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  1. PrologueMickey, the Sorceror's Apprentice, was meddling around again, but this time he got himself into more trouble than enchanting overzealous broomsticks. Once more he ascended up to the stone where he overlooked the sees and the stars, but while feeling particularly adventurous, when the silhouette of The Conductor went on break Mickey curiously stood on his pedestal. He gave a wave of his hands, and suddenly the beautiful music of Bach began to play for him. Inspired by the graceful harmony, he continued to experiment in his magic. The mathematical notes of Toccata and Fugue in D Minor helped him to control his magic, and he cast a spell far greater and more comprehensive than before. It was a terrible thing to do, nor could he have chosen a worse place to do it, for he stood on The Conductor's pedestal, which overlook not just the seas and stars but all the realms of Fantasia!Without warning, the gateways to the many other great works of Disney opened before Mickey, and the worlds of all the animated classics were brought into the Fantasia realm. Mickey saw them begin to interact with each other and felt good about himself until he realized just how much trouble he would be in with his master. Yet, another, larger problem awaited him, for the clashing of all the worlds awakened Chernabog, the great Evil One on top of Bald Mountain. With a single reach of his arm, he grasped out to Mickey and picked him up, destroying the pedestal in the process. Without the pedestal the enchantment that brought all the worlds to Fantasia could not be undone.Even though the magical world of Disney was not in its proper order, there was a bigger problem. The great and evil Chernabog was planning to use the magic of the Sorceror's Hat to increase his power and unleash a spell of darkness that would engulf everything. However, one hope did remain, for a brightly colored butterfly made out of abstract geometrical art came to the mountain and snatched the Sorceror's Hat away from Chernabog. His evil spirits caught the butterfly, but it dropped the hat in one of the realms of Fantasia 2000. Enraged, Chernabog sent a message to all the Disney villains who had dabbled in the black magics of witchcraft and sorcery to join him and create a portal regardless. Soon, should he get all the allies he needs, they will cast an inevitable spell that will convert the whole world to darkness.Not all is lost. The Sorceror's Hat still rests somewhere in the realms of Fantasia 2000. Whoever finds it could change the fate of the universe.Gameplay:You will join this RPG and play as all the main cast from one of Disney's great works, and even some live-action classics with some animation in them, such as Marry Poppins and the classic Tron. If you want, you may work from the characters as they already exist or, for those who want to write with characters that are more of your own creation, you can come up with a twist to these characters. For example, what if Scar was actually Sarabi's puppet? What if Ursala had a crush on King Tritan? What if Bolt was really about the TV show? It's perfectly acceptable. After all, retelling fairytales is an ongoing process.I. About Characters:1. It is important to note that you can only choose characters from one Disney movie. This prevents people from coming up with contradicting continuities. The bright side is, you may have as many characters from your particular movie as you like, so long as it is within reason. [*]Define "within reason": This essentially means that you should still have NPCs within your universe. You can't make all the nameless extras your characters. This is not an RPG where you control entire nations.[*]Winnie the Pooh is exempt from the above point, considering the small cast and absence of background characters.[*]It is possible to choose both a film and its sequel(s).2. All the main characters should originate from the same places. You can say that John Smith came from a remarkable Steampunk England, which is certainly a different twist, but England nevertheless. It's just not nice to take away that sort of identity, because one of the wonderful things about Disney is that its stories traveled around the world. This rule doesn't apply to stories where the location or character backgrounds hardly have an affect on the narrative. And in case there's any question about the following settings: [*]Some of the older Disney Princesses are a bit ambiguous as to their location, in which case you shouldn't be too concerned.[*]Alice of Wonderland: that she's from England is completely irrelevant.[*]Winnie the Pooh came from the Hundred Acre Woods. Where on Earth that is is up to you.[*]The Rescuers could actually be set any number of places. So long as you describe their world as Earth, you're fine.[*]Dinosaur's open to any interpretation, really.3. The characters have to be from an animated film. TV shows and video games are not a basis for an application. [*]This means that Minnie, Donald, and Daisey, among other classic personae, are not allowed to be used as playable characters. Sorry.[*]However, Goofy, Max, and Pete are featured in The Goofy Movie, so they're open.[*]This is a good general list if you want to know your options. Here's also a list of Pixar films.[*]Song of the South, Marry Poppins, Bedknobs and Broomsticks, Pete's Dragon, Enchanted, and Tron are also acceptable, along with any other films that combine live action with animation.4. Since no doubt many of you will be concerned with how your characters measure up to others, it's perfectly acceptable to do something to even the playing field against films like The Incredibles. Captain Hook might have gained control over the fairies or got himself a pirate army. Maybe Monsieur D'iarque was really an evil counterpart to the Beautiful Enchantress (Beauty and the Beast). Maybe a Steampunk England is good enough to make the cast as a whole awesome enough to compete with the rest of the world. However, you don't have to power up your world if you don't want to. [*]Powering up an entire cast to the hero level is overkill, and so is making your world more dangerous while simultaneously making a main character stand out amongst them. For example, Captain Hook may gain power from harvesting fairies, but he shouldn't also be given an army. Giving that army superpowers is completely out of the question.[*]Speaking of which, if you choose Lilo and Stitch you can't include any of his "cousins".[*]Also, stick to something within reason that makes sense. If it defies willing suspension of disbelief, it's off-limits. Therefore, Nemo can't shoot lasers, although Buzz Lightyear could potentially get such an upgrade (as for Mater, anything makes sense when applied to him).5. The film version of young Hercules is the archetype for the ultimate reasonably powered character, and he will set the standard for the limit within this RPG. If you can overpower Hercules, you're overpowered.- For that reason, these characters are off-limits as player characters unless you specifically alter their back story to bring them down to the level of of something acceptable: [*]The Fairy God Mother[*]The Cheshire Cat (amended by ToD)[*]King Triton[*]Genie[*]Hades[*]The Bowler Hat[*]Dr. Facilier- These following characters, however, are completely off-limits regardless of your reasons: [*]Maleficent[*]The Olympic Gods (except Hades)[*]Marry Poppins (She's practically perfect in every way!)- The various enchanters not mentioned in this list, such as the Blue Fairy in Pinocchio, fairies in Sleeping Beauty, Eglantine Price from Bedknobs and Broomsticks, the witches in The Black Cauldron, Ursala from The Little Mermaid, and the Beautiful Enchantress from Beauty and the Beast are all allowed, but the scope of their magical abilities is generally limited to enchanting objects to physically change, do work, or otherwise alter their properties. I won't see enchanters treated as offensive combat characters, although they may assist others. [*]The Fairy Godmother is considered a God moderator simply because her wand had demonstrated the ability to transform people to stone and turn back time, the first of which is a directly offensive ability and the second of which is outright too powerful unless you specify otherwise.II. About Worlds1. There are only as many worlds in this RPG as those started by players. A new world is introduced whenever a player joins the RPG. If a player hasn't joined under a given world yet, you may not journey to it. The in-universe explanation to this is that the various Disney worlds are leaking through one at a time in a chaotic order.2. Each world has one portal somewhere that leads to the rest of the Fantasia realms. You may define what they look like and where they are.3. It is possible for two worlds to literally fall within physical proximity of each other. For example, it is possible for the London within The Great Mouse Detective to fall within the proximity of the Pridelands (even though that's counter to real-world geography). [*]Before doing this, there must be a mutual agreement between you and the person who wrote in the other land.[*]Borders must be established either when you first join or soon afterwords when you're still getting yourself established. After that, you can't create new borders with established worlds and must instead wait for new worlds to be introduced.[*]You're allowed to mix them up in interesting ways, but one world may not destroy another.[*]It is possible also for one world to fall in between two and create a bridge between them. For example, London could fall in-between The Pridelands and the forest in the Firebird piece of Fantasia 2000, thus creating a web and an internal ecosystem within the RPG universe.[*]Although not required, you are encouraged to connect your world with another when you join, as well as offering borders to newcomers in the RPG who might want them as well.4. Wandering throughout Fantasia are bands of bands (pun intended), the silhouettes seen at the beginning of Fantasia. Their instruments have magic powers that allow them to teleport people to other parts of Fantasia and the Disneyverse, provided that they play a piece of music from that world. Their magic transportation is limited, however, to landing people wherever the music was played within that movie, specifically at the beginning of the composition. [*]This disadvantages films with no memorable music, but so be it. There had to be a catch.[*]If you have adapted the story in such a way that the song would not have logically taken place, this transportation method wouldn't work.[*]Only the orchestra has this power. It is not a character ability that anyone can access, merely an alternative to the portals so that movement between realms can't necessarily be monopolized.[*]The bands cannot follow people along, and furthermore, they are NPCs.5. As with the characters, the location is important. Pinocchio had better take place in Italy, and Brother Bear's universe had better be the Canadian region. [*]If you want to say that Tarzan decided to go with Jane and live in England, that's understandable. It uses the elements of the preexisting storyverse to your advantage. Therefore, you can have London crash into Fantasia instead (or Liverpool, considering that a surprising number of Disney films take place in London). So if you have a good explanation that makes sense, you can bring in a world different than the primary setting of the movie.[*]The amount of the universe that you bring in is limited to the scope of the story. You may well bring in the entirety of the planet Earth if you're joining under The Rescuers, but if you're like one of the many films that takes place exclusively in London, you'll exclusively only bring London into the game.[*]With regards to the above point, consider that this is Disney and don't get all technical about what happens if London is isolated from the rest of the world, although that would obviously starve the city. Within the logic of Fantasia, it would still function as normal.III. Rules:0. BZPower rocks, and so do its rules. It goes without saying, and therefore I will not say it (although it makes an awesome cameo appearance as Rule #0!).1. Have Fun!2. Don't God-mode. If someone else God-modes against you, the worst thing you can do is God-mode back, so swallow your pride and tell a staff member. And no glory hogging, either.3. Don't use another player's characters without their permission.4. Don't kill another PC without another person's permission. This also applies to named characters within a universe that aren't currently being played (although the other person ought to be fairly lenient). However, you aren't allowed to do this excessively.5. PM me with character profiles first before posting them.42. It's the answer to life, the universe, and everything.43. And I really mean it; HAVE FUN! This. Is. DISNEYYYYY!IV. Profiles:(please put the headings in bold for reading convenience)Movie:Story: (leave blank if there are no differences between your version and the film version)Conversion Point: (this is the point within the story that the film was suddenly drawn into Fantasia)Portal: (where is it and what does it look like?)Borders: (If you've arranged for them. Edit when necessary.)Character:Strengths & Weaknesses: (presuming they're different from the original or had to be changed to fit moderation standards.)Personality: (ditto)Background: (cover in more detail anything unexplained in the movie's "Story" section)Objectives: (update this if it ever changes)Misc:Approved players and worlds:Fantasia and Fantasia 2000Toa of Dancing (now NPCs) ~ Alice in WonderlandKumata ~ The Great Mouse DetectiveThe Power That Is ~ Bedknobs and BroomsticksToa Korkoa ~ TangledKeizah the Kaleidoscope ~ The Emperor's New GrooveToast of Awesomeness ~ The Lion KingDeltus ~ Snow White and the Seven Dwarves'Da Boss & Onarax ~ Treasure PlanetPyrrhon ~ Mulan(CardworkMagician is expressing interest in Hercules. Lord Rahl recently inquired on Aladdin. BenLuke has heavily indicated an interest in the DuckTales movie.)Wish upon a star,Emperor Kraggh
  2. After the forum's auto-close feature failed to work, the final poll is finally done and over. I don't think the extra nine hours had any impact on the outcome though.Congratulations to: Waves of the South - Toa Levacius ZehvorStrike from the Shadows - Zarayna: The Quiet LightAloft: Castle in the Sky - Pit: Arrow of LightOur three winners of the RPG contest can start at their leisure. Current RPGs will have about a week to wrap things up.Thanks to everyone who entered and participated, and congrats again to our winners!
  3. RPG Forum Text-Based RPG Contest 24Sorry for the delay, you can all blame Bricks Cascade and cross-country travel. Anyway, no theme for this contest, I think we'll pick that up next month!Here's how these contests work: [*]The contest will be run every three (3) months, or four (4) times a year.[*]All members are welcome to enter the contest.[*]Each member can only enter one (1) Text-based RPG entry.[*]The only exception to this is that BZPRPG and RPG Contest staff will not be permitted to make entries.[*]There will be three winners selected in every contest. [*]The winners will be the three RPGs with the most votes after one or more rounds of voting (depending on the number of entries).[*]Whether or not a given RPG wins or not, it will be allowed to run in future contests, with the below conditions and restrictions. [*]For and RPG that lost a contest, the creator must make an attempt to alter and improve their entry before entering it in the next contest.[*]If an RPG has won four (4) consecutive contests that it has entered, it can not enter the next four contests. It does not, however, have to be altered before being entered again after its break, although the creator can do so if they desire to.[*]Example: A RPG wins two contests in a row. It is not entered in the next contest. It is entered and wins the fourth and fifth contests. At this point it cannot be entered into the next four contests.[*]Other restrictions as a result of other rules or administrative action may prevent a member from submitting an RPG. [*]At the end of the three-month interval between contests, if an active RPG does not win again, it will be closed. [*]If a former winner wins again at a later date, the creator of the RPG can choose to continue in the old topic where they left off or start over again in a new topic.[*]If the creator or members of a winning RPG break the RPG forum rules, that RPG will be closed. [*]The next runner-up from the previous contest will be allowed to run for the remainder of the term.[*]The offending RPG will not be allowed to participate in the next contest.[*]This system is designed to be more fair than the TBRPG approval process has been in the past, so absolutely no complaining. TBRPG EntriesThe following is what determines a Text-Based RPG entry. The creator of each entry must provide at least: [*]A brief introduction to the RPG.[*]A description of the setting, the time and place the events occur.[*]A history of what has happened leading up to the current situation.[*]The characters and creatures involved. Does this take place in the canonical Bionicle Universe, or is this your own island with its own heroes and villains?[*]A description on how you plan to further to story. [*]Does it follow the actual Bionicle story or take place in a setting of your own creation?[*]Is there an outline on where you plan for it go?[*]Will the players be allowed to choose the direction the story takes?[*]Is there an ultimate goal or quest, or is it merely a world for members to inhabit?[*]Requirements for those wishing to participate in your RPG. [*]Will members be taking the role of existing characters or characters you have created?[*]Can they make their own characters? If so, what sort of restrictions will be placed on them?[*]What sort of equipment, masks, stats, etc will members get when they begin?[*]Rules determining how players will interact with the environment and other characters. [*]How will the winner of battles be determined?[*]How will members buy and upgrade their equipment?[*]Will members level up? How will they gain experience? The above information can be submitted however the creator prefers. It does not have to be delineated in this way, as long as it is all there.Contest ProceduresHow the contest is going to be run. Here is the format the contest will operate under: [*]Members will have three weeks to draft and submit entries.[*]Entries will be posted in the Contest Submission thread. Any entries posted elsewhere or PMed will be disregarded.[*]At the end of this period, no further entries will be accepted.[*]The entries will be grouped into as few polls as possible for the initial round of voting.[*]Each round of voting will last for two to three days (48-72 hours).[*]The format of subsequent rounds of voting will be determined depending on the number of entries.[*]The three entries with the most votes in the final round of voting will be declared the winners. Any questions can be posted in the Contest Rules Thread or PMed to Contest Host Black Six.NOTE - All current TBRPGs must be submitted as entries if they wish to continue running.Entries can be SUBMITTED from now until 11:59 PM EDT on Tuesday, June 26th.You can review other entries and discuss the reviews in the Review Topic.Please Note: You can now discuss reviews in the review topic in order to keep the main topic less cluttered.
  4. RPG Contest #24 Final PollView the contest thread here.View the full list of submissions here.Final Poll will run June 29 - 11:59 PM Eastern July 2.You can select THREE entries! Transformation - The LoraxWaves of the South - Toa Levacius ZehvorGoodbye Innocence - The One who is GoneStrike from the Shadows - Zarayna: The Quiet LightAgori Trail - Man with the HexThe Shifting Sands - Kal the GuardianSurrender Unto the Hive - Toa ZealokanAloft: Castle in the Sky - Pit: Arrow of Light
  5. RPG Contest #24 Preliminary Poll PotassiumView the contest thread here.View the full list of submissions here.Preliminary Polls will run June 27 - 11:59 PM Eastern June 29.You can select FOUR entries! Strike from the Shadows - Zarayna: The Quiet LightWaves of the South - Toa Levacius ZehvorMakutalypse - General Rocka's BaneKirse: City of the Great Beings - PyrrhonThe Shifting Sands - Kal the GuardianScourge - Mr. HouseFatal Error - Using Less VorexIt Takes Two - Toa Fanixe Withdrawn.Aloft: Castle in the Sky - Pit: Arrow of Light
  6. RPG Contest #24 Preliminary Poll WaterView the contest thread here.View the full list of submissions here.Preliminary Polls will run June 27 - 11:59 PM Eastern June 29.You can select FOUR entries! Dusk Coliseum - ZacaxDesolation - BelthnorTroubles of Dawn - Toatapio NuvaTransformation - The LoraxIsolation - KryzathSurrender Unto the Hive - Toa ZealokanGoodbye Innocence - The One who is GoneThe King's Game - Ace of SkullsAgori Trail - Man with the Hex
  7. RPG Forum Text-Based RPG Contest 24 SubmissionsAll RPG Contest 24 Entries should be posted here. They will be added to the list as we get around to it; don't fret if your entry isn't on the list immediately after you post it.You have until 11:59 PM EST on Tuesday, June 26th to submit entries.NOTICE: If there is a note by your entry saying that it does not meet the requirements, reread the Contest Rules and then send Black Six a PM if you are still not sure of what is wrong with your entry. You have until 11:59 PM EST on Tuesday, June 26th to edit your post and fix your entry.Also, please be sure to check out the RPG Contest Topic for important updates and announcements.You can review others' entries in the Review Topic. [*]Strike from the Shadows - Zarayna: The Quiet Light[*]Dusk Coliseum - Zacax[*]Waves of the South - Toa Levacius Zehvor[*]Desolation - Belthnor[*]Makutalypse - General Rocka's Bane[*]Troubles of Dawn - Toatapio Nuva[*]Kirse: City of the Great Beings - Pyrrhon[*]Transformation - The Lorax[*]The Shifting Sands - Kal the Guardian[*]Isolation - Kryzath[*]Scourge - Mr. House[*]Surrender Unto the Hive - Toa Zealokan[*]Fatal Error - Using Less Vorex[*]Goodbye Innocence - The One who is Gone[*]It Takes Two - Toa Fanixe[*]The King's Game - Ace of Skulls[*]Aloft: Castle in the Sky - Pit: Arrow of Light[*]Agori Trail - Man with the Hex[*]Title - AuthorTotal number of valid entries: 18NOTE: if you have an entry that is in violation of the rules and edit it to fit, please PM Black Six to notify the staff. Similarly, if you add a title to an untitled RPG, do the same. We are only human (well, okay, the jury's out on that) and are liable to miss the changes.
  8. RPG Forum Text-Based RPG Contest 24 ReviewsYou know the drill. Read the rules here. Submit entries here. Review entries and discuss reviews here.
  9. Have I ever posted here...?No?Wow.I won't lie, I don't MOC as much as I used to. My skills have stagnated, deteriorated after the simplified Hero Factory system. But I still managed to make this guy, who, if you vote for my entry to the most recent RPG contest (once I post said entry) you'll be seeing more of.Quoting the current draft... Big images are big, so: http://www.brickshelf.com/gallery/Evex/Goodbye-Innocence/Nestari/1front.jpghttp://www.brickshel...stari/2side.jpghttp://www.brickshel...stari/3back.jpghttp://www.brickshel...i/crouching.jpghttp://www.brickshelf.com/gallery/Evex/Goodbye-Innocence/Nestari/head.jpghttp://www.brickshelf.com/gallery/Evex/Goodbye-Innocence/Nestari/whydidyourun.jpgGallery (when public)
  10. Dragon's Dogma is the excellent new RPG from Capcom, and is a completely new IP. I found it because I wanted to get a game that someday might be the first in a famous series, so I pre-ordered it and picked it up on launch day three days ago. So far I love it. I picked Strider as my vocation, and my main pawn is Jale Wind, another strider. My name, by the way, is Quinn Fedora. I just made it up because it sounded like an adventurer's name.The combat and freedom are two highlights, and the boss battles (the lion-goat-snake guy (forgot the name), the cyclops, the hydra) are amazingly fun. The game's fairly hard though, with the unforgiving no fast travel system (remember to save when traveling every few minutes). I've tossed one or two of other peoples' pawns to their death due to annoyingness, but I find no major flaws, and it, so far, is one of my favorite games. Definitely glad I stumbled across it. So, discuss Dragon's Dogma here.
  11. this rpg is about mobius fan characters,and their stories.they can either be before,during,or after sonics lifetime.what you need to join:name:species:appearance:(picture or sprite preferred)powers:(disregard this one if you dont have any)weapons:(disregard this if you dont have any)special emeralds:(disregard this id you dont have any.)allegiance:timeline:(before,during,or after)to start off,ill post my character.name:static/sephir the (rodaron) hedgehogspecies:hedgehog,1/7mobian,6/7rodaronappearance:http://www.brickshelf.com/gallery/stargatestaticTH/hedgehogs/static_rider.bmppowers:electricity,magnetism,chaos powersweapons:gun,sparksword(multi-tool)special emeralds:rodaron emeralds.allegiance:goodtimeline:100 yrs after sonics death.
  12. Approved by Than and the COT RPG Judges. (Note: Some hyperlinks were removed, as they seemed to be messing with the post formatting) The Elder Scrolls AdventuresThe Summerset Isles Hosted by Toa Levacius Zehvor; Co-Hosted by PurpleBouncy FORWARD – LoreBefore I detail the in-game stuff, this is a clarification for those poor souls who have yet to play an Elder Scrolls game. This RPG is set within the world of The Elder Scrolls, an extremely successful series created by Bethesda Softworks. The series is primarily set in Tamriel, the largest and central continent on the world of Nirn.For the last couple hundred years, Tamriel was ruled by the Empire, founded by Tiber Septim, or Talos, a man who ascended to godhood, joining the Eight Divines and making it Nine upon his death. That was, however, until the death of Emperor Uriel Septim VII, and the Oblivion Crisis that opened gates across Tamriel into the realm of Oblivion.After the death of his son, Martin Septim, who sacrificed himself to seal Oblivion off from Tamriel, the Empire was left in chaos. Without an Emperor, Tamriel was left in complete and utter chaos.In time, it would reform. But not before a faction known as the Thalmor, a group of elven supremacists, took control in the far south western island province of The Summerset Isles. Under the Thalmor, the new Aldmeri Dominion formed – an empire ruled by the elves of Altmer and Bosmer stock, and allied with the Khajiit of the province Eleswyr.Thus is the current way of things. Summerset Isle, known now as Alinor, after its capital city. Seat of power in the Aldmeri Dominion. Of course, that has quite the possibility to change...~BACKGROUND~ The date is Morning Star 4E321 by the common calendar of Tamriel. The provinces remain in turmoil. Heated battles across the continent spark up constantly, with no clear victor in sight, save one – the Elves. But in their homeland, this victory is an uncertain one.The Empire – the central heartland province of Cyrodiil, and its allies in the Hlaalu and Dres controlled Morrowind and parts of Black Marsh – fights a battle to keep control of its last posts in the remainder of Morrowind and the Nords of Skyrim. The Redguards of Hammerfell stand alone against both the Empire and Aldmeri Dominion, fighting the last true stand for men. The southern provinces are controlled by the Aldmeri Dominion, based on the Islands of Alinor – the Summerset Isles.Homeland to the Altmer - the High Elves - and the power bastion of the Altmer Dominion, the Summersets are dealing their own problems. The Thalmor, powerful wizards and warriors dedicated to the Altmeri cause and continental control by only the Mer - the elves. Once but a minor, weak faction, the organization now holds unquesitioned power over the land, with none willing to dare oppose them.But there has been a change. A sea barricade created by the Maormer, the Sea Elves of the mist wrapped island Pyandonea far to the south, has been established, locking out any from leaving or entering the isle. Massive sea serpents wrap through the waters and isolate the population from the outside world, even against the Thalmors best wizards.This doom falls as life withers to the east, as trees die and crops wilt, while formerly healthy livestock simply lie down and die in agony.Whispers of Daedric Cultists – men and elves who worship the Daedric Princes – have begun to spring up across the land, leading to fear in the commoners.Greatest of all in threats to the Thalmor is Fort Greenmoth, the only location on the island to proclaim allegiance to the Imperial Legion. The future is uncertain as to if they will expand their power beyond the one fort, though all respect their combat prowess, having remained resolute against the greatest Thalmor attacks.Who are YOU?That’s for you to decide. As a youth, you were always more successful than the others. Perhaps you were the strongest fighter in the guild; perhaps you were the smartest wizard of your college. Whether you used this to become a powerful magistrate, or a vicious bandit, or simply hid it away and became a farmer, that is your choice.But now, things are changing – and you, more so than the commoners, will be ready, be it on the sidelines or at the front, facing the tides of darkness, or bolstering its strength.You are not alone, however. There are many others like you, all with their own gifts and talents that make them superior to the common populace. Whether you refuse this aid, and go on your own solo adventure in search of your own self, or go forth and conquer great enemies with their aid, that is your choice.The Elder Scrolls of which the future is written upon in prophecy do not dictate what shall happen in these coming days – that is for you to do. Take up arms and accept this destiny. This is not the fulfillment of prophecy – but it will certainly be a tale to tell!Recent Happenings [*]There has been an outbreak of diseases reported across the smaller island of Summerset Isle. This is strongest displayed in the death of livestock and crops.[*]There is a massive Maormer barricade blocking sea traffic from Summerset Isle to the island. Magical combat has proven useless to taking them out. No aggressive attacks performed as of yet. For the last three years, no information has left the isle or gotten in, save through magical transportation. The Maormer have attacked the Isles before, but with a larger force which was mysteriously destroyed by a huge storm - they have a good reason to hate the Altmer, who banished them from the Summersets long ago.[*]Daedric cults have been taking over old ruins and restoring them to glory under the noses of the distracted Thalmor. New cults pop up ofteh, and old ones grow.[*]The Imperial Legion has been reborn in Fort Greenmoth for over eight years now, resisting all Thalmor attacks. Leadership is attributed to Sir Perrius Natha. Numbers impossible to determine. ~ATLAS~ This section details the geography of the Summerset Isles. For an understanding of where it is on the world map, check out this link -Most locations are found in canon. The geography was roughly based off of that in Arena. The Summerset Isles are composed of three islands – Summerset, the largest isle, the unnamed smaller island on the east, and Ataeum, home to the Psijic Monks. Artaeum is known for its ability to literally fall of the face of the world at certain times – this is one of them. Access is impossible.There are a number of locations to describe.Alinor: The city of Alinor is the largest city on the island, composed of three districts – the inner city, the outer city, and the docks. The docks are the home to all non-Altmer, and, obviously, docks. The outer city is where most of the Altmer reside, hidden behind massive walls. Those are nothing compared to the imposing inner wall that holds the nobles in the inner city.Outside of the city is the crater that marks the remains of Fort Bluemoth, destroyed in the Oblivion Crisis.Alinor is ruled by King Harionor, son to the former King Alinor. Harionor is not a member of the Thalmor, but supports them and allows them free reign. As such, they grant him control of the Aldmeri Dominion.Magical abilities cannot be used in the docks or outer city. This prohibition does not extent to the inner city.It is based around the only known mines of the rare material called Elven Glass, a greenish, glasslike and nigh indestrtructible material.Firsthold: Firsthold is the largest city not under the control of the Altmer. Instead, it is controlled by the Dunmer woman Queen Morgiah, widow to the later King Haroodil.It is the only city to allow the practice of necromancy (Morgiah, it is said, made deals with the great Necromancer leader Manimarco years past), and also allows the summoning and open worship of Daedra.The most striking building in Firsthold is the orrery, a massive complex where mages of great power can be found studying the sky above and recording their findings. Many vandals have tried trashing it; none have succeeded.Morgiah and the Thalmor have an unstated agreement of peace, but it is a straining one. Neither support the other, but both know not to go after the other - the Thalmor for political reason, Morgiah for her own safety.Cloudrest: The city of Cloudrest is built atop the mountain Eton Nir. It is a tiered city, one atop the other, though the bottom tiers have been abandoned for thousands of years – amidst them can be found ancient elven ruins and old daedric tembles, and the very bottom tiers are made of coral dragged hundreds of miles from the sea. Towards the very top, it is composed of cold resistant vegetation and vine bridges.Haro’Kah rules the city of Cloudrest. By all appearance and mannerisms he is an Altmer, though he is actually only a quarter so. His half-brother, Uricka, an illegitimate son to his mother (his royal parent), is often proposed to replace him due to pure blood. The Thalmor do not actively challenge his rule, preferring to keep to the shadows, but likely support Uricka.The gates of Cloudrest are closed to the public due to these political conflicts. Adventurers can often ignore this barricade by sneaking through the bottom tiers and making their way up.ETON NIR (Landmark): But a hill to the Throat of the World, Eton Nir is the largest mountain of Summerset Isle. None have ever built at its highest reaches, though its great width (the entire grey area on the map that it is marked on is its base)allows it to be spread out along the side. It is surrounded by thick rainforests. Many caverns and monsters cover the mountainside.Lillandril: The city of Lillandril is a thriving port city. It is known as a kingdom, though its government is a mageocracy – one ruled by a high council of 57 mages. The only way to get into this council is by slaying another mage on the council, and taking their position (each ears a rank, such as 13th Mage or 1st Mage) in a duel of only magic and magical items. Each council member is a powerful wizard.Lillandril allows the Thalmor in the city, but only a few members of the council truly support their conquest. The city of Lillandril likes to be left alone.Shimmerene: Shimmerene lies in the center of a great forest, and is built in multiple rings of verdant greenery that blend into the surrounds - navigation is impossible without a map. Even the houses seem composed of the plant life. It is centered around a massive island fortress overlooking a crystaline lake.The High Elf queen Vastala rules the city. She is a powerful sorceress, though few are allowed to ever see her. She is a prominent member of the Thalmor and supports them wholeheartedly. As such, her coffers are always full, and the Thalmor are based here in the city.Sunhold: Sunhold was once a much more prosperous and glorious city before it refused to yield to the Empire during its formation and was crushed by massive Golem known as Numindium. Today, it is a much smaller and more peacefully city known by the same name – the Principality of Sunhold, ruled by Prince Merus Kanthra, and Altmeri Battlemage.Sunhold is a mining city, not one of agriculture, and contains the isles only mines for the rare material Ebony – a jet black, volcanic ore able to make wondrous equipment. For this reason, Merus and his elite Battlemage guard are clad in Ebony armor. He himself is clad in Daedric armor – Ebony armor that has been infused with the spirit of a lesser Daedra.Merus is the only truly anti-Thalmor ruler. He believes that the Altmer should keep to themselves and not risk the doom that a second Aldmeri Dominion could bring. This isolationist belief is rarely given echoes of support.Dusk: The city of Dusk is located at the end of one of the many rivers emerging from Lake Summerset. Here, the land is very fertile, making Dusk an excellent location to grow crops even in the desert. Not many high elves live here, despite being ruled by one – King Lysorain, a High Elf of significant martial prowess.Far from the outskirts of the city is Fort Dawnmoth, an abandoned Legion garrison now occupied by the White Triangle bandits. Each wears an amulet, and these amulets have a 50 GP bounty on them.Skywatch: The city of Skwatch is built high in the mountains. It was once the provinces seat of Imperial power, centered on a massive dragon statue. Now, the statue is shattered, and very few men remain in the city with the still vengeful elves.In an odd twist, the last Fighters Guild remains here in Skywatch, recruiting associates whenever it gets the chance.The Altmer Mage Lord Sanmarine rules the city. He has a number of assassins under his employ. One of the rebels who took Skywatch from the Imperials, though now far older, he was both then and now a member of the Thalmor. He allows them to have their second largest base here, from which their operations on the smaller island are based.Crystal Tower (Landmark): The Crystal Tower was once the center of magical learning in Tamriel; now, the Oblivion Crisis has rendered it a shattered area. The tower is gone – and much of the information it held.The reformed Mages Guild – kept under careful Thalmor watch – has established an academy upon the ruins of the tower, conducting its remaining magical energy and slowly building a new tower.Only high ranking mages may access the tower; all may access the academy libraries and, for a fee, the Guild Guides, mages who can instantly transport one to any city in the Isles.Unfortunately, Trolls have claimed the upper levels of the new Tower – it took only one to do it – halting construction. Nobody is allowed into the area, due to the threat that killing one incorrectly may just result in an even worse situation.Navo Sharm (Landmark): Navo Sharm is the largest ruin in the isles. Ages ago, it was a powerful city; now, nothing is really known about it, even by the elves. The blame for its destruction is pinned on magic gone haywire. A sprawling area, it has many areas above and under the ground yet to be explored. It is a common meeting place for adventurers.Quetzicatirile (Landmark): A couple miles wide, Quetzicatirile is the largest daedric ruin on the Isles, built by thousands of worshippers in the past. Sacked of ancient treasures, it was claimed regardless by a small army consisting of dozens of worshippers and their daedric servants. Their allegiance is unknown. Only an army could break through their lines.Fort Greenmoth (Landmark): The last remnant of Imperial power in the Isles – perhaps even all of Tamriel. Sir Perrius Natha resides here, and despite never having been given the title, calls himself the Knight of the Imperial Dragon.Greenmoth is well fortified. It is composed of a courtyard below, facing to the see, and a large keep. From the keep leads a bridge to the small mountain into which the castle of Fort Greenmoth is built. About a mile away, on the coast, is a destroyed port.Greenmoth manufactures the fine equipment used by the Legion, and has the only smiths able to compose it. Using this equipment brands you a traitor to the Aldmeri Dominion.No assassin has ever succeeded leaving the Fort.Types of LocationsThere are, of course, more locations than these. The common types are listed below. Note that players may encounter any of these if they desire while travelling. Images are given with each one.Settlements – There are many settlements of twenty to a hundred people able to be found. Any settlement of more than a couple hundred is a village. The largest have populations breaching one thousand. None grow larger.Daedric Shrines – There are many shrines dedicated to Daedric Princes out in the wilderness. Most have at least half a dozen cultists located near them; some, however, are hidden too well for even these cultists to find. They range in age and wear.Daedric Ruins - Before the ancestors of the Dunmer broke off from the old Aldmeri Dominion long before the empire began, large keeps were made in bizarre architectural designs. These keeps are now in disrepair, though cultists with great number and great dedication try to rebuilt them. Many are based around a Daedric Shrine, and can have dozens of cultists and Daedra within. Each has a teleportation circle with unique runes allowing transport to another like it through the use of Propylon Index; these Indexes are incredibly rare and found only in the hands of powerful beings. The image shown is actually quite correct, giant mushrooms aside.Elven Outposts - These outposts are much like ruined watchtowers, dotting the landscape. They are ancient, and many are nothing more than stones now. Most that are occupied house bandit groups. The image here shows only the archietecture; outposts are larger than this.Elven Citadels – Long before the rise of current cities, these Citadels housed the ancient Altmer of old. Now, they are sealed away and ruined, having been left behind due to their location becoming unnecessarily hard to sustain or infighting and war. The Thalmor often raid these Citadels, seeking ancient artifacts of power. Over the years, many are completely empty, though some still house undead monsters or groups of bandits. The image here shows only the largest fortress; the citadel may extend quite a long ways beyond that.Imperial Ruins – These ruins are nothing more than Imperial forts. Some still stand strong; others were destroyed by attackers. They are often used by bandits and other criminals to hide within. However, unlike the ominous Elven Citadels, they are made to sustain life, and some are used to house civilians during monster attacks on a nearby settlement. The image shows a functioning Imperial Fortress, from the 3rd Era when the Empire had power.Coral Ruins – The final, and most bizarre, of ruins are those of Coral. They are literally composed of Coral – tons of it – dragged from the sea and made into the shape of massive cities. Many are located on the coastline or far off the shore. Submerged rooms, levels, or even the entire ruin are common.It is suspected Coral Ruins were created by the Sload – bloated part slug, part toad, part man abominations with powerful magical abilities from the Isle of Thras, which was long ago sunk by the combined peoples of Tamriel after the Sload killed off a massive percentage of the population with a plague.The main attraction of Coral Ruins is the presence of Coral Weaponry. Such equipment possesses powerful magical abilities. It is believed more magical oriented pieces, such as staves, were used by the Sload themselves, while weapons were given to their more powerful undead servants. ~BUILDING YOUR CHARACTER~ The typical character sheet that a player will need to use is as such –Name:Race & Gender:Training:Spellcasting:Equipment:Appearance:Personality:Biography:I will explain this step by step. Note that not everything need be done exactly as stated here - I will allow some exceptions if the profile is fleshed out enough.Name is fairly obvious; gender doubly so. Your character must have a name that fits in a fantasy setting – Bill Nye does not work for your elf mage. We don’t need to see Aerith, Sublicus, and then suddenly a Bob. Race and training and so on is a bit more complex.RaceEach of these sections details a race as far as their natural abilities in-game, and their home province (Valenwood, Morrowind, etc.) All races save for the Altmer hail from the mainland of Tamriel. Click the link for an image.Altmer (High Elf): The Altmer are the lords of Summerset Isle, and the most powerful race for the casting of magical abilities. However, just as their greatest strength is magic, it is also their greatest weakness - Altmer have an innate weakness to elemental damage types. Disease, however, has no effect upon them. Altmer can bolster their spells to greatly increase their power, and possess two additional schools of magic. They can live hundreds of years.Bosmer (Wood Elf): The Wood Elves hail from the land of Valenwood. They are the best archers in Tamriel without a doubt, and all Bosmer can use bows at undisputed mastery. They are also adept at acrobatics. They are resistant to most poisons. Their most renowned power, however, is that once each day they can exercise weak magic to dominate the mind of a common beast, the Skordaws aside. They can live hundreds of years.Dunmer (Dark Elf): The Dark Elves of Morrowind are powerful at both blade and spellcasting. Their nature grants them near immunity to fire magic, and normal fires have little effect on them. They are able to summon the spirits of their ancestors to absorb incoming blows for them through the power Ancestor Guardian once between dusk and dawn and once between dawn and dusk. All Dark Elves can use Destruction magic and short blades. They can live hundreds of years.Orismer (Orc): Despite their monstrous appearance, the Orcs are the descendants of ancient mer, making them more like elves than men. Orcs possess powerful resistance to magical effects, being able to shrug off weaker spells, and have greatest sheer physical endurance of all races. When orcs go into their berserk rages, their skins are like solid iron, able to take injuries mortal to others. They can live into their seventies; most prefer to die before fifty.Imperial: The most common human race in the past, the Imperials are rare in Summerset Isle. In comparison to their hardier fellows, Imperials display no increased physical or even magical capabilities. Due to the lack of any true strengths, Imperial characters are granted extra rewards when they are given out by the GameMaster during the story. They can live into their eighties.Redguard: The dark skinned, wiry haired Redguards of Hammerfell are known for their dislike of magic and warrior like nature. They are the best weapon users in all of Tamriel, and all learn how to wield long blades. Heightened levels of adrenaline greatly increase the ability to react to attacks, though in high stressed situations, the ‘rush’ they feel due to overload can have disastrous end results as mortal wounds finally take their toll. All Redguards are immune to poison and highly resistant to common diseases. They are not as strong or tough as Nords or Orcs, but they are much more agile. There are less Redguards than even Imperials – many returned to Hammerfell decades ago. They can live into their nineties.Nord: These huge, light skinned people hail from the land of Skyrim to the north. Nords have natural resistance to cold bordering immunity, and have an increased tolerance to electrical attacks. They are the strongest of the races, though they lack the toughness of Orcs and the quickened speeds of the Reguards. Nords typically take a favored weapon in youth, and know how to use it, be it the longspear or the greataxe. They can live into their eighties.Breton: Bretons are the last of the human race, though they are actually the descendants of human/elf interbreeding kept strong over hundreds of years. Hailing from the province of High Rock. Like their forefathers, Bretons are more adept at magic, having the capability to learn one additional spell school. Unlike the High Elves, however, they have a resistance to magic rivaled only by Orcs. They are the physically weakest of humans. They can live well past one hundred.Argonian: Argonians are one of the beast races, in this case an intelligent, reptilian humanoid. They hail from the province Black Marsh. They are incapable of wearing armor not designed uniquely for their race, but balance this with thick scales capable of absorbing most blows for them. They can breathe underwater, being amphibious, and have adapted to their homeland by having a greater resistance to diseases and completely immunity to poisons. They can live well past one hundred.Khajiit: The Khajiit, like the Argonians, are one of the beast races, though their home is the province Eleswyr. The Khajiit come in many types, with some being the size of domestic cats, and others like the Saber Cast of Skyrim. The common breed one will play as, however, is a bipedal, feline humanoid. Khajiit can see perfectly in the dark, and unlike the Argonians can use armor for the torso and arms, but helms and like must be custom made. Age is dependant on type; PC Khajiit can pass two hundred.NPC RacesMaormer: The Maormer, or Sea Elves, appear almost identical to the Altmer, albeit significantly shorter. They are immune to natural diseases and poisons, but have no vulnerabilities like their kin. They practice their own, unique magic to control snakes, and have access to their own element of Destruction, poison. They can create walls of mists, and in great numbers can cloak whole fleets of ships.Sload – The Sload appear, naturally, like a terrible sload/toad hybrids with a misshapen, barely humanoid head and something that can barely be considered arms. They practice multiple schools of magic, particularly the use of Conjuration for necromancy, and many have small hordes of undead with them.The schools of magic will be described later.TrainingWhat is ‘Training’? Well, it’s your play style. You have the magic user, rogue, and warrior.WarriorThe standard NPC is a warrior. Warriors are the most common of the classes, and the one with the most physical training. Warriors can use light and heavy armor, and can use eight weapon categories. Warrior NPCs rarely know magic; PC's may know a single school. Warriors are the only class capable (if they choose to with their character) of creating weapons and armor (over long periods of time) or repairing their equipment (in shorter time frames). Warriors can sacrifice their spell school to gain proficiency in four additional weapon types.RogueRogue can mean a variety of things - common thieves to swasbuckling heroes. They have the capability to use light armor, and have training in no more than four weapon types. Rogues will typically know two schools of magic, but may not (see below). As part of their training, rogues are far more acrobatic and more adept and jumping and climbing, along with things such as staying hidden, picking pockets, opening locks, and disarming traps. Finally, rogues can create poisons, and while there are many that must be ingested, the most common are those applied to weapons - poisoned arrows are the best way to bring Ogres down, after all. However, in order to create poisons, the rogue must sacrifice one school of magic.Magic-UserThe final type of training one can receive is that of Magic-User. Magic-users cannot use armor, save that which is bound to them through spellcasting, and are trained in only a single weapon. Magic-users have the greatest diversity of spells, being able to cast from four different schools of magic. Mages can create poisons and beneficial potions from rare ingredients. Like the rogue, the magic-user must sacrifice one school of magic to create potions and poisons.These are the three types of Training. So finally we turn to spellsThe Casting of SpellsSpellcasting allows players to draw from their natural reserves of magical energy, known as Magicka - everything has a small amount of Magicka in it, but those who use spells can actually manipulate theres. As noted above, all players have access to a number of schools of magic from which they draw their spells from. All spells require two other things – verbal components and somatic components, words of power and gestures.Spellcasting is limited only by rest. If you cast spell after spell you will tire; many experience mages learn how to wear out their enemies while in a mages duel. The GameMaster will inform you if your character is spending too much – be trustworthy about this.It is harder to cast spells while wearing armor, as it hampers somatic components. Casting time is doubled in light armor and tripled in heavy armor. This applies also when using shields and weapons; luckily you need only one hand free to cast spells.Spells can be interrupted by disrupting the concentration of a caster during the time it takes to cast it.The Schools of MagicAlteration – The College of Alteration manipulates the physical world and its natural properties. The School of Alteration basically boils down to projecting shields that block incoming physical attacks, changing weights (to burden enemies down by increasing the weight of their equipment, or lowering that of yours for greater freedom), affecting you in the water (to increase it, walk on it, or even breathe in it), to open and seal locks, and to grant greater mobility in the air (to jump incredible heights, or to slow your decent to the ground). Alteration spells can only be used on touch and take one second to cast.Conjuration – The College of Conjuration allows the mental domination and summoning or binding of equipment and creatures. The School of Conjuration basically boils down to the obvious summoning of creatures (in the hands of players, you must mark on your character sheet either Frost or Fire Atronachs), to bind weapons to the casters hand, to turn lesser undead and daedra away in fear, or to temporarily infuse energy into a corpse and animate it as an undead servant (if you choose to be able to summon an Atronach type, you lose this ability). Spells of this school are targeted at short distance and take five seconds to cast.Destruction – The College of Destruction is made up spells that cause harm to living and unliving things. It is commonly used to unleash the elements of fire, cold, and electricity in torrents or single blasts on enemies, to make targets more vulnerable to certain types of damage (commonly used to counter a species natural resistance). The creation of explosive, elemental runes is tied to this school. Spells of the Destruction school take three seconds to cast.Illusion – The College of Illusion is a set of spells used to alter the perceptions or thoughts of living creatures. The most common spells are those of reducing visibility (invisibility, which completely blocks the caster from view, but prevents them from interacting with other things or casting spells) or projecting light. Some more directly influence sight - to partially the target, or to grant the caster the ability to see in the dark. Spells of this school can also effect targets interactions – to frenzy them or calm them; to rally them or to demoralize them. Spells of Illusion take three seconds to cast, and are targeted, usually as balls of swirling green or red energy.Mysticism – The College of Mysticism allows its user to shape and focus otherworld forces for a number of effects. The most often used are those of detection (to identify the dweomers of magic items, or sense their presence, or to sense other living beings), to telekinetically move low-weight objects, or to dispel magic (either sending away summoned Daedra, though not permanent ones, or to remove an enchantment from a being). There is also a spell known as Altmeri Intervention that whisks the teleporter away to the city on the map nearest to them. Spells of Mysticism take two seconds to cast, and are targeted.Restoration – The College of Restoration allows its user to restore and fortify the body and protect it from malign influences. The most common use is to heal the casters or an allies wounds, but the purging of disease and poisons from the body is also in common practice. Restoration spells can be reversed and channeled to damage undead, causing them to actually ignite from positive energy, and held up to manifest wards that block hostile magical attacks. Spells of Restoration take three seconds to cast, and require physical contact.Specialty SpellsAll magic-users (and only that training type) has access to a singular specialty spell that they have spent years studying - for each school of magic you sacrfice, you gain one additional; for every two, another. In this case, you have complete freedom, as long as you can explain how it fits into the school, and what spells it is based on. Here are ones that you will most often see used by NPCs –Levitation (Specialty of Alteration): This spell allows the caster to actually achieve the semblance of flight, hovering around in the air as if using water walk over the water. However, the levitator is extremely slow when in the air, and must remain upright to keep balance.Dismissal (Specialty of Conjuration): By focusing an anti-conjuration and turning spell into one, the caster completely destroys an undead creature, or banishes a Daedra back to Oblivion (sufficiently powerful examples of either may remain).Command (Specialty of Conjuration): Constant summoning of otherworldly creatures wasn’t enough – this spell allows you to command weaker-willed, normal humanoid creatures and force them under your will.Disintegrate (Specialty of Destruction): The spell disintegrate channels pure destructive energy in a powerful, pinpoint beam that's capable of destroying mundane equipment with ease, and even causing severe harm to organic flesh - with enough effort, perhaps even the destruction of an entire body.Paralyze (Specialty of Illusion): An extremely potent form of demoralizing that removes all ability to move from the targets mind, holding them completely still.Silence (Specialty of Illusion): By creating a blinding and invisibility effect on sound, rather than light, the caster completely blocks all sound from exiting the target area for a short time. This prevents mages within from casting any spells. The field of silence is immobile, and can be dispelled.Chameleon (Specialty of Illusion): Grants invisibility, but without the downside of being unable to interact with other objects.Total Dispel (Specialty of Mysticism): Completely dispels all enchantments from a single being, or to send away recently summoned Daedra within 15 yards. Can be used to destroy magical constructs.Mark & Recall (Specialty of Mysticism): These two spells are the two components to an overall greater one. When first cast, it marks the location the caster is at for return later, expending a great deal of inner magicka. From then on, even with no Magicka, the caster can use Recall to immediately teleport back to that location after casting the spell.Regeneration (Specialty of Restoration): Extended training in restoration allows the caster completely regenerate another beings body (but not their own). The spell takes a full twenty seconds to cast, armored or not, as it is a chant, not a single word. During the casting, the casters body is preserved from deteriorating, save that done by external forces (so they won’t bleed out, but can be cut down), and at its conclusion, the target is restored from any injury save death itself.Other SpellcastingThere are more powerful spells NPCs may use, such as permanently binding a Daedra to Tamriel or animating undead so that they remain eternally. These spells cannot be learned by the players unless given to them by the GameMaster. They are often of ritualistic nature.EquipmentStats wise, equipment means very little, save what you have. Light armor and heavy armor refer to types of armor – plate mail is obviously heavy armor, while leather is a type of light armor. Material is also a factor. Players start off with mundane, iron, steel, leather, hide, etc. equipment at their disposal (though for weapons, the use . You may optionally have a single silver quality weapon, as below. There are, however, a few more varieties of equipment –Silver – On par with steel weaponry, silver is the most common material able to hurt creatures such as Daedra, Vampires, and overcome immunity to normal weaponry.Elven & Dwarven – Elven equipment is very expensive and hard to gain access to. It is more potent than silver and mundane materials. Dwarven equipment is similar, though it is harder to get due to being extremely limited in supply, and new dwarven equipment is not simply made. Weapon wise, they are equal, though dwarven blunted weapons have an advantage; as do elven bows and axes. Elven armor is always light (despite being a heavy looking metal, it is very light) and dwarven armor is always heavy (it’s even heavier than it looks).Mithril & Adamantium – A rare material, mithril is used typically to make chainmail suits lighter than feathers though able to survive a dragons bite. Adamantium is much like mithril, though far heavier and more durable. The weapons are relatively equal, dependant on purpose – adamantium is tougher, mithril is lighter. Mithril armor is always light, and adamantium armor is always heavy. Mithril weaponry is inferior to adamntium, save for those which need to be lighter.Glass & Ebony – Glass and ebony are both volcanic, are the rarest of natural materials. Glass is very light, and though it looks brittle, the greenish material is almost impossible to bend, and when it does, it can rarely ever be snapped. Ebony is almost impossible to damage without magical items or spells. Glass weapons are lower quality than ebony ones, but also lighter and often sharped. Glass armor is always light, ebony is always heavy.Daedric – Daedric equipment is extremely rare – only a few complete sets exist on the mortal plane, despite the number of mages to be found. It can be found as a heavy armor. Daedric overcomes resistances as silver, and weapons of this quality can completely sunder lesser weapons. Daedric armor is extremely heavy, a price to pay for being almost invulnerable to all harm.There are other types of equipment as well. Orcish armor, dreugh armor, all sorts can be found and imagined. These are just the guidelines.Standard adventuring equipment includes backpacks, climbing gear, lockpicks, and anything that can help you on your quest.All I ask for this is a simple – don’t go overboard. If your character is supposedly pretty wealthy, they will have better stuff at their disposal, but never any better than what is listed here.However, there is one last thing for weaponry and the like – proficiency. There are a number of weapon ‘categories’, the number you can use based on training. List which ones you can use with your training –Long Blades – Longswords, claymores, broadswords, scimitars, etc.Short Blades – Short swords, daggers, etc.BowsCrossbowsSpearsPole AxesAxesHammers & MacesFlailsPicksStavesOther (more exotic weaponry; only one weapon of each type, such as the whip, or the double-bladed sword, and you must have proficiency in a weapon type similar, such as long blade for the latter or flails for the former)The standard currency of the Summerset Isles is the Gold Piece (GP). Typically, weapons of iron quality are purchased in the tens of gold. Gold is unnecessary at character creation and is simply a reward that is found over time (players can simply gain small amounts while out adventuring). No more than 200 GP can be available to players when they start the game. Anything worth value they don’t already have is worth far more than that.Magic ItemsDespite what many would have you believe, Magic Items are quite common. Most adventurers have them. They come in thousands of forms and levels of enchantment. The number of characters you have is noted later; between all of them, you may have two [2] magic items not including ones found while adventuring.Do whatever - if it's too powerful it won't be approved; if it seems underpowered I'll let you know.Appearance, Personality, and BiographyWith that finished, we move on to appearance and biography. Each race has a typical appearance - such a typical picture is listed with the species. Altmer are the tallest of the races, and Bosmer are the shortest – Nords are not as tall, but much wider than even the largest Altmer.Your personality gives a list of your characters personality - how they behave, their mannerisms, the like. Please also include the Lawful/Chaotic/Good/Evil/Neutral alignment that most matches your character if you know what it is.Your biography is a personal compilation of at least fifty words that describes your characters history – who they are, what skills they have, their job (if any), any relatives worth mention if you choose to, maybe a list of former masters even. Anything and everything you think is worth mention put down. This includes age.Because if you say you’re an alchemist or a blacksmith or something, and I don’t see it in the Biography, you can’t do it. Even for a class feature.If you are familiar with the Elder Scrolls mythos (this is not required), you can choose to make note of your Birthsign and what your Class would be. This does not effect your game stats, but it's how you will be adressed. ~BESTIARY AND CURSES~ This section covers the last two things before the rules – the creatures of Summerset Isles, and the curses of Vampirism and Lycanthropy.BestiaryThere are numerous creatures that an adventurer may encounter during their journeys. They are recorded here by type, and listed in order of power. All creatures listed here may be faced whnenever you feel like; others are extremely rare or powerful and will only be encountered if the GameMaster deems that it is to be brought into the game.Beasts (Magical & Mundane)Beasts are the common creatures of the Summerset Isles. In some cases, they are just oversized forms of common creatures (giant rats and snakes, or even giant spiders and scorpions). In other cases, they are hybrids of other creatures (the Cliff and Jungle racers are lightning fast reptilian/bird hybrids, Wix Hounds are wolf/insects, and the Durzog is a massive [in size and intelligence] amphibious dog/fish often found serving Goblins).The most powerful beast of Summerset Isle is it’s truly unique Skordaws, twelve legged spiders with two additional spiked arms and huge, poisoned stinger tails, capable of reaching of fifteen feet in length, not counting the tail. The Skordaws is the only normal beast of the Summersets that requires more than one character to fight.ConstructsIn the oldest tombs and in the lairs of great mages, constructs can be encountered – and woe to the one doing the encountering! They are immune to poison and disease, and no magic can harm them, save that listed in the specific entry. Illusion magic has no hold over them. They never need to breathe, eat, or sleep. Luckily, they are completely mindless, meaning outwitting them isn’t very hard.The most common constructs are Golems. Dwarven or elven weapons (or better) must be used to harm them, even if the weapons are enchanted. Lightning spells are potent on golems. The most common form is the stone golem. Unlucky individuals may face iron golems, which are identical save for appearance, and that adamantine or mithral, or better, must be used.DaedraThe Daedra hail from the extraplanar realms of Oblivion. Commonly, they are found in the service of a single Daedric Prince (refers to both males and females; Daedra have no truly definable gender, just a preference for manifestation). They are – Azura, Queen of Dawn and Dusk; Boethiah, Prince of Plots; Clavicus Vile, the Pactmaker; Hermaeus More, Demon of Knowledge; Hircine, the Hunstman; Jyggalag, Prince of Order; Malacath, God of Curses; Mehrunes Dagon, Prince of Destruction; Mephala, the Webspinner; Meridia, Wayward Solar Daughter; Molag Bal (best not to speak of his one); Namira, the Spirit Daedra; Nocturnal, the Mistress of Shadows; Peryite, the Taskmaster; Sanguine, Lord of Revelry; Sheogorath, Prince of Madness, and Vaermina, Lady of Nightmares.Princes reside within their own realm (though some have many) in Oblivion, served by countless lesser Daedra. Some are highly malevolent (Molag Bal and his minions); others (Azura and her servants) seem to truly care for the well being of their followers. They cannot physically enter the realm of Mundus, in no small part thanks to the sacrifice of Martin Septim. Their servants, however, can, with the aid of mortals.It is commonly held that if a being petitions to a Daedric Prince, they will be given a task, and rewarded with a powerful artifact. All save Jyggalag have at least one artifact associated with them; some have many. However, only a few are of their own make. Goldbrand, an artifact of Boethiah, was forged by Dragons; the Ebony Mail, however, was of his own make.All Daedra are immune to normal weapons; no disease or poison of mortals can harm them. Their natural weapons are considered magical. When slain, Daedra are not dead forever, but simply await reforming in Oblivion.There are no wild Daedra; they are only met in Daedric Ruins or summoned by spellcasters. The most commonly summoned Daedra are Atronachs of the Flame and Frost varieties. Flame Atronachs are the physically weaker of the two, having fragile looking, humanoid forms. They are immune to fire, but weak to cold, and have access to powerful fire related magic. Frost Atronachs are immune to the cold and vulnerable to fire. They appears as hulking humanoids with crystaline bodies. They have access to cold related magic, but not . Both types of atronach reflect one out of every eight spells cast upon them, and hate each other immensely. Both are about equivalent to players in combat, but the process of being summoned through Conjuration magic leaves them in a weakened state. There is a third variety of Atronach, the Storm Atronach, that is significantly less intelligent than its fellows, but far more powerful than either. Atronachs are led in the planes of Oblivion by multiple Princes, who supervise them with the aid of Monarchs, the most powerful and intelligent members of their species.Many other Daedra exist, found at the shrines of their lords. Scamps and Clannfears, for instance, are herded about by Dremora at shrines to Mehrunes Dagon. Winged Twilights, on the other hand, may be found serving Azura, and Aurorans serving Meridia.If you are planning on assaulting a Daedric Ruin to a particular Prince, but lack knowledge enough for the Elder Scrolls world to know what would be found there, drop a Private Message. This applies to anybody regarding those Daedra with little revealed about them in-game.HumanoidsBesides the primary PC and NPC races, a number of more bestial humanoid types can be encountered.The most common is the Goblin – Goblins stand at barely the height of Bosmer, and are extremely vicious creatures usually found as slaves of the Altmer. They are led by officers, more powerful Goblins with the abilities of a Warrior PC and the size of a Nord, but with inferior training and equipment, and little spellcasting knowledge. Occasionally, however, you may meet a ‘free’ group of Goblins – and you don’t want to. Such goblins are much better trained and have superior equipment, and can be found led by Warchiefs, powerful Goblins standing as tall as high elves and three times as wide, using massive weapons and possessing decent knowledge of spellcasting. They are also highly intelligent, and can speak in common tongues.The Lizard Man is a dull witted, amphibious race. Though they appear to be oversized Argonians, they are a completely different race. They fight unarmed or with clubs.Centaurs are typically the dullest of these races, barely more intelligent than horses. They appear as horses with the head replaced by the upper body and head of a man. They often use spears.Gargoyales are a race of humanoids with large horns and wings. Their skin is composed of stone, and they can turn into living statues. In order to move, however, they must soften their skin – they are must vulnerable when flying. Many use spears, picks, flails, or their claws.The Dreugh reside under the waters. With crab claws for hands, thick carapaces, and legs replaced by the arms of an octopus, they are living nightmares.Imga are the most civilized of these humanoids. They reside within the cities of Summerset Isle as inferior beings. These ape-like beast men see themselves above humans, but worship the Altmer as gods, and try to mimic them as best they can.The most powerful of humanoids one will likely meet is the Ogre. Ogres are towering behemoths, nearly twelve feet tall. They lack the intelligence to use anything other than their fists and rocks. Their skin is like solid stone. They are said to be vulnerable to poison.There is one other race, the Summerset Trool. Pray you never meet one.UndeadNo being is more foul than the undead. Immune to cold, illusions, poison, and disease, and unaffected by hunger, age, or the need to breathe, the undead are truly vulgar. In many cities, their creation is illegal – and with good reason. While many terrible types of undead, from Ghouls to Zombies, may be encountered, including a few incoroporeal varieties, they are quite uncommon.Skeletons are the weakest of the undead; skeletal corpses of humanoids given the semblance of life. They are the most common undead. They can only use simple weapons. More powerful necromancers animate Legionnaires, skeletons with a sliver of intelligence allowing them to use armor and more complex weapons like bows.Revenants are encountered only on Summerset Isle. All can use mysticism spells. They most common is the Guardian Revenant, an Altmer skeleton that wears steel armor and silver longswords that disintegrate upon their death. They are encountered either alone or in pairs in ancient crypts. More powerful revenants, the Golden and Arcane, are encountered only guarding truly great sources of treasure, and will only be seen with GameMaster consent.Vampires are powerful undead lords, and are described under the Curses heading in further detail.NPCsNPCs are a much more complicated matter. They are found in various forms of abilities and powers. Generally, common farmers and poorly trained militia are easy pickings for the average player. Skilled warriors, such as a Fighter Guild member or Maormer NPC, are dangerous, but only in numbers of three or more. The average town guardsman, the leader of a bandit camp, or similar examples are the equivalent of the average PC. Sload NPCs are normally around this level. The most powerful of NPCs can easily best the average player – the captain of the city guard or an archmage, along with some of the city leaders.Maormer and Sload NPCs are not to be encountered without GameMaster consent. The same goes for Vampire NPCs. Knock yourself out with Werecrocodiles though.Curses There are all sorts of curses whispered about by common folk, but only two are true threats to players – Lycanthropy and Vampirism.Lycanthropes (beings with the curse Lycanthropy) are encountered as Werecrocodiles, who appear as massive, scaled humanoids with huge crocodilian snouts. If you are bitten by a Werecrocodile and live, you will receive the disease Sanies Reptilius, a fatiguing disease that within three days morphs into Lycanthropy, which causes the player to change at the start of each night, once the sun goes down, into a Werecrocodile. Those immune to disease cannot become Werecrocodiles for this reason, even with this resistance removed.It can be noted that lyanthropy refers to wolves. As the first and most common lycanthropes were werewolves, the term remained steady for all breeds of were-beasts (there are many besides werewolves and werecrodiles; however, only werecrocodiles and weresharks can be encountered this far south, and the latter reside only towards the east)In this form, the player has extreme sense of smell, and is immune to normal weapons – though vulnerable to silver. They are highly resistant to magic as well. They have complete control, save an overwhelming hunger for the flesh of man or mer – preferably elf flesh. Werecrocodiles have natural regeneration that heals their injuries over time, but they lose it until they feed, and when they return to normal at dawn, they are even weaker than they were before, becoming progressively weaker until they finally feed – though this will never be lethal.A being known to be a lycanthrope will be hunted down.Outside of Werecrocodile form, the players size becomes slightly larger, and their skin slightly thicker (but cracked in a few places). They also heal injuries quicker and are immune to disease. However, their soul changes in the process, becoming a white soul of their equivalency (greater for a player) over a period of time, and they retain a great weakness to silver.Vampirism brings greater benefits but greater penalties as well. A being becomes a vampire by having a portion, but not all, of their blood drained by another vampire. They receive the disease Porphyric Hemophilia in the process - disease resistance cannot save you in this case. Within three days time, they will die – and upon their burial, at midnight they rise as Vampires, if their will was strong.While a Werecrocodile may not be evil, just cursed, a Vampire is completely and irrevocably evil. There is no good vampire, no vampire with a soul. The fact is you’re a monster. And as such, rather than a black soul, a vampire is an undead and has no soul.A vampire is undead – they gain all the benefits of this. The only benefit they do not gain is the bonus against illusions, they do, however, have an immunity to paralysis. Most vampires use illusion magic, and gain a benefit when using it. They become much quicker, stronger, and more agile, and a weaker one can grab an iron longsword in their bare palm and pull it away from the user with a quick gesture. This comes along with a much faster mind, allowing such things to happen.However, vampires are weak to fire, and in the sunlight their body begins to rapidly char up and burn away. Within a minute, even the most powerful vampire will die; when exposed to dawns first light, destruction is immediate.In addition, a vampire must feed upon the blood of mortals – Imperials and Nords are best for this, though Redguards and Bretons are also on the menu. Elves and the beast races are also acceptable, but considered poor taste. A vampire, being undead and immortal, need not feed, but their appearance begins to erode away as they do so, and many vampires are highly vain. In addition, vampires become progressively weaker the longer they go without feeding. ~CRAFTING~ The process of alchemy (the creation of poisons and potions) is a complex one in the world this RPG is set in, but basically it boils down to –In order to make potions or poisons, you need the required ingredients – nightshade, for instance, is a poisonous plant used to make especially deadly poisons. However, when combined with other things, it may produce a more positive effect. Once you have ingredients, go to an alchemists work station – most cities will have one – and make the potion. If you want to be certain which ingredients do what, check the UESP Wiki pages for ingredients. Order of precedence for effects is (Morrowind -> Skyrim -> Oblivion)The repair of equipment and its creation is possible for Warrior type characters. While repairing, given the right set up, is capable of being done in a reasonably short time frame, creating equipment takes a much longer period of time and a great deal of effort. ~THE RULES~ The RulesRule 1 – Have fun. Please.Rule 2 – No flaming another member.Rule 3 – No spamming up the topic (Pretty much follow all Forum and BZP rules! That's a given.)Rule 4 – All posts should contain at least one In Character post OR be used to post profiles.Rule 5 – Posts must be IC/OOC, as described below.Rule 6 – Do not godmod, which, is when you act invincible when combating another player, or even monsters and NPCs – you can take a Mudcrab (giant crab), or even 10, but 150 will eventually bring you down.Rule 7 – Do not bunny, which is controlling another persons character.Rule 8 – Do not autohit, which is landing an injury on another character, hitting them instantly with a spell. Something like pushing a hand off your shoulder is alright; stabbing it with a knife is not.Rule 9 – Do not suddenly pull out a superpowerful weapon you never had listed before. If it’s not on your character sheet, you don’t have it (whenever you gain gold or an item, you should edit your sheet to show this). This means everything. You cannot use an item, even if you have it, until it’s on there. Just to avoid difficulties.Rule 10 – Keep in character. Your characters do not say ROFL or LOL. They might laugh, chuckle, but they won’t call themselves ‘gibberish’ or say how much they are ‘Like a boss’.Most corporal punishment for breaking rules is applied to the character breaking the rules. I punish the character you seem to like the most if it happens to be the player more than the players playing of the character. Punishments will be dealt based on the problem.Players are allowed to have two characters, their primary and their alternate. Gaining other characters is a reward that is earned by one or two people at the end of a portion of a story arc that they participated end (only two character slots can be earned by one person, and only one per story arc – thus, if a story arc has three acts to it, and you go through all three, you cannot gain two character slots. You either have to participate in other arcs, or use your alt in the same story arc.If you tire of one of your characters, ask the GameMaster. If they had had a good run, or are given a reasonable death, you may retire them. You cannot simply kill off a character randomly and just because you feel like it, however. And if you retire your character, rather than kill them, you may, in time, bring them back again.Note that time is kept by the GM. The first post in-g
  13. Congratulations to the winners of the Bionicle RPG Contest 23! They are: [*]Techna - Legolover-361[*]Beat and Rhythm - Toa of Dancing[*]Day Run: The Garden - ParugiThey can of course start/continue their RPGs at their leisure. Those RPGs from last time that did not reenter or win will have until about April 10th to wrap up (you're all lucky I'll be at PAX East next weekend ).Thanks everyone for entering and participating, congrats again to the winners, and I hope everyone has fun with this next batch of RPGs!
  14. RPG Halo: Retribution"Your body, your armor - all burned and turned to glass. Everything, except your courage. That, you gave to us. And with it, we can rebuild.”- Dr. Catherine HalseyI am a timeless chorus. Join your voice with mine, and sing victory everlasting...The year is 2590. Thirty-seven years after the Human-Covenant War concluded with a pyrrhic victory to the UNSC and their Separatist allies against both the dread Covenant Juggernaut and the ancient, grizzled maw of the Flood. The Sangheili and the other conglomerate races that remained at their side returned to their home worlds to assess the damages therein and begin rebuilding. Humanity, too, returned to the last fertile lands of their domain; so much was lost.. At what costThe events of the War were not enough to turn away the determined Rebel front, and in-fighting between the ex-Covenant races continues to whittle away at what little is left. There is still the concern of the skeleton left behind by the ancient Forerunner Empire: The Halo Array and all other archaic weapons yet to be discovered. Furthermore, some war veterans doubt that the Flood have been completely done away with.. that like the virus they are, the infection still remains, however contained for the moment.Despite these grim circumstances that a Galaxy in ruin is left with, not all is lost. The UNSC and Sangheili remain close, working in tandem to guarantee the protection of the Milky Way against future disasters and to contain any Forerunner weapons of war found. From this bond they have found an uneasy military and economical alliance: for the first time, humanity has access to fresh Plasma weaponry for research, while the Sangheili gain valuable cultural and training experience from the race that so long withstood their might, despite how overpowered they were.What of the other races of the once glorious Covenant?-The Kig-Yar have returned to their former ways, pirating across the former Covenant Empire’s territory, or acting as mercenaries for hire to the highest bidder.-The Jiralhanae, reduced to in-fighting or hunting Sangheili hopelessly, seem to have surrendered up most of their technology and hide in shame on Doisac, quietly forgotten to time.-The Unggoy, always unfortunate, have found little peace in the Post-War: While Sangheili have come to terms of the diminutive alien’s talents and obedience, Kig-Yar and Jiralhanae seem to have no problem enslaving and abusing vast amounts of the population, which as since boomed in the Post-War environment. Those within the UNSC and Sangheili controlled space happily serve under the best treatment they’ve ever received.-The Drones of Palamak serve their Queens mindlessly: the Sangheili have engaged hunts for these Queens with little success, their locations unknown. However, the problem is minimal as the appearance of the buggers has diminished.-The Lekgolo worms and their larger counterparts happily serve the Sangheili, who have more than once proved their honor, valor, and strength: These behemoth colonies have proved invaluable to the restoration of the Sangheili and UNSC might. However, a significant number of colonies seem to have disappeared, perhaps returned to lands of their origin.-Finally, the surviving San’Shyuum have all but disappeared off the radar: Whatever ships escaped from High Charity containing the defeated, hunted race have never been heard from again; they’re thought to have slinked away to nurse the grievous wounds to their society as best as possible, but the race is thought to never recover to its previous might again.----------------------------------With the world in such a chaotic, tense peace, one can only wonder why these many races are so quiet. The answer to this question constantly lingers on my mind… Even with the New Breed, the need to feel secure is left unnourished. Please, don’t let my personal thoughts stray your reading of this report on the Status of Postwar Year 2590. Perhaps it’s all in my head; perhaps something new, dreadful, earth-shattering is on the horizon. Do not publish this last paragraph, Lauren. Simply edit and patch through everything else to the O.N.I. Bureau of Postwar Reconstruction.Thanks,Ex-Captain Blake~~~~~~~~~~~~~~~~~~~~~~~~~~~Table of ContentsI. IntroductionII. RulesIII. StaffingIV. RewardsV. Important Locations of the Halo UniverseVI. Species of the Halo UniverseVIa. Playable SpeciesVIb. Non-Playable SpeciesVII. Rankings and NamesVIIa. Species and Their RankingsVIIb. Species and Their Naming SystemVIII. WeaponryIX. VehiclesX. StarcraftXI. FactionsXII. SignupXIII. Player-CharactersI. IntroductionWelcome, one and all, to the Halo RPG! I'll be your host, Vakshaga (though most people call me Vak for short)! Ever wondered what the Halo Universe was like after the end of the war? Well, here we are! You, the players, decide the course of the RPG in more ways than one: it could be anything from creating a valuable alliance to deciding the fate of a large-scale battle. If you have any questions, do not be afraid to ask me via PM. I try my best to appeal to the players, and will keep an open mind to any and all questions, suggestions, content, or the like. Now then, for those who do not know me or might need a refreshing of the BZP Rules, let's go on to Exhibit A of the First-Post Tour, shall we?II. The Rules of Halo: RetributionI would like to point this out: Punishments are doled out by a new system unlike most RPG systems: I do not give you direct, 'rule' punishments like the typical RPG. Instead, unless it is among serious or constant offenses, I punish you in game. You will know you're punished when a character of yours suddenly dies or lose all they hold dear. Anything like that. If you want to discuss your punishments, PM me. I will provide warnings and such OOC before dolling out such a punishment.<br />*Every aspect of BZPowers Forum Rules, The CoT Forum Rules, and RPG Forum Rules are to be obeyed. Failure to do so not only breaks the rules of the RPG itself, but of the website as well.*Watch your offensive language. While snide remarks or cynical phrases are allowed in context, do not verbally assault another player. Obscene words are generally unrecommended and advised to be avoided. However, this is based of an M-Rated Game series, and with use of proper censorship I will allow subtle use of /some/ obscenities to add to the drama of a post.*NO God-Modding. While it is a widespread RPG rule, I see it abused all the time. You're only a single, mortal soldier. You can't take the brunt of a plasma blast to your head, face it. If I catch a player God-Modding AFTER warning them, they will be punished with the death of their character. You may continue the RPG under a new character, but this is a one-chance offer. Continue God-Modding, and you're out.*Do not critically wound or kill another player's character. This rule is only bypassed if the aforementioned player has given you permission, and even then it must mentioned OOC as being approved*Do NOT Flame or Argue with another player! I can not stress this enough; please try to resolve any problems diplomatically. If this can not be achieved, PM me to intervene and work it out. This includes new players who might be unfamiliar with the Halo Universe or unfamiliar with the practice of Role-Playing. Either give them bits of advice with politeness, or leave them to me as I will handle any problems new players create myself.<br />*Don't play protagonist. Every player contributes to the RPG, and while some may become more crucial than others, there will never be a time where I consider a player-character the protagonist of the entire RPG. Neither should you.*No inter-species /love/ relationships. While characters from different species may grow bonds, whether they be rivalry or brotherly, it has proven in the past to be most troublesome for various reasons to have characters from different races fall in love. It should also be noted that if two players wish it, there CAN be a subtle under layer of romance or affection, however actions such as kissing or further are not allowed and unnecessary due to the problems created.*Last but by far the most important rule....Have fun and enjoy yourself! RPGs are meant for the entertainment of its players and building their abilities to interact with others! If you aren't having fun, don't feel obliged to stay against your will!~-~-~-~-~-~-~-~-~-~-~-~-~-~-~III. Staffing PositionsCurrently, the RPG is being run by myself and two starting assistants. However, other players who deem themselves as reliable, friendly, and possessing leadership-qualities may become my further Staff to accomdate the RPG as it grows. These players should be regarded as having the powers I would normally have if I have something to attend to that requires absence from BZPower. These players will also answer any questions or resolve any problems in my absence if they possess the answers or solutions needed. However, you will NOT receive this position if I catch wind of you sucking up to me, or if you ask me, as these qualities are not ones that I look for in good assistants. I'll be lookin for Assistants as is, so if you think you're good for the job, prove it don't say itCurrent Branch of Staff:Leader - Vakshaga/Vak's InfernoAssistant-Leaders - Akaku:Master of Flight, Kini HawkeyeIV. RewardsPlayers who behave good or participate actively may find themselves given a reward. More detail will be given case-by-case, but rewards can include (Not all rewards apply to every species) enhanced shielding, salvaged Forerunner tech, rank-ups, being given your own squad of NPCs to command, etc. The possibilities are endless and vary depending on the situation. The witty RPer may find rewards for being observant and keeping a sharp mind. Rewards are not a focal point of the RPG, mind you: They're simply little add-ons to reward those who abide by the rules, and to mix up situations a little now and then.~-~-~-~-~-~-~-~-~-~-~-~-~-~-~V. Important Locations of the Halo UniverseOf course, any navigation officer would tell you that Earth is the crowning jewel of the galaxy, but there are other planets of significant importance inhabited by various races- others may still host many undiscovered secrets. Any of these locations may be visited in the RPG. Locations may be added as the RPG progresses.Earth - The home world of the human race, permanently scarred as a result of the Human-Covenant War. Africa suffered the most damage; half of the continent is more or less a glassy crust of dried, broken ground. Human civilization has built around the ashes and restored part of their formal glory. The planet is now guarded by at least 50 various ships at all times as well as 17 of the remaining Orbital Defense Platforms out of the original 300, accompanied by a further 13 replacement Platforms. This is where the UNSC headquarters now operates since the Fall of Reach.Reach - The once mighty and impregnable fortress planet of Reach fell to the Covenant in 2552. However, after the Halo incident, John 117 and a small group of surviving marines discovered the planet was only partially glassed. The fleet had instead searched for Forerunner artifacts on the surface of the planet. Not long after, the Covenant space station Unyielding Hierophant gave call to a massive Covenant fleet, some of which can be assumed to be the fleet that orbited Reach, as their purpose had been ruined by the Instillation 04 survivors. After the war, a small scouting party found that part of Reach was barely habitable, and since then has been terraformed: about 85% of the planet it now habitable, and the population's use of the rich titanium mines is quickly restoring Reach to a state of its former self.Mars - The planet Mars was terraformed many years ago and transformed into a hospitable planet that slowly started to resemble Earth. It also became a chief ship-building facility. The planet was home to a battle near Earth towards the end of the Human-Covenant War. Even though the humans lost, the Loyalists were too focused on Earth to glass the planet. Today, it is the chief manufacturer of weaponry across the UNSC.Chi-Ceti IV - The planet of Chi-Ceti IV was found abandoned as it had been left during the Human-Covenant War. While the research facility was partially melted from angered Covenant patrols that found nothing left to gain, the planet was largely left alone. After the war, a colony settlement party found the planet still in moderately good condition and settlement began. This was the only Outer-Colony planet found in hospitable condition from the pre-war UNSC controlled space.Sanghelios - The home world of the Elite race. The planet is similar to that of Earth, yet is part of a Triple-Star System. The two orbiting moons are Qikost and Suban. The planet has roughly similar climates as that of Earth. The land masses are farther spread apart, and the planet is made up of city-states ran by individual clans. The planet was possibly attacked when the Covenant Civil War started, yet the Elites pride themselves too much to disclose any information on damage. In the past few years, it has been assessed that Sanghelios recieved on minor damage, and that the Elites have focused on restoration of other worlds.Doisac - The Brute home world. The three orbiting moons are Warial, Solrapt, and Teash. The planet was scarred as a result of generations of civil war between Brute clans. The planet has a tropical styled atmosphere in many areas; the rest are magnetic, magma filled wastelands. The planet was only spared from Orbital Bombardment due in part to the in-fighting nature of the Brutes, whom the Elites left to bicker and rot amongst themselves.Balaho - The Grunt home world is mostly frozen over, and the atmosphere is filled with Methane. Some regions of the planet are of a more swampy mix, indicating some mildly warm, hospitable places for the Grunt population to live in relative safety. The planet's atmosphere has small traces of suffering from over industrialization by the Covenant years ago. Since then, the Grunts have been able to repopulate their otherwise thinning race after the war. The planet is protected from Brute and Jackal enslavements by the UNSC-Sangheili Alliance. Its orbiting moons are Buwan and Padpad.Te - The world where the Lekgolo (the worms that make up the body of a Hunter) were found. The surface is hidden by many various gasses, and is rich in Forerunner ruins. These ruins have been eaten away at by Lekgolo worms, and have formed a ring of ionized debris around the main planet. The planet has 25 orbiting satellite moons.Eayn - Technically a moon itself, Eayn is the Jackal home world orbiting the planet Chu'ot. The moon has lighter gravity of that than Earth, which means that the Jackal inhabitants have even faster actions and reactions on Eayn. With an atmosphere similar to Earth, it is here that the Jackals ended their squabbles against eachother and started pirating other ships, namely Covenant before being absorbed into the alien masses. After the Human-Covenant War, the planet has become a black market of sorts; the Jackals will deal with any species so long as they pay well. The planetoid is not considered safe to navigate near due to unrestricted pirating the Jackals are prone to committing.Palamok - The last known Covenant species home world, where the Drones were discovered by the Covenant. The planet has an atmosphere similar to that of Earth, but twice as much gravity. The Drones likely did not originate on Palamok, but instead one of its four orbiting moons. The gravity would otherwise be too much for the Drones to evolve and develop wings. Assistance from Grav-belts allowed them flight on Palamok as well as Earth, where their bodies would still be too heavy for flight in all likelihood. Only one Drone Queen has been discovered here in recent years: it hints at the use of the Drones by other species is continuing.Substance - The gas giant near Installation 05, Delta Halo. After the death of the Gravemind, human and Elite theorists concluded that the flood had returned to their feral ways and were more than likely subdued by the sentinel forces after losing the cohesion the Gravemind gave them.Eiro Jima - A newly discovered planet between Elite and human forces, the planet is largely water based and filled with floating cities of human design, yet built with the alloy Elites used on their armored star craft. The planet was found relatively close to Doisac, and as such even features a single Orbital Defense Platform as well as several ships and satellite surveillance. The planet is a place of trade and rich in resources, making it key to the recovery of Sanghelios and the UNSC-controlled planets.~-~-~-~-~-~-~-~-~-~-~-~-~-~-~VI. Species of the Halo UniverseThis section will show you the various playable and non-playable species to be found in the RPG. If you have any further questions about a chosen species that is not answered here, PM me.VIa. Playable:Humans - Need I really provide a description? No. However, I will address the various 'types' that may be played as.Marines: The standard soldiers of the United Nations Space Command, marines are tougher than nails more often than not. Regardless of them being considered the 'basic' military by other species, any marine is renowned and respected for their bravery when the situation is pit against them. Standard Issue Ballistic armor is worn as well as various head pieces. Hellbringers: The 'pyros' of the UNSC, these soldiers aren't afraid to break out the heat. Wearing protective full-body armor as to not set themselves ablaze, with an extra pack on their back to support sustained flame usage, these units are devastating in close quarters to anyone in their way.ODST: The hardcore soldiers of the UNSC, the ODSTs are trained to be lean, mean, killing machines. Next to Spartans, they are the UNSC's best ground unit, capable of inserting from the atmosphere or space onto a planet's surface in HEVs. ODSTs are equipped with an alternative HUD called VISR, which is best used in dark settings as it can only adjust so much in lit up areas. VISR outlines objectives in Yellow, friendlies in Green, and hostiles in Red.UNSC Marine-Airforce: The pilots of ground-op flight vehicles such as the Hornet or Longsword. These pilots are Marine service men that take care of piloting any available aircraft. When not present, trained Marines may take their place on vehicles such as Pelicans.UNSC Navy: The UNSC Navy has some of the best strategic operations records in history. They are known to outmaneuver superior opponents who would otherwise reduce them to molten slag. These servicemen and women also are responsible for the transportation of the marines around space.Spartain-IIIs: The last remaining super-humans in the UNSC's arsenal. After the Human-Covenant war, nearly all known Spartan IIs were 'M.I.A.' However, Ackerson's research continued and by 2585, a new company of Spartan-IIIs (funded by the Sangheili and UNSC), Delta Company, was born. In this post-war atmosphere, with so few planets to manage, more resources were available to this Spartan Class. While it is smaller due to the lack of gene pool qualifications, the 100-strong Delta Company Spartans sport Mark VI armor, much like their Spartan-II counterparts of many years passed by.Elites - The true name of the Elite race is 'Sangheili', and they some of the fiercest warriors known to mankind. As thoughtful as any human, and as strong as spartans, the Sangheili are not to be underestimated. They have currently become allied to the UNSC, and share space supremacy with the humans. Many Sangheili learned how to replicate the ships they used in the old Covenant thanks in part to the process of Human Reverse-Engineering. There is a Sangheili navy and army; they are skilled at both.Brutes - An ape-like species from the planet Doisac, better known as Jiralhanae. Originally, they were a lower class among the Covenant caste system. However, the last three Heirarchs of the Covenant brought the Jiralhanae to glory in the final days of the Covenant. Brutally strong and capable, the Jiralhanae aren't afraid to tinker with unknown technology. They are much quicker to anger and more primitive than their Sangheili enemies. Jiralhanae can pilot ships and vehicles, and they do so in a vicious manner. The Jiralhanae have 'packs' that are like families. If one falls, the others become enraged, sometimes even beserking. The Jiralhanae now keep to themselves after the loss of the war, but keep patrols with their remaining ships from the Civil War.Grunts - Once used by the Covenant as cannon fodder, the grunts (or Unggoy) were a largely abused species during the reign of the Covenant. When the Civil War started, the Unggoy population was sagging from years of massacre at the hands of humans. The Unggoy are more often than not cowardly, as seen by their decision to stay with whoever currently led them upon the happening of the Civil War. However, it should be noted the Unggoy are capable of fair levels of intelligence, as they can pilot ground vehicles or trick others with carefully chosen words. While cowardly alone, in a pack their confidence is bolstered and they fight ferociously. The Balaho Treaty freed the Unggoy of slavery after the war from various races, allowing them independence. Today, Unggoy either keep to themselves or continue loyal service to the Sangheili. However, there is illegal slave trade of Unggoy currently present.Jackals - The pirates of the space, also known as Kig-Yar, are the Jackals. Even before succession to the old Covenant, they had space flight and naval ships of their own. Eventually the Kig-Yar gave in to the Covenant Armada and began service as elite mercenaries and snipers. After the fall of the Covenant, the Kig-Yar returned to their pirating ways, even possessing a few small Covenant craft. Jackals think mostly for themselves or their mates and hold honor or religion with contempt. There are multiple Subspecies of Kig-Yar that appear differently; the largest two sects are the Marksman Jackals and the Skirmisher Jackals, with Marksman Jackals dominating the species.Hunters - In reality the Hunters (Mgalekgolo) are made up of hundreds of eel-like creatures. When a colony gets large enough, it splits in half, creating a 'pair' of Mgalekgolo. These pairs are referred to as 'bond brothers'. Surprisingly, the Mgalekgolo are capable of speech by vibrating their various eels and rearranging them. These creatures have a habit to be ruthless in combat with a near-unbreakable shield and a Fuel Rod. They will fight in both close combat and distanced combat with surprising effectiveness. Their armor makes them tough to take down. The death of a bond brother inspires rage in the second Mgalekgolo, who will try to avenge their 'brother'. Mgalekgolo are known to recite war poetry and hold honor high. This is why many sided with the Sangheili during the Civil War as the Sangheili were superior combatants and held honor high as well. A few Mgalekgolo sided with the Jiralhanae however, possibly respect to their brute strength. After the war, many Mgalekgolo remained in service to their chosen side. Only a select few attempted to return home and keep the colonies breeding.Engineers - A species created by the ancient Forerunners, also called the Huragok, these floating creatures are not used as a military force but rather a science team of sorts. Built with the intelligence of a supercomputer, Huragok care not for 'sides' and peacefully ignore any conflict around them while they reap what technological advances they can find in the area. Huragok communicate with whistling and sign language, and they hate violence more than many others. The Huragok are protected by both Sangheili and humans, while others may travel freely on undiscovered Forerunner artifacts. Players choosing to use the Engineer should be warned: While equipped with both shielding and possibly light armor, the Huragok cannot fight back by means of hand to hand or vehicle-less engagements.Drones - These insect-like sentients (Yanme'e) are a hive-mind alien capable of flight and creating hives in mere hours. Notoriously well-aimed while in flight, Yanme'e should be taken serious as despite their weak carapace they swarm in large numbers. Yanme'e have a hive-mind and follow the orders of a 'monarch'- usually a queen of their own brood. The only playable Yanme'e are of a special Hive that developed a mutation allowing non-hive mind thoughts, although the creatures still heavily rely on eachother for support and have a heavy family bond.VIb. Non-Playable:Spartan-IIs - The original, successful Spartan Program resulted in Super-Soldiers of unparalleled skill in anything from reaction times to piloting to combat and strength. The Spartan IIs, with their MJOLNIR armor, were very small in quantity, yet they made up for it with quality.---Reason for being Non-Playable: They'd be in their later 70s or early 80s throughout the events of this RPG, and it is unknown which Spartan-IIs survived to see human-controlled space again. Simply put, they're out of the picture by 2590; the Spartan-IIs have ascended to the status of legends.Prophets - A physically weak race, after the Human-Covenant War they were nearly obliterated. The San'Shyuum seethed with anger at their loss and banishment. The San'Shyuum's main strength came from their ability to harvest Forerunner technology and persuade other species. Now, the San'Shyuum are hidden away on some backwater planet hiding in the shadows, only spared because because of the grevious damage to all parties. Their only weapon of defense are their gravity thrones which may or may not come equipped with weaponry.---Reason for being Non-Playable: Not enough combat directed use, mainly political and few in number. Also incredibly few in population, reserved useage.*May be an award for experienced RPers later in the RPG.Flood - An alien race of unknown origin. They survive through infecting other, sentient species and massing their bodies to create intelligent leader-like 'Graveminds'. When a strong enough Gravemind is present, the Flood gain cohesion and are more than just mindless corpses. A Gravemind's presence also allows for dangerous 'pure forms' to exist. Flood easily spread their infection once one is released. Suspected as the direct /or/ indirect cause of the Forerunner's disappearance from the Galaxy.---Reason for being Non-Playable: The Flood would make very poor player-characters. However, it is possible to have your character infected partway; just be aware that if you chose this path, that character will become temporary and most likely die later in the RPG.~-~-~-~-~-~-~-~-~-~-~-~-~-~-~VII. Rankings and the Naming SystemThe various species of the Halo Universe have diverse ways of being named, as well as their own separate ranking systems. Post-Covenant species still retain the ranks they held in their Covenant Caste.Ranks marked with * are ranks that players of that species may start as.VIIa. RankingsUNSC Marines:(Applies to ODSTs, Heat-Bringers, Marines, Spartans) (It should be noted that Enlisted ranks are the only starting ranks, and you may climb the chain of command ladder from wherever you wish to start)*Pvt. 1st Class*Lance Corporal*Sergeant*Staff Sergeant*Gunnery Sergeant*Master/1st SergeantSergeant MajorOfficer:2nd Lieutenant1st LieutenantCaptainMajorLieutenant ColonelColonelBrigadier GeneralMajor GeneralLieutenant GeneralGeneralUNSC Navy:(applies to shipboard personnel and pilots) (It should be noted that Enlisted ranks are the only starting ranks, and you may climb the chain of command ladder from wherever you wish to start)Enlisted:*Crewmen*Petty Officer 3rd Class*Petty Officer 2nd Class*Petty Officer 1st Class*Chief Petty Officer*Senior Chief Petty Officer*Master Chief Petty OfficerOfficer:*Ensign*Lieutenant Jr. Grade*LieutenantLieutenant CommanderCommanderCaptainRear Admiral (Lower Half)Rear Admiral (Upper Half)Vice AdmiralAdmiralFleet AdmiralElites:Infantry-*Minor*MajorUltraZealotGeneralField MarshallSpecOps-*Ranger (Flight and Zero-Gee)*Stealth (Spies and Assassins)*Special OperationsSpecial Operations CommanderHonor Guards (Now in service to important Sangheili Figures)Navy- (Note: All personnel except the Supreme Commander can partake in ground engagements)*Minor*Major*ZealotSupreme CommanderBrutesInfantry-*Minor*Major*Ultra*Bodyguard (Normally found protecting an important Chieftan)SpecOps-*Stalker (Stealth)*Jump Pack Minor*Jump Pack MajorJump Pack CaptainLeaders-*CaptainCaptain MajorCaptain UltraChieftans-War ChieftanChieftanHunters (It should be noted that Hunter players can either play as both Hunters, or can team up with another player to have one Hunter character each)<br />Infantry-*RegularMajorUltraDroneInfantry-*Workers (bright green)*Worker-Soldier (pale green)*Minor Soldier (blue)*Major Soldier (white)Captain Minor (red)Captain Major (gold)JackalsInfantry-*MinorMajor*SkirmisherSkirmisher Major*SniperNavy-*Ranger (flying/zero G equipped)*ZealotShipmistress/ShipmasterGruntsInfantry-*Minor*MajorUltraOther-*Heavy*Special Operations*Deacon (religious leader, now used as moral-boosters instead, and are trained in combat)Flood (Non-Playable)Forms-InfectionCombat FormCarrierBomberThrasherSwarmPureSpecial-Proto-GravemindGravemindVIIb. Naming System Humans - Everyone knows what a human's name is! Humans are allowed, however, to have secondary nicknames.Elites - Examples include: Voro Mantakar, Thel Vadam, etc. The 'ee' suffix was removed when the Elites defected from the Covenant.Brutes - Examples include: Tartar, Tartarus, Macabeus, Rutgar. The 'us' suffix is added when a Brute reaches adulthood.Prophets - Real names unknown. Go by names such as Prophet of Ministry, Prophet of Anger, Prophet of Clarity.Hunters - The given name has three syllables, but the bond name and line name only have two syllables: Waruna Kasu VeeluEngineers - Named for their buoncy (ability to float) Examples: Lighter Than Some, A Bit Too Heavy, Flies Just RightDrones - Unknown if names exist for DronesJackals - Given a single-syllable name, shipmasters/mistreses have the prefix Chur'R before their name.Grunts - Can be repeating sounds to single-syllables cluttered with consonants. Ex1. Babap, Ex2. Flim~-~-~-~-~-~-~-~-~-~-~-~-~-~-~VIII. WeaponryDue to the mass destruction all species met during the Human-Covenant War and the Covenant Civil War, weaponry has remained largely unchanged. For the Weapons Section, I will be relying on the use of Wiki Pages to explain it. For those with further questions on specifics, please PM me. If you do not know what species/ranks are permitted to what guns, just submit the weapon you want your character to have and I'll give you amends if needed.http://halo.wikia.co...i/UNSC_Weaponryhttp://halo.wikia.co...venant_Weaponry~-~-~-~-~-~-~-~-~-~-~-~-~-~-~IX. VehiclesThe ground-war arsenal would be incomplete without vehicles to speed up transport or plow through heavily armed enemies. Just as weaponry, the various species of the Covenant and the humans are still using the vehicle models from the Human-Covenant War.UNSC Vehicles:Mongoose - Light Reconnaissance. No Weaponry.Warthog - Light Recon Vehicles. Weapons vary from a light machine gun, to a gauss gun. May sacrifice weapon space for a larger body to carry more soldiers.Wolverine - Anti-Air Vehicle.Cobra - Anti-Armor/Artillery Vehicle.Gremlin - Support Vehicle capable of EMP.Scorpion - Main Battle Tank. Stronger, improved but costly version: Grizzly Main Battle Tank.Rhino - Artillery unit using experimental Plasma.Elephant - Heavily armored mobile command center.UNSC Aircraft:Hornet - UNSC Surface Air support craftSparrowhawk - UNSC Surface Air Support Craft (advanced, experimental plasma weaponry)Falcon - Twin-rotor transport with a chin mounted pilot controlled gun as well as two side guns for personnel to use as well as a 4-man troop bay.Pelican - Troop Transport/Support CraftShortsword - Atmospheric Surface BomberLongsword - Outer Space Single Ship FighterF-99 Unmanned Combat Drone -Surface FighterVulture - Heavy Air Support CraftCovenant Vehicles:Ghost - Light Recon/Attack VehicleBrute Chopper - Brute-specific Light Attack VehicleBrute Prowler - Brute-specific ArmorSpectre - Resembles Brute Prowler in many ways including weaponryShadow - Covenant Transport VehicleWraith - Artillery. There is also an Anti-Air Variant.Locust - Long-range anti-structure VehicleScarab - Heavily Armored Assault ArmorRevenant - Light Attack Vehicle with cut-down Plasma Cannon ArtilleryCovenant Aircraft:Banshee - Light Air Assault CraftVampire - Anti-Air AircraftSpirit - Dropship, primarily of Elite use.Phantom - Heavy Dropship, extra weaponry.Seraph - Outer Space Single Ship Fighter~-~-~-~-~-~-~-~-~-~-~-~-~-~-~X. StarcraftThe humans, Elites, Brutes, Prophets, and Jackals are all gifted with the ability to pilot massive starships. These were crucial to the Covenant; their superior ship technology is what nearly obliterated mankind. Just as vehicles, and weapons before them, in the span since the end of the war little has changed. However, UNSC Ships were upgraded to carry shielding as well as updated Slipspace Matrixes, increasing the accuracy of jumps. Below are the various active-use ships.UNSC:Frigate - Lightest military starship with one MAC cannon and archer missiles.Destroyer - Heavily armed military starship with a MAC, Archer Missiles, and SHIVA Warheads.Halcyon Cruiser - Out of date cruiser brought back into use during the Human-Covenant War. Can take tremendous punishment due to honey-combed layering within.Marathon Cruiser - Commandeered only by admiralty. Possess 2 MAC guns and dozens of oversized Archer Missile Pods.Carrier - Armored ships whose main armament are the many singleships housed within. Have extra large hangars.Colony Ship - Repurposed colony ships used for heavy ground support.Super Carrier - Heavily armored, very few built. House hundreds of craft and sport a powerful MAC Gun.Covenant: (used by Elites, Brutes, Prophets, Jackals)Agricultural Support - Contains sustenance for a fleet.Frigate - Lightest Covenant shipDestroyer - Heavily armed Covenant ship.Cruiser - Armored ship with no hangar. Five plasma turrets and pulse laser armament. Light Cruiser is a smaller version.CCS-Class - One of many capital ships, heavily armed.Reverence Cruiser - 3 kilometers long, serve as a flagship.Battleship - 2km long with 5 bulbous sections. Heavily armored and armed, has a particle beam weapon that can 'snipe' enemy ships from a distance.<br />Super Cruiser - Huge Cruiser containing hundreds of dropships and ground war materials.Carrier - Capable of holding hundreds of singleships.Assault Carrier - Contains many ships, vehicles, and soldiers. Hangars are enlarge enough to carry two UNSC Frigates and still have room.Super Carrier - Largest ship in the fleet with 5 bulbous sections, a huge hangar, and a bristling weapons armament.~-~-~-~-~-~-~-~-~-~-~-~-~-~-~XI. FactionsThe current 'factions' are alliances and truces. The true factions will develop later in the story. At the beginning of the RPG, you do not necessarily need to 'adhere' yourself to a faction, these are merely loose alliances. They also provide species that may be in each group.UNSC-Sangheili Alliance - UNSC, Elites, Engineers, Grunts, HuntersThe Remnant - Prophets, Brutes, Jackals, Grunts, Hunters, Drones, EngineersEayn Insurrection - Jackals, Insurrectionist humans, Insurrectionist Elites, Engineers~-~-~-~-~-~-~-~-~-~-~-~-~-~-~XII. Player SignupTo join the RPG, fill out this form. If you have any questions about your choices for the Signup sheet, PM your question with the profile. All profiles MUST be PM'd to me, not posted on the RPG's actual topic. While filling out the form, please omit the writing in parenthesis.Here we go:BZP Username -Character Name -Species -Affiliation - (navy, infantry, marines, etc.)Rank -Faction -Specialize in - (examples: Explosives, sniping, alien technology/human technology, leadership roles, etc.)Primary Weapon -Side-Arm -Grenade - (You start with 2 of your chosen grenade)Appearance -Biography -XIII. Player-Characters (TOTAL: --)Name - Species - Rank - PlayerUNSC Navy - 4Vale - Human - Commander - VakRoxanne Bright - Human - Petty Officer 1st-C - King of ShadowsAndrew "Rooks" Kryler - Human - Lieutenant - AkakuLyndis Carter - Human - Petty Officer 2nd-C - LavamaUNSC Marines - 7Marcus - Jiralhanae - Ultra - ~JC~Daler Mehndi - Human - Gunnery Sergeant - Kini HawkeyeWilliam James Berrien - Human - Private 1st-C - LavamaWill Serrox - Human - Private - FlutterTreeLeah "Trouble" Brady - Human - Sergeant - Inferna [Flamethrower unit]Paul Harris - Human - PFC - Mef Man [Flamethrower Unit]Kennith Aodh - Human - Master Sergeant - Burnmad [Flamethrower unit]UNSC ODSTs - 16Antony Graham - Human - Sergeant Major - VakKatrina Grey - Human - Sergeant - BundalingsBooker Classet - Human - Private 1st-C - BundalingsTheodore Beyer - Human - Private 1st-C - BundalingsThomas Green - Human - Lance Corporal - SkarlothThomas Hunter - Human- Lance Corporal - Silvan HavenDevan Hammond - Human - Sergeant - TransaironMike King - Human - Private 1st-C - The XJason Hemming - Human - Lance Corporal - Promised LandRachel Cass - Human - Staff Sergeant - Promised LandColin Ferris - Human - Lance Corporal - ZarwinAllan Myles - Human - 1st Sergeant - ~Wish~Leliel Harvenheight - Human - Staff Sergeant - SpinkJohn Seah - Human - Sergeant - FlutterTreeJoel Rayle - Human - Staff Sergeant - AkakuDavian Thule - Human - Staff Sergeant - LavamaBlaze Drake - Human - Corporal - Leonidas SpartanaUNSC Delta Company Spartans - 6Rex D062 - Human - Gunnery Sergeant - Leonidas SpartanaEdward D056 - Human - Master Sergeant - Toa LingCassandra D052 - Human - Lance Corporal - The MaskTerra D048 - Human - Sergeant - Stoney the RaptorShawn D042 - Human - Corporal - FlutterTreeZac D017 - Human - Sergeant - Alt.DSangheili Infantry - 6Kiro Uron - Elite - Ultra (Stealth Division) - Kini HawkeyeVume Chavam - Elite - Major - ZarwinZarana Fehra Veru - Hunter - Regular - InfernaKaldera Fehra Selre - Hunter - Regular - InfernaSona Waka Klatu - Hunter - Regular - Leonidas SpartanaKakat - Grunt - Deacon - InfernaSangheili Navy - 1Klax Faldak - Elite - Major - SkarlothSangheili SpecOps - 3B'kar Velrun - Elite - SpecOps Commander - VakMato Moram' - Elite - SpecOps - Leonidas SpartanaSan' Garo - Elite - Ranger - AkakuEayn Insurrection - 3Cain Michaellis - Human - Rebel Soldier - SpinkSaur - Jackal - Skirmisher (Commando) - Leonidas SpartanaThar Mentra - Elite - Major - LavamaThe Remnant - 1Macabethus - Brute - Captain - LavamaIndependent - 2Ket - Jackal - Skirmisher - InfernaShor' Talas - Elite - Former SpecOps - FlutterTreeO.N.I. - 0~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~And now, for the beginning of retribution...IC:July 07, 2590. 1400 Hours. Eiro Jima (XCL-29965). UNSC Plataea, LPO (Low-Planetary Orbit).Thin, polished, black-as-the-void of space boots pattered around the bridge of the UNSC Plataea. The dim, flourescent lighting cast an empty yellow-white light along the titanium-steel reinforced hull of the walls; it made the man feel at home, almost. He could never understand the iridescent purples that the Sangheili had accustomed themselves to, and would much rather several meters of pure steel plate between him and a bullet than a few centimeters of breastplate and a couple bags filled with tiny grains of sand. Sighing in complete comfort, he nodded to the Bridge Crew as he finished his survey of the cramped quarters laden with various arrays of communications, weapons control, FTL-Drive readings, reactor conditions, and navigations. The man sat down on a steel-plated chair; minimal comfort was built into it, and he always felt it was the lack thereof that pushed him to get up every so often and read the various stations alongside the group of Ensigns he had enlisted to his bridge. The Commander didn't mind; they were still recovering from the Human-Covenant War, so why would a lowly Commander such as himself have the more elite Officers serving on his Bridge? These men and women were capable, and the Marathon Cruiser was much more threatening than most of the behemoths that lofted their ways through the emptiness of space. Very few Covenant ships still existed that operated against the UNSC, and even fewer were ships capable of winning in one-on-one fights with the Plataea.Besides, they were in the safety of Eiro Jima now, after their three-month voyage from the last pit-stop on the long road from Earth. Today the planet would be receiving its third host of military personnel that hadn't come in with the original Colonization expedition. The first had already moved on to Sangheilios, as Eiro Jima was seen as a rest stop on the long road between the home of the Elites and their common friends, humanity. The second host was still present on the planet, and now the Commander's ship had been called forth to increase the UNSC presence on Eiro Jima as the planet grew.Below him lofted a sprawling Venecian cityscape; Eiro Jima was largely a water-based planet and most cities were built to branch off of small islands as floating havens for both humans and Elites alike. The seas were full of valuable resources to both the Sangheili and humans, and as such the two races cooperated in the settlement and maintenance of the planet. Often, Sangheili cities and human cities were kept separated to avoid interfering with the preferred style of government run by the opposite race, but trade flourished nonetheless. It was a bright, midsummers day down there, the Commander could tell. He sighed happily, lost in thoughts of sunlight reflecting off the beautiful seas and emerald-crested mountains of the western hemisphere.So lost in thought was the Commander, that the ship's A.I. finally gave way in, no longer waiting for the command (as many A.I. grew irritable with human hesitation; a second to any sentient being was an eternity for their processing capabilities). His avatar appeared, a brilliant display of an early Roman scholar looking down at clay tablets."Commander Vale, might I suggest that we wake up the crew? The ship is scheduled to drydock in 0200 hours."The young, clean-shaven and glossy-eyed man snapped back to reality, nodding with a thin-lipped smile. A.I. are always so very impatient.. I suppose in their world, all is for the best."Very well," he replied. "Go ahead and start defrosting the crew." The Commander spun to one of his consoles, typing in a message to the Crewmen working in the cryo bays.//Goodmorning, boys. It's time to let the jarheads out of their bedrooms, they're big kids now and they've had more than a nap. I'll be sending the rest of the Crew to help instruct the various soldiers in stretching and coming out of cryo. Start thawing off Cryo Bay A. Commander Vale.//The man reclined once more and looked out to the starscape. It was so peaceful now... for the first time in years and years... but for how long? The wounds were finally starting to heal... and yet war never truly allows the scar to seal. Never.OOC: All UNSC characters can now post in any of the Cryo Bays as getting up
  15. RPG Forum Text-Based RPG Contest 23No themes this time, just make a super-fun RPG!Here's how these contests work: [*]The contest will be run every three (3) months, or four (4) times a year.[*]All members are welcome to enter the contest......-Each member can only enter one (1) Text-based RPG entry......-The only exception to this is that BZPRPG and RPG Contest staff will not be permitted to make entries.[*]There will be three winners selected in every contest......-The winners will be the three RPGs with the most votes after one or more rounds of voting (depending on the number of entries).[*]Whether or not a given RPG wins or not, it will be allowed to run in future contests, with the below conditions and restrictions......-For and RPG that lost a contest, the creator must make an attempt to alter and improve their entry before entering it in the next contest......-If an RPG has won four (4) consecutive contests that it has entered, it can not enter the next four contests. It does not, however, have to be altered before being entered again after its break, although the creator can do so if they desire to........Example: A RPG wins two contests in a row. It is not entered in the next contest. It is entered and wins the fourth and fifth contests. At this point it cannot be entered into the next four contests......-Other restrictions as a result of other rules or administrative action may prevent a member from submitting an RPG.[*]At the end of the three-month interval between contests, if an active RPG does not win again, it will be closed......-If a former winner wins again at a later date, the creator of the RPG can choose to continue in the old topic where they left off or start over again in a new topic.[*]If the creator or members of a winning RPG break the RPG forum rules, that RPG will be closed......-The next runner-up from the previous contest will be allowed to run for the remainder of the term......-The offending RPG will not be allowed to participate in the next contest.[*]This system is designed to be more fair than the TBRPG approval process has been in the past, so absolutely no complaining.TBRPG EntriesThe following is what determines a Text-Based RPG entry. The creator of each entry must provide at least: [*]A brief introduction to the RPG......-A description of the setting, the time and place the events occur......-A history of what has happened leading up to the current situation......-The characters and creatures involved. Does this take place in the canonical Bionicle Universe, or is this your own island with its own heroes and villains?[*]A description on how you plan to further to story......-Does it follow the actual Bionicle story or take place in a setting of your own creation?.....-Is there an outline on where you plan for it go?.....-Will the players be allowed to choose the direction the story takes?.....-Is there an ultimate goal or quest, or is it merely a world for members to inhabit?[*]Requirements for those wishing to participate in your RPG......-Will members be taking the role of existing characters or characters you have created?.....-Can they make their own characters? If so, what sort of restrictions will be placed on them?.....-What sort of equipment, masks, stats, etc will members get when they begin?[*]Rules determining how players will interact with the environment and other characters......-How will the winner of battles be determined?.....-How will members buy and upgrade their equipment?.....-Will members level up? How will they gain experience?The above information can be submitted however the creator prefers. It does not have to be delineated in this way, as long as it is all there.Contest ProceduresHow the contest is going to be run. Here is the format the contest will operate under: [*]Members will have three weeks to draft and submit entries......-Entries will be posted in the Contest Submission thread. Any entries posted elsewhere or PMed will be disregarded......-At the end of this period, no further entries will be accepted.[*]The entries will be grouped into as few polls as possible for the initial round of voting.[*]Each round of voting will last for two to three days (48-72 hours).[*]The format of subsequent rounds of voting will be determined depending on the number of entries.[*]The three entries with the most votes in the final round of voting will be declared the winners.Any questions can be posted in the Contest Rules Thread or PMed to Contest Host Black Six.NOTE- All current TBRPGs must be submitted as entries if they wish to continue running.Entries can be SUBMITTED from now until 11:59 PM EST on Saturday, March 24th.You can review other entries and discuss the reviews in the Review Topic.Please Note: You can now discuss reviews in the review topic in order to keep the main topic less cluttered.
  16. RPG Contest #23 Final PollView the contest thread here.View the full list of submissions here.Preliminary Polls will run March 28 - 11:59 PM EST March 31.You can select THREE entries! [*]Trapped in a Map - Toa Kovolta[*]Day Run: The Garden - Parugi[*]Techna - Legolover-361[*]The Horde out of Limbo - Lloyd: the White Wolf[*]Beat and Rhythm - Toa of Dancing[*]City of the Dead - Zarayna: The Quiet Light[*]Rust - Crogenitor Evex[*]Kirse: City of the Great Beings - Zoma
  17. RPG Contest #23 Preliminary Poll RedView the contest thread here.View the full list of submissions here.Preliminary Polls will run March 25 - 11:59 PM EST March 27.You can select FOUR entries! [*]Trapped in a Map - Toa Kovolta[*]Beat and Rhythm - Toa of Dancing[*]Rust - Crogenitor Evex[*]The Destiny War - Ace of Skulls[*]Realm of Darkness - Zombie Shark Ragnarok[*]Shama-Nui: fight for freedom - cooldynamyteproductions[*]Transformation - The Lorax[*]Techna - Legolover-361
  18. RPG Contest #23 Preliminary Poll BlueView the contest thread here.View the full list of submissions here.Preliminary Polls will run March 25 - 11:59 PM EST March 27.You can select FOUR entries! [*]Knives in the Dark - Lord Darkon[*]The Horde out of Limbo - Lloyd: the White Wolf[*]Day Run: The Garden - Parugi[*]The Island of Pain - The Dreadful Flying Glove[*]Dreamland: Awakening - Kal the Guardian[*]City of the Dead - Zarayna: The Quiet Light[*]Kirse: City of the Great Beings - Zoma[*]Deep - Burnmad: Toa of Emoticons
  19. RPG Forum Text-Based RPG Contest 23 ReviewsYou know the drill. Read the rules here. Submit entries here. Review entries and discuss reviews here.
  20. RPG Forum Text-Based RPG Contest 23 SubmissionsAll RPG Contest 22 Entries should be posted here. They will be added to the list as we get around to it; don't fret if your entry isn't on the list immediately after you post it.You have until 11:59 PM EST on Saturday, March 24th to submit entries.NOTICE: If there is a note by your entry saying that it does not meet the requirements, reread the Contest Rules and then send Black Six a PM if you are still not sure of what is wrong with your entry. You have until 11:59 PM EST on Saturday, March 24th to edit your post and fix your entry.Also, please be sure to check out the RPG Contest Topic for important updates and announcements.You can review others' entries in the Review Topic. [*]Trapped in a Map - Toa Kovolta[*]Knives in the Dark - Lord Darkon[*]Beat and Rhythm - Toa of Dancing[*]The Horde out of Limbo - Lloyd: the White Wolf[*]Rust - Crogenitor Evex[*]Day Run: The Garden - Parugi[*]The Destiny War - Ace of Skulls[*]The Island of Pain - The Dreadful Flying Glove[*]Realm of Darkness - Zombie Shark Ragnarok[*]Dreamland: Awakening - Kal the Guardian[*]Shama-Nui: fight for freedom - cooldynamyteproductions[*]City of the Dead - Zarayna: The Quiet Light[*]Transformation - The Lorax[*]Kirse: City of the Great Beings - Zoma[*]Techna - Legolover-361[*]Deep - Burnmad: Toa of Emoticons[*]Title - AuthorTotal number of valid entries: 16NOTE: if you have an entry that is in violation of the rules and edit it to fit, please PM Black Six to notify the staff. Similarly, if you add a title to an untitled RPG, do the same. We are only human (well, okay, the jury's out on that) and are liable to miss the changes.
  21. After a few lot of drawings with my left hand, I eventually got to this. Kordav is my newest character for Techna and so I decided to try and draw him.Inspired and based off Katuko's drawing of Madrihk, I wanted to make a more three dimentional character.I can't decide to either color him with marker or using a computer program.Comments and Cookies welcome.
  22. StarscapeIsolated from the rest of the galaxy by a vast gulf of burnspace, the Starscape Clusters are thick with life. All sorts of species thrive on these worlds, growing, rising, and falling. And when life is present, thought follows soon after. Sentient worlds are arising, turning their factories towards starships and launching those starships towards the stars. Space is a deadly and unforgiving place; will you master it through manipulation and knowledge, or through the might of your mighty battleships? For you are the leader of your race. Lead it well.---Starscape is set in a region of space known as, what do you know, Starscape. Thousands of stars abound, but only a select few hold planets suitable for life, and all of them are hotly contested by other races.Maps:(Credit to Alex Humva)Sector 1Sector 2Sector 3Sector 6Color Key: http://www.majhost.c...us/colorkey.pngYou begin with a single planet, your species' Homeworld. For the sake of simplicity, each star system contains at least one habitable world for your species to live on, and the resources needed to begin space travel. In addition, you may either choose to begin with two Inner Colony Worlds, or four Colonizer ships ready. If you pick the former, those two worlds were colonized by slower than light ships before your race developed star travel.Interacting With An Entire UniverseControlling an entire species may seem hard at first, but it's simple to get the hang of. Here's a quick exampleIC:Alarms sounded aboard the Skelvan Battleship as radar signatures from the edge of the radar's range came in; four ships, Alansik by their configuration, had appeared some two million miles away. Knowing that was far outside missile range, the Skelvan Captain gave the order to sight in with his Frigate's laser. A kill at this range would be the wildest stroke of luck, but he had to try, knowing reinforcements would be arriving as soon as they could, since the planet's warning system sent out the alert the moment the radar signatures came in.IC:“Transition successful, all systems nominal, wait.” A lieutenant on the Alansik lead cruiser reported. “Laser damage to the outer skin of the ship. Looks like they're hitting us already. Minimal damage, but that means they've found us.” The Alansik Captain sighed, and gave the order to move at full burn towards the Skelvan planet.Now, the important part here is that the player controlling the Alansik let the Skelvan player have the hit; if he'd just declared the Laser was an outright miss, it wouldn't be fair. But by ensuring the Skelvan's laser didn't do much damage, and it wouldn't at that range, he kept it fair for both sides but still sensible. And that's the most important part, keep it fair but sensible. Don't go breaking any laws of physics.Faster Than Light Travel:The ability to travel faster than light, without the relativistic consequences that entails, is utterly critical to a spacefaring empire. Without it, worlds can only be reached by generations of slow rocket travel.The Jump Drive is a possibility realized late in any race's existence, long after they've usually begun exploring their own solar system. The mathematics of the jump drive are beyond most people, so instead you get a practical explanation.A Jump Drive cannot operate deep in a gravity well. In orbit of a planet, the gravity becomes so strong that any ships trying to do so are torn apart by the brief moment of transition, where the laws of physics remake themselves in new and exciting ways. Thus, a distance of two million kilometers from any terrestrial planet is advised, though you could risk it at one million. Remember that larger gravity wells, like gas giants, stars, and black holes, require longer distances away. This also applies to jumping into space near a gravity well, which as an early warning system for the planet's defenders.In addition, Jumps, while taking less than a milisecond, do not have infinite range. One can direct the Jump Drive in a certain direction, but the Jump Drive will go towards the most powerful gravity well in that direction. This almost always means the closest, as well, so ships can only jump from one system to the nearest. In addition, a Jump Drive is a fickle and unpredictable device, requiring a certain amount of waiting time before it can be used again. However, the actual length of time is near impossible to predict. Thus, a Jump Drive can be used once every real-world hour, no matter how much time in-game this represents.There are also so called “Burnspace Zones” These areas are small pockets of space where it is impossible to make a jump into or out of. A massive spherical shell of burnspace surrounds the Orion Arm, locking ships inside. Burnspace Zones also make good places to hide something you want to keep secret. Their origin and nature are not well known.The inverse of Burnspace Zones, “Sweet Spots” are areas where an entire solar system's gravitational pull is equal in every direction, created only occasionally by the differing speeds of planets orbiting their star(s). These allow for ships to jump away or from their destinations far, far closer than normal. You may only use a Sweet Spot in an area you control or in an area you have detailed astronomical data on. For combat, these must be used with GM approval, but once a sweet spot is used, if the ships using it were seen by another party, that sweet spot can be used by anyone until it disappears, which a GM will decide when it happens.Communication: Faster than Light Communication sends electromagnetic waves, not mass, and is not limited by the above. You can communicate with all your worlds, and with any race who gives you their contact information.IndustryNow, the amount and size of spaceships you can field depends on how many worlds you control, and how industrialized those worlds are. Each world is classed by its industrial output on a rating of -2 through 5, 5 being the highest a planet can reasonably reach. Each level has a “maturing time” which is the length of real world time it takes to grow to the next level.-2: Colony: This world is dependent on the rest of the empire for resources and population. 3 Days. May not build ships.-1: Protectorate: The world is beginning to establish its own industry and farming, but is still dependent on the rest of the empire. It may produce one resource and ship it out in exchange for the goods it imports. 3 Days. May not build ships.0: Self-sustaining: With a zero sum survival based economy, this world can support its own population with everything they require, but its industrial output is negligible. 3 Days. May not build ships.1: Outer World: This world can support a very small space-navy, and has minor interstellar shipping and transport. 1 Week2: Inner World: This world can support a good sized navy, and is possibly exports a good amount of goods. 10 Days3: Core World: This world has an excellent industrial output and can export several different resources in addition to supporting a navy. 2 Weeks4: Forge World: Massive industrial output; supports a good portion of the local navy and exports manufactured goods throughout the region. 4 Weeks5: Homeworld: This planet is the only classification capable of producing Colonizers and putting out the population required. Valued as much for their status as centers of trade and government as for their massive industrial output. Your first planet starts at this level.A planet contributes a number of “Industry Points” equal to its level number(above) to an empire's total industry. For example, an empire consisting of a Homeworld, an Inner Worlds, a Core World, and a Colony would have a total Industry of 8(5+2+3-2=8) Thus, this empire can field 8 points worth of ships. This represents everything that it takes to field a ship, from paying and feeding the crew, replacing those members who die, upgrading and refitting the ship occasionally, repairs after a battle, and, most expensively, fueling the ship.ShipsEach ship is divided into one of several classes, according to their size and upkeep. Actual roles within these classes can vary wildly, but it is mainly the size of a ship that determines how much industry must be devoted to maintaining it.Build Times: Each ship is a massive industrial undertaking by the world it was built by; think what the International Space Station has taken Earth; twenty years of work and it's a flimsy station that would be annihilated with a single missile. Better materials and industrial methods cut that down, but it's still a huge undertaking. Each ship class takes a certain amount of real world time to produce. These are listed along with the ship's industry cost.Slots: Each ship has a number of slots for mounting weaponry. See below for further detailsFighter: Small, one to five man ships with minimal armor and weapons, mainly used to attack larger ships and defend large ships from other fighters. Not capable of FTL travel, so they must be moved by Carriers or stationed on Starbases.Industry Cost: 0. Build Time: 1 Day for 10. 3 SlotsSmall: Frigates and Gunboats, crew sizes range depending on the race. Small ships are usually employed either as Fighter hunters, Scout ships, Stealth craft, and the like, and can be fielded in large numbers.Industry Cost: 1 for 4 Small Ships. Build Time: 3 Days for 4. 7 SlotsMedium: Cruisers, destroyers, and the like are classed as Medium ships; they can be fielded in numbers and they are useful for force projection as well as defense, making them an ideal ship of the line; these should make up the majority of any self-respecting fleet.Industry Cost: 1. Build Time: 3 Days. 10 SlotsLarge: Battleships and Dreadnoughts are the ships that capture the hearts and minds of the masses; great, powerful ships with enormous weapon batteries, blasting holes in enemy fleets and destroying entire cities with a few barrages. Even the rumor of a large ship being present can change the tide of war. In addition, battleships can mount your Racial Superweapon; what this weapon does is up to you, but make it powerful and creative. Despite their use as an intimidation weapon and morale booster, Large ships are rather impractical, given their upkeep cost.Industry Cost: 3. Build Time: 1 Week. 15 Slots and one Superweapon SlotStarbases: Usually placed orbiting a planet, Starbases are large defensive measures used to protect a planet with orbital guns in addition to providing a docking harbor for ships which cannot land. Immobile, anchored over a planet. Carries twenty Fighters. Can make battlefield repairs on ships during a battle.Industry Cost: 1. Build Time: 1 Week. 17 Slots.Colonizers: Not necessarily one ship, perhaps a whole fleet, a colonizer is part transport, part mass-terraforming system. Colonizers are warp capable, and used to expand your empire. Only Homeworlds may build them. They are expensive to keep up, but are usually a temporary measure. The entire colonizer is recycled by the newly landed colonists, and thus cannot be re-used.Industry Cost: 4. Build Time: 1 Week. 0 Slots.Note: You may begin the game with one of the two following options1: Two Star Systems adjacent to your Homeworld have been colonized in the past by Slower Than Light Travel. These worlds begin as Inner Worlds(Industry 2)2: Your species has planned for the invention of the Jump Drive; You may start with four Colonizer ships. For the first three days of your game, your Industry suffers no negative modifiers from Colonizers or Planets, as they have in advance prepared a surplus of items the colonists will need.Also, no matter which option you choose, you begin the game with a single unarmed Small ship.Gun Sizes: Each weapon takes up a fit amount of space, power, and crew. To this end, each Weapon Size takes up a certain amount of Weapon Slots, and each ship has so many Weapon Slots.Small Weapons: Of the scale one might mount as a Main Battle Tank's Main Gun, these weapons are effective against small ships for their rate of fire and low power requirements, but can't do enough damage to slice through larger ships' armor. 1 SlotMedium Guns: Generally a Small Ship's single main gun, and a standard weapon on a Medium Ship. Capable of being used against any ship type, but ideally used against Small and Medium Ships. 4 SlotsLarge Guns: Used for bombarding enemy planets and destroying Battleships and Starbases, a Large Gun is usually so long it takes up the length of a Battleship. Thus, it cannot track its targets quickly enough to hit Fighters or Small ships, but it is devastating against what it can hit. 7 SlotsSuperweapon: Mounted only on Large ships, Superweapons are capable of utterly destroying a single ship, or carving large holes in enemy fleets. A ship only carries a single Superweapon Charge before it needs to return to a port to reload(which cannot be done mid battle) Superweapons take up their own slot. Superweapons also encourage the most creativity out of all the weapons, since they will likely define your Navy to other players.Upgrades: These systems can be fitted to a ship to aid a ship in battle, or specialize in a certain role. If you want to see a new one added, PM me and I'll consider it.Carrier Bays: Allows ships to carry fighters and dropships inside. 10 per bay, limit 2 per ship. 5 Slots, +1 Industry, Not allowed on Fighters.Point Defense Systems: 1 Slot, fires on incoming missiles and fighters, etc. Useless versus Lasers, Plasma, Bullets, that sort of thing.Dropship: An upgrade for a particular class, similar to a Carrier Bay but specified towards planetary landings. A ship with one of these bays may carry a Company of troops, a Tank Squadron, or a Lance of Battlemechs(to be explained later). Cannot be mounted on Large ships, as they are not trans-atmospheric. The payload can either be dropped from orbit via drop pods, or take the safer route of landing the ship directly. 5 Slots, +1 IndustryActions: Sometimes, a Fleet will go beyond its role of exploration and simple naval fights. Certain strategic actions can have long standing effects on a nation's economy.Blockade: Employing ships and perhaps Starbases, a fleet simply shoots down any ship that tries to land on or take off from the target planet. You can begin this action once you have destroyed the planet's defensive fleet. Holding up a Blockade costs 1 Industry Point, but it completely removes the target planet's Industry from the enemy empire. If the Blockading ships are destroyed or forced to retreat, the blockade ends.Bombardment: Since a Spaceship is near immune to attack from the ground, it is essentially the ultimate weapon for destroying your enemies. Each real world day of bombardment reduces the planet's industry by 1, down to a minimum of -4. A bombardment takes 2 Industry Points to sustain.Invasion: The fleet is landing ground troops on the surface of the planet, provide close support to those troops, and attempting to conquer the planet. An Invasion takes 2 Industry Points to sustain. The enormous support provided by a fleet in orbit makes victory guaranteed eventually. If the invading fleet is not destroyed after two weeks, the planet switches to control of the invading player, with its industry level reduced by 1. This requires the use of Dropships to land ground troops on the planet.Refit: for a full scale refit of an entire fleet to match new weapon paradigms, you have two options. The first is to refit part of the fleet at a time, having the rest of the fleet ready for battle while a certain portion is being refitted. This takes three days. Alternately, you can have the entire fleet drydocked and refitted in one day, but for that day you are vulnerable.System UpgradesThere comes a time when ships and starbases aren't enough; your system may be under threat of assault from your neighbors, or perhaps you simply have nothing else to put there. These System Upgrades can enhance the useability of a system;Satellite Detection NetSatellites are scattered around the system, especially in the outer edges, increasing the chances of reaction time. Uses electromagnetic sensors and electromagnetic transmitters; it increases the chance of Detection and boosts the reaction time for the forces, though the transmission is still limited by Speed Of Light.Build Time: 3 DaysIndustrial Upkeep: 0Satellite Detection Net-Ansible EquippedIdentical to a Satellite Detection net, but the satellites are equipped with Ansibles(faster-than-light transmitters), reducing transmission time. However, Ansibles are delicate, and require constant maintenance.Build time: 3 DaysIndustrial Upkeep: 1Planetary Defense NetworkSomething like a point defense network, but on a planet wide scale. A hundred small satellites circle your planet, either in geosync or standard ‘X length of orbit’ orbits. These are all the same model, with three weapon slots. When building the defense network you specify what weapons these satellites possess; three weapon slots may seem small but these satellites are not made for defending by themselves anything larger than a small fleet; instead they provide support, filling space with bullets, lasers, or what have you while your fleet bravely protects your world. Do keep in mind that a death of a thousand paper cuts is death nonetheless. However, these satellites, being small, can be easily knocked out with even a small gun; fighters can mop them up with ease and a few well aimed shots from a frigate could seriously wound your network.Build Time: 2 WeeksIndustrial Upkeep: 3Additional Shipyards:Additional shipyards are pretty simple; they’re additional shipyards to increase production of a fleet. Unlike other upgrades these are stackable; you can have two in orbit of a planet, though not three as the planet’s industrial output maxes out at five. For each additional shipyards your world gains one more production slot; for instance you could build two ships at the same time, or build a starbase and a ship at the same time. It does not however allow you to build while system upgrades are happening; all resources go to making the upgrade, so ship build up is put on hold. Keep in mind that these are not like starbases; starbases have guns, these do not. An enemy fleet can destroy these shipyards if given an open shot.Build Time: Two weeks.Upkeep: 2 Industry Points.System Minefield: Generally reserved for strategically critical areas, a System Minefield makes the outer edges of the system thick with some sort of defensive mechanism, from standard explosive mines to nuclear shaped charges, or something similarly powerful. The System Minefield is expensive to create and uphold, but it gives a certain chance to fire upon an incoming target with the field's mines.Build Time: Two WeeksIndustry Cost: 1-5. Each point of Industry put into a System Minefield increases the chance of Interception by 10%(+2 to the roll of a d20, precisely) up to a max of 5 Industry Points. If the enemy is not intercepted, it has slipped by undetected. This only functions in the outer edges of the system; closer in, you must rely on your fleets to defend yourself. Ground FortificationsWhen invasion comes there is little hope of success if starships are assisting the invaders. All you can do is buy for time until reinforcements arrive; this gives you more time. While normally you can last two weeks until your world is lost, this doubles it, giving you a full four weeks to call for reinforcements and break the siege. Unlike other upgrades this has no industry upkeep, making it a nice upgrade to consider when things are at a lull.Build Time: One week.Upkeep: 0 Industry PointsPlanetary Launch Bases: Essentially a system for getting fighters into space from the ground. Perhaps they're launched out of large Mass Drivers, or simply have large booster rockets attached. However it works, this system is used to launch fighters into space from the planet, essentially acting as a planetary carrier bay.Build Time: Two WeeksUpkeep: 2 Industry PointsInvested Colony:An economic upgrade, this allows you to increase your colonies growth; it grows from a colony world to a protectorate in one day an a protectorate to self sustaining in one day. The flip side of this ability to establish a colony in two days is that the industry cost is tripled; a colony takes six IP out of the empire and a protectorate takes three. After this massive investment your economy suffers a one IP drain for five days as it recovers from sending so many resources to the colony. Something else is that you must commit to your decision; once you’ve invested you won’t be able to stop until it’s reached self sustaining.Build Time: Two days.Upkeep: 6 first day, 3 second day, 1 for five days after it reaching self sustaining.Technology Ban ListTime TravelBlack Hole GunsSpacetime-Fabric ProjectorsTeleportationEverything SensorsNanobots(only military ones; nanobots used for construction, medical tech, civilian applications, etc, are just fine.)Artificial Gravity(besides spinning sections on ships)Rules1: BZP Rules Apply2: Use IC, OOC, and OICwhatudidthar3: No godmoding, auto-hitting, or auto dodging4: Yarn5: Be respectful. These are other people's thoughts, work, and in a lot of cases, opinions out in text, so be nice.6: If you don't know of a scientific or practical reason you couldn't do it, you can try it. It might get shot down by the GMs, though. Try anyway, we might be asleep 7: Anyone who invokes Godwin's Law by making deliberate parallels to Nazis, Fascist Italy, or WWII Era Imperial Japan will have a -1 Industry penalty for three days. Calling someone Hitler or a Nazi(even jokingly) is -2 for one week.8: When ownership of a planet changes. PM Alex Humva the change.Warning System: Be good to the Game Masters, or this sort of thing will happen to you.1: Warning2: Warning, -1 Industry penalty for a week.3: A Sweet Spot opens up on one of your border worlds, well inside your defenses. Enjoy dealing with the invasion. Alternately, -3 industry penalty for a week.4: One of your planets is lost to calamity. Perhaps a nanobot uprising, or perhaps a viral plague. Whatever happens, one planet's worth of your species extinct5: That Calamity from earlier? It spreads. Start over with a new species.6: Banned.Species Profile(PM this to me)Username: (Obvious)Species Name: (Make it interesting!)Description: (Physical appearance, psychological details, government system, etc.)History: (Why are they in space? Why do they use the government they do? Details like that)Homeworld Name: (Humans call our planet Earth for a reason. Why do these people call their world what they do?)Homeworld Location: (Try for one that's not taken.)Map Color: (So we can see what you own)Ship Class Profile:(Like in the real world, ships will usually be built follow the blueprints of an earlier one. This becomes known as a Class. Also, be creative with your ship naming. Maybe a neat theme, or something.)Class Name: (Generally, a ship is named, and members of its class follow the theme, like how American Aircraft Carriers are named after Admirals or Presidents.)Class Size: (Fighter, Small, Medium, Large)Class Function And Description: (Some ships are generalists, others are specialists for one role. Give us a quick explanation here.)Class Weapons: (Keep it realistic, can't put three hundred guns on a fighter.)Weapon Profile: Fill this out and add it to your profiles so we know what you're talking about in your ship profiles.Name: (Either describe its function or be creative. "Autocannon" works just as well as "Super Megalaser of Death" or "Yarn Gun")Weapon Size: (Small, medium, large, superweapon)Mechanics: (No need to explain stuff like lasers, but if you're making up an exotic weapon, be sure to explain how it works.If you want to help show off, Lloyd, The White Wolf has made a banner, which can be found Here.If your profile was approved before the RPG launched, you're good to go. However, you might want to take a glance at the Industry system, whose numbers have slightly changed, and at the map and color key. If something's amiss there, get on the horn to Alex Humva and have him change it. Be sure to send him your homeworld, your colonies if any, and a color of your choice.Making this very clear since there was some confusionEACH SYSTEM MAY BUILD ONE THING AT A TIME, IF, AND ONLY IF, ITS INDUSTRY MODIFIER IS POSITIVE.
  23. Congratulations to the winners of RPG Contest 22! [*]Techna - Legolover-361[*]Epoch of Despair - EmperorWhenua[*]Dreamland - Kal the GuardianThe winners can start their RPGs at their leisure. RPGs from before can go on until next weekend.Congrats again all!
  24. RPG Forum Text-Based RPG Contest 22There'll be a theme next time, but not now. Just design an awesome RPG for others to enjoy.Here's how these contests work: [*]The contest will be run every three (3) months, or four (4) times a year.[*]All members are welcome to enter the contest......-Each member can only enter one (1) Text-based RPG entry......-The only exception to this is that BZPRPG and RPG Contest staff will not be permitted to make entries.[*]There will be three winners selected in every contest......-The winners will be the three RPGs with the most votes after one or more rounds of voting (depending on the number of entries).[*]Whether or not a given RPG wins or not, it will be allowed to run in future contests, with the below conditions and restrictions......-For and RPG that lost a contest, the creator must make an attempt to alter and improve their entry before entering it in the next contest......-If an RPG has won four (4) consecutive contests that it has entered, it can not enter the next four contests. It does not, however, have to be altered before being entered again after its break, although the creator can do so if they desire to........Example: A RPG wins two contests in a row. It is not entered in the next contest. It is entered and wins the fourth and fifth contests. At this point it cannot be entered into the next four contests. .....-Other restrictions as a result of other rules or administrative action may prevent a member from submitting an RPG.[*]At the end of the three-month interval between contests, if an active RPG does not win again, it will be closed......-If a former winner wins again at a later date, the creator of the RPG can choose to continue in the old topic where they left off or start over again in a new topic.[*]If the creator or members of a winning RPG break the RPG forum rules, that RPG will be closed......-The next runner-up from the previous contest will be allowed to run for the remainder of the term......-The offending RPG will not be allowed to participate in the next contest.[*]Each of the three winning RPG entries will receive a prize. This will likely be a single canister set each. If your RPG has multiple authors, you will have to decide amongst yourselves who receives it.[*]This system is designed to be more fair than the TBRPG approval process has been in the past, so absolutely no complaining.TBRPG EntriesThe following is what determines a Text-Based RPG entry. The creator of each entry must provide at least: [*]A brief introduction to the RPG......-A description of the setting, the time and place the events occur......-A history of what has happened leading up to the current situation......-The characters and creatures involved. Does this take place in the canonical Bionicle Universe, or is this your own island with its own heroes and villains?[*]A description on how you plan to further to story......-Does it follow the actual Bionicle story or take place in a setting of your own creation?.....-Is there an outline on where you plan for it go?.....-Will the players be allowed to choose the direction the story takes?.....-Is there an ultimate goal or quest, or is it merely a world for members to inhabit?[*]Requirements for those wishing to participate in your RPG......-Will members be taking the role of existing characters or characters you have created?.....-Can they make their own characters? If so, what sort of restrictions will be placed on them?.....-What sort of equipment, masks, stats, etc will members get when they begin?[*]Rules determining how players will interact with the environment and other characters......-How will the winner of battles be determined?.....-How will members buy and upgrade their equipment?.....-Will members level up? How will they gain experience?The above information can be submitted however the creator prefers. It does not have to be delineated in this way, as long as it is all there.Contest ProceduresHow the contest is going to be run. Here is the format the contest will operate under: [*]Members will have three weeks to draft and submit entries......-Entries will be posted in the Contest Submission thread. Any entries posted elsewhere or PMed will be disregarded. .....-At the end of this period, no further entries will be accepted.[*]The entries will be grouped into as few polls as possible for the initial round of voting.[*]Each round of voting will last for two to three days (48-72 hours).[*]The format of subsequent rounds of voting will be determined depending on the number of entries.[*]The three entries with the most votes in the final round of voting will be declared the winners.Any questions can be posted in the Contest Rules Thread or PMed to Contest Host Black Six or Contest Assistants Sisen and Friar Tuck.NOTE- All current TBRPGs must be submitted as entries if they wish to continue running.Entries can be SUBMITTED from now until 11:59 PM EST on Wednesday, December 21st.You can review other entries and discuss the reviews in the Review Topic.Please Note: You can now discuss reviews in the review topic in order to keep the main topic less cluttered.
  25. SO! I have finally entered in a BRPG contest! After all these years of me promising that I'd enter, I finally decided to live up to the expectations and do what I said I would do. Amazing! Anyway, the initial polls are up. Here is the poll where my game is in. It's entry #5, Epoch of Despair, a mystery/survivalist game. Here is the full game. I'm looking for someone with some graphic design skills to make a banner and/or avatar for it, but most of all I need people to vote for it! The polls are young, but this specific poll has plenty of awesome competition, pitting me against the likes of Parugi, The Captain and The Power that Is. So please look at the games in the poll and do try and vote for me!
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