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  1. Alright, here's a game that I thought of that might be pretty fun. Basically, one person says a character and the next person says a good gift to give that character. It can be humorous, ironic, heartfelt, whatever you want. Example: Player 1: Toa Tahu Player 2: Lighter fluid Turaga Nuju Player 3: Pet bird etc. Make sure that you post a character for the next person to give a gift to! I'll start: Turaga Whenua
  2. Introducing… BONKLE RIM When the worlds of Pacific Rim and BIONICLE collide, you can expect stuff to happen. Kaiju begin falling into the Matoran Universe, and the Vortixx start building… Jaegers! It’s now your turn to get a character, get into a Jaeger, and PUNCH A KAIJU REALLY HARD IN THE FACE! Or become a Kaiju and PUNCH A JAEGER REALLY HARD IN THE FACE! To join the game, just fill out a profile and when you’re approved, jump into the game! The aim of the game is to get as large of a killstreak as possible during the ten weeks of Bonkle Rim, by, as you can guess, if you’re piloting a Jaeger, killing Kaiju, and if you’re a Kaiju, by destroying Jaegers. Because we want to make this fun, drifting is not necessary. You can create characters that pilot their Jaeger on their own, but be warned: if you do drift, your Jaeger will get some stat boosts. You aren’t allowed to create two characters which drift with each other; if you want to drift, you can only play one of the characters, and a different player has to play the other. The MKs and Cats differ, MK 1 and Cat 1 and 2 are both fast melee fighters, MK 2 is a ranged sniper, while Cat 3 is a fast assassin. Cat 4 and MK 3 are both powerhouses with heavy weaponry and strong melee attacks, but slow. MK 4 and 5 and Cat 5 are reserved for BOSS characters. BOSS CHARACTERS: MIRAS: Name: Arkie Species: Kaiju ######-kicking Ko-Matoran Gender: Female Weapon: Crossbow Appearance: Tall, white all over, wears a powerless Kanohi Hau. Jaeger name: Jat Class: MK V Weaponry: Twin plasma cannons on the shoulders, capable of taking down a Cat 5 Kaiju; Rocket fists; swords stored in the arms, able to cut through a Kaiju’s hide with ease; “The Godkiller”- a hammer which easily crushes Kaiju skull. Appearance: ‘Tis a colossus. 100 metres tall, painted in blue and white. Crew: Arkie DANE: Name: “Sharky” Species: Kaiju Category: 5 Adaptation: Knifehead, with huge teeth that leak kaiju blue when they bite, and a large dorsal fin on its back. It also has jagged claws on each of its arms. It’s tail has a large axe like feature on it. “Gender”: Male Appearance: He is a Knifehead. Much bigger than most Kaiju, with light green energy markings on his body. His “knife” is jagged. He also has a pair of “fins” on his back, which are actually wings. Profile templates: Name: Species: (Matoran, Vortixx, Kaiju) Category (Applicable only to Kaiju): (Similar to Jaeger, but Category 2 is more agile and weak) Weapon (Applicable only to Matoran and Vortixx): Adaptation (Applicable only to Kaiju): Jaeger profile template: Name: Class: (Mk 1-3)(Mk 1 is fast melee fighting, Mk 2 is more ranged, and MK 3 is a powerhouse.) Weaponry: Crew: Approved profiles: Name: Klawz Species: Kaiju Category: 3 Adaptation: Kaiju Blue: Klawz can launch streams of Kaiju Blue from his mouth which melt through Jaeger armour like acid. Appearance: LOTS AND LOTS OF SPIKES. Klawz has the standard brown Kaiju hide, with pulsing channels of red light running across the skin. Player: Makuta Miras Name: Omega Species: Fa-Matoran Weapon: A small handgun Gender: Male Appearance: Beefy, with a powerless great Ruru. He has an omega symbol painted on his ruru. Is black and gold. Player: Sharkydane Name: Forge Biter Class: Mk 3 Weaponry: Large claws, and a cannon on its chest. Crew: Omega Appearance: Slightly hunched over, with large feet. The cockpit is shaped like a rahkshi head. Player: Sharkydane NOTE: If anybody steps out of line, you will be smited. No autohitting, no godmodding, and play nice. All the usual rules apply. Written by Sharkydane, and Makuta Miras.
  3. In my research for the third section of Volitak_Boxor's alternate model database project, I've heard in BIONICLE Heroes (on the BIONICLE Wikia) that among the three other Rahi of the game (Fikou, Visorak and the dragonfly-like thing), there is a fourth Rahi that is a destroyable enemy that leaves currency and is a fish-like creature. Can anyone give me some more information or a picture of this thing?
  4. Don't know if there's a topic on this yet, so... I need help with the BIONICLE app game! Yeah, I know, easiest game in the world. I've beaten the Lord of Skull Spiders with all the Toa, (and somehow unlocked the "winged" Kopaka) but now I rarely get those little exclamation marks notifications or new pieces. What do I have to do to get more pieces and "special" modes for the Toa? I'm playing on an Android. Is it glitchy? What's the solution?
  5. As a new-year's present, I'm releasing the unfinished MORPG I half-completed about a year ago [ ] It's massively buggy, (even the GUI is just the standard one) but still quite fun, and seeing as I'm not working on it anymore I decided just to at least release it [] Here are the downloads, for mac and PC. To run on a mac is easy, just download and double click the file. For PC, make sure both the downloaded files are in the same folder, then double-click the .exe launcher. (No ads []) https://www.dropbox....D8md8EGYra?dl=0 -Mac https://www.dropbox....I0OTO6_QWa?dl=0 -PC No personal details are needed to sign in, just a username and password (don't use any previously-used passwords though, because I will be able to view your full character from my database). Have fun, and don't get beaten too badly by the Golem Lord [] Note: I just downloaded it onto my other mac laptop, and the .app came out as a folder instead, making the game unplayable :\ I'm hoping that it's just my computer, but if anyone else experiences this, please let me know []
  6. Chapter III Released! Play Now Walkthrough Screenshots and the trailer: Follow Fanatic Studios® on Twitter for exclusive OOG updates! @Fanatic_Studios Or check out our website for more of our projects: http://fanaticstudios.weebly.com Download for offline play (no loading): Mac: https://www.dropbox.com/s/23utk52tb4dmaik/Okoto%20Online%20Game%20Chapter%20III%20Standalone%20Mac.zip?dl=0 PC: https://www.dropbox.com/s/lbi0w0csw7e287w/Okoto%20Online%20Game%20Chapter%20III%20Standalone%20PC.zip?dl=0 Please note that any images depicting gameplay may not reflect the visuals or mechanics of the final game. ​Also note that Fanatic Studios® are not associated with or under employment by the LEGO® Group, and that the upcoming game is fan-made content.
  7. Welcome, all. I am death, your omnipresent narrator. It seems that The Shadowed One had grown bored of his Hitman games. Apparently, having some assemblage of characters kill each other just didn't carry quite the same... excitement that it once had. So, this time, he decided to make a few... changes. The first of which is merely an addition to the fact that you have no ultimate control over your fate. For every time you try to kill someone, I will roll (RNG) a 10-sided die. If you get a "6", then, unfortunately, your attack method fails. Badly. So badly, in fact, that you are the one to die. By your own hand, though not intentionally. So sorry. Your profile must be sent in. You will set up your profile in the following way. There are six weapon options. There are six numbers (1-6). You will assign a number to each weapon. Then, that will, in essence, be your "tolerance" to that weapon. So, if you set a weapon to "4", and someone attacks you with that weapon, and they roll a four, you're safe. But if they get a five or a six, then you're toast. By this standard, whatever you set for "6" is your can't-be-killed-by weapon. Obviously, you can only use each number once. Here is an example of a profile: Knife - 4 Sledgehammer - 3 Explosive - wait a minute. No. These weapons are much too boring. I'm gonna pull my rank here and move TSO's hand myself. We're upping the ante with these weapons. Instead of the normal ones, you get to choose from these: Saw Nail Meat Cleaver Syringe, with a filling of your choice Red Hot Poker and, of course, the infamous and highly deadly Rusty Spoon So, an example profile would be: Saw - 3 Nails - 1 Meat Cleaver - 6 Syringe - 5 Red Hot Poker - 4 Rusty Spoon - 2 Ah, yes. This looks good. This should be a... very fun round. For me, at least. When you send in a kill, it will look something like this. "I wish to kill ~~~~~ with a ~~~~~~." That's about it. If two people target each other, then they will be ordered chronologically. So, if the first person to send it in kills them, then they don't get to try to kill the first person. But if the first person fails, then the second person can have their turn. Oh, and I guess I'll copy these rules from the previous game. They look good. 1. Use only a single PM to send in your targets - that is, don't start a new PM each round; just add a reply to the existing PM. 2. No changing targets. I will accept the first PM you send me, and will ignore any others you send in an attempt to switch your target. 3. No complaining about outcomes. I am not biased; I am genuinely just rolling the RNG. This game is a little bit of strategy with a whole lot of luck. Oh, derp, forgot a roster: 1. Neo ShadowVezon (Did not send in profile) 2. Col. Mustang 3. Doorman 4. Chris Pratt 5. Axilus Prime 6. Makuta Lukora 7. Chro 8. JAG18 9. 10. 11. 12. (gonna make it a little smaller this round for sake of simplicity/not killing me, as well as generally smaller games recently)
  8. Hi guys ! I am George , and i would like to build up the idea of creating the best video game the internet has ever seen . So i started by asking people all over the internet about their vision of the best game that can ever be created. Please post your ideas and opinions for what could be done to make the internet gaming industry ski rocket and gamers just blush ! Thanks ! ( miru fan )
  9. CorpusRahkshi All around you is the dark. It is all you have ever known. A liquid gloom that swaddles you better than any blanket, that keeps you safe from the burning gaze of the sun. The only light you need-the only light you want-is the dim green glow that oozes from the crystalline confine that is your entire world. Oh there’s definitely something beyond the glassy walls that cocoon you, but they are dim shadows, patches of deeper blackness within the blackness, beyond your concern and ability to care. You have your world of green gloaming. And it is good. Then suddenly, pressure. Pulling you and pushing you all at once. Squeezing your boneless body through pipes and tubes you hadn’t known ever existed and now desperately wish didn’t exist at all. You are forced, squirming every inch of the way, further from your old home and towards-Ah! Towards pain! You are pressed into something unyielding and cold, so cold! The ooze that held you before was merely cool, this dread chill is new, sharp and biting like you are caught in the maw of some icy beast. Your next new experience is gravity, as you tumble freely until the ground rises to meet you in a cacophonous clang. You begin to realise from the cold, the noise, the inflexibility of the prison you find yourself in that you have gone from a womb of slime to a womb of steel. The metal may close around you tightly, but you are aware that it stretches out far beyond the normal reach of the strip of meat that is your body. Stretches out into gangly limbs, all four naught but metal but…you can feel through them? You’d question how that works but you’re flooded by fresh sensations. Your eyes see better now, freed from the murk of viridescent crystal, and the dark holds no secrets from them as you take in every detail of the cave you find yourself in. You can feel the slight breeze that wafts through the air, bringing with it a smell of musty dampness. You’ve never smelt anything before. It’s…weird. But none of this, not the sight, not the smell, not the sensations, none of it compares to the raw power you can feel flowing through the new you-all of the new you, flesh and metal. You start getting these new limbs in order. Two end in broad feet that are seeking purchase even before you plant them firmly beneath you. Two others end in a tangle of fingers, each one tapering to a wedge-like claw that score shallow gouges into the rock as you push yourself upwards. Standing for the first time is hard. You hadn’t understood how complicated legs were before, there’s so many minute differences in weight and balance that threaten to topple you right back down again. You fight the urge to hold your arms aloft like wings, letting your joints learn how to compensate. Once you’ve mastered standing up, all you want is to run. To chase. To hunt. You want to scale every height of a mountain, to tear down every tree in a forest. Boundless energy bursting through you, its fantastic! Before, when you were tiny and blind, you just felt safe because you were comfortable. Now you feel safe because you’re strong! You could take on the world and win! You need to do something to stamp your place in this new world, something to tell anyone who can hear that you are here now and aren’t going to leave any time soon. The armour plates around your head respond to your subconscious will, pulling back to expose the stub of raw flesh that is your head as you open your mouthparts and scream. It is a scream of defiance backed by the staccato rattling of the spines on our back, a scream to put fear in the hearts of anyone who would see you killed or thrown back to that half-life you now realise you led before. You are here to stay! You…are Rahkshi! Over in the furthest reach of the birthing chamber, hidden behind illusory weaves of shadow that even your eyes could not see through, the Makuta who has been watching the whole scene smiles. For it is good. Welcome! ~From the Notes and Observations of Makuta Tridax, Master of the Isle of Nynrah~ Rahkshi. They have always been our stalwart servants. Our eyes, our ears and, if needed, our iron fist. The production of kraata and the design of their armour has been perfected over the many millennia we have been using them so that they are now a shining example of what the biological and the mechanical are capable of when working in unison. Which is why it is somewhat perturbing that they seem to be changing. The “fault”, as I shall call it for now, is a development in their cognitive abilities, allowing them both a range of thought greater than their usual bestial processes and a better capacity to express these thoughts. Put succinctly, they’re getting smarter. Kraata which should be little better than mindless animals seeking to spread corruption purely on instinct are reasoning, imagining and even philosophising. I wouldn’t expect these traits, certainly not to this level, from anything short of a full blown Shadow Kraata yet we now have new-spawns displaying them left, right and centre. It is truly fascinating. At first we were unsure of what to do with this new breed. Study them? Train them? Destroy them? There were a number of voices in favour of that latter option but fortunately saner heads prevailed. After all, who knew what kind of use these smarter Rahkshi could have. Imagine a squad of them with teamwork and co-ordination to rival that of Toa teams. Imagine being able to produce strategic geniuses by the handful instead of waiting for likely to generals to rise through the ranks. Imagine Rahkshi who could be expert spies or assassins instead of simply living wrecking balls. With this ridiculous extended skirmish the Dark Hunters have declared on us entering its tenth year some more advanced troops in the field would help enormously with keeping the regions we possess pacified and under control. Though personally I find myself more intrigued by the scientific possibilities of what this might mean for my fellows and I. Evolution in the kraata could mean another step of evolution for we Makuta, and I wish to be ready if we undergo any more radical changes. The answer to our curiosity and wariness towards the new breed was to re-use our leader’s solution to the Matoran Civil War: stick everything in a box and wait to see the results. And so the Corpus Rahkshi academy was born. A place to properly keep them. A place to properly train them. A place to properly keep an eye on them… Ah Rahkshi. We all know they’re pretty awesome, and this RPG is all about them. Basic summary is that, for whatever reason, the Brotherhood of Makuta’s Rahkshi have started getting smarter. An increasing number of them are no longer behaving like feral creatures but have begun developing personalities and increased intelligence. The Makuta decided they’d keep these Rahkshi around rather than atomise them so created a big old school to teach them and, if need be, contain them. You play as one of the new Rahkshi. Sorry, no exceptions. You’ll be joining the student body, and get to undergo the daily life of a walking weapon being trained by a (quite literally) shadowy organisation. What could possibly go wrong? Locations ~From the Notes and Observations of Makuta Tridax, Master of the Isle of Nynrah~ I was deemed to most suitable to oversee the Corpus Rahkshi project. I am one of the Brotherhood’s chief scientific minds, and the one least likely to simply give them more teeth and let them loose on an innocent population. Yes Chirox, I know you’re reading this. In addition I control the island of Nynrah, giving me access not just to some of the most industrious and ingenious craftsmen the world has to offer but to the resources and infrastructure those same craftsmen use to ship raw materials and finished products. The perfect place to ensure a small army of Rahkshi are properly housed and maintained and enable any damage they cause to be rapidly fixed. There’s no other way of saying it, I was the perfect choice. The academy was constructed using a pet project of Mutran’s; that odd growing rock he is inordinately fond of. Given an energy supply to prevent it consuming the students and proper constraints to mould it into appropriate shape, it allowed us to quickly develop and construct an adaptable and self-repairing building to hold the Rahkshi. Most useful. The RPG takes place in the eponymous Corpus Rahkshi Academy, a castle-like building on its own island just off the south coast of Nynrah. The centre comprises of four blocks of accommodation enveloping a square courtyard, with longer wings on its east and west flanks. Built out of the same stuff the Mountain on Xia is made of, it can fix itself up in case of…incidents and be reconfigured if a room needs to be repurposed. And speaking of rooms, here’s a few of the more important areas within the school grounds. The Gymnasium ~From the Notes and Observations of Makuta Tridax, Master of the Isle of Nynrah~ Physical training is of course a must. If we intend to put these Rahkshi into the field as soldiers then they’ll need to be in peak condition, and versed in all forms of combat and warfare. The Gym is a huge hall, large enough that its almost its own separate building tacked on to the east side of the academy. In its base state it is a big, empty, upturned bowl but it is the most malleable of the all the school facilities. Want a duel? It can manifest an arena. Want a naval battle? It can simulate water. It has been specifically created to provide any imaginable threat to keep the Rahkshi on their toes. The Library ~From the Notes and Observations of Makuta Tridax, Master of the Isle of Nynrah~ Since the students have been blessed with advanced minds, let them make use of them. Intelligence in one’s underlings is like a flower; for it to properly bloom it must be given the right ground to take root in and sustenance to feed on. And, if needs be, a bit of pruning from time to time… The Library, located in the Academy’s west wing, is full of a surprisingly diverse range of subjects. There are the obvious books on martial arts and tactics, but they share the building with tomes on anatomy, zoology, engineering, chemistry, architecture, with encyclopaedias, and a seemingly endless catalogue of historical archives. Sure the warfare section is noticeably closer to the entry as a subtle hint, and the histories have been edited and worded with a Makuta-favourable bias but hey, its the thought that counts right? The Refectory ~From the Notes and Observations of Makuta Tridax, Master of the Isle of Nynrah~ Its a necessity that the Rahkshi be fed, but I see no reason to go to any extensive expense or strife to do so. They are here to learn, not to feast. In the Academy’s eastern wing, conveniently close to the Gym, is the Refectory. It is fairly uninteresting architecturally, being little more than an enclosed box lined with long dining tables. But as the place where all those growing kraata go to eat it’s a focal point of interaction and communication. Shame the only food they serve is a kind of thick gruel, high on nutrition but low on taste. Dormitories ~From the Notes and Observations of Makuta Tridax, Master of the Isle of Nynrah~ Some say we have been a little overly optimistic in how many dormitories we have, since the entire south block is, at present, entirely unused. I say that is an unimaginative viewpoint. There’s always a use for an empty room or fifty. Along with the courtyard that they surround the dorms form the central hub of Corpus Rahkshi. Each room houses a single Rahkshi and are not particularly spacious, containing just one bed and a boxy cupboard for storage. The idea being that such spartan living will encourage the Rahkshi to go out and fill their days with activity rather than laze around listlessly. And for the cleaning and maintenance of their armour suits, each floor has its own washroom, communal arrangements complete with cold and colder running water. Chirox Causeway ~From the Notes and Observations of Makuta Tridax, Master of the Isle of Nynrah~ Technically the students are not permitted to visit the mainland, however in practice there is nothing really that can be done to stop them short of keeping them in chains every second of every day. And thats really only a last resort solution. So I have endeavoured to make the journey, if not exactly perilous, then at least…entertaining. Rather than have a bridge connecting the Academy’s island with mainland Nynrah I had placed a series of irregularly positioned hexagonal pillars, the idea being that the students gain some small manner of exercise from jumping across or flying through them. The name comes from the causeway’s likeness to a set of teeth rising from the sea, and we all know how our esteemed colleague prefers his monsters toothy. Still reading, Chirox? If you want to go from the Academy to the mainland by foot then you must use the Chirox Causeway, a network of pillars all at varying distances and heights. The students, being Rahkshi, can of course just fly over but some like the challenge of trying to navigate the Causeway’s twists and turns. Off Campus Locations ~From the Notes and Observations of Makuta Tridax, Master of the Isle of Nynrah~ The island of Nynrah -my island of Nynrah- is the ideal place for an assortment of unknown quantities like the evolved Rahkshi. It is out of the way of any random passers by, has a nearby harbour to ship in supplies and, potentially the most useful of all, is home to the famed Nynrah Ghosts, craftsman without equal. At first we tried forbidding the students from visiting the mainland…and every single one of them ignored the order. So until we can train or breed this disobedient streak out of them we have compromised and requested they keep their excursions restricted to night hours. The Academy is not the only location in the game. Nynrah plays host to it and there are areas where the student body likes to frequent. The Ghosts are perfectly happy to sell their wares to the students, who usually pay by doing odd jobs or helping out in small ways. And while it is generally frowned upon to visit them during daylight, its not really going to get you any serious repercussions if you do. Just…try not to get caught. Phantom-on-the-Water ~From the Notes and Observations of Makuta Tridax, Master of the Isle of Nynrah~ The Ghosts are an illusive kin. It is how they earned the name after all. So I only feel confident saying that Phantom-on-the-Water is the only village entirely comprised of the craftsmen if I am permitted to affix the addendum “that we know of”. Spanning either side of the River Eidolon it is a mess of smoking chimneys and glowing furnaces, with dying embers and the sound of hammers filling the air. Nothing is ever still, nothing is ever quiet. I suppose it would appeal to a certain sort of person but I personally prefer peace and solitude in which to contemplate important matters. For their part the Ghosts seem unexpectedly happy at having the Academy nearby, possibly as having a building full of Rahkshi just next door discourages any snoops seeking them out. To most of the outside world Phantom-on-the-Water is just another village full of Fe-Matoran and the industry they love. It churns out well-made but none too special weaponry, maybe a few more ornate trinkets from time to time, but is otherwise indistinguishable from the other settlements on the island. But what the Brotherhood, and by extension you the players, are aware of is that is it headquarters for the ingenious Nynrah Ghosts, a group of Matoran who have always been a bit…looser with their morals than others. Either through avarice or sheer love of their craft they’re generally quite happy to make anything if offered the right price… The Cauldron After running through Phantom-on-the-Water the River Eidolon ends at a series of steep cliffs known as Blacksmith’s Bluffs. Where the course of the river stays truest it has managed to wear these cliffs down into a sandy beach the Ghosts use as a harbour for shipping. But the river splits off into a delta of many little streams and tributaries, most of which aren’t strong enough to erode the cliffs down and instead wind up spilling over the edge as a number of waterfalls. And the largest and most powerful of these falls has wound up carving away at the base of the cliffs, where the hammering of waves already weakened it. The combined might of all that water has opened up a fairly sizeable cave that, due to the turbulent curtain of spray that conceals it, has become referred to by the Ghosts as the Cauldron. They use it for smuggling as, so far at least, the Brotherhood is unaware of its presence. The Rahkshi students, on the other hand, know full well it exists and have adopted it for a similar purpose; smuggling and storing items otherwise considered contraband, be they specialised weaponry or just food nicer than the slop served in the Refectory. On the subject of Rahkshi ~From the Notes and Observations of Makuta Tridax, Master of the Isle of Nynrah~ Anyone with the clearance to read these notes is already well aware of what Rahkshi are capable of. I see no point in compiling a list of what everyone already knows and don’t appreciate having my time wasted on such pointless tasks. ~From the Notes and Observations of Makuta Tridax, Master of the Isle of Nynrah~ …I have been informed that for the sake of completeness I need to make a short reference piece on what Rahkshi can do in case the students demonstrate greater prowess. Very well then. In terms of sheer physical strength Rahkshi are blessed with greater power than their somewhat gangly frame would suggest. They’re much stronger than Toa, and could even give one of the Skakdi a decent challenge in an arm wrestle or other such test of brawn. With this strength comes a good deal of durability; extensive testing has concluded that a Rahkshi could be thrown or driven through a solid stone wall without any permanent damage. However that is not to say they could shrug it off, their armour does feel pain. It was necessary to give them tactile senses so they could feel temperature changes, know if they were attacked from behind, pick things up without applying pressure enough to crush them, etc. We were at least able to make it so a Rahkshi armour keeps the kraata inside relatively safe from exposure to light, which even the new breed remain depressingly vulnerable to if bright enough. Their metal casings stop sunlight from burning their skin but do little to stop it affecting their sight; Rahkshi are like Onu-Matoran, their vision is near-perfect in the dark but tends to blur or fade the brighter the light gets. The fault in the new breed that gives them their intelligence also allows them to fight down the instinctive fear and dislike of sunlight but it still tends to disorientate and confuse them, a weakness which should leave them once they mature enough. All the more reason for the academy to exist, to train them up to a level they are high enough to shrug off these detrimental effects altogether. From strength to speed but alas, this is nothing too special. It was impossible to engineer the armour to be any faster than normal without it also wearing through its joints at an alarming rate. Their reaction speed, on the other hand, is suberb. A Rahkshi would have no trouble snatching a thrown knife or Kanoka right out of the air, though launched projectiles (a cordak or zamor sphere, for example) would give them a bit more trouble. Rahkshi on the whole, though, are better built for cross-country, their durability giving them excellent stamina, their long limbs giving them a decent stride and broad feet providing excellent traction. Assuming they stick to land rather than simply taking to the air a Rahkshi could keep running for days on end. These estimations are, of course, barring the use of any powers the Rahkshi have. And speaking of powers, those seem to be developing as normal in the new breed. Whatever fault they have that has changed their mentality has not changed that much, at least to the limited degree they have developed so far. And, for anyone voicing their doubts on the significance of the change in our Rahkshi, or questioning what military use this study of them has, I remind those voices that we never expected even the original Rahkshi to able to form Kaita. Yet look how useful a trait that was and continues to be. And yes, for the record, the new breed have demonstrated the capability to form Kaita, which only leads me to question what is going through three of these more advanced minds when they're all crammed into one body. Which finally leads me to the newfound intelligence of the Rahkshi. It differs a little between each individual, as it does with any sapient species, but the new breed seem to have brainpower in the same range as your average Matoran. Which is interesting as, so far, they're still all at a fairly early stage in their development. Will their intelligence continue to grow as they level up? And if so, how smart would a new breed be at the sixth stage? Or as a Shadow Kraata? Perhaps we already have level six Rahkshi with the same fault and they're smart enough to conceal it. Its certainly easy to overlook or miss even in the confirmed cases. I know many of my fellows believe that their inability to speak Matoran means the new breed are still little better than rahi, but this is purely a physical limitation. They understand Matoran, and often many other languages, perfectly fine but their mouths are just not built right for the job of speaking it...so they've developed their own language. Its spread through the school like wildfire, all the students have mastered it. And I recently discovered a few of the Ghosts had picked it up as well, I suspect in anticipation of what constant customers the students may become. With this in mind we may need to curtail visits to the mainland a little more... Playing as a Rahkshi means you get a few advantages, what with being encased in solid metal and all. You’re stronger and tougher than you would be as, say, a Toa. You’re nowhere near invincible but you’re packing enough brute power to give anything that isn’t Krekka level brawny a really bad day. Oh, but since kraata are mentally linked with the armour they inhabit (since thats how they move it and all) you’re going to feel any damage that gets inflicted upon it. Basically you can’t pull a Black Knight and claim losing an arm ’tis but a scratch is what I’m saying. You start as a fairly newborn kraata, which would normally put you at level one but thanks the boost from being made Rahkshi and the few months you’ve spent training at the academy your powers are currently at the second level. This would be so you have powers that might be of some actual use, though you’re not quite at the point where you could level cities so a bit of creativity and imagination in how you use them is going to go a long way. This would also make them, in human terms, something akin to teenagers. You can also fly, a standard Rahkshi ability, an action which takes about as much energy to maintain as a light jog. You also need to be able to get into the ‘reclined’ position, but thats only going to be a problem if you’ve got a trapped foot or something. Kaita are also possible, though there are a few restrictions on forming them. First, they can only be formed by characters from three players, no roping in a couple of NPCs to make yourself suddenly bigger and stronger. And each specific combination requires a profile be filled out and approved beforehand of what the Kaita would look like and what additional power it gets upon formation. Finally, in a slight change from how Rahkshi Kaita usually work, the minds of all three participants are present and have the potential to control the one body, but they have to be working together to maintain the fusion. You can't simply have one player performing one action while another makes an entirely different and separate attack and the third trying to retreat because that loss of unity will result in the Kaita simply dissolving back into three Rahkshi. You need to all be working together to the one goal, co-ordinating your efforts as a team for the Kaita to actually work. The Staff You guys and your Rahkshi aren’t the only ones at the school, naturally. It has a small contingent of staff in place to act as anything from teachers to janitors. Growing Rahkshi need a lot of looking after you see. Here’s a bit more detail on the characters who’ll be doing their best to keep you in line. Tridax ~From the Notes and Observations of Makuta Tridax, Master of the Isle of Nynrah~ I feel it would be no exaggeration to say I was really the only possible choice for the position of Corpus Rahkshi’s headmaster. In addition to the many advantages my rank and position gives me I am one of the few Makuta who takes a very serious scientific interest in kraata and their development. While lesser minds are content to simply create monster after monster, I find my interests leaning towards understanding and improving those creatures that are, after all, a part of ourselves. The Makuta of Nynrah, put in charge of Corpus Rahkshi possibly because he kept telling people he was the best man for the job more than because he actually was. He doesn’t really consider the Rahkshi to be people or individuals, but tools. Weapons. Things he can study and examine, like an entomologist pinning butterflies. Fortunately his other duties with the Brotherhood keep him relatively busy and he tends to leave the day to day running of the school to his subordinates Suvak and Palma. Suvak ~From the Notes and Observations of Makuta Tridax, Master of the Isle of Nynrah~ Suvak is a Skakdi, a veteran captain from the wars of Zakaz who was forced into, shall we say, early retirement when a particularly nasty battle took the arm, leg and most his face off the right side of his body. Cybernetic replacements for these were the payment that lured him into being Corpus Rahkshi’s Drillmaster. If I were to describe him in a few words it would be ’solid’ or perhaps ‘dependable’. His tactics in Zakaz were all tried and true, tested through use in repeated battles, which won him a few victories but ultimately got him outwitted by one of the more imaginative warlords who preferred to invent their own strategies. Still, we need no battles won, we need someone who knows how to handle and train very dangerous individuals, and I feel confident leaving our students in his somewhat predictable hands. Despite the fact that he is technically only in charge of the students’ physical training, making him a glorified PE teacher, Suvak is generally the one who handles most of the academy’s daily business and is directly under Tridax in the hierarchy. His right arm and leg are entirely mechanical, the silver and grey stark against his natural green and gold colouring, as is the metal plate covering the missing half of his face. But don’t think that makes his eyesight, or his laser vision, any less accurate. He is not quite as harsh a taskmaster as Tridax seems to think he though, as he is a decent enough commander to understand that down-time is not just important but pretty much necessary. You can’t keep your troops constantly wound up or they’ll snap, so he is perfectly happy to let the students do what they like with their time off regardless of how little military potential Tridax may see in it. Palma ~From the Notes and Observations of Makuta Tridax, Master of the Isle of Nynrah~ Someone was needed to make sure the students were kept hale and hearty, and given how likely, or rather certain it was that the students would injure themselves or others that someone needed to be very very good at their job. I selected Palma for this task, a Rahkshi that has been in my service for many years now. Its knowledge of medical matters is unrivalled by any, and I would say outclasses even some of my fellow Makuta. In addition I feel that, as a loyal and well-trained Rahkshi, it makes an excellent example of what the students should be aspiring to. Palma is a Rahkshi of Quick Healing, and while not one of the new breed has intelligence enough from being a full-blown Shadow Kraata that she can match wits with them. Oh yes, thats right, Palma identifies as female, something she has only started to do in recent months. Seems the personalities of the students might be a little catching. Normally a bog standard brown and black, the colours of her kind, she’s adopted the practise of colouring the armour plates of her shoulders white with crossing red bands running across them, signifying her more supportive medical role. Though school nurse is not the limit of her role, she also acts as unofficial teacher of biological and anatomical matters that the students ask after, a fair number wishing to become healers themselves. The Porters ~From the Notes and Observations of Makuta Tridax, Master of the Isle of Nynrah~ The Porters are a batch of what I understand have been named ‘Fohrok’ by some of the underlings within the Brotherhood. Admittedly the last time we commissioned an army of these machines it did not turn out so well, but after promising not to exact any more vengeance on the Ghosts once we had eliminated those responsible for that fiasco we managed to broker another deal. We have a small platoon of them to carry out maintenance and fix things the living building cannot fix itself. And, for reasons I cannot explain, they have a bizarre fixation on the flower beds around the dormitory courtyard. Curious. Carrying out most of the more menial tasks are the Porters, funny little things that can often be seen rolling about the school heading to whatever needs fixing. They’re harmless really, and quite polite in a passive and completely silent way. If you get in their way they’ll just stand stock still, chittering slightly, until you move. Still enough of them in one place, with their yellow and black colours and unblinking glowing eyes, and they bear an unsettling resemblance to a swarm of large land-bound wasps. Their unusual fascination with tending the small garden in the dormitory area is a little gift from the Nynrah Ghosts, this time being a bit more subtle in their efforts to prevent the Fohrok being used as an army. Assignments ~From the Notes and Observations of Makuta Tridax, Master of the Isle of Nynrah~ Most of the time I am happy to let the Rahkshi simply develop as they will. Why force a natural strategist to haul weights, why teach a keen healer to break bones rather than set them, why cage a skilled martial warrior within a prison of books? The students each have different talents, often depending on their personalities rather than powers, and any talent can have a purpose to someone with enough reason to see its use. There a few occasions where I feel a little more…direction is needed. Just to give the students a push along the right path. These assignments will usually be long term projects for the students to complete but I understand Suvak is planning a few that are a little more instant in their gratification. This RPG is, in general, a sandbox that simply lets you play around with the fact that you’re in a high school made for and filled with Rahkshi. But if the inevitable craziness that will ensue from that premise doesn’t sate your role-playing needs then the Corpus Rahkshi staff will be giving your characters various projects or missions. Think of them as mid-terms. The first of these projects will be started as soon as the game gets off the ground. These assignments are not mandatory, but taking part and completing them will give you a decent boost to your experience and boost how fast you level up. Profile To join up you’ll need to write up a profile and get it approved (with this rule and profile also applying to any Kaita you wish to form). I’ll go a bit more in depth into what each one is about but if you think you’ve got the hang of it then here’s the basic form for you to copy and fill in. There is currently no limit on how many characters you can create. Name: Variation: Level: Gender: Gear: Appearance: Personality: Bio: And with that here’s a little more information that should help answer any questions you might have, thought if you still have any feel free to just ask. Names ~From the Notes and Observations of Makuta Tridax, Master of the Isle of Nynrah~ As representations of their individuality, most of the students have picked out names of their own choosing. Some have taken a word they find particularly meaningful or identifiable. Others have just mashed a random series of syllables together. I know of at few who have simply named themselves after the first thing they saw with Rahkshi eyes. I’m sure they consider it most poetic but having a dozen students all called Floor makes it very difficult to tell them apart. A fairly self-explanatory section, simply give your character a name. And since your characters are going round just making up their own names you’ve got pretty much free rein over what you pick. Heck I’ll even allow real world names if they’re not glaringly obvious. Just be warned, if you choose to name your character something like SuperShadoSlug616 then, while it won’t be automatically disallowed, you can expect your character to be mocked at every turn for every waking second of every day for naming themselves something so ridiculous. Variation ~From the Notes and Observations of Makuta Tridax, Master of the Isle of Nynrah~ The fault that causes the enhanced mental capacity of the students does not seem to be limited to any particular genus of kraata. Each of the forty-two different sub-species of known and catalogued kraata has at least one representative within the student body. Another fairly simple one, what are you a Rahkshi of? You have forty-two flavours to pick from ranging from Ice Resistance to Plasma, bound to be one that takes your fancy. Level ~From the Notes and Observations of Makuta Tridax, Master of the Isle of Nynrah~ So far all the new breed of kraata are, well, new. All of them are recently created, there’s none older than a year. In a way I quite like seeing them so fresh and raw, it means I have greater opportunity to study their development. As mentioned previously all characters will start off at level 2, which I’d hoped would be a decent compromise between giving you some actually effective abilities while not making them so powerful you can just blast your way through problems without thinking. Levelling your character up will be decided by the staff on a case by case basis. If you’ve been posting very frequently, having your character train a lot and interact a lot then of course you’re going to level up, its just common sense. But if perhaps you don’t have as much free time and don’t post as much but make sure each of your posts is a well crafted thing of beauty, then thats going to earn you credit just the same. Also worth noting is that, despite the Brotherhood’s best efforts to focus Corpus Rahkshi on more military aspects of life, you do get experience for other activities since, with your characters being so young, everything is a new experience for them. Go learn smithing from the Nynrah Ghosts, form a band with some friends, both just as valid a method for levelling up as regular sessions at the Gym. There are many roads to be becoming a Shadow Kraata and they’re all as valid as each other. Gender ~From the Notes and Observations of Makuta Tridax, Master of the Isle of Nynrah~ Hmm. No, even my superior mind has trouble with this particular concept. I never thought of Rahkshi as either male or female in any aspect of my works or life before and frankly care little about it now. I suppose that if we’re going to call them Sons of Makuta it makes sense to let some choose to be our Daughters instead. You might think this one is fairly simple, but I’ve done things a little differently. See, I figure since Rahkshi are just slugs in armour any gender they have is entirely their up to own choice and preference, so why stick with just the binary male/female option. If you want feel free to, for example, be both. Or neither. Or alternate between them depending what day it is. The Rahkshi are getting a completely free choice in the matter, I don’t see why you players shouldn’t as well. Gear ~From the Notes and Observations of Makuta Tridax, Master of the Isle of Nynrah~ We were a little reluctant to give the students authentic Rahkshi staves right off the mark given how untested they were. Who knew what kind of boosting or accelerating effect it would have on them? So instead they were given access to the academy’s small armoury where they could pick out simple weaponry for day to day use. However we have started to notice this weaponry getting a lot less simple, and the students starting to carry more intricate gadgets. I strongly suspect the Ghosts’ involvement but, as yet, do not know how or where they are getting this equipment into the school. This would be for what your character carries around with them. Owning some form of weaponry is about as close to a uniform as the school gets, and you needn’t feel restricted to the long staffs that are the Rahkshi’s trademark. This would also be the place to list more personal items. Maybe you have some trinket or gewgaw, maybe you carry some tools, maybe you’ve got yourself an instrument, that sort of thing. Though with these and the weapons don’t overdo it with how amazing or powerful they are. You may have the Nynrah Ghosts making you stuff but they still want paying and you’re limited by what you can practically afford. Favours can only get you so far. Appearance ~From the Notes and Observations of Makuta Tridax, Master of the Isle of Nynrah~ The differences between the regular Rahkshi and the newly developed variety is purely mental, there’s no obvious physical differences between the two species. Well, not until the new breed start expressing themselves again. They’ve developed a taste for body modifications, adding designs or piercings to themselves to distinguish themselves from each other. Its unusual but ultimately harmless. Yes you’re going to look like a Rahkshi, that much is obvious, but have you made any changes or additions to yourself? Perhaps your character has picked up some tattoos or armour decals. Perhaps you’ve changed your standard colours up to confuse your enemies. Or maybe you’re just naturally a little different from other Rahkshi, a bit burlier or a bit shorter and such. Just let the creative juices flow. Personality ~From the Notes and Observations of Makuta Tridax, Master of the Isle of Nynrah~ A consequence of the increased brainpower the students is that they’re exhibiting much more developed identities and personalities than normal. Rahkshi usually have certain traits that define their particular variation -a Guurahk will carefully study its prey, a Kurahk is always be swift to anger and so on- but what the new breed are demonstrating is much more advanced and often not even related to those traits. Which makes so little sense it offends me. I know there’s a decent sized chunk of players who don’t like these sections, and prefer to let their characters personality show through their writing, but I figured since the entire point of the RPG is that the Rahkshi are developing personalities of their own then a section in the profile was probably needed. Doesn’t need to be an essay, maybe just a brief description of the basic traits of your character. Bio ~From the Notes and Observations of Makuta Tridax, Master of the Isle of Nynrah~ Most of the students are new to this world so haven’t had a chance to build up much of a career or reputation. However I’m sure that within the groups and cliques that are forming within the student body there are many that would consider themselves important. As a freshly created beings your bios aren’t going to be too long, most of your entire existence so far consists of the months you’ve sent at the school. But thats still plenty of time to have accomplished things. Leant some new skills, made something you’re proud of, made some choices about your life, lots to be done. And feel free to talk with your friends, arrange for your characters to also be friends (or indeed enemies) in-game, you’ve had the time to build relationships like that. Rules BZP rules do, of course, apply. Should go without saying but I’m going to anyway No god-modding thank you. This includes pulling new powers out of nowhere, defeating hundreds of enemies without breaking a sweat, shrugging off any attack that hits you and so forth. By similar token don’t go controlling other people’s characters too much without their permission. Having them do something minor or speak a few words isn’t too much of a quibble but keep anything too big for your own characters. Don’t be too silly with your RPing. I know this is a game about teenage Rahkshi in a high school but thats no excuse to go around with a custard pie gun shooting everyone in the face. Unless you have a perfectly legitimate reason for it at least. Playing the game is really simple. You simple use the acronym IC (In Character) to denote what it is your character is doing or saying, and OOC (Out Of Character) for anything that is you as a person. For example: IC: Floor waited in line at the Refectory, wondering if today would be the greyish sludge with mysterious lumps or the mysterious sludge with greyish lumps OOC: Available for interaction if anyone wants to be next in line Since people will be reading your posts to know whats going on please try to keep them as legible and understandable as possible. Grammar is your friend. Try not to take things too personally. If one player’s character is attacking or insulting one of your characters it is not an attack on you by proxy. I’ve seen even veteran RPers forget this on occasion so just bear it in mind. Well thats all the boring stuff out the way, lets get this started and have fun!
  10. Mafia: Damage Control Heat, alien and oppressive, permeated the Isle of Botalnu. The turquoise sky, so often a welcome sight, seemed unwelcoming, a willing party in the act of smothering the island. The villagers, their pistons pumping strenuously, struggled to dig a hole that they might trap one of the increasingly elusive and hostile Rahi. Food was not yet scarce, but the labor required to obtain it had never been so hard. Nature was out of joint, that was unquestionable. The weather wildly fluctuated, tremors were common, the beasts seemed to fear everything, the stars (when they appeared at all) were erratic in their movements, and, perhaps most disturbingly, the Shamans' powers were waning. Some held that Haipori Nui was angry at his people, that he had forsaken them. Not that they could offer any helpful ideas. As the villagers dug, something glinted in the foliage. They all saw it, tried to ignore it, tried to concentrate on their job, but to no avail. Its presence there was quite out of the ordinary, and yet it was eerily familiar. They stopped their task, and as one they moved to uncover it. So they did, and horror spread over them. The shining object was a mask, broken in two. Near it, half buried in the sand, was the savaged body of one of their own. He had been a cripple and a recluse, and thus his absence had gone unnoticed. Someone had taken advantage of that. Indeed, no Rahi had killed him. The villagers knew the marks of the beasts, but these were something new. The Amber Shaman's prediction had been right, it seemed. Death was coming to Botalnu. Known roles: The village is blessed with the presence of four Shamans, beings of marvelous abilities. As if in connection to the upheaval in nature, their powers are not what their once were. Emerald Shaman: This gifted individual possesses the ability to influence the weather, by way of controlling the temperature. Sapphire Shaman: This valuable being can protect himself or others from harm. At the moment, he can only protect one person a night, and only from bodily harm or extreme heat. Onyx Shaman: This one has power over life and death. His abilities are now limited to either ending or restoring the life of a villager, every two nights. Amber Shaman: This Shaman is gifted with the power of divination. Now, he can only either determine the role of one player or determine the approaching weather each night Killers: Before the decline of his powers, the Amber Shaman foretold the affliction of the village by those who valued not the lives of the villagers. He did so mere hours before the first signs of natural upheaval, and, unusually, fainted before he could elaborate on his message. When he awoke, his memory of the vision was dim. All he knew was that they were not all necessarily allied and that they would be, or would appear to be, inhabitants of the village. Rules: Standard BZPower rules apply. Please keep in mind that this means no treachery. Each Night lasts Twenty-Four hours, as does each Day. Votes can be switched no more than twice. The weather has seven levels-extreme cold, miserable cold, cold, temperate, hot, miserable heat, and extreme heat. Miserable weather has a 25% chance of delaying any activity. Extreme weather has a 50% chance of doing so. It also has a 1-in-3 chance of killing a villager. The Emerald Shaman acts during the Day. Weather lasts for one night and one day before changing (if it does change.) Twists: There are several of these, so be on your guard. Night One Day One Night Two Day Two Night Three Day Three Night Four Day Four Night Five Day Five Night Six Slots: 1. , Vllager, killed on Night Four. 2. @Chro, ???, killed on Night Two. 3. , Deranged Villager, executed on Day One. 4. , Villager, executed on Day Three. 562341414623.2346 @Underscore 6. @Taka Nuvia 7. @Toa Chuck, Deranged Villager, executed on Day Three. 8. , Villager, killed on Night Three. 9. , Deranged Villager, killed on Night Two. 10. @Axilus Prime, Villager, killed on Night One. 11. , Villager, killed on Night Two. 12. , Villager, killed on Night Four. 13. , ???, killed on Night One. 13.1. @Unit#phntk#1 15. , Villager, killed on Night Three. -16. 17. @Rahkshi Guurahk, Villager, killed on Night Three. 18. @JAG18, ???, killed on Day One (should have been Night One) 19. , vanished on Night Two. 20. , Onyx Shaman, executed on Day Two. 21. , Villager, killed on Night Three. 22. @Seaborgium, Opportunistic Killer, killed on Night Four. 23. , Villager, executed on Day Three. 2427135. @Makuta Luroka, Emerald Shaman, killed on Night One. 25.
  11. Hello all. I was curious to know how many members on BZP play Clash of Clans? I downloaded it quite recently and thought it would be interesting to find out what you all think. Favourite unit? Tips on invading? If do play Clash of Clans, I have a clan known as 'clanterbury', filled with a couple of friends that you are all welcome to join.
  12. I personally have never played it but I was wondering if anyone thought it was good. What is the game-play like?
  13. Hey guys, some time ago I decided to project called Bionicle: The Quest for Masks, but it looked bit too big to begin with. I've came up with an idea of spliting the big goal to smaller and easier to achieve goals. I started work on Bionicle: The Quest for Masks Episode I - Tahu, it's simpler to make adventure for one Toa than six of them. This project also get some spliting so I can be satisfied with smaller things before I finish the bigger one. This game undergone some changes in time trying different technologies and ideas. Finally I've chosen Unity I like this choice it gives me what I want and helps with making it. I want to make it RPG/Adventure game. I present you eary alpha build, it's not much but it's good enough teaser I think. Background Image is temporary. Windows Download Mirror 1 Mirror 2 Mac Download Mirror 1 Mirror 2
  14. #5, I guess? Anyway, How to play: Provide a stupid answer to the question in the post before yours. For example... Person 1- Why can't Ruki breathe air? Person 2- Because they don't have lungs. Why aren't Matoran pink? Person 3- Because the Great Beings had no pink paint. Why isn't Teridax nice? ...And so on! (Remember to keep it Bionicle related) I'll start... Does Jaller like Hahli?
  15. This is a project I've seen many groups try and fail to finish: creating a tabletop RPG for Bionicle. In order to circumvent that risk, this project will be open to EVERYONE to participate. All input is welcome and appreciated! Updated 3/08/14: Akavakaku added Building Stats, Species, Light and Shadow, and Elemental Stat Modifiers Updated 18/08/14: Akavakaku edited Statistics and added Turaga, Semi-Intelligent Species, Unintelligent Species, Playing the Game What is the Bionicle TRPG? It's (hopefully going to be) a fanmade tabletop role playing game for Bionicle. Interest in Bionicle is currently increasing with the possibility of its return, so this, I feel, is a good time for this project to start. Assuming a potential Bionicle revival does not completely deviate from the original, both the first and next generations of Bionicle should be incorporated into the TRPG. Tabletop role playing games are interactive, multi-player games that require no special technology to play; only pencil, paper and dice (in theory). This restricts the complexity of the game, since players must perform all needed calculations and create all assets appearing in the game. However, it also allows players to be as creative as they like in their character creation and in-game choices. Creating Characters Statistics The most basic actions a character can take, like attacking, defending or moving, rely on statistics. As of now, the Basic Stats are: Strength A measure of how much force a character can support or exert. Strength is used for lifting, carrying, pushing, holding, wrestling, crushing, etc. Agility A measure of how easily a character can change speed or direction. Agility is used for leaping, dodging, catching, etc. Speed How fast a character can think, move and act. Speed is used for moving around, and also determines how soon they act or react. Energy The strength of a character's special powers. Elemental powers, for example, rely on the Energy stat. Energy is not depleted when powers are used; it simply describes how strong those powers are. Stamina Describes how long a character can continue to exert themself. All the Basic Stats above consume Stamina. When Stamina runs out, the character must stop and rest. Will This is not a quality of a character's body, but of their mind. Will is how much mental strength a character has. Will is used for exerting or resisting mind control, maintaining focus despite distractions, activating certain powers, etc. Will can also be used to give a temporary boost to any Basic Stat above, meaning the character is pushing themself past their limit. If this is taken to an extreme, however, the character will injure themself. Health A measure of how much a character or inanimate object can be damaged and still function. As a character is hurt, their Health decreases. At low health, characters may take penalties to all other Basic Stats, even Will. When Health reaches 0, a character is considered to have been knocked out. If they continue to suffer harm, they may be seriously injured or killed. An object whose Health reaches 0 no longer functions. Building Stats To design a character, you must determine their Basic Stats. Each species has its own base value for each stat. Then, on top of the base stats, you first apply elemental stat modifiers (if applicable) (see below) and then apply individual variation. To apply individual variation, first choose a stat to exclude from the individual penalty, then roll a d6 or RNG 1-6 for the remaining 6 stats. The stat rolled gets a -1 penalty. Then choose a stat to exclude from the individual bonus, and roll a d6 or RNG 1-6 for the remaining 6 stats. The stat rolled gets a +1 bonus. Elements Elemental affiliations are common for Bionicle characters. For the purposes of the game, I've modified the list of elements. Fire The element of heat, flame and combustion, with some relation to volcanic activity and sunlight. Active Fire powers allow the creation and manipulation of fire and heat. Passive Fire powers give resistance to heat and burning. Fire-elementals normally enjoy warmth and are tolerant to soot and ash, so they are often found working in forges or living in volcanic areas. The prefix for Fire in Matoran is Ta-. Fire is represented by red with accents of yellow, orange and/or black. Water The element of liquid water and water vapor, with influence in the weather and in physical health. Active Water powers allow the creation and manipulation of water and mist. Passive Water powers make swimming and diving easier. Water-elementals typically spend much of their time in or near water, whether canals, rivers, lakes or seas. The prefix for Water in Matoran is Ga-. Water is represented by blue with accents of teal, white and/or green. Stone The element of solid mineral matter, related to sand and tectonic activity. Active Stone powers allow the creation and manipulation of rocks and minerals. Passive Stone powers confer increased hardiness and ruggedness. Stone-elementals usually prefer to be in places of exposed rock, and are not easily bothered by the harshness of such open areas. The prefix for Stone in Matoran is Po-. Stone is represented by brown with accents of tan, black and/or orange. Earth The element of soil and substrate, connected to erosional features and ecological systems. Active Earth powers allow the creation and manipulation of dust and soil. Passive Earth powers cause sensitive eyesight and good hearing. Earth-elementals generally like dark, cool, enclosed places, making them ideal miners or tunnel constructors. The prefix for Earth in Matoran is Onu-. Earth is represented by black with accents of gray, orange and/or violet. Ice The element of frozen water and general cold, related to crystal and freezing. Active Ice powers allow the creation and manipulation of ice and coldness. Passive Ice powers give increased resistance to cold and eyesight not easily bothered by glare. For most Ice-elementals, the ideal places to live are cold and usually still. The prefix for Ice in Matoran is Ko-. Ice is represented by white with accents of blue, gray and teal. Air The element of wind and atmosphere, related to flight and elevation. Active Air powers allow the creation and manipulation of air and wind. Passive Air powers ease adjustment to elevation changes as well as improving coordination. Air-elementals often prefer to live high above the ground, for instance in towers or treetops. The prefix for Air in Matoran is Le-. Air is represented by green with accents of teal, white and/or yellow. Light The element of illumination and radiation, tied to the ethical judgments of the conscious mind. Active Light powers allow the creation and manipulation of visible light. Passive Light powers confer a great tolerance for brightness and the ability to change colors in extreme circumstances. Light-elementals are very rare, but may be found in places of legendary illumination. The prefix for Light in Matoran is Av-. Light is symbolically represented by gold and white, but may take any bright color. Lightning The element of static and current electricity, related to magnetism and energy. Active Lightning powers allow the creation and manipulation of electrical charges and current. Passive Lightning powers grant resistance to injury from electrical shock. Lightning-elementals often like to live around powerful electrical charges, such as stormy regions and power plants. The prefix for Lightning in Matoran is Vo-. Lightning is represented by yellow with accents of blue, white and/or red. Glass The element of inorganic, noncrystalline solid, related to minerals and light reflection. Active Glass powers allow the creation and manipulation of glass of any color and shade. Passive Glass powers grant excellent vision near and far, as well as skill in distinguishing colors. Glass-elementals usually inhabit places that are sandy but not totally exposed. The prefix for Glass in Matoran is Idi-. Glass is represented by teal with accents of white, brown and/or blue. Plasma The element of concentrated channels of heat energy, related to thermal radiation and life force. Active Plasma powers allow the creation and manipulation of energy flows, including those of organic affinity. Passive Plasma powers confer tolerance of extreme energy levels and temperatures. Plasma-elementals may prefer humid environments, which conduct heat easily. The prefix for Plasma in Matoran is Su-. Plasma is represented by orange with highlights of white, tan and/or blue. Gravity The element of gravitational attraction, related to mass and density. Active Gravity powers allow the creation and manipulation of gravitational fields. Passive Gravity powers allow increased balance and stability. Gravity-elementals are attracted to areas of higher gravity, such as mountain ranges. The prefix for Gravity in Matoran is Ba-. Gravity is represented by violet with highlights of black, yellow and white. Sonics The element of sound waves and vibration, related to tremors and kinetics. Active Sonic powers allow the creation and manipulation of sonic waves. Passive Sound powers grant highly acute hearing. This causes most Sound-elementals to seek out the quietest possible places to live. The prefix for Sonics in Matoran is De-. Sound is represented by gray with highlights of black, tan and/or white. Plantlife The element of wall-celled organic tissue, related to chemistry and the biosphere. Active Plantlife powers allow the creation and manipulation of plants and fungi. Passive Plantlife powers give resistance or immunity to many plant-based toxins and irritants. Plantlife-elementals almost always prefer areas rich in vegetation. The prefix for Plantlife in Matoran is Bo-. Plantlife is represented by green with accents of brown, yellow and/or tan. Iron The element of metals, related to technology and natural ore. Active Iron powers allow the creation and manipulation of metals. Passive Iron powers give unusual strength and durability. Iron-elementals almost always prefer areas full of metal, usually artificial. The prefix for Iron in Matoran is Fe-. Iron is represented by gray with accents of red, orange and black. Shadow The element of darkness and absorbtion, tied to the moral instincts of the unconscious mind. Active Shadow powers allow the creation and manipulation of shadow. Passive Shadow powers confer excellent night vision and the ability to blend in in dark environments. Shadow-elementals are very rare, but may be found in places of legendary darkness. The prefix for Shadow in Matoran is Kra-. Shadow is symbolically represented by silver and black, but may take any dark color. What do elements mean? Several areas of the game are affected by the elements of characters. First, different elemental powers give different options for attack and defense in battles. Second, each element carries different innate alterations to the player's stats. Third, certain elemental powers can be an advantage or a disadvantage in certain areas. And fourth, there is a story aspect to elements. Members of the same element usually share a bond stronger than between members of the same species but different elements, and may organize into elemental factions. Elemental Stat Modifiers Being of a certain element gives a character certain changes to their stats. All elemental stat modifiers increase stats overall. Fire: +1 Will Water: +1 Health Stone: +1 Speed Earth: +1 Strength Ice: +1 Stamina Air: +1 Agility Light: +1 Energy Lightning: -1 Strength, +1 Agility, +1 Will Glass: -1 Health, +1 Will, +1 Agility Plasma: -1 Stamina, +1 Health, +1 Agility Gravity: -1 Speed, +1 Strength, +1 Stamina Sonics: -1 Health, +1 Stamina, +1 Speed Iron: -1 Agility, +1 Will, +1 Strength Plantlife: -1 Will, +1 Speed, +1 Health Shadow: -1 Health, +1 Energy, +1 Will Light and Shadow Unlike the other elements, Light and Shadow are not merely physical but also metaphysical powers. All beings have inner light and shadow--the greater the complexity of their mind, the more of each they must have. All beings, even those with light or shadow powers, naturally have a balance of each. However, this can be changed. By intense meditation upon either their lighted side or their shadowed side, a being can purge themself of nearly all of the opposite side. If they do so, they will gain Light or Shadow powers respectively, though the strength of these depends on the being. While inner light and shadow seem like good and evil, they actually describe the two sides to moral and ethical thought. Inner light is the conscious, ethical side of the mind, while inner shadow is the subconscious, moral side of the mind. A being with only inner light is unable to operate without a rigid ethical code, while a being with only inner shadow has no regard at all for the values of others. There are certain, rare powers that can cause the inner light or shadow to spontaneously drain from a being, and others that automatically restore one or the other if it has been lost. Species There are many different species in the Bionicle universe, and each has its own base stats, powers and other traits. Ultimately it should be possible to play as a character of any reasonably intelligent species, although it is reasonable to assume that within a given game Player Characters would usually be species with similar levels of power. Intelligent Species Matoran Matoran are the most common intelligent species in the official Bionicle universe (not counting post-2009 expanded universe), and likely in most other settings as well. They are considerably shorter than average human height, but still fairly robust. Biologically they are biomechanical, like most all other beings of their universe, with metallic armor protecting their organic tissue. Some of this armor is easily removable, but much of it is finely integrated into their body and cannot be removed without surgery. Less than one third of their body is organic. To remain conscious, Matoran must wear Kanohi masks, which are made from metallic Protodermis. Great Kanohi and Noble Kanohi have powers that they can bestow upon the wearer, but Matoran usually wear powerless Kanohi, since they have no means of activating Kanohi powers. If a Matoran's Kanohi is removed or broken, they will weaken until they become unconscious. As is the default, the insides of Matoran's eyes are luminous, and in the center of their chest is a "heartlight" that flashes in time with pulses of energy through their body. This plasma energy, rather than blood, sustains their body, and it will not "bleed" if they are injured. To maintain their energy they must breathe air, as their lungs convert oxygen to energy (and waste gas). Their brains are fully organic. They may restore their energy either by eating organic food or absorbing it from a font of "edible" plasma. To remain active they usually either have to visit a plasma font monthly (as little as annually if it is a very powerful one) or eat roughly every other day. Deprived of either of these, they will starve. Additionally, due to their organic composition, they need to drink clean liquid Protodermis or water from time to time so they do not dry out. But since they do not have sweat or any other fluid releases, they can go without it for a long time in normal circumstances. All Matoran have elements, and may have any element at all, although Light and Shadow are very rare. However, they have no active elemental powers, nor any other powers. A Matoran's base stats are: Strength 5 Agility 5 Speed 5 Energy 5 Stamina 5 Will 5 Health 5 Toa If it is their destiny, then with the help of an external blast of power a Matoran may become a Toa. Toa are like Matoran in appearance, but they are taller than most humans (about 2 meters) and very powerfully built. The appearance of Toa generally varies more than that of Matoran; upon transformation the appearance of a Toa is reflective of how they envisioned a Toa as appearing, as well as how they envision themself. Toa still must wear Kanohi masks, but while severely hindered by the loss of a mask a Toa will not lose consciousness without it. Furthermore, they are capable of accessing the power of Great and Noble masks, and may even be able to access the power of Legendary masks to a slight degree. When a Matoran becomes a Toa, their mask becomes a Great Kanohi. Toa are well-known for their elemental powers. A Toa has a great capacity to manipulate their element, beyond that of most other element-users. They also have a supply of Toa power that they may give up to make new Matoran into Toa and/or become a Turaga. A Toa's base stats are: Strength 15 Agility 15 Speed 15 Energy 15 Stamina 15 Will 15 Health 15 Or you can just add 10 to their stats as a Matoran. Turaga Becoming a Turaga is a kind of retirement from the duties of a Toa, and signifies that the Toa has fulfilled their destiny. Turaga are slightly taller than Matoran, but are more frail in appearance. Turaga must wear Kanohi masks. If they do not, they will not lose consciousness, but will be hindered even more than Toa. They can use Great or Noble masks, but can only use the powers to the degree a Noble mask provides. Upon becoming a Turaga, a Toa's mask becomes a Noble mask. Turaga retain slight elemental powers. A Turaga's base stats are the same as a Matoran's, but due to their frailty they take penalties once they use them. Semi-Intelligent Species What makes a species "intelligent" is very subjective. Possibilities include the use of language, the ability to learn and be taught, advanced problem-solving skills, and the capacity to evaluate their own goals and motives. Species with all of these abilities will be labeled "intelligent," species with one or none will be labeled "unintelligent, and those with some but not all will be categorized as "semi-intelligent." Most semi-intelligent and unintelligent species are called Rahi, a term which roughly means a wild creature. However, some Rahi are fully intelligent. Unintelligent Species Playing the Game Once the characters are made, the game may begin. The two roles are Player and Storyteller. A Player controls a character, and is responsible for that character's actions and reactions. There are usually several players. The Storyteller is responsible for everything other than the Player characters' (PCs) actions, including the environment, the non-Player characters (NPCs), and the adventure itself. Generally, the Storyteller is in command of the game, and is in charge of making decisions that can't be easily settled by simply referring to the rules. Conflicts Conflict is at the core of most games, and is essential to Bionicle. Conflicts in the Bionicle TRPG are not necessarily physical, but a non-physical conflict must be settled by the relationships of the characters and the wits of the players; there are no rules for a shouting match, debate or negotiation. Physical conflicts must be settled according to the characters' Stats and actions. A conflict is divided into rounds, each round being roughly six seconds long. During a round, every character gets to act at least once. The order of characters' actions is determined by a Speed roll. For every character roll a d4 or RNG 1-4, and add the roll to the character's Speed. The highest-rolling character acts first. In the event of a tie, all characters that tied roll again to determine the order amongst them. That's all for the moment, more will come sooner or later. Feedback and ideas would be wonderful!
  16. This was a game i'm Designing but i decided to take it down from the public because it's not that well made. Sorry.
  17. It is a simple game where someone asks a yes or no question and the person below them answers yes or no.
  18. So recently I was digging through the BZP Lexicon of Terms and found this: What is this? A quick look on BS01 turned up nothing. Does this refer to an expansion of the Battle For Power game? What did it contain? Is it still available somewhere?
  19. For some reason I once completed this game while I should have been studying (don't worry, I graduated). I secretly loved it.
  20. Okay, so a lot of People like COD, ACBF, and HALO. But you don't remember them for the music, do you? Many People also like Kirby, Zelda, and 3D Sonic Games. And of course you remember the music from those, right? In this Topic, you talk about what Video game music enhanced your Gaming experience, made you sit at the edge of your seat, improved your Boss fight, and overall made the game what it is. Also: Try not to get into major fights over Songs. A minor argument is okay, but People taking sides on whether or not HALO's intro theme is good or not is not okay. Have fun, and enjoy yourselves!
  21. Hey all, I would like to show off a project that I recently started, as I got the idea of a reimagining of the Mata Nui Online Game after revisiting the game. What I have so far is just a "proof of concept" video with basic graphics and a playable engine that I made. https://www.youtube.com/watch?v=zpvd4vcIbRU -Objective- What I would like to do in this project is to present the story in an isometric gameplay style as well as implementing fun mini-games where they feel necessary. You can think of the game concept as the Bionicle GBA game (2001) and MNOG combined. I also aim to include full voice acting to add to the experience. I feel like this will be a tough challenge, but with enough motivation, I think I can make this possible. -What To Do- As you saw in the above video, I need character animations for the protagonist, Takua, as I'm not able to create decent pixel art of any characters in general. I'd also like an additional background artist for certain areas such as the rocky parts of the beach. As for my own pixel art in general, I'm able to do some background assets and the ground tiles. I'm also able to create art for the HUD as well as possible character portraits since cutscenes in the game will be text box based. I'd also need a music composer some time down the line if this ever becomes a serious project, but that really isn't a high priority right now. Same goes with VAs. I can still continue on, but I can't say that this will be a successful project if I'm lacking a character pixel artist. Since this is a Not For Profit Fan Game, I won't be focusing on this as much as another game project that I'm making as well. I will still try to continue working with the skills I have. Let me know on what you guys think as I appreciate feedback! (If any applies to just a proof of concept video)
  22. I have been working on a powerpoint game and have recently completed MNOG 3 It is not a flash game - only powerpoint, but I have still managed to create graphics similar to those found in MNOG 2 You have probably never heard of a powerpoint game - well this is one. Read the instructions below Animations such as moving water or tohunga also work. It is a point and click game, in which you explore Mata Nui and help others! There are many scenes in all six Koros! Here are some screenshots: I take no credit for the 'images' or objects in the scenery, as I extracted these from MNOG 1 and 2, and changed them to create a new landscape To play: 1. Download the Powerpoint in the link below 2. Open the Powerpoint and start the presentation 3. Click the arrows to advance to new locations 4. To move on with the speech bubbles, click on them. If no more speech bubbles come, then you are done with that conversation 5. Enjoy and explore! Here is the link: http://www.filedropper.com/mnog8 I take no credit for the 'images' or objects in the scenery, as I extracted these from MNOG 1 and 2, and changed them to create a new landscape! Please comment/criticise below!
  23. CHECK OUT MY BIONICLE HALO MOD FORM!!! We need lots of moders and lots of bionicle fans and Its easy to mod halo! HERE IS THE LINK TO MY FORM: http://forum.halomap...c&topicID=46174
  24. Here is a new game thingy example: Person One: WWYDI someone dumped a huge bucket of paint on you? Person Two: Dump a larger one on them. WWYDI I stole your coffee? Rules: Don't say "Same Question" more than one time in a row. WWYDI a snail knocked on your door and asked for some coffee?
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