at will, or more like later on when they mostly stuck to their own mask barring actual removal and replacement?
@Little Mx Inferno It will be closer to the former, although Masks won't be abundant, at least in the beginning. Maybe a few spare nobles and the swapping of Great Kanohi. @DFTBA Glad to have you back. On point as always.
And hey, it looks like we now have six character slots filled. Shall we go ahead and start get the ball rolling (while keeping things open for other to join, of course)?
And hey, it looks like we now have six character slots filled. Shall we go ahead and start get the ball rolling (while keeping things open for other to join, of course)?
Not sure I count six though? Wait, you and I both had two. Still, more's not bad, right?