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  1. RPG Contest #23 Preliminary Poll BlueView the contest thread here.View the full list of submissions here.Preliminary Polls will run March 25 - 11:59 PM EST March 27.You can select FOUR entries! [*]Knives in the Dark - Lord Darkon[*]The Horde out of Limbo - Lloyd: the White Wolf[*]Day Run: The Garden - Parugi[*]The Island of Pain - The Dreadful Flying Glove[*]Dreamland: Awakening - Kal the Guardian[*]City of the Dead - Zarayna: The Quiet Light[*]Kirse: City of the Great Beings - Zoma[*]Deep - Burnmad: Toa of Emoticons
  2. RPG Forum Text-Based RPG Contest 23 ReviewsYou know the drill. Read the rules here. Submit entries here. Review entries and discuss reviews here.
  3. RPG Forum Text-Based RPG Contest 23 SubmissionsAll RPG Contest 22 Entries should be posted here. They will be added to the list as we get around to it; don't fret if your entry isn't on the list immediately after you post it.You have until 11:59 PM EST on Saturday, March 24th to submit entries.NOTICE: If there is a note by your entry saying that it does not meet the requirements, reread the Contest Rules and then send Black Six a PM if you are still not sure of what is wrong with your entry. You have until 11:59 PM EST on Saturday, March 24th to edit your post and fix your entry.Also, please be sure to check out the RPG Contest Topic for important updates and announcements.You can review others' entries in the Review Topic. [*]Trapped in a Map - Toa Kovolta[*]Knives in the Dark - Lord Darkon[*]Beat and Rhythm - Toa of Dancing[*]The Horde out of Limbo - Lloyd: the White Wolf[*]Rust - Crogenitor Evex[*]Day Run: The Garden - Parugi[*]The Destiny War - Ace of Skulls[*]The Island of Pain - The Dreadful Flying Glove[*]Realm of Darkness - Zombie Shark Ragnarok[*]Dreamland: Awakening - Kal the Guardian[*]Shama-Nui: fight for freedom - cooldynamyteproductions[*]City of the Dead - Zarayna: The Quiet Light[*]Transformation - The Lorax[*]Kirse: City of the Great Beings - Zoma[*]Techna - Legolover-361[*]Deep - Burnmad: Toa of Emoticons[*]Title - AuthorTotal number of valid entries: 16NOTE: if you have an entry that is in violation of the rules and edit it to fit, please PM Black Six to notify the staff. Similarly, if you add a title to an untitled RPG, do the same. We are only human (well, okay, the jury's out on that) and are liable to miss the changes.
  4. After a few lot of drawings with my left hand, I eventually got to this. Kordav is my newest character for Techna and so I decided to try and draw him.Inspired and based off Katuko's drawing of Madrihk, I wanted to make a more three dimentional character.I can't decide to either color him with marker or using a computer program.Comments and Cookies welcome.
  5. StarscapeIsolated from the rest of the galaxy by a vast gulf of burnspace, the Starscape Clusters are thick with life. All sorts of species thrive on these worlds, growing, rising, and falling. And when life is present, thought follows soon after. Sentient worlds are arising, turning their factories towards starships and launching those starships towards the stars. Space is a deadly and unforgiving place; will you master it through manipulation and knowledge, or through the might of your mighty battleships? For you are the leader of your race. Lead it well.---Starscape is set in a region of space known as, what do you know, Starscape. Thousands of stars abound, but only a select few hold planets suitable for life, and all of them are hotly contested by other races.Maps:(Credit to Alex Humva)Sector 1Sector 2Sector 3Sector 6Color Key: http://www.majhost.c...us/colorkey.pngYou begin with a single planet, your species' Homeworld. For the sake of simplicity, each star system contains at least one habitable world for your species to live on, and the resources needed to begin space travel. In addition, you may either choose to begin with two Inner Colony Worlds, or four Colonizer ships ready. If you pick the former, those two worlds were colonized by slower than light ships before your race developed star travel.Interacting With An Entire UniverseControlling an entire species may seem hard at first, but it's simple to get the hang of. Here's a quick exampleIC:Alarms sounded aboard the Skelvan Battleship as radar signatures from the edge of the radar's range came in; four ships, Alansik by their configuration, had appeared some two million miles away. Knowing that was far outside missile range, the Skelvan Captain gave the order to sight in with his Frigate's laser. A kill at this range would be the wildest stroke of luck, but he had to try, knowing reinforcements would be arriving as soon as they could, since the planet's warning system sent out the alert the moment the radar signatures came in.IC:“Transition successful, all systems nominal, wait.” A lieutenant on the Alansik lead cruiser reported. “Laser damage to the outer skin of the ship. Looks like they're hitting us already. Minimal damage, but that means they've found us.” The Alansik Captain sighed, and gave the order to move at full burn towards the Skelvan planet.Now, the important part here is that the player controlling the Alansik let the Skelvan player have the hit; if he'd just declared the Laser was an outright miss, it wouldn't be fair. But by ensuring the Skelvan's laser didn't do much damage, and it wouldn't at that range, he kept it fair for both sides but still sensible. And that's the most important part, keep it fair but sensible. Don't go breaking any laws of physics.Faster Than Light Travel:The ability to travel faster than light, without the relativistic consequences that entails, is utterly critical to a spacefaring empire. Without it, worlds can only be reached by generations of slow rocket travel.The Jump Drive is a possibility realized late in any race's existence, long after they've usually begun exploring their own solar system. The mathematics of the jump drive are beyond most people, so instead you get a practical explanation.A Jump Drive cannot operate deep in a gravity well. In orbit of a planet, the gravity becomes so strong that any ships trying to do so are torn apart by the brief moment of transition, where the laws of physics remake themselves in new and exciting ways. Thus, a distance of two million kilometers from any terrestrial planet is advised, though you could risk it at one million. Remember that larger gravity wells, like gas giants, stars, and black holes, require longer distances away. This also applies to jumping into space near a gravity well, which as an early warning system for the planet's defenders.In addition, Jumps, while taking less than a milisecond, do not have infinite range. One can direct the Jump Drive in a certain direction, but the Jump Drive will go towards the most powerful gravity well in that direction. This almost always means the closest, as well, so ships can only jump from one system to the nearest. In addition, a Jump Drive is a fickle and unpredictable device, requiring a certain amount of waiting time before it can be used again. However, the actual length of time is near impossible to predict. Thus, a Jump Drive can be used once every real-world hour, no matter how much time in-game this represents.There are also so called “Burnspace Zones” These areas are small pockets of space where it is impossible to make a jump into or out of. A massive spherical shell of burnspace surrounds the Orion Arm, locking ships inside. Burnspace Zones also make good places to hide something you want to keep secret. Their origin and nature are not well known.The inverse of Burnspace Zones, “Sweet Spots” are areas where an entire solar system's gravitational pull is equal in every direction, created only occasionally by the differing speeds of planets orbiting their star(s). These allow for ships to jump away or from their destinations far, far closer than normal. You may only use a Sweet Spot in an area you control or in an area you have detailed astronomical data on. For combat, these must be used with GM approval, but once a sweet spot is used, if the ships using it were seen by another party, that sweet spot can be used by anyone until it disappears, which a GM will decide when it happens.Communication: Faster than Light Communication sends electromagnetic waves, not mass, and is not limited by the above. You can communicate with all your worlds, and with any race who gives you their contact information.IndustryNow, the amount and size of spaceships you can field depends on how many worlds you control, and how industrialized those worlds are. Each world is classed by its industrial output on a rating of -2 through 5, 5 being the highest a planet can reasonably reach. Each level has a “maturing time” which is the length of real world time it takes to grow to the next level.-2: Colony: This world is dependent on the rest of the empire for resources and population. 3 Days. May not build ships.-1: Protectorate: The world is beginning to establish its own industry and farming, but is still dependent on the rest of the empire. It may produce one resource and ship it out in exchange for the goods it imports. 3 Days. May not build ships.0: Self-sustaining: With a zero sum survival based economy, this world can support its own population with everything they require, but its industrial output is negligible. 3 Days. May not build ships.1: Outer World: This world can support a very small space-navy, and has minor interstellar shipping and transport. 1 Week2: Inner World: This world can support a good sized navy, and is possibly exports a good amount of goods. 10 Days3: Core World: This world has an excellent industrial output and can export several different resources in addition to supporting a navy. 2 Weeks4: Forge World: Massive industrial output; supports a good portion of the local navy and exports manufactured goods throughout the region. 4 Weeks5: Homeworld: This planet is the only classification capable of producing Colonizers and putting out the population required. Valued as much for their status as centers of trade and government as for their massive industrial output. Your first planet starts at this level.A planet contributes a number of “Industry Points” equal to its level number(above) to an empire's total industry. For example, an empire consisting of a Homeworld, an Inner Worlds, a Core World, and a Colony would have a total Industry of 8(5+2+3-2=8) Thus, this empire can field 8 points worth of ships. This represents everything that it takes to field a ship, from paying and feeding the crew, replacing those members who die, upgrading and refitting the ship occasionally, repairs after a battle, and, most expensively, fueling the ship.ShipsEach ship is divided into one of several classes, according to their size and upkeep. Actual roles within these classes can vary wildly, but it is mainly the size of a ship that determines how much industry must be devoted to maintaining it.Build Times: Each ship is a massive industrial undertaking by the world it was built by; think what the International Space Station has taken Earth; twenty years of work and it's a flimsy station that would be annihilated with a single missile. Better materials and industrial methods cut that down, but it's still a huge undertaking. Each ship class takes a certain amount of real world time to produce. These are listed along with the ship's industry cost.Slots: Each ship has a number of slots for mounting weaponry. See below for further detailsFighter: Small, one to five man ships with minimal armor and weapons, mainly used to attack larger ships and defend large ships from other fighters. Not capable of FTL travel, so they must be moved by Carriers or stationed on Starbases.Industry Cost: 0. Build Time: 1 Day for 10. 3 SlotsSmall: Frigates and Gunboats, crew sizes range depending on the race. Small ships are usually employed either as Fighter hunters, Scout ships, Stealth craft, and the like, and can be fielded in large numbers.Industry Cost: 1 for 4 Small Ships. Build Time: 3 Days for 4. 7 SlotsMedium: Cruisers, destroyers, and the like are classed as Medium ships; they can be fielded in numbers and they are useful for force projection as well as defense, making them an ideal ship of the line; these should make up the majority of any self-respecting fleet.Industry Cost: 1. Build Time: 3 Days. 10 SlotsLarge: Battleships and Dreadnoughts are the ships that capture the hearts and minds of the masses; great, powerful ships with enormous weapon batteries, blasting holes in enemy fleets and destroying entire cities with a few barrages. Even the rumor of a large ship being present can change the tide of war. In addition, battleships can mount your Racial Superweapon; what this weapon does is up to you, but make it powerful and creative. Despite their use as an intimidation weapon and morale booster, Large ships are rather impractical, given their upkeep cost.Industry Cost: 3. Build Time: 1 Week. 15 Slots and one Superweapon SlotStarbases: Usually placed orbiting a planet, Starbases are large defensive measures used to protect a planet with orbital guns in addition to providing a docking harbor for ships which cannot land. Immobile, anchored over a planet. Carries twenty Fighters. Can make battlefield repairs on ships during a battle.Industry Cost: 1. Build Time: 1 Week. 17 Slots.Colonizers: Not necessarily one ship, perhaps a whole fleet, a colonizer is part transport, part mass-terraforming system. Colonizers are warp capable, and used to expand your empire. Only Homeworlds may build them. They are expensive to keep up, but are usually a temporary measure. The entire colonizer is recycled by the newly landed colonists, and thus cannot be re-used.Industry Cost: 4. Build Time: 1 Week. 0 Slots.Note: You may begin the game with one of the two following options1: Two Star Systems adjacent to your Homeworld have been colonized in the past by Slower Than Light Travel. These worlds begin as Inner Worlds(Industry 2)2: Your species has planned for the invention of the Jump Drive; You may start with four Colonizer ships. For the first three days of your game, your Industry suffers no negative modifiers from Colonizers or Planets, as they have in advance prepared a surplus of items the colonists will need.Also, no matter which option you choose, you begin the game with a single unarmed Small ship.Gun Sizes: Each weapon takes up a fit amount of space, power, and crew. To this end, each Weapon Size takes up a certain amount of Weapon Slots, and each ship has so many Weapon Slots.Small Weapons: Of the scale one might mount as a Main Battle Tank's Main Gun, these weapons are effective against small ships for their rate of fire and low power requirements, but can't do enough damage to slice through larger ships' armor. 1 SlotMedium Guns: Generally a Small Ship's single main gun, and a standard weapon on a Medium Ship. Capable of being used against any ship type, but ideally used against Small and Medium Ships. 4 SlotsLarge Guns: Used for bombarding enemy planets and destroying Battleships and Starbases, a Large Gun is usually so long it takes up the length of a Battleship. Thus, it cannot track its targets quickly enough to hit Fighters or Small ships, but it is devastating against what it can hit. 7 SlotsSuperweapon: Mounted only on Large ships, Superweapons are capable of utterly destroying a single ship, or carving large holes in enemy fleets. A ship only carries a single Superweapon Charge before it needs to return to a port to reload(which cannot be done mid battle) Superweapons take up their own slot. Superweapons also encourage the most creativity out of all the weapons, since they will likely define your Navy to other players.Upgrades: These systems can be fitted to a ship to aid a ship in battle, or specialize in a certain role. If you want to see a new one added, PM me and I'll consider it.Carrier Bays: Allows ships to carry fighters and dropships inside. 10 per bay, limit 2 per ship. 5 Slots, +1 Industry, Not allowed on Fighters.Point Defense Systems: 1 Slot, fires on incoming missiles and fighters, etc. Useless versus Lasers, Plasma, Bullets, that sort of thing.Dropship: An upgrade for a particular class, similar to a Carrier Bay but specified towards planetary landings. A ship with one of these bays may carry a Company of troops, a Tank Squadron, or a Lance of Battlemechs(to be explained later). Cannot be mounted on Large ships, as they are not trans-atmospheric. The payload can either be dropped from orbit via drop pods, or take the safer route of landing the ship directly. 5 Slots, +1 IndustryActions: Sometimes, a Fleet will go beyond its role of exploration and simple naval fights. Certain strategic actions can have long standing effects on a nation's economy.Blockade: Employing ships and perhaps Starbases, a fleet simply shoots down any ship that tries to land on or take off from the target planet. You can begin this action once you have destroyed the planet's defensive fleet. Holding up a Blockade costs 1 Industry Point, but it completely removes the target planet's Industry from the enemy empire. If the Blockading ships are destroyed or forced to retreat, the blockade ends.Bombardment: Since a Spaceship is near immune to attack from the ground, it is essentially the ultimate weapon for destroying your enemies. Each real world day of bombardment reduces the planet's industry by 1, down to a minimum of -4. A bombardment takes 2 Industry Points to sustain.Invasion: The fleet is landing ground troops on the surface of the planet, provide close support to those troops, and attempting to conquer the planet. An Invasion takes 2 Industry Points to sustain. The enormous support provided by a fleet in orbit makes victory guaranteed eventually. If the invading fleet is not destroyed after two weeks, the planet switches to control of the invading player, with its industry level reduced by 1. This requires the use of Dropships to land ground troops on the planet.Refit: for a full scale refit of an entire fleet to match new weapon paradigms, you have two options. The first is to refit part of the fleet at a time, having the rest of the fleet ready for battle while a certain portion is being refitted. This takes three days. Alternately, you can have the entire fleet drydocked and refitted in one day, but for that day you are vulnerable.System UpgradesThere comes a time when ships and starbases aren't enough; your system may be under threat of assault from your neighbors, or perhaps you simply have nothing else to put there. These System Upgrades can enhance the useability of a system;Satellite Detection NetSatellites are scattered around the system, especially in the outer edges, increasing the chances of reaction time. Uses electromagnetic sensors and electromagnetic transmitters; it increases the chance of Detection and boosts the reaction time for the forces, though the transmission is still limited by Speed Of Light.Build Time: 3 DaysIndustrial Upkeep: 0Satellite Detection Net-Ansible EquippedIdentical to a Satellite Detection net, but the satellites are equipped with Ansibles(faster-than-light transmitters), reducing transmission time. However, Ansibles are delicate, and require constant maintenance.Build time: 3 DaysIndustrial Upkeep: 1Planetary Defense NetworkSomething like a point defense network, but on a planet wide scale. A hundred small satellites circle your planet, either in geosync or standard ‘X length of orbit’ orbits. These are all the same model, with three weapon slots. When building the defense network you specify what weapons these satellites possess; three weapon slots may seem small but these satellites are not made for defending by themselves anything larger than a small fleet; instead they provide support, filling space with bullets, lasers, or what have you while your fleet bravely protects your world. Do keep in mind that a death of a thousand paper cuts is death nonetheless. However, these satellites, being small, can be easily knocked out with even a small gun; fighters can mop them up with ease and a few well aimed shots from a frigate could seriously wound your network.Build Time: 2 WeeksIndustrial Upkeep: 3Additional Shipyards:Additional shipyards are pretty simple; they’re additional shipyards to increase production of a fleet. Unlike other upgrades these are stackable; you can have two in orbit of a planet, though not three as the planet’s industrial output maxes out at five. For each additional shipyards your world gains one more production slot; for instance you could build two ships at the same time, or build a starbase and a ship at the same time. It does not however allow you to build while system upgrades are happening; all resources go to making the upgrade, so ship build up is put on hold. Keep in mind that these are not like starbases; starbases have guns, these do not. An enemy fleet can destroy these shipyards if given an open shot.Build Time: Two weeks.Upkeep: 2 Industry Points.System Minefield: Generally reserved for strategically critical areas, a System Minefield makes the outer edges of the system thick with some sort of defensive mechanism, from standard explosive mines to nuclear shaped charges, or something similarly powerful. The System Minefield is expensive to create and uphold, but it gives a certain chance to fire upon an incoming target with the field's mines.Build Time: Two WeeksIndustry Cost: 1-5. Each point of Industry put into a System Minefield increases the chance of Interception by 10%(+2 to the roll of a d20, precisely) up to a max of 5 Industry Points. If the enemy is not intercepted, it has slipped by undetected. This only functions in the outer edges of the system; closer in, you must rely on your fleets to defend yourself. Ground FortificationsWhen invasion comes there is little hope of success if starships are assisting the invaders. All you can do is buy for time until reinforcements arrive; this gives you more time. While normally you can last two weeks until your world is lost, this doubles it, giving you a full four weeks to call for reinforcements and break the siege. Unlike other upgrades this has no industry upkeep, making it a nice upgrade to consider when things are at a lull.Build Time: One week.Upkeep: 0 Industry PointsPlanetary Launch Bases: Essentially a system for getting fighters into space from the ground. Perhaps they're launched out of large Mass Drivers, or simply have large booster rockets attached. However it works, this system is used to launch fighters into space from the planet, essentially acting as a planetary carrier bay.Build Time: Two WeeksUpkeep: 2 Industry PointsInvested Colony:An economic upgrade, this allows you to increase your colonies growth; it grows from a colony world to a protectorate in one day an a protectorate to self sustaining in one day. The flip side of this ability to establish a colony in two days is that the industry cost is tripled; a colony takes six IP out of the empire and a protectorate takes three. After this massive investment your economy suffers a one IP drain for five days as it recovers from sending so many resources to the colony. Something else is that you must commit to your decision; once you’ve invested you won’t be able to stop until it’s reached self sustaining.Build Time: Two days.Upkeep: 6 first day, 3 second day, 1 for five days after it reaching self sustaining.Technology Ban ListTime TravelBlack Hole GunsSpacetime-Fabric ProjectorsTeleportationEverything SensorsNanobots(only military ones; nanobots used for construction, medical tech, civilian applications, etc, are just fine.)Artificial Gravity(besides spinning sections on ships)Rules1: BZP Rules Apply2: Use IC, OOC, and OICwhatudidthar3: No godmoding, auto-hitting, or auto dodging4: Yarn5: Be respectful. These are other people's thoughts, work, and in a lot of cases, opinions out in text, so be nice.6: If you don't know of a scientific or practical reason you couldn't do it, you can try it. It might get shot down by the GMs, though. Try anyway, we might be asleep 7: Anyone who invokes Godwin's Law by making deliberate parallels to Nazis, Fascist Italy, or WWII Era Imperial Japan will have a -1 Industry penalty for three days. Calling someone Hitler or a Nazi(even jokingly) is -2 for one week.8: When ownership of a planet changes. PM Alex Humva the change.Warning System: Be good to the Game Masters, or this sort of thing will happen to you.1: Warning2: Warning, -1 Industry penalty for a week.3: A Sweet Spot opens up on one of your border worlds, well inside your defenses. Enjoy dealing with the invasion. Alternately, -3 industry penalty for a week.4: One of your planets is lost to calamity. Perhaps a nanobot uprising, or perhaps a viral plague. Whatever happens, one planet's worth of your species extinct5: That Calamity from earlier? It spreads. Start over with a new species.6: Banned.Species Profile(PM this to me)Username: (Obvious)Species Name: (Make it interesting!)Description: (Physical appearance, psychological details, government system, etc.)History: (Why are they in space? Why do they use the government they do? Details like that)Homeworld Name: (Humans call our planet Earth for a reason. Why do these people call their world what they do?)Homeworld Location: (Try for one that's not taken.)Map Color: (So we can see what you own)Ship Class Profile:(Like in the real world, ships will usually be built follow the blueprints of an earlier one. This becomes known as a Class. Also, be creative with your ship naming. Maybe a neat theme, or something.)Class Name: (Generally, a ship is named, and members of its class follow the theme, like how American Aircraft Carriers are named after Admirals or Presidents.)Class Size: (Fighter, Small, Medium, Large)Class Function And Description: (Some ships are generalists, others are specialists for one role. Give us a quick explanation here.)Class Weapons: (Keep it realistic, can't put three hundred guns on a fighter.)Weapon Profile: Fill this out and add it to your profiles so we know what you're talking about in your ship profiles.Name: (Either describe its function or be creative. "Autocannon" works just as well as "Super Megalaser of Death" or "Yarn Gun")Weapon Size: (Small, medium, large, superweapon)Mechanics: (No need to explain stuff like lasers, but if you're making up an exotic weapon, be sure to explain how it works.If you want to help show off, Lloyd, The White Wolf has made a banner, which can be found Here.If your profile was approved before the RPG launched, you're good to go. However, you might want to take a glance at the Industry system, whose numbers have slightly changed, and at the map and color key. If something's amiss there, get on the horn to Alex Humva and have him change it. Be sure to send him your homeworld, your colonies if any, and a color of your choice.Making this very clear since there was some confusionEACH SYSTEM MAY BUILD ONE THING AT A TIME, IF, AND ONLY IF, ITS INDUSTRY MODIFIER IS POSITIVE.
  6. Congratulations to the winners of RPG Contest 22! [*]Techna - Legolover-361[*]Epoch of Despair - EmperorWhenua[*]Dreamland - Kal the GuardianThe winners can start their RPGs at their leisure. RPGs from before can go on until next weekend.Congrats again all!
  7. RPG Forum Text-Based RPG Contest 22There'll be a theme next time, but not now. Just design an awesome RPG for others to enjoy.Here's how these contests work: [*]The contest will be run every three (3) months, or four (4) times a year.[*]All members are welcome to enter the contest......-Each member can only enter one (1) Text-based RPG entry......-The only exception to this is that BZPRPG and RPG Contest staff will not be permitted to make entries.[*]There will be three winners selected in every contest......-The winners will be the three RPGs with the most votes after one or more rounds of voting (depending on the number of entries).[*]Whether or not a given RPG wins or not, it will be allowed to run in future contests, with the below conditions and restrictions......-For and RPG that lost a contest, the creator must make an attempt to alter and improve their entry before entering it in the next contest......-If an RPG has won four (4) consecutive contests that it has entered, it can not enter the next four contests. It does not, however, have to be altered before being entered again after its break, although the creator can do so if they desire to........Example: A RPG wins two contests in a row. It is not entered in the next contest. It is entered and wins the fourth and fifth contests. At this point it cannot be entered into the next four contests. .....-Other restrictions as a result of other rules or administrative action may prevent a member from submitting an RPG.[*]At the end of the three-month interval between contests, if an active RPG does not win again, it will be closed......-If a former winner wins again at a later date, the creator of the RPG can choose to continue in the old topic where they left off or start over again in a new topic.[*]If the creator or members of a winning RPG break the RPG forum rules, that RPG will be closed......-The next runner-up from the previous contest will be allowed to run for the remainder of the term......-The offending RPG will not be allowed to participate in the next contest.[*]Each of the three winning RPG entries will receive a prize. This will likely be a single canister set each. If your RPG has multiple authors, you will have to decide amongst yourselves who receives it.[*]This system is designed to be more fair than the TBRPG approval process has been in the past, so absolutely no complaining.TBRPG EntriesThe following is what determines a Text-Based RPG entry. The creator of each entry must provide at least: [*]A brief introduction to the RPG......-A description of the setting, the time and place the events occur......-A history of what has happened leading up to the current situation......-The characters and creatures involved. Does this take place in the canonical Bionicle Universe, or is this your own island with its own heroes and villains?[*]A description on how you plan to further to story......-Does it follow the actual Bionicle story or take place in a setting of your own creation?.....-Is there an outline on where you plan for it go?.....-Will the players be allowed to choose the direction the story takes?.....-Is there an ultimate goal or quest, or is it merely a world for members to inhabit?[*]Requirements for those wishing to participate in your RPG......-Will members be taking the role of existing characters or characters you have created?.....-Can they make their own characters? If so, what sort of restrictions will be placed on them?.....-What sort of equipment, masks, stats, etc will members get when they begin?[*]Rules determining how players will interact with the environment and other characters......-How will the winner of battles be determined?.....-How will members buy and upgrade their equipment?.....-Will members level up? How will they gain experience?The above information can be submitted however the creator prefers. It does not have to be delineated in this way, as long as it is all there.Contest ProceduresHow the contest is going to be run. Here is the format the contest will operate under: [*]Members will have three weeks to draft and submit entries......-Entries will be posted in the Contest Submission thread. Any entries posted elsewhere or PMed will be disregarded. .....-At the end of this period, no further entries will be accepted.[*]The entries will be grouped into as few polls as possible for the initial round of voting.[*]Each round of voting will last for two to three days (48-72 hours).[*]The format of subsequent rounds of voting will be determined depending on the number of entries.[*]The three entries with the most votes in the final round of voting will be declared the winners.Any questions can be posted in the Contest Rules Thread or PMed to Contest Host Black Six or Contest Assistants Sisen and Friar Tuck.NOTE- All current TBRPGs must be submitted as entries if they wish to continue running.Entries can be SUBMITTED from now until 11:59 PM EST on Wednesday, December 21st.You can review other entries and discuss the reviews in the Review Topic.Please Note: You can now discuss reviews in the review topic in order to keep the main topic less cluttered.
  8. SO! I have finally entered in a BRPG contest! After all these years of me promising that I'd enter, I finally decided to live up to the expectations and do what I said I would do. Amazing! Anyway, the initial polls are up. Here is the poll where my game is in. It's entry #5, Epoch of Despair, a mystery/survivalist game. Here is the full game. I'm looking for someone with some graphic design skills to make a banner and/or avatar for it, but most of all I need people to vote for it! The polls are young, but this specific poll has plenty of awesome competition, pitting me against the likes of Parugi, The Captain and The Power that Is. So please look at the games in the poll and do try and vote for me!
  9. RPG Contest #22 Final PollView the contest thread here.View the full list of submissions here.Final Poll will run December 27 - 11:59 PM EDT December 31.You can select THREE entries! [*]Techna - Legolover-361[*]Epoch of Despair - EmperorWhenua[*]Dreamland - Kal the Guardian[*]The Island of Pain - The Power that Is[*]Beat and Rhythm - Toa of Dancing[*]The Island - The Captain[*]Ringworld - TheMightyFighty[*]Day Run: The Garden - Parugi
  10. RPG Contest #22 Preliminary Poll Miss PiggyView the contest thread here.View the full list of submissions here.Preliminary Polls will run December 23 - 11:59 PM EDT December 26.You can select FOUR entries! [*]The War of Elementum-Nui 2 – The Shadow Wars - Toa Levacius Zehvor[*]Enemies of Justice - Toatapio Nuva[*]Shadow of the Barraki - Awesomeness[*]The Island of Pain - The Power that Is[*]Epoch of Despair - EmperorWhenua[*]Day Run: The Garden - Parugi[*]The Island - The Captain[*]Nightmare City - Emissary to the Void
  11. RPG Contest #22 Preliminary Poll KermitView the contest thread here.View the full list of submissions here.Preliminary Polls will run December 23 - 11:59 PM EDT December 26.You can select FOUR entries! [*]Arena of Honour - Toa Kovolta[*]Dark Mirror - Rakata[*]Techna - Legolover-361[*]Bionicle: Mystery Voyage 2001 - Zorkel567[*]Knives in the Dark - Lord Darkon[*]Dreamland - Kal the Guardian[*]Beat and Rhythm - Toa of Dancing[*]Ringworld - TheMightyFighty
  12. RPG Forum Text-Based RPG Contest 22 ReviewsYou know the drill. Read the rules here. Submit entries here. Review entries and discuss reviews here.
  13. RPG Forum Text-Based RPG Contest 22 SubmissionsAll RPG Contest 22 Entries should be posted here. They will be added to the list as we get around to it; don't fret if your entry isn't on the list immediately after you post it.You have until 11:59 PM EST on Wednesday, December 21st 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 Wednesday, December 21st 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. [*]Arena of Honour - Toa Kovolta[*]The War of Elementum-Nui 2 – The Shadow Wars - Toa Levacius Zehvor[*]Dark Mirror - Rakata[*]Enemies of Justice - Toatapio Nuva[*]Techna - Legolover-361[*]Shadow of the Barraki - Awesomeness[*]Bionicle: Mystery Voyage 2001 - Zorkel567[*]The Island of Pain - The Power that Is[*]Knives in the Dark - Lord Darkon[*]Epoch of Despair - EmperorWhenua[*]Dreamland - Kal the Guardian[*]Day Run: The Garden - Parugi[*]Beat and Rhythm - Toa of Dancing[*]The Island - The Captain[*]Ringworld - TheMightyFighty[*]Nightmare City - Emissary to the Void[*]Title - AuthorTotal number of valid entries: 16NOTE: if you have an entry that is in violation of the rules and edit it to fit, please PM Black Six to notify the staff. Similarly, if you add a title to an untitled RPG, do the same. We are only human (well, okay, the jury's out on that) and are liable to miss the changes.
  14. My Name is Zionfighter7G (AKA: Karl McBoom)I have been interested in the RPG Forum for the longest time, but there is a challenge I have found in it.Can an RPG only be posted if it is approved from a contest?--------------------------------------------------------------------------------------------------------Karl
  15. Well, since people have begged, here's my stuff for Starscape: Ships Sepiida-Class Fighter Class Size: Fighter Class Function And Description: A Sepiida is a one-man fighter that is used in a support role. They are usually carried on Typhoon-class Dreadnoughts, but also on starbases. It is a sleek ship, with the MAC in front of the central cockpit, and two arms extending back, then angling forward from the side with an autocannon on each. A long projection extends back above the engine. Titanium armor. Either Sui'Malo or Bivalvi pilot. Class Weapons: 1 MAC or plasma missle launcher, two plasma cannons. Actinaria-Class Starbase Class Size: Starbase Class Function And Description: The starbases around Treanu keep it safe from enemy attack, and are full of weapons. They appear as long pillars with three oval-shaped parts around it, making it thicker. These can fold out, becoming a weapons platform, while the pillar forms the NHR. Class Weapons: One NHR, one carrier bay, One battery of autocannons, one atomic missle launcher, and a particle beam cannon. Cnidaria-Class Colonizer Class Size: Colonizer Class Function And Description: The largest ship is a bit bigger than a Typhoon, containing most of the needed terraforming tools. It has mostly smooth edges, with short, wide rectangular glowing pieces poking out in some places. Four glowing 'wings' extend from the nose, and spin around somewhat slowly. It's surrounded by a large fleet of drone ships used to terraform worlds, these can be stored in the main ship in the event of attack. It is escorted by two small ships, around 3/4 the size of a Storm, for protection. Class Weapons: the escort ships contain two MACs, an autocannon battery, and one particle beam gun each. Physalia-Class Dropship Class Size: Small Class Function And Description: Long and lean, with a carrier bay for fighters, tanks, infantry, or the occasional battle mechs, a titanium armored ship which is used to either transport fighters or as a dropship. Requires defense of fighters or of a larger ship. Class Weapons: fighter or dropship bay, point defense lasers, and an autocannon. Bivalvi Caridea-Class corvette (Bivalvi) Class Size: Small Class Function And Description: A Bivalvi ship, about twice the size of the Millenium Falcon from Star Wars. Crew of four, with a squad of five marines, all Bivalvi. Being a Bivalvi ship, it is more blocky and angular than Treanuan ships, which are smoother. Appears rather rectangular, but with a pointed head concealing the Naval Railgun, and curves outward on the two sides. Class Weapons: 1 Naval Railgun, two MACs and an autocannon Brachyura-Class Battleship Class Size: Medium Class Function And Description: The Bivalvi counterpart to the Teuthis, a long ship that forms the main part of the Bivalvi fleet. Looks like: http://images.alphac...om/846/8461.jpg from the rear. Class Weapons: Naval Railgun, Battery of Autocannons, Point-Defense lasers, and a small battery of missiles. Nephropidae-Class Destroyer Class Size: Large Class Function And Description: Gigantic ships, the Bivalvi Destroyers put awe and fear into the hearts of their enemies. They are long, blocky ships, and pack a huge punch on the battlefield. Looks like: http://www.ravestats...t-phoenix-1.jpg (Ignore the Smaller ships and the frontal weapons array) Class Weapons: Two batteries of autocannons, atomic missile battery, naval railgun, point defense lasers, Fragarach-Class Fusion Cannon Treanuan Scyphozoa-Class Interceptor Class Size: Small Class Function And Description: Work in groups of four, called Flights, to support Teuthis and Archaeteuthidae Class Ships Appear as a long ship tapering down to the ion drive in the rear, while tapering slightly to the cockit. Two arms extend off it and curve forward, around the spherical cockpit. Crew of one Tsui’nau, four Sui’malo, and a squad of five Sui’Malo marines. Class Weapons: Two autocannons on the arms, one fusion missile launcher on the belly, and a Particle Beam Gun on the nose. Teuthis-Class Battlecruiser Class Size: Medium Class Function And Description: A long ship about half the size of a star destroyer from Star Wars, has a large ion propulsion engine in back. In front it splits into four separate arms around the railgun. Covered in small metal 'bubbles' around it, which hold both boarding pods, and Ka'sharek soldiers. When enemy infantry is detected on the ship, the bubbles open, relasing the Ka'Sharek, who otherwise are in hibernation. Has 10 Maladu warriors, 50 Ka'Sharek, 30 Sui'Malo marines, 20 Sui' Malo crew, and one Tsui'nau who controls the ship. Class Weapons: One Naval Railgun, autocannon battery, twin fusionmissile launchers. Architeuthidae-Class Dreadnought Class Size: Large(Plus 1 for carrier bay) Class Function And Description: The dreadnought is a fearsome ship, 3 times as large as a Battlecruiser. It is a long ship with the same Ka'sharek soldiers on the outside, as well as boarding pods, though there are more of them. It has a retractable opening in the front for the superweapon, with a Railgun and the carrier bay below that. Like all Treanuan ships, titanium armor. Populated by 30 Maladu warriors, 120 Ka'Sharek, 70 Sui'Malo Marines, 40 Sui'Malo crew, and one Tsui'nau captain. Class Weapons: One Trident-Class Particle Cannon, one Naval Railgun, autocannon battery, atomic missile battery, point defense lasers, and two fusion missile launchers. Carries ten fighters in the carrier bay. Weapons Naval Heavy Railgun Weapon Size: large Mechanics: A very large railgun, this can blow a hole in the side of even a large ship. It's the second most powerful weapon in the Treanuan arsenal. Particle Beam Gun Weapon Size: small Mechanics: a much smaller version of the Trident, has a slow rate of fire, but its able to one-shot most fighter and small ships, and do a good amount of damage to mediums. On a large, it's only really effective two shut down electronics with the EMP it produces. MAC(Magnetic Acceleration Cannon) Weapon Size: Small Mechanics: Basically a small railgun, this uses magentic force to fire a metal projectile at great speeds. Works well against fighters and small ships. Naval Railgun Weapon Size: Medium Mechanics: The older brother of the MAC, this is basically just a larger version. Uses depleted uranium shells for added damage. Great against Medium, with a fairly decent amount if damage on larges. Atomic Missile Battery Weapon Size: Medium Mechanics: Four shots for each launcher, four in a battery. Fires a shell containing a small hydrogen warhead. Excellent against Medium and Small, decent damage against large. Autocannon Weapon Size: Small Mechanics: Basically the chaingun of railguns, fires metal projectiles through magnetism at very high speeds at a machinegun rate of fire. Not as powerful as the MAC, but the speed somewhat makes up for it. Fragarach-Class Fusion Cannon Weapon Size: superweapon Mechanics: Uses atomic fusion to generate a very large amount of energy, which is then blasted out the front of the ship at the target. Because of severe energy drain, each ship can only carry one shot. However, it’s quite impressive, and it has value as a psychological warfare device- A direct hit can destroy any ship, and the resulting shockwave will take more with it. Trident-Class Particle Cannon Weapon Size: Superweapon Mechanics: Fires a stream of ionized and accelerated particles at its target, tearing through even the largest of ships with a direct hit. As an added bonus, the electromagnetic wave generated on contact with target shuts down electrical systems on ships in close proximity. When the retractable front section of a Dreadnought is opened, it's fired, and appears as a spiraling column of blue light.
  16. Many are the legends spoken by the old men with white beards. But perhaps none more so than those of the wizard Sala-Grimna. A powerful sorcerer of long ago, he was said to have mastered the secrets of life itself, granting animation to inanimate lumps of metal. Within a short time he had built up on army of walking metal men, a legion of golems known as the Iron Imperium that swallowed the continent in bloodshed and conquest… But though Sala-Grimna had mastered life, he had not mastered death. He passed through the veil into the shadowed beyond, the passing of millennia erasing all reminders of his empire. His armies vanished into shadow, his fortresses crumbled to dust, even his history became mere mythology. Until roughly two weeks ago. For it was then that the Great Citadel of Sala-Grimna was discovered. A ruin, lying in volcanic wastes, it nevertheless drew attention from all around. The walls were breached and adventurers began drawing out trinkets and baubles from the outer limits. But the real prize was the High Tower in the exact heart of the Citadel. There appeared to be no way to climb the Tower other than ascending the skeletal carcass of a dragon, its bones locked into the masonry. So far attempts to reach the Tower have been greeting with warnings from a trio of enigmatic witches, warnings which turn out prophetic as the expeditions meet with disaster. The remains of the Iron Imperium still haunt the ruins, proving a difficult obstacle for forays to the Tower to overcome. But surely that means that Sala-Grimna's most potent secrets must still remain in the Tower…Do you dare brave the inner limits of the Citadel? Do you dare to try and discover what lies… Up the Carrion Stairs!In BriefYou are in a land of fantasy, a world of swords and sorcery. Centuries ago there was an evil wizard who tried to rule the world, but he is now dead, and you are an explorer looting the ruins of his fortress. There are many locations available if you wish to hunt through them looking for your heart's desire, but exploration is highly encouraged. The ruins are a huge place with plenty of space for new locations. All you need do is look.LayoutFirst Level:- The highest tier of the Citadel, lying on ground level. It is surrounded by a tumbledown wall that no longer keeps people out. The structures get more thickly packed and labyrinthine as you head inwards, and have so far blocked attempts to head directly to the Tower [*]Circle of Smog: The outer limits of the first level, this area is mainly old foundries and armouries. The air still hangs thick with cloying smoke from when these factories of war were active. The large buildings are fairly spaced apart, allowing more movement than the as-yet unexplored inner zone[*]Refectory: An old mess hall for the armies of Sala-Grimna, cleared out by adventurers to be used as a base camp and place of rest. Here you can barter with other adventurers, scout for assistance or just recuperate from your wounds[*]High Tower: A monumental obelisk in the dead centre of the Citadel, pointing skywards like an attempt to harpoon the gods themselves. This is Sala-Grimna's personal residence, and no doubt where his treasures and secrets now rest. Its defences prevent easy approach, such as flight or magical transportation. Explorers have found this out the hard way[*]Carrion Stairs: Around the High Tower are wrapped the remains of a great dragon, its body decayed and worm-ridden. Its head rests by a balcony protruding from the Tower, while its tail and wings trail amongst the ground. This seems to be the only way of getting into the TowerSecond Level:- Multiple ventures into the cellars in the Circle of Smog led to a whole lower tier being excavated. There must have been water-eroded caverns here, which were converted to suit Sala-Grimna's dire purposes [*]Dungeons: The natural caves made a marvellous environment to convert into a network of prisons to detain Sala-Grimna's many, many, many enemies. The conditions are dank and dismal, and the whole place is crawling with undead.[*]Treasure Vault: This room is either a sadistic joke or a cunning attempt at deceiving treasure-seeking spells. Larger than any banqueting hall, the ceiling is riddled with holes that liberally pour out coins, jewels and gold pieces. There are mountains of money and stacks of silver just lying around. The cruel twist? It fades away and vanishes should it be touched.[*]Great Cistern: A solidly-built construction designed to store water. Over the years it has been filled to the brim with rain-water, and is overflowing. The room storing it is constantly moist and infested with moulds. You could catch your death simply by breathing in this room too long, and the vast water reserve doesn't look too good for your health eitherThird Layer:- Having discovered the second level, explorers were confident of uncovering a third by following the Great Cisterns pipes, and they were proved accurate. [*]Sluice Tunnels: A web of mildew-stained tunnels leading off from the Great Cistern and designed to deliver water all through the Citadel. Sometimes lined with the remains of metal piping, but more or less in a state of disrepair and disuse[*]Sala-Grimna's Garden: Part greenhouse, part alchemy lab, this is where the sorcerer grew the exotic plantlife he needed for use in elaborate potions. A lot of these plant are dangerous in their own right, and some have been altered by time and magic to even more lethal states. This area is usually free of enemies, probably because of the inherent danger[*]Forgotten Catacombs: A series of tunnels and caves left unused by Sala-Grimna. They have nevertheless been explored and scouted out. They are wild and untamed, and there is no real way of keeping them clear of enemies. Expect danger if you dare the CatacombsFourth Layer:- Only recently discovered, little is known about this lowest layer of the Citadel. The lack of knowledge and abundance of natural hazards mean that only the boldest dare to tread in this dark and silent abyss [*]Lower Catacombs: A section of the Catacombs above that have either collapsed or simply veer downwards. These lower tunnels are much more claustrophobic, with less space and less light. They have at least been partially explored though, unlike...[*]Hive of Shadows: No-one has yet ventured here, preferring to spend their time penetrating the First Level. Will you be the first?EnemiesDuergar: Small in stature and puny in both mental and physical strength, the Duergar are the natural residents of the caves where Sala-Grimna built his Citadel. Their flesh is pale and loose and their eyes are completely white, a result of years underground. They clad themselves in boiled leather armour to protect their skin and goggles to aid their sight, though they are capable of hunting by sound or smell. They mainly wield small pickaxes or hammers, mining tools they have converted, and fight in numbers to swarm an enemy.Puca: Another species of natural cave dwellers, Sala-Grimna encountered them in his campaigns, and after finding them useless in his armies exported the entire population back to his citadel. The Puca are just as small and weak as the Duergar, though have a few more advantages. Their sallow skin is tougher, their sight is better, but their true strength is their ability to use magic. They seem to have learnt the skills of a Bard, and can weave their own laughter or the screams of the dying into spellsUndead: In the days of old the vast majority of Sala-Grimna's conquering horde would have been comprised of undead warriors. Be they skeletal warriors or lurching meatshields they are always tough and formidable foes, hard to defeat and only truly defeated through complete immolation. They have a wide variety of skills in battle often depending on who they were before death, some favouring heavy weapons while some favour archery. Some bear marks of Sala-Grimna's experimentation, hideous deformities or weaponry fused to their limbs. But whatever they look like, whatever they wield, their eyes all burn with the same hate and bloodlust,Salas-Jimm: In his early conquering days, Sala-Grimna used his magic to impress a primitive race of serpentmen, who now bear a mutilated form of his name, into worshipping him. They dedicated their entire civilization to him, and were lost without him; most of them died. The last remnant of their race now occupies this citadel, their holy city. In form, they resemble serpents of an average of three metres long, with another two metres of length in upward-held height. Their faces are half serpentine and half human, and they have humanoid arms, although no legs.Iron Golems: To this day no-one knows what sorcery animates these huge metal juggernauts. In their prime they would have been terrifying shock troopers, ten feet tall and gleaming black. Less so these days. They are stained orange and brown with rust, and appear mangled and lopsided after years of repairing themselves with only the Duergar for help. But while their appearance has become less intimidating their skill has not. If you are alone and encounter one of these, you're only real hope is to run. They will not tire, they will not give up, they will pay no heed to damage. There have been a few encounters with these metal monsters, and on only one occasion was the Golem destroyedClassesFighter: Members of this class are generalists, using a wide variety of skills to aid them in combat. They can be fast or strong, play it defensive or go on the assault. They usually know some small magics to aid them, perhaps a charm or two on their weapon.Mage: Powerhouses of sorcery and enchantment, mages are experts at magic and witchcraft. Their attacks tend to be bombastic and low on subtlety, but are fast and effective. Explosive fireballs and destructive whirlwinds are a mage's style. However their extensive studies in ancient lore have left them less physically able than the other classes.Bard: Do not be fooled by the ways of the Bard, they may wax lyrical and carry instruments but they are just as lethal as any mage. Their magic depends on extensive poetic spells, and is channelled through instruments or their own voices. Their magic is quieter than a mage's, tending towards psychic abilities, illusion, shapeshifting or healing.Champion: Fierce warriors of martial might, the champions specialise in physical combat. They're usually bulked up with muscle and bedecked in armour, ready to charge into the fray like a cleaver into meat.Royal: Growing up in privilege and luxury has left the royals with very little in the way of skills. They might dabble in magic a little, they might have some training in combat. But their real threat is in their entourage. A Royal has an entourage of five others following in their footsteps to assist them in their quest.Profiles:Player Profile:Username:Name:Age (if your race ages slower/faster than humans do, give both their age in years and then their biological age in humans terms):Race:Class:Gender:Equipment:Appearance:Personality:Alignment:Bio (Short history of your character, explaining their motivations and reasons for adventuring, etc.):Race Profile:Race:Physical Description:Traits:Homeland:Rules:All BZPower rules apply, be they overall, COT, etc. This especially goes for no spamming, flaming, trolling, and the like, as well as the fact that you MUST keep everything PG-13 as the absolute maximum, and when at all possible keep it PG or less.Don't OOC too much; the odd necessary OOC post is fine, but if a conversation starts, please take it to PM.Please either use OOC: or triple parantheses ((())) to indentify when you are posting out-of-character; and if you have an OOC section to your post, please put IC: at the beginning of your in-character part.DO NOT godmod; that is, you cannot take control of another player's character without their explicit permission. Also, you are NOT all-powerful, nor invulnerable, and certainly not invincible. You won't win every fight, or land every blow, or dodge every blow. You WILL be injured sometimes, and those injuries DO hurt, long-term.You may not kill another character without that players' explicit permission.No autohitting; you must give players a chance to dodge or counteract you blow.All players get a maximum of three characters.In order to create a standardized (and thus fairer) method of reward and punishment, I have developed a model based off of BZP's proto system:All players (excepting staff) star with 0 points when they join. They can recieve points for particularly good pieces of roleplaying, being particularly helpful to new players or the staff, etc. They lose points for breaking the rules.Players can get a maximum of 3 points, or go down as low as -3 points.How the point levels work:-3 points: Oh dear. One of you characters will suffer an unpleasant death (how will be decided on a case-by-case basis), and you will not get that slot back until you work your way back up to 0 points. Also, your remaining characters will suffer an in-game detriment and you will be given a 48-hour ban to think about what you've done. If you break any more rules while at this level you will be permanently banned from the game.-2 points: Naughty, naughty. One of your characters will suffer in-game (how will be decided on a case-by-case basis).-1 points: A warning not to do it again.0 points: The default. You get three slots for three normal characters.1 point: A pat on the back and encouragement to keep up the good work!2 points: One of your characters will recieve a reward, to be decided on a case-by-case basis.3 points: All of your characters will recieve an in-game reward and you will get a fourth character slot, which can be kept so long as you stay above 0 points. Also, any future staff members will be chosen from the ranks of these players.
  17. Just a quick overview of my profiles for the Halo RPG that i'm helping staff. First one's my serious Character the other is for Laughs. BZP Username – Kini Hawkeye Character Name – Kiro Uron (Sometimes referred to as “Kaidon of state Uron,” or Simply Kaidon, as he is one of the few within the Alliance to hold such a title.) Species - Elite Affiliation – Special Operations Rank – Stealth Division Ultra Faction – Human-Sangheli Alliance Specialize in – Stealth, Close Quarters Combat, Leadership Primary Weapon – Energy Stave. Weapon used traditionally by Sangheli Honour Guards, Kiro’s position as a Councilor before the Great Schism granted him access to the weapon. Since being trained in its use, He has made modifications to the weapon in an attempt to distance it from the Covenant status symbol it once was. Modifications include higher energy output for more damage, and a changing of the energy present within the stave to that used within the energy sword, causing the stave to “glow” black instead of red. The glow of the weapon is only visible in lighted environments, where it actually “sucks up” the light. Side-Arm – Plasma Repeater. A weapon used only in small quantities, it is often dropped in favour of a Plasma Rifle, as the larger and heavier weapon is often seen as useless in comparison to its faster and more damaging counterpart. However, Kiro’s weapon has been modified so that it exhibits a constant rate of fire – something only rarely seen in covenant weaponry – that is slightly faster than that of its smaller cousin. The Bolts also do slightly more damage and take on the same black “glow” as Kiro’s staff, causing them to be invisible in low to no-light environments. Grenade – Covenant Breaching Charge. Comparable in use to C4 breaching charges used during the twenty first century, the Covenant Breaching Charge is a small device that can be attached to surfaces such as doors or walls. Activated by remote, the charge releases enough energy to break door locks, sabotage vehicles, or incapacitate personnel. Kiro uses a version of this charge that is easily modifiable, and thus, depending on the situation, can swap out the core of the charge, for different effects. However, he can only do this in non-combat/rushed situations due to the fact that the charges are delicate and take a considerable time to open safely. Appearance – [Picture Coming Soon] Kiro is an average Sangheli, albeit taller than most, standing at 9’3 in comparison to his kin, who average about 8’6. He is muscled, but much leaner and more agile than most others of his race – however he’s also not as strong, losing most unarmed fights. While in combat, he wears a large, streamlined set of armor, all custom built for him. The armor is primarily a light grey with dark gray/gunmetal secondary, and features the helmet of his previous station – a counselor, though modified. When not in combat, Kiro wears a much smaller set of armor based off of the Sangheli Field Marshal’s rig – though stylistically unique. He also wears a Holographic display over his left eye, allowing him to view the same readouts that his armour would give him while out of combat. It also syncs with his Repeater, unlocking the weapon for use and allowing him to use its aim assist feature.* Biography – Kiro Uron, previously Uronai, was a Sangheli Councilor long before the Great Schism, a station which he managed to hold on to during and after the events that split the covenant apart. As he was one of the few to survive the massacre that occurred at the brutes hands against the other councilors, he’s become a guiding hand to some of the younger and less experienced Sangheli in the ways of Politics. Born to the ruling family of Uron state, Kiro had a different lifestyle than most other Sangheli children. His father was a swordsman, able to mate but not to marry, and so Kiro lived his first few years without a father. At the age of five, Kiro was found and taken to live with his father in the Uron Keep, as he was the only child of said father. Kiro’s formal training began almost immediately, and under the tutelage of his father he learned Swordplay, Marksmanship, and Stealth, along with a variety of skills vital to combat. It was through these teachings that he came to be one of the greatest swordsmen the state had ever known, and was thus awarded with the honorary suffix “ai” almost immediately upon joining the Covenant. The day he was supposed to formally join the Covenant military, Uron state’s ruling family declared that there would be a banquet in honour of the next generation of Sangheli soldiers. Present were Kiro, and his childhood friend, San. During the banquet, soldiers from another state arrived under claims of peace, joining the festivities for a time. However, just as the festivities were over, the enemy forces attacked, killing Kiro’s father and most of his forces. The Uron Keep managed to remain under the family’s control, but the state never had as much power as it once did. Because of this, Kiro works to ensure the survival of his State, even though the cries and jeers of those who call the Kaidon of the Sanghelios State that heralds the greatest assassins and spies in the planets history, a dishonourable fool. As far as his relations with subordinates go, he tries his hardest to ensure that all those below him act honourably and with respect to their foes – and despite his pleas for the contrary, many of those who’ve fought him in battle have respectfully added the old Covenant Suffix of –ai to his name, continuing to distinguish him as a Swordsman. *Note, the “Aim Assist” is merely an additional reticule that tracks nearby targets. Anything living without an IFF tag linked to the HUD, visible by Kiro, is “highlighted” by a Red Circle BZP Username – Kini Hawkeye Character Name – Daler Mehndi Species - Human Affiliation – UNSC Marine Corps Rank – Gunnery Sergeant Faction – Human-Sangheli Alliance Specialize in – Close to Mid-Range combat Primary Weapon – MA5B Assault Rifle Side-Arm – M392 Designated Marksman Rifle Grenade – Frag Grenade Appearance – Regulation length black hair, dark skin, perpetually wears a pair of Sun Glasses. Averagely built and roughly 5’6, the majority of Daler’s muscle is in his legs, making him one of the faster runners in the Marine Corps. Biography – Originally hailing from the Earth Nation of India, Daler’s family traveled to harvest and managed a peaceful living there, until the Covenant invaded. Since then, Daler’s family has been heavily involved with the military since then. While his military career has been slow in the aftermath of the Human-Covenant war, Daler’s made a reputation for himself as being both a hugely respectable soldier, and a very down to earth, “old-timey” person. Daler will lay down his own life for that of the soldiers under his command, and has been court-martialed once for ignoring orders that would’ve killed half of the men under his command. Due to his Indian descent, he speaks with a heavy and exaggerated Indian accent, often to the amusement of his troops As a joke, Daler often plays twenty first century music to his soldiers before and during combat.
  18. Hello and welcome!Mata Nui.Gifted with beauty,Ruled by fear... A menacing dictator rules the Matoran with an iron fist. How can anyone rebel when they are afraid? Areas are being abandoned. The beauty of the island is withering away. The dictator and his minions must be defeated - or else the island paradise will become a terrifying wasteland. Play as Toa Gali as she faces her fears and defeats her enemies.Genre: RPGPlatform: WindowsTopic:Download: LinkStage: FinishedWalkthrough: Link (If someone would like to finish this walkthrough, I'd greatly appreciate it!) Screenshots can be viewed here. Use this topic to give comments and CC, as well as ask questions about the story and getting through the game.
  19. The Golden Sun series is a (currently) 3-game long series set in the flat world of Weyard, which resembles the Earth several million years ago, geographically. I've beaten 1 and 3 so far. Anyone else play?
  20. Hello and welcome!Unlike its predecessor, you play as a Matoran in this game (the Chronicler to be exact!) A titan named Nui Laka used a sonic beacon to unleash fearsome monsters called Bohrok iupon Mata Nui. After Ta-Koro gets attacked by a swarm of Kohrak, Turaga Vakama calls on a Lava Farmer and Guard Soldier named Aft to go to the six Swarm Headquarters around Mata Nui and collect the Krana Xa from the six Bohrok swarms. With the six Krana Xa, the Toa Mata will be able to go into the Bohrok Nest and activate the Exo-Toa, which can be used to defeat the Bohrok Queens. Though the other Dark Toa from Episode 1 left Mata Nui, Wokapu Absolute soon returned, teaming up with Kenzor, the Toa of Nightmares, and Ronkshou, the Toa of Electricity, still a slave to the new Makuta who replaced Teridax. They now work for Nui Laka, and have called themselves the Dark Vengeance, avenging the death of the Conqueror, Teridax. Like in Episode 1, things are not what they seem, and alignments have become shadier than ever before. NOTE: You MUST have RTP for RPG Maker XP installed on your system to play this game!Genre: RPGPlatform: Windows onlyTopic:Download: Link (Click here if you have trouble accessing the website.)Stage: FinishedWalkthrough: None Screenshots can be viewed here. Use this topic to give comments and CC, as well as ask questions about the story and getting through the game.
  21. Welcome back to... Back at last! Please can any former staff see the 'News' section! This company topic is officially approved by Screenguy By: Airoski Desciption: We've got an underwater theme going here at Airoski Productions! This a game sees you controlling a Bionicle Submarine through various levels set in the 2001/2002 saga. With a great challenge presented, this is sure to keep you hooked. Special attention was paid to the graphics. Give Airoski Production's newest game a try! Status: First Release, version 1.2 Download: V1.2 ................................................................................ By: Decepticon Heatwave Desciption: An underwater platformer where you control Hydraxon to catch prison runners who are trying to escape the pit... The game also has a small shooting minigame! Status: Latest version improves graphics and physics. But a game can never be finished: 'life remains the insane pursuit of perfection'. Download: New Version ................................................................................ By: Decepticon Heatwave Desciption: A series of three fun minigames about the most action packed parts of the Battle For Power Sub-series. The different missions are: Mission one: Arival, Mission 2: Attack and Mission 3: Escape! Status: Complete Download: Here ................................................................................ By: Decepticon Heatwave Description: A fun mini game set in Karda Nui where you blast incoming enemys with your turret. Survive-as-long-as-you-can action can be assured. Status: complete Download: Here ................................................................................ By: Toa Nicami and Di Ye Stupid Matoran Description: A fun minigame where you pilot the Ignika through space. Airoski Production's first gamenot made by the topic starter. Status: Complete Download: here ................................................................................ This area is empty right now. Check back for updates! ................................................................................ Founder and topic editor: Airoski ................................................. Game makers: Decepticon Heatwave Airoski .................................................. Musical Director/composer: Nusua ................................................... Background creator: Toa Goroth .................................................... Beta Tester: crazylegoman ................................................................................ You can use any of these banners. Just make sure it links to here! URL: http://www.majhost.com/gallery/Airoski/Air...ions_banner.png By Airoski. ................................................................................ 23/1/11: We are back from the downtime! Please can old staff members, or any new guys who want to make some stuff, pm me so we can start some new projects! _____________________________________________________________
  22. Hello everyone and welcome to the page for all things related to "Bionicle: The Four Chronicles." Basically, I want to create a RPG with a turned based style combat system, but I need help with programming, designing and writing out the different portions of the game. This is NOT a text based RPG. I want to to be a free, online game you can play and save on a website, which would be funded by the community (mainly me.) If you are interested, please leave a comment below. So far, I have created MOST of the characters, their base stats and attacks, and a general outline for the combat system and storyline. I will post more when I get some more feedback and help. The basic outline of the game is that you would play as the Toa Mata/Nuva (and some of their Matoran allies) on their adventures throughout Mata Nui. As you battled the Rahi, the Bohrok swarm and Rahkshi, your skills will improve and you will "remember" more and more powerful moves. Along the way, you will collect the Great, Noble and Kanohi Nuva for your Toa, solves puzzles, fight enemies, collect items and widgets and ultimately save the population of Metru Nui and return to Mata Nui. The combat system will be in a turn based style and will feature a unique set of moves and abilities for each of the Toa and their Matoran allies, as long as each of the Rahi you will encounter. As you proceed through each Chronicle, you will unlock new challenges and missions to further improve your Toa's powers and abilities. The Four Chronicles are:-The Tale of the Masks-The Bohrok Swarm-The Coming of the Kal-The Search for the Seventh ToaThe most important part about this game will be its ACCURACY to the original story line. Our goal will be to not only create a great game, but one that follows the cannon as closely as possibly, and adds as little as possible to it, without distorting the story. Hope you are interested and want to help out! -Ignacis
  23. Join the BZPRPG for the reboot - it will make you a better writer! It's fun! It's nostalgic! And full of cool people. So get in on the new universe, y'all. -Nuju Metru
  24. I am now officially a member of the BZPRPG staff team. ...This is so cool. B) -Nuju Metru
  25. Too bad I have so much work this week. Otherwise I'd actually get a move-on again. Sorry everyone. -Nuju Metru
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