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The Captain

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  1. Just finished Skyward Sword. An amazing game - I still think Twilight Princess is my favorite. SS could have been better than Wind Waker if Nintendo hadn't completely dropped the ball with the Goddess Harp. Easily the worst musical implementation ever in a Zelda game.So, anyone else want to bet the HD Zelda game slated for the WiiU will be a TP sequel? That, or it'll go between SS and OoT. I'd love to see the formation of Hyrule. I also noticed they left room for Fi to make an appearance again. I'd love to see a Zelda game that doesn't follow the traditional structure but has story references to most of the past major games. Imagine if in one game Majora's Mask, The Mask Salesman, Midna, Fi, the Deku Tree, and Sheik were all present at some point, or at least referenced?
  2. I corrected that because I imputed the stats wrong...however, the Sp. Atk and Speed do sit at a healthy 25 and 23 respectively.In other news, I'm honestly suprised at how many people I've seen using Victini. Yes, I'm aware that M14 Victini got released (using one myself). Choice Banded V-Create HURTS (actually, V-Create just hurts period).I'm training up a Choice Band V-Create Victini right now. Throw it into doubles with a Tailwind Tornadus and you have an instant sweep.
  3. There is no other land or geographical area other than The Island and anything touching it. All good questions that players will have to uncover.
  4. Yes, we will make this clearer as different GMs finish finals and can cram everything in there we've forgotten to mention, but yes, Le-Korans have natural camouflage, Ga can hold their breath longer, Ta are fire resistant, Onu have sharper eyesight and Po are stronger. Use these to your advantage.
  5. Essentially amplify most Rahi by the size of four and you'll get a basic idea of what we're talking about. Although Tahtorak's are already pretty massive and rare, so I wouldn't worry about the rule concerning those. We're most concerned with the original 2001 species.And yes, thank you, I will need to make clear about the Matoran factor. Matoran are free to wander and live wherever, although each Koro has its own distinctive culture and accepts others rarely. The character sheet makes it clear the basic six elemental bases are the ones allowed. Le-Koro is extremely isolated so players will likely be the first to showcase characters who have seen both sides of the Island and lived to tell about it. Players will need to be street-wise when they visit foreign cities - just in the real world, foreigners are not always welcome and will need to integrate accordingly to avoid trouble.Regarding Matoran's lack of strength, I raise you that you have an advantage of numbers with fellow players and resourcefulness of weapons. Onu-Koro specializes in steam-punk technology, so depending on how you get it and how you use it, limited technology is and will be allowed. And standard bow and arrow and swords are enough against Rahi if you have intellect and strategy on your side. We really want to stress brain over brawn in this game. Most games stress who has the most brute power in a character and use it to loophole around smarts before rushing into a battle. We want brawn to be the last thing on your mind when fighting these things.As for the GMing of NPCs, there is far more for players to do (and must do) beyond defending from Rahi. The Rahi attacks will be surprises by us to keep you guys on your toes, not plot-driving events. All plot-events are entirely pushed by players - we've made sure of this. It will start with the burgeoning inquisition/crusade, but it will become much more of a mystery-thriller/survival game rather than the survival game it looks like now.We've given this a lot of thought and consideration and we're very positive that the game can work on its own even if all three GMs disappeared for a week or so. By the start of the game there will be so much interaction required with one another and puzzles to solve that the game should run smoothly on its own for a long time.It'll be different than past installments of ours, for sure.What and who Karzahni is will be revealed in-game, but it is important to note that this is a revamp of the original 2001 mythology largely inspired by MNOLG and the dark atmosphere it portrayed. Come into this game like you did MNOLG in 2001 - knowing nothing, expecting anything. This is a fresh take and incorporates new ideas that are not in the canon. Call it an alternant reality if you want, but keep in mind that just because something bears the same name as a canon entity does not mean it is anything like that thing.This will be touched upon if we add an NPC section, which is likely.
  6. He's our designated In-Game Punisher :sly:And yes, we tried to keep the text-dump manageable. The game will expand exponentially, but we understand for the contest's purposes accessibility is a key factor for voters.
  7. Entered.Although written collaboratively by Lloyd and myself, Exalt (CJ) will also be GMing. I wanted to get this posted before the due date, and although it is 95% complete, the entry itself may need a bit more clarification so expect an edit or two in the coming few days.We'd love to hear any kind of feedback or constructive criticism. :)We're very excited to unleash this on you guys.
  8. The Island “I sleep to wake and take my waking slow.” There stands an Island in the midst of an endless sea, barren of name and place in time. It has stood for all eternity and for all eternity it will stand, lest it fall out of favor of the Gods. History is forgotten here and the villagers call the Island their home not out of choice, but out of no other alternative. The Island, for all intensive purposes, is not a very hospitable home. Villagers constantly struggle to ward off giant, prehistoric beasts known as Rahi, who do not take well to the villager's way of life. The destruction of trees and habitats in a desperate bid for survival by the villagers have made the beasts of the land very angry. The beasts have grown accustomed to the taste of Matoran-flesh, and Matoran have grown accustomed to the endless state of war. Although strategies have been developed to ward off the terrifying predators, the Rahi are regularly victorious in not going hungry. Although the Turaga lead the respective and disjointed villages, the villagers blame their woes on not a natural crisis, but a spiritual crisis. The High-Priest Karzahni has claimed to the general populace that this endless curse is a direct result of the abandonment of the Great Spirit Makuta. Over the coming decades, acceptance and popularity for the faith of Makuta has grown significantly, in some places even becoming a theology. Ancient temples are refurbished and devoted to prayer to the Great Spirit in hopes of calming the tide of the hungry beasts, and many claim it has worked in stemming the flow of blood. Where the High-Priest Karzahni stands unsuccessful is with the small and roguish cult of Mata Nui, a small sect that refuses to pray to the Great Spirit Makuta and claims his existence is false. This heresy has not gone unchecked, and many militant groups hunt suspected cult-members and bring them to justice. The High-Priest brings divine retribution on those found secretly praying to the false god Mata Nui. Rumors have even circulated that this false god is truly a demon that controls the beasts, having ushering in this age of war as long as the villagers can remember. Karzahni claims the end to this accursed painful existence is coming to a close, and a new age is descending upon the people - but it can only become a reality if the entire populace chooses to accept Makuta as their one true guide and protector. A crusade is forming across the blood-stained lands of The Island and lines are being drawn. All the while, villagers fend for their lives on a daily basis and The Island itself seems to ever be a part of the conflict as the very earth itself seeks sacrifice. And across the lands, the Spirits walk. GOAL Mainly, survive. You are a villager and are free to survive in any way you see fit. Be that a merchant, a bounty hunter, a low-ranked priest, or simply a wanderer out for your own, the choice is yours. The Island is a place where the law of the land is dog eat dog. Camaraderie is a foreign word, as is the term hero, or "Toa," in the Matoran dialect. Sides are being drawn and deception and kidnappings are becoming more and more frequent, even from the Turaga leaders. As the Guards defend the Koro's as best as they can, villagers are beginning to interact more with the wandering Spirits, turning to them in a last breath of desperation for help against the beasts. Whether the choice to approach one of these Spirits is wise remains to be seen. Beware, criminals. Despite the seemingly lawlessness of The Island, the bounty hunters have a way of finding those they deem a threat to their power. High-level criminals and those caught in an act of blasphemy will be brought to Ta-Koro for judgement by Turaga Vakama and his right hand Jala, or worse - the High-Priest Karzahni. Whether you choose to be a missionary of Makuta, a hunted cultist of Mata Nui, or somewhere in between, watch your step. No one is safe, and no one is sure. The Island is changing, and beasts are becoming smarter. The question is not what will you do; the question is will you survive long enough to do it? LOCATIONS The Island is a vast place, whose shores encompass terrain from seeping bogs to a massive, searing desert; from the heights of icy mountains to mines, deep beneath the earth, and from a blazing volcano to serene bays. Strange ruins of temples and statues can be found in the deepest and most secretive places on the island, as if to say "you are not welcome here." Regardless, the Matoran have made their homes here, and now they battle the very Island itself for their survival. ~+~ Ta-Wahi The skyline of Ta-Wahi is dominated by the imposing Mangai Volcano, under which rests Ta-Koro. To the west of the great volcano is the Tren Krom Break, which divides the fiery wastes of Ta-Wahi from icy Ko-Wahi, and to the north is the Ta-Wahi Beach, which separates Ta-Wahi and Ga-Wahi. This Wahi is typically characterized by blasted wastes and a red sky, tinged by the fires of the Mangai Volcano. However, the Charred Forest, burned in a great battle against a horde of Rahi, spans the southern end of the Wahi, where it connects with Le-Wahi. The Charred Forest is the domain of the mysterious Tahu, the Ghost of the Ash. ~+~ Ta-Koro The burning city of Ta-Koro is nestled in the massive volcanic crater of the Mangai Volcano, its citizens defended from Rahi attacks by the Mangai itself and the Ta-Koro Guard. But the guard also contends with problems from within, as Mata Nui cultists and sundry other scum from across the island have chosen to hide within its walls. Turaga Vakama and his Captain of the Guard, Jala have begun to crack down on crime, offering second chances to those who can prove themselves as worthy fighters in the Ta-Koro Stadium. ~+~ Ga-Wahi The serene shores of Ga-Wahi are likely one of the safest places on the island, the only sounds one hears are often the cries of seagulls and the crashing of waves. Naho Bay's waters are calm and undisturbed, hinting at no sign of life, and the forests inland are almost untouched by Rahi predation. The phantasmal Shade of the Coast, Gali, sometimes appears on the shores of her Wahi, prowling the seaside in the pale moonlight.
 ~+~ Ga-Koro Ga-Koro, village of the Endless Ocean, is now naught but ruins after a devastating Taravaka attack sunk the village to the bottom of the bay. The Ga-Koronans decided not to rebuild, instead moving further inland and learning the art of stealth and secrecy in imitation of the Shade of the Coast. They wander Ga-Wahi as nomads, often crossing into Ta-Wahi or returning to Ga-Koro in search of salvage. ~+~ Po-Wahi The deserts that are Po-Wahi are utterly inhospitable to any stranger that might wander into its domain, and not even the nomadic Ga-Koronans dare to wander into its depths. The sun sears this wasteland of dunes, covering over the pitiful paths that the Matoran laid down in an attempt to master it. Rahi lurk in the sands, ready to ambush and kill any who trespass in their domain. Pohatu, Spirit of the Wastes, guards this desert. ~+~ Po-Koro The ruins of Po-Koro are long empty, the ghosts of those slain in Rahi attacks whispering through the streets and across the empty Koli fields. The marketplace, once full of animals and merchants, is now slowly succumbing to the sandy blankets of the desert outside the shattered walls, and the stone huts of the Po-Koronans stand empty or broken. The Po-Matoran themselves have fled to Onu-Koro, but some enterprising Matoran essay into Po-Wahi and sometimes into Po-Koro itself in search of valuables to trade or use. ~+~ Onu-Wahi The tunnels of Onu-Wahi are byzantine and truly incomprehensible. Some safe passages are marked by lightstones on their walls, driving away Rahi, but others were carved by unseen horrors in the dark places beneath the earth, and only the most foolish enter those catacombs. Kofo-Jaga nests are hidden within the walls of the upper caverns, and once disturbed, they will pour upon the offender in a swarm of rage. However, not even they dare to nest in the deepest part of Onu-Wahi, where creatures never dreamed of by Matoran lurk. If you stray far enough from the lit path, you might run across the Eidolon of the Dark, Onua. ~+~ Onu-Koro The cavern city of Onu-Koro is one of the most populous places on the Island and it is similarly the most technologically advanced Koro. The Onu-Koronans have mastered the art of steam power, importing lava from Ta-Koro to keep their engines running at all times. Their mining machines are powered by steam, and their mining shafts are serviced by complex arrays of elevators, managed by batteries of steam engines. The Koro itself is often rather busy, and the Onu- and Po-Korans who live there are always busy. However, there are some rumors that the Onu-Korans are growing tired of outsiders, and many have been known to go silent or greet strangers with false pleasantry. ~+~ Ko-Wahi The icy mountains of Ko-Wahi are one of the most hostile places on the island, and their treacherous cliffs have been known to claim almost as many victims as the Muaka that hunt here. The Drifts are the most deceiving part of Ko-Wahi, as their pale white dunes hide jagged ravines which will suck the unwary Matoran into the chasms far below. Only a select few wander out into Ko-Wahi, and most of those travel to the North March, a well-mapped and less-treacherous part of the Wahi. Should one come across a Rahi, there is a slim chance that one might find the Specter of the Drifts, Kopaka, who hunts Rahi to take their pelts as trophies. ~+~ Ko-Koro Ko-Koro is a place of complete discipline and silence, ruled by Turaga Nuju. The village of frost has long since cut itself off from the rest of the island, the Ko-Korans preferring to seal themselves within the safe confines of their glacier home than to risk an encounter with the hostile Rahi that live in the savage wastes of Mt. Ihu. Most Matoran spend their time in silent contemplation in introspection or on the prophecies carved into the walls of Nuju's Sanctum. ~+~ Le-Wahi The swamps of Le-Wahi are full of poisonous Rahi, ready to kill and eat an unwary Matoran without a moment's warning. Behind every leaf might lurk a predator, and every rustle of the wind through the trees might be a hunter ready to jump upon its prey. The bogs are full of false trails and sinkholes, and every safe-looking patch of grass could easily be a step to your doom. Even the most experienced Matoran are leery of the prospect of travelling through the swamps. The canopy of Le-Wahi is not much better, where Nui-Rama hunt in packs to kill their prey and return it to their towering hives. This Wahi is the stomping grounds of the Wild Wraith of the Sky, Lewa. ~+~ Le-Koro The treetop village of Le-Koro is home to the elusive Sky Matoran and their Turaga Matau. They protect their village on the backs of tamed Kewa and Kahu, but foragers and scouts can sometimes be seen flitting through the highest branches of the Le-Wahi canopy. Unfortunately, few have ever entered Le-Wahi to try and meet the Le-Korans, and fewer have survived the perilous journey. Those exceedingly few Le-Korans who have wandered out of their Wahi have expressed unfamiliarity with the other Koros, aside from their mere existence. PLAYER OPTIONS Players can and only will be Matoran villagers. "Toa" do not exist here. The term itself is a forgotten one. You must choose your allegiance and profession and land of origin, but beyond that, you are mostly left to your devices to decide your fate. Remember, your choices truly matter in whether you survive in this place. Death is a frequent visitor, even on players. We will be watching, and if you do not watch your step you will be facing an untimely end. Think very carefully about who you face and how you face them, because this is not a game of power, but a game of wits. Character Sheet: Name: Gender: Koro of Origin: (Ga/Ko/Ta/Onu/Po/Le only) Occupation: (if any) Weapon(s): (if any) Brief Description (colors, mask, etc.) of appearance and history: We fully encourage you choose an occupation of importance and utilize it well - we need bounty hunters to hunt down heretics, we need merchants who tinker away at new technology to ward off predators, we need explorers to seek new refuges within the abandoned temples scattered across the lands, we need cartographers to map out new territories and make new connections with other Koros, we need diplomats and tradesmen. We need hired guns and guards for bands traveling bearing goods. GMs will not be doing any of this - you will be tested however, but the better you grasp a role and make it your own, the "harder" it'll be for us to dispose of you if you become a vital part of the villager lifestyle. Take advantage of the sandbox-element of this and truly find your niche - the RPG depends on it. You may also want to be careful on what you declare to be - character sheets are common knowledge, in-game and out. If you list yourself as a cultist, you will be known as that in-game and be hunted down within the first week, we guarantee it. We suggest you keep your motives and "true" allegiance to your posts and force us to find out who is who, detective style. In fact, you could even be a sleeper-agent within missionary-ranks secretly working for the cultists, or vice-versa. Keep secrets that we must find out to keep the story engaging - be prepared that anything posted can and will be used against you if you're not careful. That said, we like a bit conflict here and there. Jam-sessions, or multi-person posts mostly written on a messenger program or PM, are also encouraged if you want to keep certain things secretive, like meetings between different cult-players, for example. No place on the Island is secret, so be careful, because if anyone takes a hunch on your true motives, they are more than welcome to act on it. We're looking at you, bounty hunters and hired guards. Le-Korans have natural camouflage, Ga can hold their breath longer, Ta are more resistant to heat, Onu have sharper eyesight, Ko are more resistant to cold and Po are physically stronger. Use these to your advantage. RULES * You can have a maximum of three characters. Remember however, if you do not keep your wits about you a character can be killed off in a flash - this is not a punishment (usually), but way of life on The Island. If you cannot face up to the trials of The Island, then that's that. Characters cannot be brought back from the dead or re-made, although there can be similarities. I suggest you pick very carefully traits for your characters that will increase the chances of survival. You can request to have a character to be killed off, or simply do it yourself if you wish to create a new character after reaching the three-limit capacity. * As there are no powers, god-modding will be difficult, but still possible. Don't do it. If you're facing a giant Muaka alone with nothing but a rock, chances are you won't be making out of that fight alive unless you run or have some back up. We will be watching every fight and every step into dangerous territory. Treat these players like real people and treat every situation as a life or death situation, and act accordingly. If you really have no chance of surviving, and you choose to stay, or bend the rules of luck into your favor, you won't be surviving. Go into every confrontation with a fight or flight mentality, and be prepared to have an infallible fight plan or an infallible flight plan, because any holes or mistakes will be taken advantage of by the cunning Rahi, or anything worse you might fall upon. * There will be one main in-game post, not several, to avoid running into complications with the current BZPRPG. In the main post, time stamps will be utilized to indicate place and time. For those new to the concept, a time stamp is a small stamp at the beginning of each post and change of time and or place, and looks like this, for example: {Lewa, Le-Koro, Afternoon} or {Jala, Ta-Koro, Sundown} * Be kind and helpful to new players - coach them when need-be and it will help in the long-run if groups start forming to protect one another. Lone wolves will quickly find that that path is a nigh-impossible one to maintain for long. * No one can kill another player or NPC (including Rahi) without strict permission from the controlling player beforehand, unless it is your own character. If you kill off a character you plan on bringing back sometime, please let one of the GMs know in advance. * Feel free to ask any questions to any of the GameMasters, which include myself, Lloyd, and Exalt (or CJ to vets). * Other standard rules apply * Have fun and be interesting - we're looking forward to you guys finding solutions to the problems and coming mysteries, and there will be little coaching from us. We will constantly challenge you, and we highly encourage you not telling us your plans so that we're just as surprised as you are when we spring things on you. However, if you're ever concerned about a particular option, always feel comfortable to broach it with us. * Remember, we love you. It will be tough love at first, but smart players will be rewarded with very beneficial awards. STORY CLARIFICATIONS (Dangers of Rahi and Spirits) Although based on the island of Mata Nui, this is not a carbon copy of 2001 or the current BZPRPG plot. It is quite distinct and separate from the traditional mythology. There is no giant robot underneath this island. Kini-Nui is a hidden location yet to be discovered by any Matoran or Turaga, and there are plenty of mysteries that will crop up that are quite solvable by players. However, we are serious about the prospect of frequent deaths. Wit, cunning, and wisdom will be the things rewarded, not brute strength or arrogance. We will be paying attention. Rahi are not the traditional size and shape either. They are huge in comparison to their canon-counterparts, truly of mythological and prehistoric proportions. Drawings and more visual representations will be added later. Think Shadow of the Colossus to get an idea.They are cunning and coordinated and will be controlled solely by GMs until certain players are rewarded with the ability. You are to control your Matoran and yours only unless given strict permission. Matoran are about human-height and Spirits several feet taller. Muaka can come as tall as ten-feet tall while standing on all fours, to get some perspective. We must also clarify the "Spirits" (Tahu, Gali, etc.) are not the "Toa" you know. We highly suggest if you come across one you take into account you have no idea what you're going up against, and may pay the penalty for your lack of caution. This entry will be fleshed out a little more in the coming days, but we hope you enjoy and can be excited for what we have to present. This has been a long time in the making and we are extremely excited to share this with you guys. This will likely be our last RPG and we wanted to go out with a bang. Good luck, and may the true Great Spirit look down upon you in favor. Our best, Cap, Lloyd and CJ
  9. A. I know what EVs are and all of my competitive Pokemon are EV-trained.B. R. isn't there offensively - it's there to distract and reverse Trick Room sets, that's all. I try to work with non-traditional sets.C. Machamp has 100% accuracy, something Conkeldurr lacks and its Fire Blast takes care of the Ferrothorn that would usually block SerperiorD. My Scrafty does just fine, thank you. It's mostly there to allow Raikou and Tornadus do most of the work while Fake Out takes effect.
  10. I spend most of my time on Random Matchup, and I do pretty well considering the low-lifes one stumbles upon there ( ), but if you can create a team that can combat a solid Trick Room team and a Drizzle + Swift Swim team, you should be fine. Those are the most common teams that wipe the floor with regulars. Note, I only play Doubles and Triples, so if you're playing Singles I can't help you. I find Hitmontop with Technician, Fake Out, Mach Punch, and Sucker Punch is always a safe lead.I seem to have general success with my current RM Doubles/Triples team. I've been using:Shiny Event Raikou @ Rash @ Brightpowder (has saved his life on numerous occasion)-Thunder-Aura Sphere-Extreme Speed (for revenge killing)-Weather BallTornadus @ Mild @ Flying Gem- Dark Pulse- Hurricane- Rain Dance (gives Raikou a 100 Power Water attack and makes Thunder reliable)- TailwindMoxie Scrafty @ Adamant @ Leftovers- Dragon Dance- Fake Out- Drain Punch- CrunchMachamp @ Naughty @ Choice Scarf- DynamicPunch- Stone Edge- Thunderpunch- Fire Blast (completely surprises walls like Skarmory and the like, and 100% accuracy is a boon)Reuniclus @ Bold @ Flame Orb- Psychic- Trick (rather than use R. offensively, I generally just latch FO onto anything physically scary; pluss, if I don't use it, I don't have to worry about Sleep or Paralysis)- Pain Split (recovery and damage, rather than Focus Blast - is rarely used but generally is a life saver in a pinch)- Trick Room (I use this to actually reverse other teams Trick Room sets - my R. is so slow that it outspends most other teams and completely wrecks their set up, as my whole team beyond Scrafty is speed-based)Shiny Serperior @ Timid @ Big Root- Toxic- Calm Mind- Giga Drain (with Big Root, this gives twice as much health and is extremely helpful, stall wise)- Leech Seed (again, with Big Root, this thing has crazy recovery and makes Serperior extremely bulky, especially in doubles and triples)I've been using this team for almost a year now and it's pretty gold. Just try to pick things that either are benefited by Trick Room or Rain Dance teams, or pick things that neutralize weather threats and TR. My R. completely ruins other TR sets and Raikou is immediately boosted by other teams' Drizzle, and Tornadus's priority Rain Dance eliminates Sandstorm, Sunshine, and Hail teams.ALSO, there is currently a free American Victini Mystery Gift event giving out a V-Create, Fusion Bolt/Flare, Searing Shot Lv. 50 Victini. Worth grabbing.Anyone know of any independent distributions going on or have they been over for a while?
  11. Expect mine and Lloyd's entry to hit sometime in the next week or two.
  12. I only read FullMetal Alchemist and Naruto, although I finished FMA a long time ago when it wrapped up. Naruto has been very good lately.
  13. Lanayru Mining Facility is one of the longest and most intriguing dungeons the franchise has ever seen. It took me almost three hours to beat, it was ridiculous.
  14. One flaw - unless Tim's leg was injured again and potentially shot in the leg, why would he be limping when he attacks Jay in the hotel? I found the out of order time stream extremely confusing.
  15. So MH Season 2 is finally over. I suspect we'll see a start to Season 3 after winter break, maybe late January mid February. Maybe longer and into Spring.
  16. I just finished watching all of DH00, and it's interesting. Completely ruined my idea of a Slenderman cult... but I'm not giving up. I still have an idea that I guarantee will be the scariest yet. My one major problem is Log 19 - they clearly show Slenderman walking... Slenderman isn't supposed to walk. It totally threw me off there in terms of believability. The rest of the episode was done fine, but his entrance just looks so fake.I'm going to attempt to get all of the pieces for a final Slenderman suit this weekend. I'm going to really put time and effort into this so that I can hopefully get a finished and ready to go series by New Years.2012 hehehe (:<
  17. I think MX might be my new favorite album of theirs. Charlie Brown, Princess of China, and Up With the Birds are my personal favorites
  18. Actually, it was discovered in the Onu-Wahi mines in the original MNOLG. We only knew exactly what it was when the Toa Mata came in contact with it.
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