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  1. RPG Contest #25 Preliminary Poll JerryView the contest thread here.View the full list of submissions here.Preliminary Polls will run September 23 - 11:59 PM Eastern September 25.You can select FOUR entries! Subterranean Animism - Subversion - It's a Gundam!The Dark and the Dead - Lord of Adders BlackPlunged into Shadow - Bounce goes Zakaro!Testing Conflict - ZaraynaArchive Escape - TakanuvainikaHunted - Kal Grochi
  2. RPG Forum Text-Based RPG Contest 25 SubmissionsAll RPG Contest 25 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 EDT on Saturday, September 22nd 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 EDT on Saturday, September 22nd 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. Violet Orange Trouble Evolved 4: Kings and Lunatics - Kal the GuardianSubterranean Animism - Subversion - It's a Gundam!The Light Meets the Dark - Toa Levacius ZehvorThe Dark and the Dead - Lord of Adders BlackClaustrophobia - KryzathPlunged into Shadow - Bounce goes Zakaro!City in the Dark - The LoraxTesting Conflict - ZaraynaO, Brave New Underworld - Clockwork KineticistArchive Escape - TakanuvainikaOtherworld - Cosmic TitanHunted - Kal GrochiTitle - AuthorTotal number of valid entries: 12NOTICE: 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.
  3. RPG Forum Text-Based RPG Contest 25 ReviewsYou know the drill. Read the rules here. Submit entries here. Review entries and discuss reviews here.
  4. In the Matoran Universe, peace has long since taken hold. Evil has been banished from the world, and the guardians of the Matoran saw fit to leave them to their lives unaided. The Toa, once great heroes and defenders of right and good, are now a faded memory. Even the Great Spirit, once ever-present, now seems but a distant shadow, a mythical being from a bygone age.Few alive even remember the times when these figures roamed the land, and even they are fading into history.But there are those who remember all too clearly, and now see fit to destroy this peace. With the world complacent, they have begun to move what little forces they have left, and plunge an unsuspecting planet into a greater darkness than it has ever known. The only beings who could have stopped them are now but lifeless relics in shrines, a mere facade, an image of what they once were. This is a world on the edge.This is the world of... Bionicle: Masks of the Elders News:8-21-2012: The final preparations for Act III's Enhanced Soundtrack Version are underway. I should be able to release it soon, either tomorrow or Thursday.8-3-2012: Act III Released!It's been far too long, but it's finally here! Meet friends and foes old and new as Arikan and company continue their journey and gear up for a dramatic confrontation with Arkhus. The crafting system has been added, and the once top-secret combat enhancement, the ability to summon the Toa of old, is now available. The stakes have been raised. The fate of the world now rests in your hands.Beta Testing Positions:-Jowm-Burnmad: Toa of Emoticons-ZerotheMaster-Voxumo The Frozen One-Downloads:Demo 1.1, Standard VersionDemo 1.1, Enhanced Soundtrack VersionDemo 2, Standard VersionDemo 2, Enhanced Soundtrack VersionVersion 3 (Standard Version): http://www.mediafire...z7ky12204as444zVersion 3 (Enhanced Soundtrack Version): COMING SOONDemo 2 WalkthroughBoss Guide for Demo 2Element Chart(Excel Spreadsheet)Screenshots:Act I:http://www.brickshel...tletutorial.pngThe First Battlehttp://www.brickshel...akoroteaser.pngZa-Koro, wasteland townhttp://www.brickshel...ragameeting.pngA Meeting With the Turagahttp://www.brickshel...ase/ximetru.pngXi-Metru's streetshttp://www.brickshel...se/mountain.pngScaling The Mountainhttp://www.brickshel...peningmovie.pngThe Opening cinematic, circa Demo 2Act II:http://www.brickshel...brarystairs.pngHow will you get past this little obstacle?http://www.brickshel...arybasement.pngIn the Basement of the Libraryhttp://www.brickshel...orodirector.pngAn Incident in Na-korohttp://www.brickshel.../ikuriatent.pngSearching for Ikuriahttp://www.brickshel...a/iceforest.pngExploring the Ice ForestAct III: Coming Soon.Features:-All-New, Original Story-An enormous overworld to explore-A cast of rich, unique characters-Elemental Class System - choose your classes to fit your combat style-Summoning System - Summon the Toa of old to fight with your party-Challenging Combat-Item and Weapon Crafting-And Much, Much MoreTeaser Stories:Click here. - will fix link soon.Production Blog Link: Click here. - will fix link soon.Credits:Graphics: Bonesiii/Ojhilom, InnerRayg, ValrahkMusic: a site I can't mention in the forum because the site has forums.Sound Effects: Runtime Package, ValrahkComing Soon: Blog Updates, Act III screenshots
  5. Profiles TopicSouthern Alliance Census RecordsA single beam of light shone through one of the older, rain damaged houses of Sakrinil, illuminating the room with a dull, morning light. A couple of small Southern Fishing Birds sat with disinterest on an old metal bar that went across the far corner of the room. In front of one of the many damaged desks, an elderly Turaga was fast asleep, his mask laying face down on an old stone tablet as sat upon a rotting chair.One of the birds let out a long screech, and the Turaga snapped from his dreamless rest into sudden consciousness, quickly looking around the room. The Fishing Birds flew away as he did so, retreating through a large opening in the ceiling and momentarily blocking out all light in the room; the light that shone directly upon the desk where the Turaga sat.He looked down at the stone tablet, and then to the side, where a piece of old parchment sat, ancient Matoran runes covering it. He reached out and grabbed his pen, which was lying dry to the side of his own writings. He dabbed it into an inkwell, and continued his hastened translations, his masks glow adding to the illumination shining upon the old tablet’s surface.Welcome to the Profiles Topic for the RPG Waves of the South! Here you will post any and all profiles you have. Character rules can be found on the main post, along with the Character Sheet, so go bugger over there for the process of making a character.Do not post your profiles here until they are approved! Once your profiles are approved in the Discussion Topic, then you have full liberty to post them here. If your profiles were pre-approved before the contest began, you have permission to post them here without going through the Discussion topic, but that only applies to like three or four people.Major NPC profiles can be found in this first post! They’re right here, in tags so they don’t take up as much space. They will be found at the very top of their faction list, in accordance with rank or social position.Finally, if you color your profile, I will color your characters name in that same color in the list, for ease. Just to let you know.Southern AllianceGovernor Vamden Viscount Jovalik Captain-of-the-Guard Elain Captain-of-the-Guard Morvalk Yheyn Traders GuildGuildmistress Sarillia ~~~AlfonDrallack IlluKrissukQuorvex.....Yheyn Coast GuardCommander V. Redblade ......Toa CouncilToa Sorlan ~~~Toa StroninToa CotanToa TajehToa AstralToa KeranToa VholToa DiomiToa SontarokToa TherisToa VimToa Pala.....Xankah OrderToa Pearaldra ~~~Toa SongToa ArkrakToa VholToa BellumToa ZintelToa DorianaToa MalokToa NirkeToa ArtorreToa TakirToa Villy.....Vermillion DragonNuvinus ~~~GaioliCrentisRoulYowrikTaronakCadrhonThoronAmordisRevaxHreik....Yheyn RebellionEydarian ~~~Jaron UnskiiLossetaXeno.....UnalignedFuryAclaraungStalvaSalvinnArkMaelstromLeservaReverZenoniaEvexMyrRaknarVoraskuAiolosSu'un KanadXerxesCeraSollinNivigateTanikaSigfTerrak.....Thank you,Toa Levacius Zehvor
  6. Darkness of Slythnar The year is 2023, 11 years after the rise of the vampires...For thousands of years mankind walked this earth without inkling that they were not alone. Sure, there were myths and movies of vampires, but no one believed them to be true. This all changed in the year 2012. This was the year the vampires chose to strike. They came out of hiding from all around the globe and swept the countryside; blackening the light.With the appearance of the vampires, came the appearance of the lycans and werewolves. The two races of wolf-humans were natural enemies since the beginning of time. Lycans and shifters are said to be the perfect races, created by nature, and vampires the sons of evil. The humans tried to stop them, countries around the world joined forces, but it was too late. They were overwhelmed. The vampire army stole many nuclear weapons. They then activated them, and destroyed hundreds of major cities around the globe.The lycans and werewolves tried to help the humans, but against the vampires’ weapons of destruction they were powerless. The vampires quickly took control of what was left of this nightmarish world and enslaved humans, lycans and ghouls alike. Welcome to the sprawling city of Slythnar. Slythnar was originally New York City, but it was renamed by the vampires. It is a bustling city full of darkness and corruption. Within the great walls, a war divides the city.The city is now the capitol of the vampire controlled empire. The vampires fortified the city with massive walls that border the entire city, the walls built with powerful alloys that are nearly indestructible. The citizens of Slythnar are not allowed to leave the walls of the city, without the say of the vampires, and if you enter the city if Slythnar, there is a very high chance that you will never come back.Slythnar is controlled by an organization called The Crimson Fang. The Crimson Fang are the leaders of the vampires and the leaders of the entire world. Their only goal is to keep their control over the world, that “is rightfully theirs” and kill as many lycans and werewolves as possible. Lycans and vampires have been fighting since the dawn of time. When man took control of the earth; vampires and lycans went into hiding, blending in as humans. But all held a fiery resentment and an urge for freedom. The vampires simply acted first.The vampires killed the leaders of every nation and quickly enslaved the surviving humans, lycans and werewolf citizens. The lycans and werewolves were forced into the shadows, and over time began rebuilding their rebel forces. Now, 11 years later, the werewolves and lycans have an elaborate underground base that spans half the city. Now the lycans, werewolves and humans must fight for their lives, and their freedom. But can they survive long in a city of shadows?Which side shall you choose; the power hungry vampires; or the other races fighting for survival? Playable races Lycans: Lycans and werewolves are the same thing, in all essence humans that have the ability to transform into hulking wolf/human hybrids. They can at will can transform from a normal looking human, into their beast state. If there is a full-moon lycans will always transform, and usually go on rampages, though some bind themselves in cages during the full moon. But any other time they can transform at will, or if they become incredibly angry they can change without wanting too at times. Lycans still have slight control when they are in their wolf-form, and the more they shift and learn to control it, the better they get at controlling it, though their intelligence is almost cut in half in that form, they can’t speak in that form, use weapons, drive vehicles etc. When a lycan is changed on the full moon, they almost always loose complete control.Lycans in their beast form appear to be half human, half wolf monstrosities. They stand over six feet tall, and they have enhanced senses, reflexes, strength, agility, and speed. Lycans have natural weapons like long claws, and razor sharp teeth. To become a lycan one must be bitten by another lycan or have a lycan parent who mates with a human. Lycans have one weakness; and that is silver. For a lycan to become harmed; it must come in contact with a pure silver object. Example: If a lycan is shot in the head by a normal bullet, the lycan will get up and still be alive, the bullet will be pushed out of the wound by the body and the wound will start to heal.Normally lycans flesh wounds heal quite rapidly. Lycans have a built in healing factor, but it is slower than that of a vampires. Unlike vampires lycans are not immortal. Lycans transform from their human form into a huge beast form. When this happens, they’re clothes will become ripped and torn. Lycans pants and shirts might be able to stay on them, but badly torn. Also, lycans who wear armor, will have to wear special suits with holes and straps that allow for the armor to stretch when the change. So they will be a lycan in armor.Vampires: Vampires are the creatures of the night. They appear slightly human like, but are paler and are much more powerful. Vampires are immortal; allowing them to live forever. Vampires don’t breathe like humans do. They are in all sense dead, almost all of their old organs no longer work. Since vampires organs do not work, when they cry their eyes leak blood. The blood wells up from inside them and leaks out their eyes.A vampire can also almost hypnotize a human if they scare them enough. The human will go into a trance like state and do almost anything the vampire says. This is called glamoring. Some humans are immune to glamoring due to mental minds blocks. All vampires have two dazzling fangs; that they use too suck blood from their victims.Vampire’s fangs aren’t visible at all times. Usually they are up in their gums or above their normal teeth. When a vampire is angry, or wanting to intimidate someone their fangs pop down into view. A vampire baring his fangs at another vampire is often seen as a sign challenge, or act of violence or great disrespect.Vampires must drink blood to survive. Blood is their nourishment. Sucking blood can do two things. The first use is to simply feed and the second use is that they can change a human into a vampire. If a vampire wishes to turn someone into a vampire; they must bite them and release a special toxin from their fangs. Once the toxin spreads into the veins; it begins to transform them. The change ranges from a few hours to a whole day. When someone is in the process of becoming a vampire they either pass out or go through horrible pain streaked seizures. Vampires have heightened senses, strength, agility, and speed; similar to like lycans. Vampires have less weaknesses’ than humans, but fewer than lycans. The tale about vampires being harmed by garlic is an old myth, garlic will do nothing to a vampire except make him bust out laughing if you try to harm him with it.A stake through the heart will kill a vampire almost instantly. Sunlight can burn an unprepared vampire into a pile of ashes. Only the most ancient of vampires can walk in sunlight at anytime. A vampire burned by fire will have the same effects as sunlight. The sun is made of fire, so it only makes since that both harm the undead. Lastly holy water or water that has been blessed by a priest burns vampires like acid.Other myths of vampires include: Them not appearing in photographs, them not appearing in mirrors, vampires not being able to cross water, and finally: vampires not able to come inside unless they are allowed by the mortal host. These are all untrue, and have been proved false. Vampires also can walk inside churches, and stand near crosses or religious symbols. If a vampire turns a human into a vampire they become that human's "maker". It is tradition for the Maker to then raise this new vampire and teach them their ways. Sometimes the Maker and the new vampire share a special bond, and become the closest of friends; they can usually sense things about each other, like if they are in danger.You may choose any age above 16 through 1,000 years old. Any older than 1,000 a vampire starts to transform into an Ancient. Ancient vampires have extraordinary powers.YOU MUST ASK ME IF YOU WANT TO BE AN ANCIENT.Ghouls: Ghouls are simply reanimated dead humans; brought to life by necromancers. After the vampires took control witches and warlocks were able to announce their existence as well. These witches and warlocks had been masters of evil rituals for centuries. One of their most prominent dark art skills is the ability to raise the dead. In the Immortal Wars the magic users sent waves of Ghoul armies to crush vampire armies.Ghouls are now slaves, forced into service by The Crimson Fang. Ghouls are used as to create buildings and keep the city in order. But some lycans have been able to set free the more intelligent and Ghouls and help them to form a resistance.The Ghouls' weaknesses are: being separated from their brain, or their brain being heavily damaged. A dead human body can be turned into a Ghoul only by necromancy. A Ghoul hungers for human flesh, which vampires provide for them from their human factories. Ghoul's hunger for flesh but their bodies don't really need them to survive. The only organs within a Ghoul's body that still work are their digestive system to an extent, and their brain. They no longer breathe; or need sleep similarly to vampires. The intelligent Ghouls, have learned to quell their hunger for flesh.Humans: Humans are one of the largest races that dwell in Slythnar. Humans can be transformed into lycans, vampires or undead. Humans are incredibly smart and make good fighters, but they are weaker than vampires, lycans and werewolves. Humans were the original rulers of the world, and now they are second class citizens.But now that The Crimson Fang controls the entire city they are here for one purpose; they provide blood for the vampires. Vampires round up humans and sometimes “milk” them like cows in hidden factories. Other humans are left to their own devices until a vampire is bloodthirsty and comes into their homes. A human that resists a vampires bite are sentenced to death.Humans are the “peasant” or “serf” citizens of Slythnar. They are the working class merchants and artisans. Some worship the vampires and serve them until they are rewarded by becoming one themselves. Some hate all races other than humankind and plot to eradicate all others.Witches/Warlocks: They are not a race per-say, but a group of humans who have the power to wield magic and spells. Humans can use destructive spells like elemental magic, and other such spells. Witches and warlocks are usually rounded up and captured by the vampires if they are known to be able to use magic, which is illegal in Slythnar, though rumor has it there are groups of magic users who plan to rise against the vampires. Necromancers are certainly killed by vampires if found, because necromancers can control vampires, note you can not be a necromancer.Shifters: Shifter’s are said to be somehow related to werewolves. They are humans who have the ability to shift into any animal they have seen before. All shifter’s have a go-to shift, which means an animal that they shift into more often than any other, usually it is an animal they have seen many times before, most likely a pet, or neighborhood animal. Shifters can’t turn into other humans. Factions The Crimson Fang: The Crimson Fang is the government of Slythnar. The cult is made up of all the vampires; who control the whole city, and keep the humans inside the city for sources of blood, and work.The Crimson Fang are arch enemies of The Feral. The Crimson Fang’s base of operations is The Crimson Tower, which used to be the Sears Building. The Crimson Fang hates all humans, lycans, Ghouls, and traitorous vampires who join other sides.The Feral: The Feral is a group of rebel lycans and werewolves, who wish to destroy the vampires’ order and earn their freedom.Some fight for freedom, and others simply fight to not to killed like animals, others fight for power. The Feral’s base of operation is called “The Nest”, and is deep underground. The Feral is mainly made up of lycans and werewolves, but it also has a few human members.The Forsaken: The Forsaken are a group of Ghouls, who are tired of seeing their fellows enslaved by the vampires. The Forsaken hate almost all vampires, and are disliked by most humans. Some humans don’t like vampires or lycans but are just simply prejudice against Ghouls.Slayers: Slayers are a group of human’s who want to destroy the vampires order, and kill all Vampires, lycans and ghouls, shifters and witches and warlocks. The Slayer’s base of Operations is a warehouse hidden in the Ghetto. Districts and Places of Interest http://i700.photobuc...lexhero/map.jpg CLICK FOR A MAP OF SLYTHNAR (Note not all locations within the city are on the map)The Vampire District: The Vampire District is where most of the vampires live. Only vampires are are usually allowed access to this area. Some human and Fang Bangers are allowed inside if they tell their what they are up too to the vampires, and they believe them or accept their apperance. In the northern tip of this massive district is the awe inspiring tower known as The White Tower. The White Tower: The White Tower is the magnificent base of operations for The Crimson Fang. The vampire lord lives here along with most of the vampires that live in SlythnarThe tower is in the northern tip of the Vampire District; where only fellow vampires are permitted to venture. The tower has incredibly heavy defenses, and is rumored almost impenetrable. The tower is covered with high powered guns turrets; placed to shoot down enemy air-ships.Club Venom: Club Venom is a popular club with the vampires of Slythnar. Usually only vampires are allowed inside, and the crazed blood thirsty parties that result are well known.The Center: The Center is well, in all actually the center of the city. It used to be called the “holy circle” but The Center caught on and that’s what everyone calls it from now on. This region of the city is a neutral area. Anyone is allowed here.Located in The Center are the court house (completely ran by vampires) and the city jail, where humans and lycans are held (other than the many cells in The White Tower) and tried. Near the court house is the infamous execution area where all criminals are publicly executed.The Arena: The Arena is a hulking building in the center of the city, where vampires and werewolves can fight for glory, honor, and all the cash they could ever want.Slythnar General Hospital: This is the largest hospital in all of Slythnar. It is located in The Center and accepts all races except for Ghouls.Blood Leaf Park: This is a massive park located in the center of the city. The park is usually very dark, and is public for all races, used to be known as Central Park.Wealthy District: The Wealthy district houses all of the city’s rich citizens. This district is filled with mostly well-off of humans and a few vampires and lycans who chose to live here instead their own districts.Commercial and Recreation District: The Commercial District is where all the business and recreation is held. This district holds many bars, strip clubs, arcades, movie theaters, stages and other entertainment for citizens.The Snakes Head Inn: Is one of the most popular bars in Slythnar. It is well known for its strict no nonsense rules about fighting. The owners of the pub have a non discrimination policy for any races. Because of the loud and rowdy manner of the patrons of this bar, it is always a good place to talk about plans in the public and not be overheard.The Black Boar: The Black Boar is a dangerous and dark and dirty pub where many fights and gory brawls break out. The pub is run by a vampire and lycan who despite their differences are best friends. The pair is known for their violence and has been reported for killing bar-mates over insults. The Black Boar accepts all races.The Ghetto: The Ghetto is vast and is one of the largest districts in the city. It is filled with the working class citizens of Slythnar. The Ghetto was once the “Lycan District” but many years ago the vampires burnt it to the ground, and the dank armada that makes up the ghetto took its place. Underneath the ghetto is where the lycans have created their base.The Nest: The Nest is a deep underground maze that snakes underneath Slythnar. Only lycans who are part of The Bloody Fang know its many hidden entrances and exits. Many entrances are hidden around the city; in abandoned houses and warehouses mostly. The Nest’s entrances are heavily guarded and almost impossible for outsiders to find. Many vampires have searched for The Nest, but none have found it. Few even know it exists, many think it to be just myth among the rebel lycan forces.The Slayer Base: The Slayer base is a large warehouse located in the Ghetto. It is painted a dull red, and inside is packed full of stolen weapons and machinery.The Forsaken Base: The Forsaken base is hidden in the ruins of an old lycan bunker. Here the Forsaken formulate plans and cultivate weapons for their resistance.The Docks: The Docks are a large port that leads into the ocean surrounding the borders of City Slythnar. Where incoming ships come and drop of supplies, from other cities. Weapons of Slythnar Swords and blades are common in Slythnar since both vampires and werewolves enjoy too use them. Vampires often have silver swords for killing lycans, and guns loaded with silver bullets. Lycans and other races often carry guns with holy-water dipped bullets, and they carry stakes. RULES 1. No God Moding or anything like that. I will ban you from the RP.2. Please try to use your best spelling, just spell check before you post, should clear up the worst stuff. I probably don’t have the best grammar, but I want it to be readable, and enjoyable in the RP.3. Try to be creative! No unoriginal characters.4. You can’t kill another persons character unless they clear if with you first.5. Don’t involve another character in your bio unless you guys talked about it.6. Max is five characters. But only make more than one if you are going to be really dedicated to them. If you want a lycan or vampire friend in the RP to kill of or something just make an NPC.7. Have fun!8. Don't auto hit another player's character, they decide if they get hit, but you MUST allow your character to be hurt. Also don't decide things for other people's characters etc, or describe their feelings.9. You must post IC when you are speaking “in character,” and OOC when you are speaking “out of character.”If you break a major-rule (godmoding) once you get a warning, twice you still get another warning, three times you will be banned for a certain amount of time, maybe a few days, and four times you will be banned for good. The Sign-up Sheet Name: What’s your characters name?Age: How old is your character?Gender: What gender is your character?Race: What race is your character?Faction: What group does your character fight for?Appearance: How your character looks. A picture would be nice.Weapons: Pick your weapons here, try not to over do it.Personality: How your character acts.Live: Where your character currently lives.Abilities: Stuff your character is good at.Bio: Your character’s basic history. My Characters Name: Jace WalkerAge: 25Gender: MaleRace: LycanFaction: The Feral (Current leader)Appearance: When Jace is in human form; he has long messy black hair that falls past his shoulders. Jace’s eyes are as black as midnight, and trimmed brown. Jace has an unshaven face, and his eyes look hollow and haunted. He stands at 6’6 and is quite muscular and well toned. He usually wears a black trench coat with a hood, two black fingerless gloves, dark black pants and black combat boots.In beast form: Jace is a huge wolf like creature with pitch black fur and huge sharp teeth and claws.Weapons: Jace also has two duel silenced automatic pistols with golden plating; that he likes to use often. Along with Jace’s combat knife he also has a large two-handed sword that he keeps strapped to his back.Personality: Jace dose not play around much, usually he is all business. He can be quick to anger and slow to forgive; unless it is one of his own men. Jace would gladly sacrifice himself for his men and his cause. Jace is incredibly brave and loyal.Live: The Nest, Ghetto districtAbilites: Large weaponry, small weaponry, vehicle operation, melee weapons, blade skill, stealth.Bio: Like many residents of Slythnar, Jace was born in Slythnar when it was New York City. He was born into a poor lycan family. His family was involved in a gang war against the vampires. At night Jace would wage war against the vampires, fighting for control.His grandfather started the clan The Feral a long time ago and leaded it for many years. After the vampires took over the city; Jace’s father was killed, and he was forced to take control of the pack. Jace was trained to become an excellent warrior.Jace has huge expectations for himself. Jace tries his hardest to be a good leader; sometimes a little too hard. Jace finds that he is pretty much selfless sometimes. He cares more about his cause and his men than his own safety. Jace despise all vampires, but he puts up with the ones who help fight against The Crimson Fang.Name: Kane CovingtonAge: 2,045 but he appears to be 23Gender: MaleRace: VampireFaction: The Crimson Fang (Current Leader)Appearance: Kane has a pale angular clean shaven face. He gives off a scent and an aura that attracts females for miles. Kane has jagged bluish black hair that falls past his eyes. His two eyes glow bright red, and are flecked with yellow. Kane stands at 6'8 tall, and has an athletic sleek build.Kane has two leathery purple bat wings that he can pull into his body when not using, and they pop out of his flesh when summoned. He can use these to fly. Kane is able to give gifts to of power to certain worthy vampires as he sees fit. To achieve his gift they must drink some of his blood.Weapons: Kane does not use guns. He prefers blades. The only weapon he uses is his mighty and ancient silver-sword.Personality: Kane is different from other Ancients. He is a bloodthirsty tyrant who has large temptations and wants. He has accomplished more than any modern dictator or vampire ever has. Kane has a deep instinctual rage toward lycans and he spits on humans and Ghouls. If he could have his way he would find a way to live without humans, Ghouls or lycans or shifters.Live: The top floor of The White Tower.Skills: Kane is skilled at persuading people. If they stare into his one remaining eye he can make them do almost anything. Kane is one of the best sword users the world has ever known. He is an excellent battle strategist and his ancient powers know no boundaries.Bio: Kane's history is insanely long. It spawns over two thousand years of murder and death. Kane was born in London, over two thousand years ago. When he turned twenty three, he met a beautiful woman named Clarissa. Except Clarissa turned out to be a vampire, she turned him, and soon Kane had become her progeny. He followed Clarissa’s every command until one day she was killed by lycans in a battle. Kane felt a terrible rage that day, and vowed to destroy all lycans. After that he showed potential leadership skills, and quickly showed his prowess in battle; and his brutal merciless killing of lycans and humans alike.After two thousands years many of the ancient vampires were killed, leaving Kane as one of the last. He became the leader of a large coven of vampires in New York City called the Crimson Fang. Soon the vampires announced their existence, and a war with the humans was waged. Kane soon found an opportunity to seize New York, so his clan of vampires did just that, they took New York by force. He renamed what was left of New York City, Slythnar, after the ancient vampire who was said to be the first ever. Kane then had a wall built around what was left of the city, blocking off the destroyed ruins of part of New York that was destroyed by nukes. He now plans to rule Slythnar for the rest of eternity._____________________________________________________This is my original vampire and lycan RP, loosely based off of a few things, hoping that this will be allowed to be here. If w can't have excessive violence then we will tone it down, stick to blades or something, and if drinking blood us unallowed, it will be implied, but never shown in the RP. Please tell me if there is anything I need to fix for this to work.
  7. Source: The Official Cot TBRPG Planning And Organization Topic Please give me your feedback, guys!
  8. Are you a Kid Icarus fan? Are you an RPG fan? Are you all of the above? Well then check out Kid Icarus: Unanswered Prayers, the ultimate RPG! Are you a human or a spirit? Will you ally with the Human Army or the Underworld? Or will you even aid Pyrrhon and Phosphora as they try to uncover the mystery of what happened to the gods? YOU get to choose! Have fun! (I'm advertising this because it has a severe lack of players. Well don't just stand there, check it out!)
  9. 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
  10. 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!
  11. 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.
  12. 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
  13. 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
  14. 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
  15. 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.
  16. RPG Forum Text-Based RPG Contest 24 ReviewsYou know the drill. Read the rules here. Submit entries here. Review entries and discuss reviews here.
  17. 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)
  18. 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.
  19. 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.
  20. 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
  21. 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!
  22. 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
  23. 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.
  24. 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
  25. 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
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