Gathered friends, listen again to our legend of the Bionicle. In a time before time, we, the Matoran, were driven from our home. Lost and unprotected, the six Turaga lead us in the Great Exodus. Finally, the wall was passed, and a great land was found. Here we built our city, our home, of Kongero Nui.
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. Hello! Welcome! Thanks for stopping by. To state the obvious, I'm looking to make an RP based on Bionicle (the 2001 to 2010 version, not the 2016-2017 reboot) with about six players. For those who may not know, Bionicle is a LEGO imprint line of buildable figures. The general premise is a world of biomechanical/cyborg life. So like, the animals, called Rahi, the normal people, the heroes, they're all mostly mechanical, with biological cores, for the most part(certain entities appear to be entirely mechanical), and still need to eat, but don't reproduce. Despite the sweeping story of the original story, it had some compelling characters, and interesting stakes, despite its 100,000 year timescale. That's what I'm hoping to capture here- interesting characters doing things a bit bigger than themselves, with a not-so-small chance of messing up. Oh, and because I have a few different ideas, this is going to be a more simple/straightforward "chapter", to establish characters and the world. Later, the subsequent chapters may be handled by others who are interested as GM's, while I act more as a guide, as I have a general outline in mind, but new ideas are always welcome. Oh, and here's something interesting; When a Matoran transforms into a Toa, they become what their mental image of a Toa is. That being the case, we don't need to have a unified aesthetic as Toa, since none of the characters have seen one. Let's get into it, shall we?
Congro- A word in the Matoran Language meaning Collection. Kongero- A conjugation of Congro that reiterates on collection. Nui- "Great" in the Matoran Language. Metru- "City" in the Matoran Language. Kanohi- "Mask" in the Matoran language. Mata- "Spirit" in the Matoran Language. Rahi- Literally meaning "Not us", it's the Matoran word used to describe various simple beasts. Val Mai- An expletive similar to 'hell'.
Matoran: Common folk of Kongero Nui. They each have a mild Elemental Affinity. Without their masks, they become comatose, and are sure to perish. Turaga: Wise leaders with elemental control and the ability to use Mask Powers to some effect. Legend says that some Turaga were once Toa who completed their Destiny. Toa: A legendary hero of considerable height. They are able to harness and generate elemental powers, had the use of powerful tools, and could use the unfettered might of Great Kanohi Masks. They are bound by the Great Spirit's three virtues of Unity, Duty, and Destiny. With few exceptions, they were able to generate, absorb, and manipulate their respective element with unknown potential. It is said that Six Toa of different elements were able to generate pure Protodermis- the cornerstone of the biological components of life. Mata Nui- The Great Spirit who created the Matoran.
The City
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.
The Metru
The city of Kongro-Nui is subdivided into six Metru: Ta-Metru consisting of Ta-Congro, Fe-Congro, and Vo-Congro, Ga-Metru consisting of Ga-Congro and De-Congro, Le-Metru consisting of Le-Congro and Bo-Congro, Po-Metru consisting of Po-Congro, Fa-Congro, and Su-Congro, Onu-Metru containing Onu-Congro and Ba-Congro, and Ko-Metru which consists of Ko-Congro and De-Congro. Each Metru shepherded by their respective Turaga: Kalu, Halahn, Boboro, Rekata, Gonu, and Talur.
The Turaga
Turaga Kalu is a well respected leader who conducts the meetings of the other Turaga, and works as a defacto leader. Many Matoran flock to him for advice, as he lead the Great Exodus. A stately Turaga in faded red armor, wearing a short old cape of white, with a red and blue stripe near its bottom. His mask sports a contoured forehead and two protrusions near the cheek area that point down, bent slightly backwards. While he moves slowly and carries a cane, he exudes the presence of one who has aged gracefully and with strength. His eyes glow a shimmering yellow. Turaga Halahn is a somewhat mysterious figure, with pancho-like garb, and a bulbous-eyed mask with gill like markings that obscure her mannerisms slightly. Halahn keeps a tight watch on the timing and amount of fish harvested from the ocean. While she doesn't often speak, it's often profoundly wise when she does. Turaga Boboro is an odd fellow, even among Le-Matoran, who seems to know far more than he lets on. Prone to stroking the whisker like protrusions on his mask, he seems to almost know what one is about to do before they do it. He seems to allow some of the more playful Matoran to make a game of attempting to knock him from the branches on which he stands. However, they never seem to win. Turaga Gonu is a very quiet individual. He rarely speaks his mind, so when he does speak, it seems like what he says is out of nowhere. Gonu can be a difficult taskmaster, and seems to greatly value independence. Turaga Rekata is, perhaps, the most mysterious of all the Turaga. He rarely leaves his chamber in the deepest depths below the city. Despite this, no Matoran in Onu-Metru would dare defy his will. Turaga Talur is second in respect only to Kalu, Talur gives off a cold, strict presence. He always seems to have something on his mind, and is surprisingly quick for his apparently diminished power and obvious age. The sides of his mask are almost completely worn away, revealing the mechanisms beneath in a somewhat grim manner. He walks with a cane, that also functions as a key to the many warehouses in Ko-Congro.
The Matoran
Ta-Matoran Color Scheme: Red, orange, yellow, black Elemental Power: Heat Resistance
Ga-Matoran Color Scheme: Shades of blue/cyan, silver Elemental Power: Greater Lung capacity, swimming-focused physiology
Le-Matoran Color Scheme: Greens, turquoise, yellow-green Elemental Power: Enhanced Reflexes
Po-Matoran Color Scheme: Browns, orange, light grey Elemental Power: Athleticism (inability to swim)
Onu-Matoran Color Scheme: Black, dark grey, purple Elemental Power: Dark Vision, Durability
Ko-Matoran Color Scheme: White, grey Elemental Power: Cold Temperature Resistance
Bo-Matoran Color Scheme: Green and Blue Elemental Power: Immunity to organic toxins
Vo-Matoran Color Scheme: Blue and white Elemental Power: Electricity Resistance
Fe-Matoran Color Scheme: Metallic Grey and Burnt Orange Elemental Power: Great Endurance
Fa-Matoran Color Scheme: Gunmetal Grey and Black Elemental Power: Better Sense of Direction
Ba-Matoran Color Scheme: Purple and Black Elemental Power: Resist "Gravitational Pressure"
Su-Matoran Color Scheme: Orange and White Elemental Power: Resistant to Heat and Sunlight
De-Matoran Color Scheme: Black and Grey Elemental Power: Hyper Acute Hearing.
Ce-Matoran Color Scheme: Blue, gold Elemental Power: Minds are shielded from mental intrusion
Name: Gender: Species: Description: (Of personality, attitude, mannerisms, etc.) Appearance: -(As a Matoran) -(As a Toa) 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.) Occupation: (What's the character's job? Before being a Toa, what do they do with their day?) 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.)
Questions, comments, concerns, or input of any kind? Don't be afraid to ask. I like to think of myself as patient, and I'll do my best to help you through any confusion.
Curious, and daring: Nohros is the type to believe she can get out of any situation. Which makes her dumb enough to put herself into bad situations at times just for the thrill and excitement of getting past it, while also proving her cockiness is deserved when she does manage an escape or victory. Despite her bravado, when alone she tends to prefer stealth over direct confrontation as a method of simply ‘claiming’ her success. When presented with conflict, she is not one to back down however; Seeing it as a call to prove herself once again even in a less than wanted circumstance.
Nohros tends to display somewhat admittedly childish mannerisms: Not dealing well with being blamed for her own mistakes, obliviousness, and on a rare occasion, she’s even capable of a potential tantrum. Her mind works fine, but she’s in a space of tending to only use it when she ‘wishes’ to do so. Rather than constantly using her mind for the being productive, she’d much rather goof off or do something outlandish, shutting out superior thought to make room for diving into a bet that others would consider foolish, or a mission she considers fun.
Rather than hold a steady position, Nohros prefers venturing through the sands, avoiding dangers while attempting to scavenge within Su-Congro. One Matoran’s trash can be another’s treasure, she’s excited at never knowing what she’ll find. She prefers a task of her own pace over heavy responsibilities, tending to avoid labor when possible to either venture on her own or laze about.
With others, she tends to display a playful, teasing nature. Though her stubborn nature and deniability can cause her to be annoying,she’s willing to aid those close to her until her heartlight goes dark. Beneath the childish nature lies a figure capable of many things if she was to grow out of her own shadow: Though if she can manage such a thing is still to be determined…
-APPEARANCE-
Nohros is a short and generally dinky looking Matoran. While mostly covered in cyan colored armor, she has a white neck and white unarmored legs that end in large feet of a darker blue than the rest of her body. Her armor has multiple white stripes, with two vertical and two horizontal stripes on her torso. Both of her hands have a stripe of white circled around them as well, and this design continues over the top of her mask fashioned like a headband.
-ELEMENT-
Lightning
-MASK-
Kanohi Sanok | Mask of Accuracy (Powerless)
-OCCUPATION-
Nohros is a scrapper? Salvager? Hoarder? All three? She has a deep enjoyment of digging through things and either keeping what she finds, or selling it off to the first person willing to let her pawn it off. While she mostly enjoys diving around in the Su-Congro, that doesn’t stop her from peeking around any location she happens to be in; And if someone just so happened to leave something on the ground? She’d pinch it. Finders keepers, right?
-TOOLS-
A rock. That’s right: A. Rock. That’s the best she can muster.
-RELATIONSHIPS-
TO BE DETERMINED
-Journal-
Today I learned that when someone offers you widgets to run away from those Nui jaga, you don’t take the deal! Because they’ll already be gone by the time you get back.
-BAG-
Multiple pouches for storage A bunch of stones for used as projectile weaponry.
Description: While Wohluck would never deny the wisdom that can be learned from studying the past he doesn't believe all the answers lay there. As a result he isn't scared to try and come up with solutions on his own though they of course don't always work out.
He enjoys being active and has no interest in becoming an Archivist since he feels like a deskjob would be nothing for him. Sometimes he wishes he had a different element since the light sensitivity makes it hard to play any sports above ground and the narrow tunnels prevent him from playing them underground. In fact while Wohluck is far from claustrophobic he prefers wide open space to the tunnels his job takes him to. Despite these minor complaints he loves Onu-Crongo and has no desire to leave, though if his duty ever requires it of him he will do so without complaint.
Wohluck can be brutally honest at times and sometimes tells others what he thinks they need to hear. He is actually pretty good at dealing with criticism since he generally takes it as advice on how to improve. That said his reaction is completely different when said criticism comes from someone he doesn't respect.
Appearance: Maroran - Wohluck is a compact Matoran, with a build that seems perfect for narrow tunnels. Most of his armor is black but he has a horizontal wavy purple line across his chest. His four fingered hands have a large tan circle on their backs, which can also be found on the top of his three toed feet. Every part of him not covered in armor which includes his neck, legs, and arms is grey.
Toa- Wohluck's armor is still mostly black. However his it now covers his upper arms and legs as well with a vertical orange version of the line on his Mantoran torso on his round shoulder pads. His feet have become bigger to match his new size though he lost his individual toes while his hands gained a fifth finger. His chest now has four rings on it, one for each secondary color found on Onu-Matorans.
Element: Earth
Mask: Kanohi Mopiki Mask of Adhesion (powerless) Allows the wearer to stick to any surface at any angle as long as the surface isn't wet or slippery. This mask has an array of lenses covering one eye which allow the wearer to determine if a surface can be clung onto. Due to the lenses this mask has only one visible eye-hole on the right side with a similar shaped but smaller hole directly below it.
@Duthguy In the future, let's try to not have your entire CS be black text? It makes it a touch harder to read. Other than that, I don't see anything too problematic as long as you stay consistent with how you play him.
Alright, you know what? I'm glad I logged on today. I may be busy, but this is awesome. I'm one of the biggest Bionicle fans there is, but I could never get into the BZPRPG or one of the tabletop jobs that have been floating about. I hope you can be flexible with my tight schedule, but I want to play a Matoran/Toa of Magnetism.