Post by thelegoroleplayer on May 16, 2018 7:30:48 GMT -6
Welcome to Legend of Bionicle: Reborn, the restart of the original Bionicle Roleplay from the Lego Message Boards and the primary RP here on Gen1. It is very similar to the canon Bionicle universe you are (or should be) familiar with; Energized Protodermis leaked onto the surface of Spherus Magna, leading to the Core War and eventual shattering of the planet. The Great Beings created the Great Spirit Robot to go learn how to make lasting peace and to fix the world, with an entire universe inside the machine to keep it running. Mata Nui ultimately ignores the sentient beings inside himself and so the long history of the Matoran Universe plays out, multiple attempts to kill Mata Nui himself.
Where it differs is that the Makuta's jealousy of the Toa and Mata Nui is far greater. Despite how much they do for the universe, the Matoran only give praise to Mata Nui. As the Matoran believe that all Toa are sent by Mata Nui to protect and help them, they give Mata Nui even more praise. So in attempts to curb that praise towards themselves, the Makuta took on teams of Toa and sent them out on missions to protect the Matoran (often times from things the Makuta purposely caused). But this was to no avail as the Matoran would instead just praise the Toa, actively refusing to give the Makuta any credit. Having reached a boiling point, the Makuta decide it was better to be feared anyways and cause havoc across the universe. Considering this to be a betrayal, the Toa formed a large alliance and fought back against the Makuta and their forces wherever they may be. After many years, the Makuta performed their greatest act of betrayal and put Mata Nui into a deep slumber, damaging the universe itself. The Toa, outraged, finally declared open war on the Makuta, seeking to stomp them out of the universe once and for all.
Current day/Setting of the RP:
Matoran Universe: It has been a couple years since the Great Cataclysm and the war between the Toa and Makuta goes on. With the Ignika lost and the Toa destined to awaken the Great Spirit dead, the Makuta don't have any plans to awaken the robot with them in control for now. Mata Nui is not dying yet, but that may happen eventually.
Major Factions:
The Toa Alliance: The Toa Alliance has had numerous names, but most just refer to it as the Toa. They are the heroes of the universe all gathered together to protect the Matoran, save the universe, and remove the Makuta. While most Toa are apart of this massive team, some have chosen to remain on their own islands. Since the war however, some have grown dark and there is much discussion as to abolishing the no killing rule.
The Brotherhood of Makuta: The Brotherhood is a large and powerful organization, having armies of various creatures and beings. Their ambition and jealousy has lead them to want to conquer the universe, but they only hold a few islands for now.
The Dark Hunters: The Dark Hunters are very much the same as their canon counterparts, mercenaries from across the universe seeking to do various jobs and minor conquerors themselves. In this reality, the events of Legends of Metru Nui played out differently and so the Dark Hunters never went to war with the Brotherhood. As such, most of their members still work for the Makuta.
The Order of Mata Nui: The Order is similar to their canon counterpart, a secret organization serving Mata Nui's will and maintaining balance in the universe. Due to the massive amounts of havoc the Makuta have caused, the Order's existence has come to light. Though not entirely, as their main base of operations is still hidden and only a few show up to help fight off the Makuta. For now they are considered to be loose allies with the Toa.
Bara Magna: It has been thousands of years since the planet has shattered. As their creativity has been stolen, the various races are unable to create new inventions to make life easier or ways to develop true peace. They have managed to at least agree to kill each other less and have a gladiator arena to settle disputes and entertain. No-one has tried to conquer the other since the Core War, at least not yet anyways.
Major Factions: The main factions are the same as canon, so there is little need for explanation. You have your Skrall, Sister Skrall, Bone Hunters, Vorox, and the various elemental tribes.
RULES
1. This roleplay is a complete restart, so no simple ports. You cannot bring in characters from other RPs that are exactly the same or with minor changes. They must have completely new, rewritten profiles to be considered playable in this RP.
2. All characters must be from this universe, they cannot come from some other alternate universe, pocket dimension, or a reality completely unrelated to Bionicle.
3. Characters cannot be invincible or have indestructible equipment or weapons. Near invincibility still counts as invincibility.
4. Power levels must be within reason and not overpowered (OP). What is considered reasonable and OP is up to discretion of the Admins.
5. Makuta character's Kraata/Rahkshi powers are dropped to Stage 5 in power level and can only use one power at a time.
6. No Nuva masks, Toa Nuva characters, or anything along those lines.
7. No Makuta-hybrids. Unless the being is made of pure Antidermis (or canon shows them gaining some type of power from Antidermis), they do not gain Kraata powers in this RP.
8. Characters and items/weapons can only have one element, no dual or tri-elementals. Elemental Kanohi do not count as having an additional element. The only characters allowed to have multiple elements are breakable fusions. If your character is partially Shadow Leeched, it must be half way to access the element of Shadow. However, after twenty uses of the Shadow element, however minor, will then make the character only have the element of Shadow (until cured).
9. With few minor exceptions (Karzahni, Artakha), canon characters do not exist in this universe. Canon characters are not playable or able to be interacted with. Unless otherwise told by an Admin, assume some RPC did it instead and keep the reference in the background vague or with an "* insert roleplay equivalent here * ".
10. Building, Research, Recruitment, and Training Speeds:
Unless rules otherwise specify, for average or reasonable things, post a 20% completion rate every 24 hours. If it’s fairly large, taxing, or lack the resources, assume a completion rate under 10% every 24 hours.
The posts in the training, research, construction, etc. should be specific (not vague) as to what they’re doing/trying to accomplish. Failure to do so will result in those actions being left up to interpretation.
11. Avoiding Defeat:
Players are not allowed to avoid their character’s defeat by means of teleportation, warping, portals, dimensional rifts, magic, time travel, or anything else that somehow allows them to avoid defeat by cheap means. The only instances where teleportation and the other options listed would be accepted are as follows:
• Can be countered/avoid by another means the character possesses.
• The damage that would be received is insignificant or would not build up to defeat.
12. Moves:
Players are limited to three moves per character/unit.
A move is defined as an attack action, something that will lead to an attack, construction/research, and entering/fleeing movements.
Counters and dodges typically do not count as a move, but if the character realistically cannot do much else in the battle, either do to time/space constraints or not knowing what the opponent will do next as they can perform an action within that time, then it will count as a move.
Moves that result in one-move/first-post defeats are not accepted in character battles. Similarly, this applies to armies as well, but armies can take significant losses.
Auto-hitting moves are prohibited. If a user makes what appears to be an auto-hit move, it may be that they’re just describing what will happen if your character takes the hit. If your character can avoid it, you do not have to accept the hit and can dodge.
Uncounterable moves are, in general, illegal. However, if the character is cornered, trapped, or in some way in a position where there is no way to avoid an attack that usually could be avoid in better circumstances, then it is acceptable.
All moves must be specific and clear as to what they’re doing and how it’s being done. If the move is left vague, then it is up to the replying user’s interpretation.
13. The rules listed in BIONICLE Roleplay Rules (http://gen1rp.boards.net/thread/888/bionicle-roleplay-rules), unless otherwise stated by the Admins, also apply to this roleplay.
14. The following items are banned from use:
15. Kiril and similar repair powers cannot create infinite ammo or restore items/objects from small pieces back into the original form (pebble to boulder e.g.).
16. Time travel and the Mohtrek are illegal.
Where it differs is that the Makuta's jealousy of the Toa and Mata Nui is far greater. Despite how much they do for the universe, the Matoran only give praise to Mata Nui. As the Matoran believe that all Toa are sent by Mata Nui to protect and help them, they give Mata Nui even more praise. So in attempts to curb that praise towards themselves, the Makuta took on teams of Toa and sent them out on missions to protect the Matoran (often times from things the Makuta purposely caused). But this was to no avail as the Matoran would instead just praise the Toa, actively refusing to give the Makuta any credit. Having reached a boiling point, the Makuta decide it was better to be feared anyways and cause havoc across the universe. Considering this to be a betrayal, the Toa formed a large alliance and fought back against the Makuta and their forces wherever they may be. After many years, the Makuta performed their greatest act of betrayal and put Mata Nui into a deep slumber, damaging the universe itself. The Toa, outraged, finally declared open war on the Makuta, seeking to stomp them out of the universe once and for all.
Current day/Setting of the RP:
Matoran Universe: It has been a couple years since the Great Cataclysm and the war between the Toa and Makuta goes on. With the Ignika lost and the Toa destined to awaken the Great Spirit dead, the Makuta don't have any plans to awaken the robot with them in control for now. Mata Nui is not dying yet, but that may happen eventually.
Major Factions:
The Toa Alliance: The Toa Alliance has had numerous names, but most just refer to it as the Toa. They are the heroes of the universe all gathered together to protect the Matoran, save the universe, and remove the Makuta. While most Toa are apart of this massive team, some have chosen to remain on their own islands. Since the war however, some have grown dark and there is much discussion as to abolishing the no killing rule.
The Brotherhood of Makuta: The Brotherhood is a large and powerful organization, having armies of various creatures and beings. Their ambition and jealousy has lead them to want to conquer the universe, but they only hold a few islands for now.
The Dark Hunters: The Dark Hunters are very much the same as their canon counterparts, mercenaries from across the universe seeking to do various jobs and minor conquerors themselves. In this reality, the events of Legends of Metru Nui played out differently and so the Dark Hunters never went to war with the Brotherhood. As such, most of their members still work for the Makuta.
The Order of Mata Nui: The Order is similar to their canon counterpart, a secret organization serving Mata Nui's will and maintaining balance in the universe. Due to the massive amounts of havoc the Makuta have caused, the Order's existence has come to light. Though not entirely, as their main base of operations is still hidden and only a few show up to help fight off the Makuta. For now they are considered to be loose allies with the Toa.
Bara Magna: It has been thousands of years since the planet has shattered. As their creativity has been stolen, the various races are unable to create new inventions to make life easier or ways to develop true peace. They have managed to at least agree to kill each other less and have a gladiator arena to settle disputes and entertain. No-one has tried to conquer the other since the Core War, at least not yet anyways.
Major Factions: The main factions are the same as canon, so there is little need for explanation. You have your Skrall, Sister Skrall, Bone Hunters, Vorox, and the various elemental tribes.
RULES
1. This roleplay is a complete restart, so no simple ports. You cannot bring in characters from other RPs that are exactly the same or with minor changes. They must have completely new, rewritten profiles to be considered playable in this RP.
2. All characters must be from this universe, they cannot come from some other alternate universe, pocket dimension, or a reality completely unrelated to Bionicle.
3. Characters cannot be invincible or have indestructible equipment or weapons. Near invincibility still counts as invincibility.
4. Power levels must be within reason and not overpowered (OP). What is considered reasonable and OP is up to discretion of the Admins.
5. Makuta character's Kraata/Rahkshi powers are dropped to Stage 5 in power level and can only use one power at a time.
6. No Nuva masks, Toa Nuva characters, or anything along those lines.
7. No Makuta-hybrids. Unless the being is made of pure Antidermis (or canon shows them gaining some type of power from Antidermis), they do not gain Kraata powers in this RP.
8. Characters and items/weapons can only have one element, no dual or tri-elementals. Elemental Kanohi do not count as having an additional element. The only characters allowed to have multiple elements are breakable fusions. If your character is partially Shadow Leeched, it must be half way to access the element of Shadow. However, after twenty uses of the Shadow element, however minor, will then make the character only have the element of Shadow (until cured).
9. With few minor exceptions (Karzahni, Artakha), canon characters do not exist in this universe. Canon characters are not playable or able to be interacted with. Unless otherwise told by an Admin, assume some RPC did it instead and keep the reference in the background vague or with an "* insert roleplay equivalent here * ".
10. Building, Research, Recruitment, and Training Speeds:
Unless rules otherwise specify, for average or reasonable things, post a 20% completion rate every 24 hours. If it’s fairly large, taxing, or lack the resources, assume a completion rate under 10% every 24 hours.
The posts in the training, research, construction, etc. should be specific (not vague) as to what they’re doing/trying to accomplish. Failure to do so will result in those actions being left up to interpretation.
11. Avoiding Defeat:
Players are not allowed to avoid their character’s defeat by means of teleportation, warping, portals, dimensional rifts, magic, time travel, or anything else that somehow allows them to avoid defeat by cheap means. The only instances where teleportation and the other options listed would be accepted are as follows:
• Can be countered/avoid by another means the character possesses.
• The damage that would be received is insignificant or would not build up to defeat.
12. Moves:
Players are limited to three moves per character/unit.
A move is defined as an attack action, something that will lead to an attack, construction/research, and entering/fleeing movements.
Counters and dodges typically do not count as a move, but if the character realistically cannot do much else in the battle, either do to time/space constraints or not knowing what the opponent will do next as they can perform an action within that time, then it will count as a move.
Moves that result in one-move/first-post defeats are not accepted in character battles. Similarly, this applies to armies as well, but armies can take significant losses.
Auto-hitting moves are prohibited. If a user makes what appears to be an auto-hit move, it may be that they’re just describing what will happen if your character takes the hit. If your character can avoid it, you do not have to accept the hit and can dodge.
Uncounterable moves are, in general, illegal. However, if the character is cornered, trapped, or in some way in a position where there is no way to avoid an attack that usually could be avoid in better circumstances, then it is acceptable.
All moves must be specific and clear as to what they’re doing and how it’s being done. If the move is left vague, then it is up to the replying user’s interpretation.
13. The rules listed in BIONICLE Roleplay Rules (http://gen1rp.boards.net/thread/888/bionicle-roleplay-rules), unless otherwise stated by the Admins, also apply to this roleplay.
14. The following items are banned from use:
- Rare and unique masks (Olmak, Avohkii, Kraahkan, Olisi, etc.)
- The Mask of Possibilities and Conjuring
- Power Lance and items similar to it
- Rare, unique, and powerful artifacts and weapons (Nui Stone, Judgement Canon, etc.)
- Chargers
- Pulse Bolt Generators
- Repellers
- GSR Shell
- Numerous other things, list is subjected to be increased
15. Kiril and similar repair powers cannot create infinite ammo or restore items/objects from small pieces back into the original form (pebble to boulder e.g.).
16. Time travel and the Mohtrek are illegal.