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  1. Happy 2020! This is where you can post out of character about the Six Kingdoms: Escapement (SKE) game until the end of March 2020. Please see the general rules, common sense guide, and BZPRPG rules of play for how to behave in this and all SKE topics. Lastly, the hope is to have an elevated power level in this RPG when compared to the main BZPRPG, but not to reach final season fighting anime where blocks or cities are being demolished with a single punch. Remember, your characters are part of a collectively told narrative and no one has plot armor. I look forward to playing with you all! For the first week of January here are the narrative quests per faction: Metru-Nui: seek the great discs hidden somewhere in the regional metrus for toa power. Metru-Nui: explore the recently conquered island and plan the next assault. League of Six: Recover from the recent attack on your island base. League of Six: Take the merchant vessel to recover the lost tech. Dark Hunters: Assassinate
  2. Happy 2020! I am proud to announce Six Kingdoms: Escapement is officially live. This will be where we put all of our profiles over the next three months. At the end of the game's run, this topic will be deleted so if you have a character you particularly love make sure to have a backup before the end of March 2020. Remember, for discussions out of character about the narrative please see Six Kingdoms: Escapement - OOC Discussion topic. I look forward to watching how we all tell this story in character in the Six Kingdoms: Escapement - Gameplay topic. Please see the general rules, common sense guide, and BZPRPG rules of play (links incoming). We will abide by those unless otherwise stated here. Post your character profile in the “Character Profiles” topic for the game. Please await an approval post from the GM before joining the story. If an alteration request is made by the GM, please see to it before continuing to post with the character in question. The “No” of Character Creation: Characters must be approved in the Character Profiles topic before playing. This is to provide a fair narrative storytelling environment in a game with an elevated power ceiling. At this time only Legendary kanohi are banned. If other kanohi prove they are being abused in a way that destroys the overall player enjoyment they will be added here. Play nice. The Order of Mata-Nui is a secretive society known to very few. To join the faction, find a recruiter and roleplay the rites of passage discovered in-game. You cannot start your character in the Order of Mata-Nui. Nova blasts are banned, unless you PM the GM and explain why it’s absolutely necessary for plot reasons to blow up your character and they say yes. The “Yes” of Character Creation: All canon bionicle species are playable. Custom species from the BZPRPG that were approved are also available without need for further re-approval. New custom species need approval of the GM before playing. Kanohi are not moral or immoral in this alternate universe. They are tools. Some tools are more feared than others based on famous users. All elements are available for play. Think about how your character’s element would be viewed by those around them. All beings are lightly resistant to psionic powers. Attempts to use psionic powers requires player consent in the same way as landing any elemental power. Dasaka are just matoran, toa, and turaga of psionics again. If you want to keep the powers as specified in BZPRPG, you certainly may. Metru-Nui is more technologically advanced than Mata-Nui. Player characters may have a personal vehicle, and any amount of technological items that fit the character narratively. Please make sure to address any character approval questions from the GM promptly before continuing play with the character question. There is an elevated power level in this RPG when compared to the main BZPRPG, but it is not final season fighting anime where blocks or cities are being demolished with a single punch. Remember, your characters are part of a collectively told narrative and no one has plot armor. This is an altered league of six kingdoms era in Bionicle lore. Please remember this is a team game. We are all telling a story. What do you want your characters to contribute to that story? There will be an IC forum thread, an OOC discussion thread, and a character profile thread. Please post character profiles in the character profiles thread and tag me in them for a quick approval! Three Strike System: While this is a co-operative game, I expect there to be occasions where players disagree on how the story should go. That's fine and normal. However, if the GM is called upon to help facilitate, any participating player who is unwilling to listen to the GM or alter their posts or character to reflect requested changes will receive one strike. Once three strikes are met, the player is blacklisted for uncooperative behavior. Once the game ends in March, all blacklists will be lifted. If a player is listed in this section, players do not have to interact with their characters. TheLegoRoleplayer Character Profile template: Name: if a matoran, have they passed the rite of naming day Species: canon or approved custom Faction: Metru-Nui, League of Six, Dark Hunter, Untethered, etc. Brief Description: what’s their everyday or current appearance Background/Occupation: what do they do, where did they come from Flaws: character traits that hold them back, or where they break Powers: stick to canon for what your character’s species can and cannot do Approved Player Characters: Tarn: Jutori, Nale, Rose, The Obsidian Swordsman, Idlyx Haeve, Jutori (as toa) Xemnas: Atamai, Kohara Keeper of Kraata: Skorm Snelly: Vashni Nato The Traveler: Vyarik, Zaliyah, Sidra, Vyarik (Untethered) Darth Jaller: Varxii, Zecrillia, Jabali Dane: Thom, Kovac Krosfari, Leonn, Oryn Silvan Haven: Tallea Sunflower: Iona Conway: Irna Bulik: Knichou Click: Karista, Morah PokemonLover360: Kilo-M9 Emperor Whenua: Stannis, The Alpinist, Ambajes, Leklo (Alpinist as toa) XCCJ: Triki Smudge8: Mazor, Jephro, Informant, Paju and Ellie Baltarc: Aksa Eyru: Orieus, Taja, Taja (as toa) Toru Nui: Tekmo, Waveahk, Ostrox Crimson Jester: Cartographer, Fa'Atamai (Deceased), Fa'Amatai (Untethered), Korruhn (Carto as toa) Onaku: Arkius, Okuo, The Waif, Ardoku, Raz, Kal, Matrak, Aradra (Waif as Toa) Snelly, Skyra Azibo: Othorak, Sans, Mata-Nui Avatar (Untethered) Harvali: Kanohi, Ka Palm: Calia Biological Chronicler: Pardehi, Barak, Kareh, Tugarak, Amartakonen, Fenruki, Tinkerer, Vezok's Friend: Zataka Mr. House: Mons Shajs and Vestrixx For those interested in the player character demographics, I actively maintain a spreadsheet on Google Sheets.
  3. What goes up must eventually come down. But like a phoenix from the ashes, that which falls can sometimes rise again. Gameplay Topic Discord Server Welcome to the discussion topic for Skyrise: Ascent. All OOC-only conversations, as well as profiles, are to be posted here. If you've got any questions, this is the place for them, too. The first post of this topic includes links to a list of character and NPC profiles, as well as a noticeboard linking to plot-relevant GM posts. Returning characters and new players alike are all welcome. The gameplay and discussion topics for the original version of this game can be found near the bottom of this page, should anyone be interested in finding old profiles or reading up on past events (though this knowledge is by no means necessary to understand or enjoy this game). However, please don’t make the mistake of posting in the old topics. Please use the following templates for profiles: GM NPC Profiles Tesara - Jira & The Tesaran Breeze, Those Two Guards. Cliffside - Blackbristle & the King Irnakk's Revenge, Silvana & The Whisper. New Atero - Doctor K, Hakkzan, Coyle & the Mace of Roxtus. Other/Unaffiliated - The Overseer & the Faithless Wraith. Approved Characters Click - Mirror & the Ricochet, Garuda & the Sand Bat. Eoron & The Gavel. Kaenis & the Benevolence. Arkis. Laval - Akkitu & The Sight. Smudge8 - Paju & The Element. Rakin. Kane-Oma & The Mukau. Dane - Viann & the Helix. Taurek & the Deliverance. Voyin & the Flight. Juno & the Intrepid. Calidus Serpico. Ultimoscorp - Toruhn & the Indomitable, Temujin & The Orange Bandit. Tirkah & the Silver Star. Keeper. Onaku - Tacitus & the Blind Abaddon, Drukann & Irnakk's Inferno, Porangi & the Clunka-Clunk. Hadraeka & the Black Rose. Oko & the Virtuous Veil Ironfist - Hestala & the Vista Baby. Bacchus & the Horse With No Name. Catina. Grank & the First Collier. EmperorWhenua - Laryna & The Prodigal Goat. Darth Jaller - Tarutu & the Lucky Find. Kastir & the Huntress' Pride, Littiuu Alarei Toru Nui - Tekmo & Wings of Fire, Waveahk & The Aquarium Lipuret McKauKau - Vrokdann & the Stolara. Lontra Canadensis - Ikilwa & The Baterra. Bionic_ - Zeiral & The Scarab. Zippywharrgarbl - Armani & THESE Guns, and Matilda & the Trash of the Desert /Daddy Issues. Silo: Kathok Hann & Redshift. Azibo: Tyren & Sull. Toa Niretta: Tamaya CobaltGale: Kodran & the Daedelus TheLegoRoleplayer: Rakpazis & the Dweller in the Deep Community Noticeboard Welcome Back to the Great Barren The Word of the Wasteland _____________________________________________________________________________________ Note: This is not an April Fool’s joke, and permission has been gained from site staff to restart this game:
  4. What goes up must eventually come down. But like a phoenix from the ashes, that which falls can sometimes rise again. Discussion Topic Discord Server The Story: Welcome to Skyrise: Ascent. In this world, after defeating Makuta, Mata Nui was unable to restore Spherus Magna to its former glory, and the Mask of Life was lost in the chaos that followed. Without the mask’s energies to properly repair it, the newly-reformed planet became unstable, prone to earthquakes and floods, the decades of natural disasters drastically reshaping the landscape and decimating many of the existing population centres. Over a period of several hundred years, Bara Magna was transformed into a maze of plateaus and canyons, with the seas of sand at the bottom being ruled by rabid bands of Zesk, Vorox, and vicious Rahi. In the process, Marendar was unleashed, wiping out the few Toa who remained before presumably being destroyed. The sentient races that were left made their homes atop the sturdiest of the rock formations, further reinforced by the efforts of friendly Skakdi and other powered beings. On the less secure plateaus, criminals and other outcasts still cling to life in settlements of their own, living in constant fear of the next tremor being the one to spell their doom. Two years ago, a war broke out between the settlements of New Atero and Fe, with New Atero constructing terrain crawlers and striders to covertly assault the aeronautically-superior Fe from below. While this attack seemed, at first, to be unprovoked, it was eventually revealed that the government of New Atero was being manipulated by Tuma, whose sole intent was to emancipate the hundreds of Skrall being worked to death as slave labour in the mines of Fe. With all of their defences pointed skywards, Fe was taken by surprise, and though they were they had the technological advantage, their people weren’t as battle-hardened as those of New Atero, and were gradually overwhelmed. In the face of imminent defeat, Fe’s ruling council threatened to unleash a horde of trapped Baterra upon the wasteland. The attackers were left with no choice but to destroy Fe, detonating the settlement’s stockpiles of ammunition, weapons, and machinery. The surviving citizens either took to piracy, or assimilated into the other settlements. In the years since, an unsteady peace has settled over the Wasteland. While most of those within the remaining settlements are content in their uneventful lives, toiling each day to ensure there’s enough food and resources to go around, there are those tasked with travelling between settlements to bear news, ferry resources, and most importantly, keep the peace. It is into these roles that players will be stepping, captaining airships or piloting scout craft across the hostile surface of the new Great Barren. Locations: The new Bara Magna is a dangerous, desolate place, with the various permanent settlements serving as the only real safe havens. (Map) Note that there are certain marks and notes on the map that do not appear in the list below. These have been included for player reference, but are currently not common knowledge to characters in-game. Tesara – Sitting astride a singular pillar of earth and stone in the centre of an immense crater, the roots of this jungle village’s immense trees have withstood the test of time, and have held it together for untold decades. The Tesara plateau is overgrown with vegetation, and is even home to a small population of various rahi species, suitable for use as livestock or even pets. Tesara supplies most of the Great Barren’s food, and maintains long-standing trade deals with the other settlements. Tesara is undoubtedly the most open and accepting of all the settlements, although there are some who would argue that they’re too trusting, a trait that was used against them to some extent during the war, which has led to lasting tensions. Tesara is ruled by a triumvirate of elected officials. New Atero – Originally little more than a shanty town built up at the foot of the remains of the fallen Great Spirit Robot, New Atero has endured the disasters that have lashed the planet, and coalesced into a singular, colossal fortress. Being in fairly close proximity to a freshwater lake and the open ocean, they’re becoming increasingly self-reliant, their more militant nature leading many to distrust and fear them. New Atero’s surrounding are strewn with shattered metal and rocky outcroppings, dotted with watchtowers and turrets. New Atero is currently suffering civil strife, with a newly-formed parliament struggling to soothe tensions within the different factions among the populace. Fe – Once the technological powerhouse of the Great Barren, this settlement was reduced to rubble in the war. While many of the survivors were able to assimilate into other settlements, the actions of Fe’s leadership before and during the war have led to many of these survivors being treated with suspicion and disdain. Cliffside – A precarious shamble of random structures with no coherent order or organisation, this is where the outcasts and rogues flock together for survival. Scattered across a number of small plateaus spanned by constantly-collapsing bridges, this village has no government or law enforcement, and is dominated instead by mob rule. Its populace is too small in number to pose a true threat to any of the major settlements, while simultaneously being too big to be easily destroyed, and as such this pirate port continues its uncertain existence, its citizens stealing or bartering for what they need. Aqua Magna – Volcanic eruptions and earthquakes have turned the oceans foul and polluted, with only the strongest, most vicious of creatures still able to thrive there. Despite this, the beasts that dwell there make for good eating, for those who have the means and the skill to hunt them. Rumours abound of ancient treasures and old-world artefacts being located somewhere in the depths, although the equipment to pursue such rumours is costly, and difficult to come by. Expeditions have attempted to search for lands beyond the shores, but none have ever returned. The Arena – No one is entirely sure who built this place, or when, or why, only that it is hewn from some seemingly indestructible stone, the strongest of earthquakes and most powerful of Kanoka alike having no effect on this mysterious structure. Given its proximity to The Chasm, most beings chose to avoid it entirely, but it is still occasionally used for trade meetings or impromptu tournaments. On some nights, a beacon issues skywards from a dais in the arena’s centre, though none have yet figured out to enable whatever mechanism the dais is intended to activate. The Chasm – While the planet slowly shook itself apart, the colossal corpse of the Matoran Universe remained where it lay, sprawled across the fragmented canyons. That was, until Marendar did battle with the last remaining Toa atop the long dead machine, and the ground gaped open like a hungry maw, swallowing the entirety of the Great Spirit Robot into the darkened depths. The resulting chasm’s edges still glow with unseen heat, frequently belching fetid smog into the air, and every now and again some kind of horrendously mutated rahi crawls up from below. Those who’ve attempted to explore what lies below have never returned. At least, not with their sanity intact. Aircraft: Travel between settlements, aerial combat, and scouting is accomplished using various vehicles, reverse-engineered from technology that was salvaged from Karda Nui before the evacuation of the Matoran Universe. In addition to these uses, it is strongly encouraged by the rulers of the settlements that those who feel the need for violence to take their altercations away from where innocent people can be caught in the crossfire, and fight their battles in the skies instead. Please note, each character is only allowed to have a single vessel/vehicle. Airships - Utilising a complicated system of levitation and weight increase Kanoka, each of the airships is controlled by pulleys that cause either the levitation or the weight increase Kanoka Disks to strike the Airship's framework, forcing the Airship to rise or fall. A modified version of a transport Chute, capped at both ends, is built into the back of the Airship, providing forward thrust by letting a small portion of pressurised air jet out from the back. These vessels are usually slow and unarmed, but often come equipped with a small number of Cargo Haulers to make the task of transferring goods easier. There are no set limits for what players can and can’t include in an airship, but please exercise common sense. Airships are already slow and heavy, so tacking on a whole heap of armour or weapons, for example, is going to weigh you down even more. Likewise, if you wanted to use your airship to carry a crew of other players and serve as a hangar for their aircraft, there won’t be much room left for any other special additions. Jetpacks - utilised solely by smaller races, these are simple, sturdy devices. With in-built parachutes and enough energy to stay airborne for several days, they can get up a decent amount of speed, and depending on the skill of the user, can be highly manoeuvrable. These are equipped with a built-in parachute, and have no proper weapon or customisation slots. However, they do double as backpacks, being able to store extra fuel, equipment, weapons, etc., so that the wearer is able to keep their hands free. Skyfighters - again only able to be used by the smaller species, these speedy, agile fighters are equipped with a single weapon. It is worth noting, however, that while these glorified gliders are able to stay airborne for much longer than most other craft, they’re far from the most versatile of aircraft, and a few well-placed shots in the right place could easily knock them out of the sky. (Pilot teleportation, 1 weapon slots, 1 customisation slot). Rockoh - used primarily by many of the larger races, these stocky, heavily armoured craft are equipped with enhanced engines, capable of putting on incredible, albeit brief, bursts of speed in order to ram targets. As well as their characteristic rams, these craft are usually equipped with two weapons. (Pilot teleportation, 2 weapon slots, 2 customisation slots). Jetrax - the perfect midpoint between speed, agility and firepower, these craft are also used by most of the larger races. Capable of carrying three weapons, the Jetrax model’s most noteworthy vulnerabilities are its two bulky wing-mounted engines. In addition, although most of the vehicle is armoured, the cockpit is not, leaving the pilot somewhat exposed. (Pilot teleportation, 3 weapon slots, 2 customisation slots). Axalara - the biggest and heaviest of the vehicles in the fleet, it’s not as fast or agile as the Jetrax, but is much more heavily armoured. It can carry only two weapons, as its primary purpose is to serve as a bomber, deploying explosives from a hatch underneath to drop onto targets. This aircraft’s main drawback is that its pilot is left even more exposed than that of a Jetrax. (Pilot teleportation, 2 weapon slots, 2 customisation slots, 1 bomb bay). With the exception of jetpacks and airships, which carry parachutes, all vehicles are equipped with teleportation devices that will automatically transport their pilots safely to the nearest stable surface if their aircraft is destroyed, or they’re severely injured. This system is in place to prevent the rampant murdering of PCs, and hopefully stop people from godmodding in order to save their characters from what would otherwise be inescapable deaths. All aircraft share a default cruising speed, which allows them to travel between any of the main settlements within 3-4 hours. While airships and jetpacks cannot accelerate much beyond this cruising speed, most other aircraft can make this trip in roughly half the time, making them ideal for use as messengers or scouts. The crew and pilots of airships, jetpacks, and skyfighters are still able to access their powers and use powered weapons. However, the unique energies that power larger aircraft (Axalara, Rockoh, Jetrax) also render the pilots unable to use any powers or powered weapons they might have, forcing them to rely solely on their vehicle’s capabilities. After the fall of Fe, the means to create new aircraft was shared with all three of the remaining settlements, with advances in development allowing for new innovations in regards to customisation and capabilities. New or replacement aircraft, as well as upgrades to existing ones, can be obtained from staff NPCs such as settlement leaders, usually in exchange for favours or as a reward for some kind of special quest or mission. Rules: Please use IC (in character) and OOC (out of character) tags in your posts. OOC-only posts should be limited solely to the discussion topic. This is a pet peeve of mine, but please put both your character’s name and their location in your posts. It’s confusing for other players seeking interaction, otherwise, especially in an open-world game such as this one. No god-modding, metagaming, fightbotting, autohitting, etc. In general, play fair. Please be considerate of other players, and recognise the distinction between OOC and IC. If someone’s character kills/injures/dislikes one of your characters, it doesn’t mean that their player has a personal problem with you. Most importantly, have fun. _____________________________________________________________________________________ Note: This is not an April Fool’s joke, and permission has been gained from site staff to restart this game:
  5. Disclaimer; I don't know where exactly I should place this thread, so if it gets moved/banned/whatever I understand. Anyway, so I found out about the Doronai Nui RPG by Red Star Games (Check out the idea here, and download the current version from here) from the Chronicles of one Asherano Nuva, about a Bionicle RPG campaign he is running (see here). Currently Doronai Nui is in a draft version with only the six main elements, so I thought I would make one of the less common elements as a personal expert in Bionicle RPG design. I did in all one evening and am looking for honest criticism of it. So without further ado, the element of Plasma: Plasma: Toa of Plasma are odd bunch, arising from waste lands, poisoned swamps and hyper-arid deserts far beyond the reach of safety and sanctuary. Ancient legends say that when the world was being made, Ta-Matoran were incapable of working in the hottest furnaces and caverns of that primordial age; so the Su-Matoran were forged in the most dangerous of conditions. Su-Matoran work as scavengers in their wastes, or as repairmen and emergency workers in the urban settings. In more modern times, Su-Matoran are survivors and extremophiles, although they sacrifice some of Matoran’s signature crafting ability in exchange for scavenging and survival skills. When they do live amongst other Matoran, the Su-Matoran pride themselves on their endurance and toughness. They are general friendly, although lack the social grace of Le and Po-Matoran, but they often see Ta-Matoran as over glorified ‘frenemies’. Ability Score Increase: +2 to Str and Wis. Craft Proficiency: You gain a proficiency in Mending Skill Proficiency: You gain proficiency in Perception and Investigation. Plasma (Su-) Tribe Rider: Target must make a DC7 + EP Spent Fortitude saving roll or else double all damage they receive in the attack; Inanimate objects automatically fail this roll. AoE Table: AOE1: 1d4 heat damage, Fortitude save or be blind for a turn. AOE2: 1d6 heat damage, Fortitude save or be blind for a turn. AOE3: 2d4 heat damage, Fortitude save or be blind for a turn. In addition, all affect must make a Reflex save or have their armour burnt – increase damage received by 2 for a turn. AOE4: 2d6 heat damage, Fortitude save or be blind for a turn. In addition, all affect must make a Reflex save or have their armour burnt – increase damage received by 4 for a turn. AOE5: 2d8 heat damage, Fortitude save or be blind for a turn. In addition, all affect must make a Reflex save or have their armour burnt – increase damage received by 6 for a turn. Elemental Armour: A swirling mass of tansparent mass of plasma wreaths the Toa, blazing into light and heat when struck. Armour1: Any attacker must pass a Fortitude test (DC of 14); on a failure the attacker suffers one of the following conditions for a turn: blinded, increase all damage by 2 or burned. Armour2: Any attacker must pass a Fortitude test (DC of 14); on a failure the attacker suffers two of the following conditions for a turn: blinded, increase all damage by 3 or burned. Armour3: Any attacker must pass a Fortitude test (DC of 14); on a failure the attacker suffers all three of the following conditions for a turn: blinded, increase all damage by 4 and burned. Armour4: Any attacker takes 1d6 heat damage and must pass a Fortitude test (DC of 14); on a failure the attacker suffers all three of the following conditions for a turn: blinded, increase all damage by 4 and burned. Armour5: Any attacker takes 2d6 heat damage and must pass a Fortitude test (DC of 14); on a failure the attacker suffers all three of the following conditions for a turn: blinded, increase all damage by 4 and burned.
  6. Far far away, in a quiet Matoran village, Nomar and Cives were sleeping soundly in their beds. Well, Nomar was, Cives was wide awake. It was Christmas eve! Cives couldn’t wait for Santa to come and deliver presents. He rolled over and whispered, “Are you awake?” “Yes,” Nomar grumbled, amazed at his friend's stupidity. “I am now.” “I haven’t been able to fall asleep, do you think Santa has come yet?” “No” Nomar said flatly. “Why not? It’s past midnight!” “He won’t come until you fall asleep.” “But I can’t!” There was a hint of desperation in Cives’ voice. “I’m too excited” Nomar rolled over again, “Just relax and be patient.” “Ok,” Cives said sheepishly. He remained quiet and after what felt like hours of tossing and turning sleep finally crept into his eyes. He never expected what came next. --- THUMP! Both matoran quickly sat up in bed. “What was that?” Whispered Nomar. “Maybe it is Santa!” Cives said quite loudly. “Shhh!” Hissed Nomar. “Be quiet.” Bump, bump, bump. Something was walking across the roof, headed for the chimney. It descended into the house with a thump! “Let’s go check it out!” said Cives. “Ok,” Whispered Nomar, “But be quiet and stay behind me.” He pulled out a lightstone and they crept to the door. Both matoran peered out into the hall. Seein it was empty and completely silent, they tip-toed to the living room. In the dim light they saw a huge shape lying on the floor. Cives gasped, and the shape began to stir. It stood up slowly, it had large spines running down it’s back, a small snake like head, and a huge, muscular, hunchbacked body. Although they had never seen anything like it they knew exactly what it was. “Rahkshi!” They screamed as they bolted for the door, but their path was blocked by another, smaller Rahkshi. Before they could react it knocked them both out with it’s staff. “You need to be more careful Xara,” Hoto, the smaller Rahkshi said in a strange, hissing, language. “You must have woken these two up.” “It’s not my fault that they are light sleepers!” Xara snapped back. Hoto eyed a plate of cookies. “Do you think he has been here?” “Let’s find out.” Xara picked up a gift from under the christmas tree, shook it, then tore it open with one swift motion. Out fell a Kanohi Hau, it was a sickly green color with patches of orange rust, not the most impressive gift. “What a cunning plan,” Xara mused. “Place these infected masks under the tree. Then when the Matoran wake up they will rush out, tear open their presents, then you have your own personal army. “That’s why our friends are combing the village,” Hoto said. “”We will catch him.” “I know,” sighed Xara, “But do we really have to climb down every single chimney?” --- Meanwhile, down the street two more Rahkshi, with markings showing their powers of poison and teleportation respectively, were also going house to house, but they were having considerably less trouble. The teleportation Rahkshi was staring at a window. He screwed up his face, then suddenly vanished and reappeared inside the house. He then Reached into his bag and pulled out a package, placing it carefully under the tree before teleporting out of the house. “How much longer must we do this, Master Poly?” The teleportation Rahkshi said to his companion. “I am getting tired...” Poly gave him a cold stare. “I want an infected mask on every matoran in this village, so don’t stop until you have visited every house!” He slapped the other Rahkshi in the face. “Unless you want to be Floor in more than name.” “S-sorry, master,” Floor stammered as he knelt on the ground. “Good, now get back to work!” Floor turned and prepared to teleport into the next house. Poly’s face twisted into a cruel smirk. He scanned the sky. An ice bat flew past, but otherwise the night was silent. Little did Poly know that ice bat had a mission, and a name. Ivan fluttered across the rooftops away from the villains towards his master Vlad, who was struggling to pull himself out of a chimney. Vlad was a Rahkshi of hunger, although he didn’t look like it, since he had painted himself bright gold. He flopped out of the chimney and Ivan landed on his shoulder. “Vat is it Ivan? Have you found zem?” The bat made a chirping noise, shaking it’s head up and down. “Ok, lead the vay, just one zecond…” He turned to the chimney and helped pull out another Rahkshi who was armed only with a large shield. “Ivan has found the villains!” The other Rahkshi smiled, “Let's go get them!” They took off, soaring over the rooftop until… --- Poly heard the sound of something flying through the air. “Hide,” he hissed at Floor. Floor teleported into an alleyway and Poly hid himself in the shadows of a porch. Vlad and Shield came in for a smooth landing, “You said zey vere here?” Vlad asked his pet, “I don’t see anybody.” “Thy might still be nearby,” Shield replied. “I’ll go this way, you go that way.” The two Rahkshi spit up. Poly smiled and began to follow Vlad. Floor got the message and stepped out of his alleyway once Shield passed him. Floor smiled and shifted the weight of his bag, letting it slide off his back. The presents inside shuffled. Vlad’s ears picked up the sound and he spun shouting “Look out Shield!” Poly leaped at Vlad, not bothering to draw a weapon. Shield spun, and Floor smacked him in the face with the bag of presents. The fight was on. --- Up on the housetop Hoto paused, She heard banging and shouting. Looking around, she caught sight of the fight going down the street. “Xara, I’m going to check that out.” Xara was trying to haul herself out of the chimney. “Hoto wait!” It was too late, Hoto had already taken off. “Oh, well,” Xara mumbled, “I guess I may as well send the signal.” She pointed her hand into the sky and launched off a bolt of chain lightning. Meanwhile, the fight wasn’t going too well. Vlad and Poly were pretty evenly matched, considering both of their powers required physical contact, but Floor had already knocked Shield out with his bag of gifts. Vlad was outnumbered. The two other Rahkshi circled him, looking for an opening. Poly lunged, and Hoto dived, striking Poly in the head with her staff. Poly fell on the ground, and Hoto lunged to pin him. “Don’t” Vlad shouted, tackling Hoto to protect her from Poly’s poisonous touch. Floor decided it was time to make his exit, he turned and sprinted down the street only to find his path blocked by two more Rahkshi. Screwing up his face again he concentrated, and instantly teleported past them. Suddenly he felt a strange pain in his ankle. He stopped and looked down. A small Ussal crab had grabbed him with it’s pincher. “Get off you stupid animal!” He shook his leg, trying to dislodge the critter. “Hey!” Someone said, “Claws is not stupid!” Floor looked up just in time to get punched in the face by one of the Rahkshi. --- Poly and Hoto were engaged in an intense battle, Vlad was laying on the ground. When he had protected Hoto Poly had lunged and poisoned him instead, taking him out of the fight. The two Rahkshi were a blur of movement. Poly attacking viciously with his rapier, Hoto defending with her staff. Poly swung and Hoto blocked, but Poly followed up with a kick that sent Hoto sprawling. Before she could get back up she was already pinned, a poisons rapier pointed at her throat. “Give up,” Poly said, “these Motoran are mine.” “I wouldn’t be so sure about that,” Hoto said. Poly frowned, ready to make the killing blow. “I won’t waste words with you, AAAARRRG!” there was a bright flash and Poly crumpled to the ground. Xara descended, electricity still crackling from her hands. “It looks like I am just in time,” she said. Drawing her swords. “I recommend you don’t get up Poly.” Poly didn’t, the shock had knocked him out. Two more Rahkshi descended from the sky, one turned to help Vlad while the other walked over to revive shield. “Well,” Said Hoto, “What now?” Two more Rahkshi approached, dragging Floor and his bag of gifts, their Ussal crab chittering happily. “How about we throw these two in their own bag and haul them off.” One of them suggested. “I’m not sure if we could carry them that far.” Xara replied. Hoto stood up, “If we all work together it shouldn’t be that bad. I saw some rope over there. Tomorrow is Christmas, I am sure the Matoran won’t mind if we ‘borrow’ it.” The eight Rahkshi got busy and within minutes they were ready for take off. They had shoved Poly and Floor into the bag and tied the bag shut with the rope. Each Rakshi held a rope going back to the bag. “Ok,” Said Xara, “Three, two, one, GO!” The Rakshi shifted into flight mode and, in unison soared off into the night, laughing with joy at their accomplishment. Down in the village Cives began to stir. He stood up, looked outside, and thought he saw eight flying beasts pulling a sleigh full of goodies in the sky. “Nomar,” he shouted, “Santa was here!” --- Just a short story I wrote biased on my favorite RPG. Merry Christmas, I hope you enjoyed it! Constructive criticism is appreciated.
  7. Hello! I'm looking to form a group of Bionicle fans who know two things: Bionicle Lore and D&D Campaign building. Why? Because I'm looking to create and publish a Comprehensive BIONICLE D&D Setting Guide. And I don't mean a Google Doc that that we throw on a wiki, I mean a real guide. A guide with in depth explanations of Lore, a bestiary of Rahi with stats and abilities for each, custom Classes and Races, Feats, items, "Magic" items, expansive list of Kanohi, organizations and factions(Order of Mata Nui, Dark Hunters), deities and mythos, plants and diseases, and the geography of the universe. A COMPLETE conversion of the BIONICLE universe into the DND 5e ruleset. Complete with artwork. Here is what I need: Writers/Homebrewers Editors Proofreaders Artists(Interior art, cartography, cover art) Graphic Designers Bestarians(Sole purpose of converting Rahi to DnD 5e beasts) Please fill out this form if you are interested! I will email you if you got the position.
  8. RPGgame project I went away an worked t make this RPG game based of BIONICLE (furry version) to be a kingdom hearts COM and megaman battle network all together in 3D instead. thinking of making a bionicle game (BIO.net) who am I thinking! I'm a comic maker! but I just need help from anyone you know. anyway this game is one of my hobbies to make this. this time it will be a PHINTO GAME! phinto just got stuck in another universe I'm afraid. so he will be one of a main canon characters for this RPG game. in this one alpha demo... one of the main characters POKI (furry toa) of life or something. when on to the adventures deep in a woods of kurobosch to find the cure of the poisoning of many food, sooner to find out the entire beehive palace was overruled by corruption ruled by a wasp queen dark hunter. http://gamejolt.com/games/RPG3D/258177
  9. Hi BZP folks, I normally spend my time loitering around the TTV boards, but I've been working on a Bionicle G2 RPG system for a while and figured that I could share it here just in case you guys are interested. First off, a video trailer that I made for this project: The system is heavily based on 5th edition Dungeons & Dragons, but with a lot of tweaks and mechanics specific to Bionicle G2. The files for the Core Rulebook and Okoto Travelers' Guide: Core Rulebook: https://drive.google.com/file/d/0B7w4fdP3meUDYWhjc3BRWkg1NUU/view?usp=sharing Okoto Travelers' Guide: https://drive.google.com/file/d/0B7w4fdP3meUDUFlPZWQyNXM2Ykk/view?usp=sharing There's a lot to unpack in those two documents, since they contain all the rules for the entirety of the Legends of Okoto RPG system as it stands right now and most of the world lore. I haven't finished the creature list in the Travelers' Guide yet, though. The updated Travelers' Guide will be made available as soon as I've added everything that needs to be added into it, definitely sometime within the next two weeks. Also, even though I haven't added most of his stuff to the Travelers' Guide yet, special thanks to Nescent for letting us use his combiner MOCs to make up the creature list of Legends of Okoto. Nescent's MOCs: http://www.bzpower.com/board/topic/17041-wildlife-of-okoto/ http://www.bzpower.com/board/topic/19866-wildlife-of-the-ancient-city/?do=findComment&comment=1013742https://www.flickr.com/photos/129809225@N03/sets/72157663871936066
  10. I was once known as the greatest mask maker in Ta-Metru. Things changed when I got that stone... Oh yeah. For context, I play in an online Bionicle RPG titled "The Powers of Old," wherein I portray Kuan, the powerful toa of fire and leader of the heroes. I decided to build a MOC of my character in the RPG. This is the result. Album on imgur Kuan is very loyal, and will fiercely protect his friends. He is also a fearless tactician, and a skilled mathematician. He wears a customized mask of speed he made as a matoran, with a high-tech scope that enables him to see things at a great distance, through smoke and flame, and in the dark. In addition to this, he possesses a great mask of enlightenment. As for armaments, Kuan wields the fearsome blade, Tyrant's Familiar, A flaming white greatsword, which he can use to channel his powers of fire. I used a modified maxilos torso, because it renders itself fantastically to two handed weapons, and because it fit the armor scheme very well.
  11. When the universe fell, we rose… [Discussion Topic] The Story: Welcome to Skyrise. In this world, after defeating Makuta, Mata Nui was unable to restore Spherus Magna to its former glory, and the Mask of Life was lost in the chaos that followed. Without the mask’s energies to stabilise it, the newly-reformed planet became prone to earthquakes and floods, the decades of natural disasters drastically reshaping the landscape and decimating many of the existing population centres. Over a period of several hundred years, Bara Magna was transformed into a maze of plateaus and canyons, with the seas of sand at the bottom being ruled by rabid bands of Zesk, Vorox, and vicious Rahi. In the process, Marendar was unleashed, wiping out the few Toa who remained before presumably being destroyed. The sentient races that were left made their homes atop the sturdiest of the rock formations, further reinforced by the efforts of friendly Skakdi and other powered beings. On the less secure plateaus, criminals and other outcasts still cling to life in settlements of their own, living in constant fear of the next tremor being the one to spell their doom. While most of those within the settlements remain content in their uneventful lives, toiling each day to ensure there’s enough food and resources to go around, there are those tasked with travelling between settlements to bear news, ferry resources, and most importantly, keep the peace. It is into these roles that players will be stepping, captaining airships or piloting scout craft across the hostile surface of the new Great Barren. Locations: The new Bara Magna is a dangerous, desolate place, with the various permanent settlements serving as the only real safe havens. (Map) Tesara – Sitting astride a singular pillar of earth and stone in the centre of an immense crater, the roots of this jungle village’s immense trees have withstood the test of time, and have held it together for untold decades. The Tesara plateau is overgrown with vegetation, and is even home to a small population of various rahi species, suitable for use as livestock or even pets. Tesara supplies most of the Great Barren’s food, and maintains long-standing trade deals with most of the other settlements (with the exception of Cliffside). Tesara is undoubtedly the most open and accepting of all the settlements, although there are some who would argue that they’re too trusting… New Atero – Originally little more than a shanty town built up at the foot of the remains of the fallen Great Spirit Robot, New Atero has endured the disasters that have lashed the planet, and coalesced into a singular, colossal fortress. Being in fairly close proximity to a freshwater lake and the open ocean, they’re becoming increasingly self-reliant, having abruptly severed many of their trade deals in recent months, and their militant approach to negotiations lead many to distrust and fear them. New Atero’s surrounding are strewn with shattered metal and rocky outcroppings, serving as a barrier against rahi and other dangers, while a number of watchtowers and turret fortifications have recently begun to appear in recent weeks. All signs point to New Atero preparing for war, but a war against who?Fe – An underground village nestled somewhere in among what remains of the Black Spike Mountains, this mining settlement supplies most of the Barren’s raw materials, weaponry, and aircraft. Its people are extremely reclusive by nature, and as such no outsider knows the exact location of the village itself. Those who attempt to find it are intercepted by Fe aircraft and turned around, or escorted to the village blindfolded. They send trade convoys to the other settlements every fortnight or so, bringing new vehicles, weapons, and equipment which they exchange for food, water, and other necessities. Cliffside – A precarious shamble of random structures with no coherent order or organisation, this is where the outcasts and rogues flock together for survival. Scattered across a number of small plateaus spanned by constantly-collapsing bridges, this village has no government or law enforcement, and is dominated instead by mob rule. Its populace is too small in number to pose a true threat to any of the major settlements, while simultaneously being too big to be easily destroyed, and as such this pirate port continues its uncertain existence, its citizens stealing or bartering for what they need. Aqua Magna – Volcanic eruptions and earthquakes have turned the oceans foul and polluted, with only the strongest, most vicious of creatures still able to thrive there. Despite this, the beasts that dwell there make for good eating, for those who have the means and the skill to hunt them. Rumours abound of ancient treasures and old-world artefacts being located somewhere in the depths, although the equipment to pursue such rumours is costly, and difficult to come by. The Arena – No one is entirely sure who built this place, or when, or why, only that it is hewn from some seemingly indestructible stone, the strongest of earthquakes and most powerful of Kanoka alike having no effect on this mysterious structure. Given its proximity to The Chasm, most beings chose to avoid it entirely, but it is still occasionally used for trade meetings or impromptu tournaments. The Chasm – While the planet slowly shook itself apart, the colossal corpse of the Matoran Universe remained where it lay, sprawled across the fragmented canyons. That was, until Marendar did battle with the last remaining Toa atop the long dead machine, and the ground gaped open like a hungry maw, swallowing the entirety of the Great Spirit Robot into the darkened depths. The resulting chasm’s edges still glow with unseen heat, frequently belching fetid smog into the air, and every now and again some kind of horrendously mutated rahi crawls up from below. Those who’ve attempted to explore what lies below have never returned. At least, not with their sanity intact. Aircraft: Travel between settlements, aerial combat, and scouting is accomplished using various vehicles, reverse-engineered from technology that was salvaged from Karda Nui before the evacuation of the Matoran Universe. In addition to these uses, it is strongly encouraged by the rulers of the settlements that those who feel the need for violence to take their altercations away from where innocent people can be caught in the crossfire, and fight their battles in the skies instead. Please note, each character is only allowed to have a single vessel/vehicle. Airships - Utilising a complicated system of levitation and weight increase Kanoka, each of the airships is controlled by pulleys that cause either the levitation or the weight increase Kanoka Disks to strike the Airship's framework, forcing the Airship to rise or fall. A modified version of a transport Chute, capped at both ends, is built into the back of the Airship, providing forward thrust by letting a small portion of pressurised air jet out from the back. These vessels are usually slow and unarmed, but often come equipped with a small number of Cargo Haulers to make the task of transferring goods easier. There are no set limits for what players can and can’t include in an airship, but please exercise common sense. Airships are already slow and heavy, so tacking on a whole heap of armour or weapons, for example, is going to weigh you down even more. Likewise, if you wanted to use your airship to carry a crew of other players and serve as a hangar for their aircraft, there won’t be much room left for any other special additions. Jetpacks - utilised solely by smaller races, these are simple, sturdy devices. With in-built parachutes and enough energy to stay airborne for several days, they can get up a decent amount of speed, and depending on the skill of the user, can be highly manoeuvrable. These are equipped with a built-in parachute, and have no proper weapon or customisation slots. However, they do double as backpacks, being able to store extra fuel, equipment, weapons, etc., so that the wearer is able to keep their hands free.Skyfighters - again only able to be used by the smaller species, these speedy, agile fighters are equipped with a single weapon. It is worth noting, however, that while these glorified gliders are able to stay airborne for much longer than most other craft, they’re far from the most versatile of aircraft, and a few well-placed shots in the right place could easily knock them out of the sky. (Pilot teleportation, 1 weapon slots, no customisation slots).Rockoh - used primarily by many of the larger races, these stocky, heavily armoured craft are equipped with enhanced engines, capable of putting on incredible, albeit brief, bursts of speed in order to ram targets. As well as their characteristic rams, these craft are usually equipped with a single weapon. (Pilot teleportation, 1 weapon slots, 2 customisation slots).Jetrax - the perfect midpoint between speed, agility and firepower, these craft are also used by most of the larger races. Capable of carrying three weapons, the Jetrax model’s most noteworthy vulnerabilities are its two bulky wing-mounted engines. In addition, although most of the vehicle is armoured, the cockpit is not, leaving the pilot somewhat exposed. (Pilot teleportation, 3 weapon slots, 1 customisation slot).Axalara - the biggest and heaviest of the vehicles in the fleet, it’s not as fast or agile as the Jetrax, but is much more heavily armoured. It can carry only two weapons, as its primary purpose is to serve as a bomber, deploying explosives from a hatch underneath to drop onto targets. This aircraft’s main drawback is that its pilot is left even more exposed than that of a Jetrax. (Pilot teleportation, 2 weapon slots, 1 customisation slot, 1 bomb bay).With the exception of jetpacks and airships, which carry parachutes, all vehicles are equipped with teleportation devices that will automatically transport their pilots safely to the nearest stable surface if their aircraft is destroyed, or they’re severely injured. This system is in place to prevent the rampant murdering of PCs, and hopefully stop people from godmodding in order to save their characters from what would otherwise be inescapable deaths. All aircraft share a default cruising speed, which allows them to travel from one side of the Great Barren to the other within a little under a day. While airships and jetpacks cannot accelerate much beyond this speed, most other aircraft can make this trip in roughly half the time, making them ideal for use as messengers or scouts. It is worth noting, however, that the unique energies that power these faster aircraft also render the pilots unable to use any powers or powered weapons they might have, forcing them to rely solely on their vehicle’s capabilities. New or replacement aircraft, as well as upgrades to existing ones, can be obtained from staff NPCs such as settlement leaders, usually in exchange for favours or as a reward for some kind of special quest or mission. Rules: Please use IC (in character) and OOC (out of character) tags in your posts. OOC-only posts should be limited solely to the discussion topic.This is a pet peeve of mine, but please put both your character’s name and their location in your posts. It’s confusing for other players seeking interaction, otherwise, especially in an open-world game such as this one.No god-modding, metagaming, fightbotting, autohitting, etc. In general, play fair.Please be considerate of other players, and recognise the distinction between OOC and IC. If someone’s character kills/injures/dislikes one of your characters, it doesn’t mean that their player has a personal problem with you.Most importantly, have fun.
  12. Welcome to the discussion topic for Skyrise. All OOC-only conversations, as well as profiles, are to be posted here. If you've got any questions, this is the place for them, too. Please use the following templates for profiles: This post will also hold links to all approved characters and aircraft, as well as the profiles of important NPCs,, and various other events and notes of importance. Approved Characters: Click: Ailun and The Moa, Fifteen and The Iron Hawk. Serka and the Thornatus VX. Mirror and The Ricochet. Garuda and The Sand Bat. Virse and Heremus' Revenge. Imrukii: Ezoba and The Terani. Aussie Bane: Taurek and The Deliverance. Voyin and The Flight. Wehtok and the Troubled Killer. SnowyAegis: Akita and the Jadikuu. Sayana and The Valati. Coconut Fanatic: Threiaa and Pakari's Maiden. Tveke and the Second Breath. Maxilos-042 and the Red Hydraxon. Bai Bai and the Babylon. Clos'utu and The Truth. Constructman: Antaine and the Kofo-Piraka. Erland and the Sky Spikit. Skrall/Sutrox and Fist. Ehksidian: Karanta and the Freefalling. Ennanas and the Ahab, Vanox and the Nynrah Bomber. permanentlyExtinct: Parii. Ektana and The Machete. Daronus: Zavon and the Sunset Rider. Timageness: Saffina and the Crimson Takea. The Silent King: Kathok Hann and the Sunmaker. Toa Onaku: Porangi and The Clanka-Clunk. Drukann and Irnakk's Inferno. Eiyu. FallenAtlas: Otho and The Erika. Ghidora131: Maldrakk and the Bloodbath, Dessimus and the Rie-Cahere. ZippyWharrgarbl: Rorohiko. Armani and THESE Guns. Matilda and Trash of the Desert. Young Wade: Vin Halett and the Lady Specter. Americana: Ezezko For Hire. evil_jaga_genius: Dedris Omekka and The Chieftain. Koala Kranan: Katana and The Rogue. porkypiny: Voturia and The Skyblade. capMARVELOUS: Tolo and the Initial Disappointment. Morga and the Rainbow Romeo. Hestela and The Vista Baby. A Forgotten Soul: Aukume and the Sand Shark. Important NPCs: New Atero: Varim and The Gravity Of The Situation. 'Slimy Joe', 'Bloat' and the Makuta Killer. Hakkzan. Doctor K. Cliffside: Silvana and the Whisper. Barlow. Blackbristle and the King Irnakk's Revenge. Tesara: Jira and The Tesaran Breeze, Those Two Guards. Other: Fe: Xaril and The Iron Fist Of Fe, The Overseer. Notice Board: Welcome To The Great Barren (Intro Post) The Settlements (Expanded Location Descriptions) Just Another Day (Ooh, plot!) From Skyrise to Nightfall (More plot) A New Dawn (some changes to how I'll be running things)
  13. (banner by onaku + tex) GAME / DISCUSSION CURRENT EVENTS Not much. After the mysterious and hard to remember ending of the Mechna mission, six months have passed, as the Heroes take time to recuperate and rebuild the Hero Factory. PLAYER CHARACTERS There are three “main” character types: Heroes: Heroes are the default force of good across the galaxy, based in Makuhero City. They can travel to any location they wish via Hero Pod or Dropship, and each Hero is outfitted with a unique set of equipment and abilities. All Heroes (unless specifically noted) have a feed from their optical and audio sensors to Mission Control – this allows Zib to provide guidance, and track their locations (and allows Heroes to contact Mission Control for help). Villains: Villains are criminals, wanted across the galaxy for everything from common theft to violence to being world-dominating threats. Villains often wield a variety of powers and weapons; how mobile they are is up to the individual villain and their wiles. Civilians: Civilians make up just about everyone else. They do not typically have access to any powers or special equipment, though they do have access to what might be the best weapon of all – information. Mission Control has access to the Hero Factory’s extensive database, call center operators are the front lines on knowing what’s up, and the media has the power to influence thousands; but that is not all you can be…. Character Profile Name: [Character Name Here] Character Type: [Hero/Villain/Civilian] Abilities/Equipment: [Please stick to one/two main powers and one/two minor abilities, and keep it simple – a character might fly and shoot fire (main powers), but also be designed for speed and endurance (minor abilities). Other weapons or equipment of note should be reasonable; a bunch of small throwing knives or dual swords is good, two giant warhammers would be bad.] Appearance: [MOC, picture, or written description of the character will suffice.] Bio: [Who is your character? What is their personal history and background? What are they like to be around? Do they have any hobbies or interests? If they’re a Hero, what missions have they been on? If they’re a Civilian, what is their job like? If they’re a Villain, what sort of crimes are they responsible for?] SHIPS 1-All approved characters are allowed their own ships. 2-Ships can be posted alongside their crew, but cannot be approved without a pilot. 3-Large ships require three approved characters and two players to be involved. Ship Profile Name: [Name of the Ship] Ship Size: [small (size of a Hero Dropship, suitable for 1-5 passengers, small weaponry), Medium (suitable for up to 10 passengers, can have a few large weapons such as a cannon, or space for hauling cargo), or Large (See Nato’s The New Dawn)] Pilots/PCs: [Who is onboard the ship? For any vehicle larger than Medium, you must have at least three PCs onboard controlled by at least two players.] NPCs: [small ships cannot have Civilian NPCs; Medium ships are allowed one or two. Large ships can hold up to fifty. Please specify what each NPC does on the ship; do they manage weapons? Engines?] Communications: [Who can your ship communicate with?] Navigation & Drive: [What sort of navigational information is available? How is the ship piloted? Are there multiple battle stations? Any special considerations?] Weapons & Armor: [What weapons does the ship have? Does it have thick armor plating, cloaking devices, or energy shields? Note that indestructible ships will not be tolerated.] Propulsion: [How fast and agile is this vessel? How does it move?] Landing: [Can your ship land on a planet or asteroid safely? Most Small and Medium ships will be able to, though for Large ships it might be questionable.] PLAYER MISSIONS Create your own missions for the Hero Factory, and get them approved with this helpful form! Mission Profile Mission Title: [Pretty straightforward, what is your mission going to be called? (This could be integrated into a banner, if you feel the need to create one for the mission).] Locations: [Where will this mission take place? Provide as much description as you possibly can, in order to fully flesh out the location/s. (These can be canon locations, or your own).] Canon NPCs: Original NPCs: [Attach or link the profiles for any characters of your own creation who you feel the need to use for this mission. (As above, these need not be revealed to the player base at the start of the mission, but we GMs will require them for reference).] Description: [brief description of the mission – what’s happened already, why Hero Factory has been called in, etc. (this briefing will be what goes in the topic).] Full Overview: [Full outline of what you plan to do for the mission. Obviously you won’t be able to predict exactly how players approach certain issues, but do your best to give us a rough idea of what you have planned (this is for GM reference only, and will not be added to the topic).] Objectives: [(optional). If your mission is going to include objectives, list them here.] STAFF Nato - Profile Dump; Crowley, Mr. Vyle, Saracen Rune, Anamnesis, Sir Reginald Buckley [Old Timer], Evangeline Weaver, Nexus Zander, FallenCor - Profile Dump; Erik Jet, Daren Wolfe - [LOIS], Henry Flint, Helen Corona, Ethan Rez, Dr. Robert Xaal, Toa Onaku - Profile Dump; Yofrid Atgeir, Penelope Starburst, Titanos Forticus, Nimius Ardor, Captor, Baxter Richards, Lilith Specter, Jimmy Abacus, Andrea Plume, Whirl, Uerub Kalslann, Necrissia, Zippy - Profile Dump; Eloise Thumper, Wilbur Flood, A Duck, Mara Quiver, Ken Render, Dorothy Quark, Timothy Gyro, Mona "Morbid" Silphi, Orukam Amayika, Rylinth - Profile Dump; Alex Drift, Echo, Cobra Shard, Gabriel Bliss [Cor Solis 2.0], Blink PLAYERS Voltex - Matteo Focus/Core, MasterChirox - Kavok Quake, Ultimo - Kaiba Blader, Kathrine Scarlet, Dane - Isaac Rider, Insurgent, Klanadack - Jason Ferro, Arsenal, Wilhelm Gorn, Scourge, Vicarath - Robert Shade [scalpel], Vestak - Night Stalker, Morphos, Ruby, Dallior - Jax Beemer - [Athena], Sarah Sylver, Sil - Skylor "Sky" Sparrowhawk, (if you played in the HF RPG 2.0, remember to re-post your profiles in this topic for approval!)
  14. Eyru

    Wasteland

    There is shadow under this red rock, (Come in under the shadow of this red rock), And I will show you something different from either Your shadow at morning striding behind you Or your shadow at evening rising to meet you; I will show you fear in a handful of dust. -T.S. Eliot, "The Waste Land" I saw the best minds of my generation destroyed by madness, starving hysterical naked, dragging themselves through the negro streets at dawn looking for an angry fix, angelheaded hipsters burning for the ancient heavenly connection to the starry dynamo in the machinery of night -Allen Ginsburg, "Howl" * * * 1.0 – Intro You awake. When did you lie down to sleep, and for how long? You know not the answers. Your memory retreats to the darkest corner of your mind, leaving nothing but your name. You know your name... or you think you do. Perhaps it is only a fragment of sound, a piece of something you used to be called. Whatever it is, that name will serve for now. Your eyes are weak, but your surroundings come into focus as you blink the dust away. You lie upon grey sand, underneath a grey sky. Low-hanging clouds threaten rain, but the surrounding desert bears no witness to the threat. Everything is parched and dead. This land has been thirsty for so long, it has forgotten the taste of water. You struggle to your feet. In the distance, you can make out mountainous silhouettes rising above the endless expanse of dusty land, their peaks lost in the clouds. Before them, yet still many miles away, you see a black tower jutting out from the sand. Its foundations obviously long decayed, it leans over the desert like a dead tree, perpetually on the verge of crashing to the ground. Your gaze drifts downward; you see a settlement (if it can be called even that) only a mile or so off. There- that's where you must go. Perhaps the settlement will have water, and some shelter against the bitter wind that begins to pick up, pulling at the sand and at your skin. Perhaps its inhabitants can tell you where you are. Or perhaps it is deserted, like the rest of this desolate land. But you have no other options, so you begin to trudge across the sand. You are desperately thirsty, and your muscles ache; you feel like you have not used them for a very long time. But you are strong enough to walk, at least, and you reach the outskirts of the settlement within half an hour. As you approach, you realize the shelters you saw from a distance are little more than pieces of rusty metal hammered together and erected over holes dug in the sand. One or two have four walls and a roof; the rest can't even be called huts. You attempt to call out, but nothing more than dusty cough escapes your throat. It's enough to alert the inhabitants to your presence. First one pair of eyes, then another, then another; you see gleaming orbs appear in the cracks of each shelter, but their owners say nothing. “Please...” you whisper. “Water...” A long silence follows, then a Matoran emerges from one of the larger shelters. Clad in dark green-brown armour (the metal almost indistinguishable from the rust), he carries a crude spear in one hand and a canteen in the other. He eyes you warily, then speaks. “Wh'are you?” His voice is half-strangled by a thick accent, but you understand well enough. You tell him your name. “Don'now you,” he says with a frown. “Where y'come from?” You point back across the sand, and his frown deepens. “No'ne comes from there.” You shrug. He waits, mulling this over, then tosses you the canteen. You barely catch it, fingers scrabbling greedily over its surface. The water inside is lukewarm and tastes metallic, but you don't care. Sated, you hand the tin back. The Matoran takes it, then beckons for you to follow him deeper into the settlement. You figure he could have killed you by now if he wanted to, so you might as well follow. Perhaps you will find the information you seek. 2.0 – Overview Welcome to the Wasteland. It is a vast desert, dry and dead, overhung by dark clouds that promise rain but deliver only acid. Everything is bleached grey and brown, from the harsh sand to the bleak mountains to the handful of villagers who manage to scrape a living out of the rocks. Little lives here, and less survives. You are a being who has awoken on the sands a little south of the Settlement. You do not remember how you got there or even who you are; all you remember is your name. Travelling north, you have been allowed to make whatever living you can in the Settlement, which its inhabitants call Canus. Canus is populated by roughly two dozen Matoran who do what they can to survive. No Toa live here; the villagers say that all Toa serve the Queen, who lives in her Tower to the north. The Queen controls the only fresh spring in the Wasteland, trading water for artifacts and supplies scavenged from the desert. The villagers are all half-mad —it's the only way to cope with an eternity of barely surviving— but most are relatively harmless until you threaten them or their belongings. Each day, some of them venture into the Wastes to scavenge what materials they can find to trade for water. At night, when the desert turns bitterly cold, they will stay in their huts and swap stories, each more outlandish than the last. Perhaps there is some truth in their tales, but it's not an easy job distinguishing the two. A stranger in this land, your destiny is up to you. Whether you wish to brave the Wastes or merely survive another day in the Settlement, the choice is yours. Be wise in your decision: the desert holds many mysteries, but it is not forgiving to those who dare to seek them. 3.0 – Locations The Settlement, named Canus by its inhabitants, lies on a plateau of sorts, elevated above the Wastes. The ground is rocky and barren, but some few things manage to survive here, including the villagers. The Settlement itself is little more than a collection of shacks built of rusty metal and canvas, material scavenged from the Wastes. To the north of the Settlement stands the Tower. Once a proud iron spike that rose high into the sky, it now leans precariously to one side. It is here that the Queen makes her court, and it is also here where the only spring in the Wasteland can be found. To the north, beyond the Tower, lie the Black Mountains. Tall and jagged, their peaks pierce the clouds. No one in living memory has scaled them, or crossed through them to see what —if anything— lies beyond. To the west and the south lie the Wastes, a vast desert bordered by low cliffs. It is a deadly place, ever threatened by acid storms and terrifying sandstorms. It is here the villagers scavenge most of their metal and inorganic supplies, but few dare to venture farther than a mile or two, fearing the storms that may rise up at any moment. To the east lie empty sands. Beyond them, Raka, a legendary city made entirely of metal, is said to have been taken over long ago by nightmarish beasts. No one is sure if the city or the beasts really exist, but anyone desperate enough to make the journey is never seen again. 4.0 – NPCs NPCs (or Non-Player Characters) are characters played by the staff to advance the plot and give colour to the world. These characters usually stay in the background, speaking only when spoken to or when the plot demands. More NPCs may be revealed as the game progresses. 4.1 - Major NPCs These NPCs are played exclusively by the staff and may have a role in the game's plot. They are “major” only because they're named; you may attempt to attack them, kidnap them, bargain with them, etc. However, be wise in your decisions, as some of these NPCs are much more powerful than you. The Blue Queen is the self-proclaimed ruler of the Wasteland. No one would say it to her face, but this Toa of Water is often referred to as the Mad Queen, as she is unpredictable, pleasant and hostile by turns as her fancy pleases. At some point in time, she took control of the only spring of fresh water in the Wasteland and has kept it under close guard ever since. This is the key to her power: without that water, nothing in the Wasteland could survive. Takava is the right hand of the Queen, guarding the Tower and the spring it houses. Thin and menacing, his armour is bleached white as bone, lending him a skeletal appearance. Nua has led the Settlement since time immemorial. It was this Turaga who first struck the bargain with the Queen to allow his villagers to trade scavenged goods for water. That was many years ago; now he spends most of his time in his hut, lost in dreams of the past. As Nua slips deeper into his memories, Maru, his right hand, has taken on more and more of the Settlement's responsibilities. This Matoran is thoughtful and cautious, and seems more sane than most. 4.2 - Minor NPCs The Settlement is populated by roughly two dozen Matoran. These NPCs are entirely average. They can be played by the staff, but regular players may take control of them for brief interactions. 5.0 – Player Characters The two primary rules regarding character creation: players may only play as Matoran, and each profile must include a legitimate weakness. For best results, use the profile template below: Name: (what are you called?) Race: (what type of Matoran are you? See section 5.1 below for available types & passive abilities) Gender: (male, female, neither, or other?) Mask: (you may possess one powerless mask.) Abilities/Skills: (what are you good at?) Weapons/Equipment: (what weapons & equipment do you carry? See section 5.2 below) Appearance: (what do you look like?) Personality: (what are you like? List your likes, dislikes, pet peeves, etc.) Weaknesses: (list any flaws you have. This section is mandatory. See section 5.3 below) 5.1 - Matoran Types & Passive Abilities Ta-Matoran (Fire): enhanced heat tolerance. Ko-Matoran (Ice): enhanced cold tolerance. Ga-Matoran (Water): able to hold breath for longer periods of time. Le-Matoran (Air): enhanced agility. Po-Matoran (Stone): enhanced strength. Onu-Matoran (Earth): enhanced night vision. Vo-Matoran (Lightning): resistance to electric shocks. Fa-Matoran (Magnetism): internal compass & good sense of direction. Su-Matoran (Plasma): eye protection against bright light & limited heat tolerance. Ba-Matoran (Gravity): resistance to gravitational pressure. De-Matoran (Sonics): enhanced hearing. Bo-Matoran (Jungle): innate understanding of plants & resistant to poison. Fe-Matoran (Iron): enhanced endurance. Ce-Matoran (Psionics): resistance to mind control & telepathy. Av-Matoran (Light): able to instinctively alter armour colour. Shadow Matoran: not permitted to play. Shadow Matoran profiles will not be approved. 5.2 - Equipment & Weapons Your character wakes on the sands with nothing. Therefore, any equipment and weapons they possess must have been scavenged from the Wastes, or made with scavenged materials. Advanced technology is nonexistent, and basic tech is unreliable. 5.3 - Weaknesses All characters must possess a minimum of one legitimate weakness or character flaw. Perfect characters are no fun to interact with, and they quickly become boring to play (trust me). Your character doesn't have to be paralysed from the waist down, but should have some flaw more hindering than an allergy to chocolate. Below are some examples, but feel free to come up with your own! Some examples of appropriate weaknesses Easily influenced by others. Gets tired quickly. Easily influenced by emotions. Hot-headed. Poor vision. Missing left hand. Doesn't know how to fight. 6.0 – Rules & Guidelines This RPG is largely sandbox, with character allowed to go and do whatever they like. That said, there are a few things to keep in mind: i. All BZP rules apply. ii. Play fairly. Coming up with new equipment or skills out of nowhere, dodging or blocking all attacks, and dishing out absurd amounts of damage are all examples of godmodding, which is no fun for other players. Getting your hands on functional weapons and equipment should be difficult; simply pulling them out of your back pocket is frowned upon. (Remember: this is a Wasteland. It's not supposed to be easy!) iii. Keep in-character and out-of-character knowledge separate. This is an important distinction to make: your character's knowledge is separate from your own knowledge as a player. A Matoran living in the Settlement won't be aware of another Matoran discovering a haven beyond the mountains unless someone comes back and tells them. iv. Play your own character. You may control some NPCs to a degree, but leave player characters to their owners, unless you have their permission. This is especially important in combat: you do not decide whether your attacks land; that is up to the player of your opponent. v. Use the acronym 'IC' (In-Character) when speaking as your character, and use the acronym 'OOC' (Out-Of-Character) when speaking as a player in the game topic. This helps to distinguish between character knowledge and player knowledge. vi. All profiles must be approved by staff before playing. * * * Discussion Topic
  15. Welcome to the discussion topic for Wasteland! This is where all OOC discussion takes place, and also where players must post their profiles for approval. Once approved, profiles will be added to the list at the bottom of this post. This topic will also be used to keep track of any big events that take place in-game. Take a look for those at the bottom of this post, above the list of approved characters. Want to make a character? Go ahead! Take a look at the sections below for a profile template as well as information to help you get started: Profile Template Name: (what are you called?) Race: (what type of Matoran are you?) Gender: (male, female, neither, or other?) Mask: (you may possess one powerless mask.) Abilities/Skills: (what are you good at?) Weapons/Equipment: (what weapons & equipment do you carry?) Appearance: (what do you look like?) Personality: (what are you like? List your likes, dislikes, pet peeves, etc.) Weaknesses: (list any flaws you have. This section is mandatory.) Matoran Types & Their Passive Powers Ta-Matoran (Fire): enhanced heat tolerance. Ko-Matoran (Ice): enhanced cold tolerance. Ga-Matoran (Water): able to hold breath for longer periods of time. Le-Matoran (Air): enhanced agility. Po-Matoran (Stone): enhanced strength. Onu-Matoran (Earth): enhanced night vision. Vo-Matoran (Lightning): resistance to electric shocks. Fa-Matoran (Magnetism): internal compass & good sense of direction. Su-Matoran (Plasma): eye protection against bright light & limited heat tolerance. Ba-Matoran (Gravity): resistance to gravitational pressure. De-Matoran (Sonics): enhanced hearing. Bo-Matoran (Jungle): innate understanding of plants & resistant to poison. Fe-Matoran (Iron): enhanced endurance. Ce-Matoran (Psionics): resistance to mind control & telepathy. Av-Matoran (Light): able to instinctively alter armour colour. Shadow Matoran: not permitted to play. Shadow Matoran profiles will not be approved. Equipment & Weapons Your character wakes on the sands with nothing. Therefore, any equipment and weapons they possess must have been scavenged from the Wastes, or made with scavenged materials. Advanced technology is nonexistent, and basic tech is unreliable. Weaknesses All characters must possess a minimum of one legitimate weakness or character flaw. Perfect characters are no fun to interact with, and they quickly become boring to play (trust me). Your character doesn't have to be paralysed from the waist down, but should have some flaw more hindering than an allergy to chocolate. Below are some examples, but feel free to come up with your own! Some examples of appropriate weaknesses Easily influenced by others. Gets tired quickly. Easily influenced by emotions. Hot-headed. Poor vision. Missing left hand. Doesn't know how to fight. Rules & Guidelines This RPG is largely sandbox, with character allowed to go and do whatever they like. That said, there are a few things to keep in mind: i. All BZP rules apply. ii. Play fairly. Coming up with new equipment or skills out of nowhere, dodging or blocking all attacks, and dishing out absurd amounts of damage are all examples of godmodding, which is no fun for other players. Getting your hands on functional weapons and equipment should be difficult; simply pulling them out of your back pocket is frowned upon. (Remember: this is a Wasteland. It's not supposed to be easy!) iii. Keep in-character and out-of-character knowledge separate. This is an important distinction to make: your character's knowledge is separate from your own knowledge as a player. A Matoran living in the Settlement won't be aware of another Matoran discovering a haven beyond the mountains unless someone comes back and tells them. iv. Play your own character. You may control some NPCs to a degree, but leave player characters to their owners, unless you have their permission. This is especially important in combat: you do not decide whether your attacks land; that is up to the player of your opponent. v. Use the acronym 'IC' (In-Character) when speaking as your character, and use the acronym 'OOC' (Out-Of-Character) when speaking as a player in the game topic. This helps to distinguish between character knowledge and player knowledge. vi. All profiles must be approved by staff before playing. Staff There's currently only one staff member, and that's me, Eyru. Your profile must be approved by me before you can play. If you have any questions about the game, you can post them here or send me a PM, and I'll be happy to help. Current Events The status quo reigns. Approved Characters The Wolverine - Moega Daronus - "Revenant" The Silent King - Torpaq Noice - Krahno SnowyAegis - Keoni, Hanari FallenCor - Mina The Old Master - Aurelius, Elara Pat Lee - Hekua Burgerpants - Gapori FallenAtlas - Agonos Ghidora131 - Dessimus Shard the Gemknight Toa - Arid Naota Takizawa - Fulmen, Jasisu Government Man - Yegg Virid - Zavarix, Keristary Urchin - Skoll The Amaztastical Lynn - Toku Junior Shark - Bolu Timageness - Dastad Rahkshi Lalonde - Rihka Endless Sea (Alaki Nuva) - Kuur
  16. Someone has probably done a poll similar to this before, but I'm doing it again because I don't remember it today. Also because polls are fun. Go vote!
  17. THE TALK General discussion, questions, out of character nonsense, and starship measuring contests here. Profiles are too be posted here for approval, or PM'ed to one of the staff. Bare bones profile here, recommend using the more detailed one in the main topic. Name: Gender/Species: Only rule is being sensible when it comes to species. Appearance: Description, picture, anything that accurately portrays them works. Skills: What are the good at? Do they have any natural abilities. Personality: What are some of their mannerisms, how do they carry themselves? History: Who are they, where are they from, how did they end up on Taris? This RPG is going to focus very much on the advancement of characters, so starting out as the most powerful ever may hamper interaction. Affiliation: Galactic Empire, New Republic, a lone mercenary, a Hutt Cartel enforcer, who do they call allies, if they have any?
  18. THE GAME It has been only months after the Battle of Endor and the destruction of the second Death Star battlestation, and with it the Galactic Empire’s head. Both the newly christened New Republic and the Empire are scrambling, consolidating power and swathes of territory as star systems pledge allegiance to one side or the other, only to turn at the slightest provocation (or threat of bombardment from the Imperial Navy). The Empire, hit the hardest from the death of Palpatine, has been struggling with infighting as power-hungry bureaucrats attempt to claim the throne for themselves. While the Council of Moffs have taken de facto control, the initial chaos has allowed the New Republic a number of victories to push the Imperials back from the Outer Rim and to their Core strongholds. Though facts are in short supply and rumors are everywhere, the ceaseless churning of the Imperial propaganda machine being of no help, news of the former Rebellion’s win has spread like a wild fire, kicking up smaller, local resistance movements across countless worlds. However, Darth Sidious’ demise has had far more affects than most of the galaxy’s inhabitants can sense, many of which could be devastating to both the fledgling New Republic and weakened Empire. As the waves of darkness, malice, and hate that the Sith Lord had been blanketing the galaxy with dissipate, the Force shines out into void once again, seeking out those who connect to it and igniting old beacons of knowledge. The first to hear this call, unfortunately, were those in the ranks of the Empire’s dark side adepts, the Inquisitors. With Sidious gone, the group of would-be Sith Lords have struck out on a crusade for power, far more than what the previous dark lord would have allowed. This search has led some of their number to the battered world of Taris, where they pursue a Republic agent, and the information which will lead them to the biggest repository of information available: a holocron. THE PLAYERS The New Republic is a fledgling government created from the reorganization of the Alliance to Restore the Republic. Spurred by the Empire’s defeat at Endor, and the subsequent mass of star systems rallying to their cause, the New Republic has transformed the fighting force of the Rebellion to a legitimate political power. Its seat of government is positioned on the world of Chandrila, with Mon Mothma serving as Chancellor. The Republic is still relatively small compared to the might of the Galactic Empire, though discord throughout the Imperial powerbase has worked to their advantage. Its military consists mainly of starships loaned by sympathetic and member world’s planetary security forces, though Imperial warships from both captures and defectors have been added to their ranks. The Empire is currently under the command of the Council of Moffs, with the even tighter military grip on member worlds forcing many to seek help from the New Republic. Galactic Empire, a name which sent dread and despair into the hearts of being across the galaxy. The Imperials were severely weakened command-wise with the death of Emperor Palpatine, the Sith Lord’s direct approach to government proving to be a weakness once the head was severed from the body. While theoretically they are still the reigning power in the Galaxy, infighting between Moffs and the slow breakaway of star systems from their iron grip has cut down the Empire’s effective strength immensely. However, an Imperial cruiser parked in orbit is still an effective deterrent to open rebellion. The Inquisitorius, on the other hand, was a name that scarcely few would recognize, and those that did would never speak it aloud. Originally a branch of Imperial Intelligence, the organization has since grown into its own distinct entity, some say even from the Empire itself. The organization is made up of Force-sensitive individuals, all trained in the dark ways of the Sith by the late Darth Sidious and Vader. These acolytes, while not full Sith Lords, are still brutally effective Jedi Killers, and the freedom from their dark master has only made them more dangerous. Their primary objective was to hunt down and either kill or convert the remaining Jedi after Order 66, though they also worked to gather artifacts of the Force and recruit Force-sensitive younglings to their cause. The Inquisitorius is lead by the Grand Inquisitor, and the organization is quite small compared to the other military branches of the Empire. Even so, they do have their own small fleet of black-armored Imperial ships to command, in addition to what power they can take from the Moffs. THE BOARD Your story begins on the Outer Rim world of Taris, a polluted, industrial planet that has been plagued by war over the millennia. The wrecks of starships and the glass craters of orbital bombardment sit side by side with massive skyscrapers of the rich and the battered huts of the poor. While still regarded as a major world, Taris’ influence has dwindled over the years, and suffered even more so under the rule of the Empire. It is technically an Imperial planet, not many Imperials would be caught visiting. The capital city is a gleaming mass of durasteel buildings, rising just above the yellow smog, positioned next to the planet’s major spaceport. Around the spaceport are clusters of ramshackle buildings, houses, and less-than-savory businesses. Every piece of available land that isn’t swamp, and some that is, is taken up by the less fortunate of the planet’s population. On the other end of the city is the Imperial Garrison, which has access to enough Stormtroopers, Imperial Army personnel, and TIE fighters to quell most public riots. The garrison’s commander, however, isn’t too picky when it comes to where the credits in his pocket come from. Is there a way off this dreary world, well, nothing's impossible. The Force is pulling the strings, and always in motion, the future is. THE PIECES Your heroes and villains. Fields in bold are required, others can be added and removed as needed. Name: Age: Gender/Species: Only rule is being sensible when it comes to species. Appearance: Description, picture, anything that accurately portrays them works. Skills: What are the good at? Do they have any natural abilities? Force Abilities: For those that are Force Sensitive. Includes both specific techniques and passive benefits (e.g., Force Lightning or a perception boost respectively). Do note, characters are not going to be throwing X-Wings around without proper training, and most aren’t even going to be aware of the Force to begin with. Equipment: Blasters, comlinks, old rusty knives, etc? Personality: What are some of their mannerisms, how do they carry themselves? History: Who are they, where are they from, how did they end up on Taris? This RPG is going to focus very much on the advancement of characters, so starting out as the most powerful ever may hamper interaction. Ship: Do they own a starship? Affiliation: Galactic Empire, New Republic, a lone mercenary, a Hutt Cartel enforcer, who do they call allies, if they have any? Rank: If part of a larger organization, do note that Imperial Moffs aren’t likely to concern themselves with these events, and the New Republic leadership is too busy trying to keep a government together to notice. Position: Say if they’re part of the crew of a cruiser or on a squad of soldiers. Alignment: Good, evil, justice, money, adventure, knowledge, what do they value? THE RULES BZPower general rules apply, as always folks.Game staff have final say, though the personal messenger system is a powerful tool that should be used if any disagreements form.Keep it classy, that includes OOC behavior and such. Don't be that guy.Your characters are your own and others' are their own, express permission is required by a player before anything drastic is done to their character.​However, NPCs, being non-crucial to the progression of story, do not require permission. It is common courtesy, and encouraged, to ask though.Profiles only require a single approval from staff.Metagaming is strictly prohibited, the most common of which is having characters know OOC knowledge that they shouldn't have IC.Deus Ex Machina, and other devices used to get characters out of situations via impossible means are not allowed.
  19. https://youtu.be/NMJtLuMkK48 Download Kastor is a short (2 month) project I worked on, without quite meaning to: it only dawned on me about halfway through development that I'd started creating it. It's a turn-based roguelite, with the emphasis on map completion and weapon customization. Oh, and monsters. Lots of monsters. It's available for download on Android, Windows, and Mac. If you want to play it on another platform, drop me a comment here and I'll see what I can do. There are no ads, no IAPs, and (hopefully) no bugs. Just a load of 8-bit goodness. Who am I kidding: There'll be bugs. [] You can report any that you find here.
  20. A new year, a new adventure... -------------- Soran: "Ugh… Five more minutes…" Karoro: "KaaCaw!" Soran: "Fine, all right! I'll wake up! Darn Karoros, always so noisy…" Soran: "Sheesh... my head hurts. It must be from all the rocking on this boat…" Soran: "Wait a second, why am I on a boat?" Soran: "And more importantly, where am I?" Soran: "Huh... I see no landmarks. It's just clear seas in all directions… Well except those heavy clouds over there." Soran: "Hm, open seas in all directions, no idea where I am or how I got here and with no plan on the mind except just wanting to go home. I wonder what I should do…" Author's Notes' Howdy everyone, Soran here and welcome to the TRUTH series (The Road to Home). Let me explain just what this comic series is all about. This series is a comic that centers on the backstory of my character, Soran, in the BIONICLE universe. This comic is a combination of a CYOA (Choose Your Own Adventure) and an RPG (Role-Playing Game). Depending on the question I ask at the end of each comic depends on what type of answer I'm accepting. This first question is simply "What will you do?" which is very vague and literally means, suggest something for the character, Soran, to do. You can suggest literally anything but be warned that not all actions are viable (So you can't exactly have Soran play a tune on a harmonica if he doesn't have one). There are also some actions he will downright refuse if he feels that it places his life in danger. I'll explain more at a later time as certain aspects get more relevant but for now the question is simply, "What will you do?" You may send your suggestions in either a PM or as a comment down below.
  21. I currently got idea of making browser-based online multiplayer Bionicle game. I got a rough idea about programming stuff, but other than that, my design is lacking. I am also able to make strategy game with less visuals, close to board games. It would require dedicated server (or Hamachi or Tunngle) and separate client. So, first of all, we have two possible categories of such games. Competetive - each game takes some time (may be week or two in case of browser based game), but every time it starts, everybody has same opportunity to win. You can imagine CS:GO, Starcraft II, Dota 2, League of Legends. BZP Mafia would also fit here. Those game are skill-based. I would prefer to make this type of game. MMO-style - over a time, you gain experience, items and so. This kind of game is usually harder to get into, especially with lower playerbase. New players are most likely to not ever beat veterans, even when they get into game. You can imagine World of Warcraft, Metin 2, Ikariam. Then there is genre. Strategy - I think this needs no explaining. Strategies are Age of Empires, Starcraft II, Dota and much more. Those games would be most fitting browser and gameplay focused game I plan to do. RPG - Roleplaying games. Dungeons & Dragons, World of Warcraft, Heroes of Might & Magic, roguelikes. Action - This would require bigger development team - graphics, sounds, design and programming would all be much harder than for first to genres. Both strategy and RPGs have many examples of working turn based and real time styles. Turn based - much more suitable for browser, ie. better option. Eg. Heroes of M&M, most roguelikes. Real time - might work with client, but would be of course harder to make and to play. Those are just basic things I have to decide for. The game itself is another thing. Feel free to share any ideas you ever had for Bionicle game, but couldn't ever realize them!
  22. One of a new breed of fully sapient Kraata, Sepulchral is an ambitious Rahkshi of density control whose desire to prove himself has given way to a philosophical quest for a more meaningful identity. Alternate angle Front Side Unexpectedly unsettling Daemonic, yet dignified En garde! Sepulchral's page on the Corpus Rahkshi Wiki I started this MoC around six months ago with the sole purpose of building something to wear my trans-orange Mask of Fire. It wound up temporarily set aside due to a lack of the needed parts, but when I finally decided to join Corpus Rahkshi over the summer the half-finished model served as inspiration for the appearance of my first real RPG character. Eventually it more or less became what Sepulchral looked like in my mind. And now that I've finally Bricklinked the necessary pieces, he can make his proper debut at last. As always, comments and criticism are appreciated. Edit: Image linked; please keep embedded images in BBC to 640x640 pixels / 100 kB. -Wind- Edit: Image fixed.
  23. DOWNLOAD FROM DROPBOX (version 2.5) Quite some time ago, I posted the newly created Voyage of Fear - The Game here on Bzpower. It was mostly complete, but still had many bugs and sloppy game design, as well as a critical glitch. Now, the game is back with improvements and bug fixes! Changes to the original include having all six Toa in battle at the same time and improved battles in general, as well as many bugs fixed. So the Voyage of Fear: The Game, is a fan-made game using the RPG Maker VX Ace engine. It follows the canon storyline of BIONICLE Adventures #5: Voyage of Fear, and remains very story accurate. You can see a playthrough of the game here. Of course, you want to see some screenshots to determine whether the game is worth your time before actually downloading it. So here you go (please note that the battle screenshot is outdated, as all six Toa are now in battle at once): Of course, despite all the bug fixes, there are always things to improve with the game. Please let me know what you think of the game and any improvements you would like to see in the game.
  24. Credit for the banner goes to Toa Onaku, who helped out overworked me. Characters: You are allowed three kinds of characters: Heroes – Heroes are the force of good in Makuhero city and across the galaxy. They have powers and weapons, and can get to any planet they wish via Hero Pod or Dropship. Hero Profile: Name: [Hero name here] Powers and Abilities: Please stick to one/two main powers and one/two minor abilities. Keep it simple. For example, your character might be able to fly and shoot fire from his hands (main powers) and was specially designed for speed and endurance (minor abilities). Weapon(s): The weapon or weapons of choice for your Hero. Please be reasonable. A bunch of small throwing knives or dual swords is good. Two machine guns or warhammers is bad – stick to one per character, please. Appearance: A MoC, picture, or a written description will do. Bio: Who is your character? What is their personal history and background? What are they like to be around? Do they have any hobbies or interests outside of crime fighting? ------------------------------------------------------ NOTE: All hero characters, unless specifically noted IC, have a feed from their optical sensors to Mission Control. This allows Zib to provide guidance and direction to Hero Characters, track their locations, and contact Zib and Mission Control for help. Characters can scramble these signals IC if they wish Mission Control not be apprised of a certain event, or if they want to go rogue or off the grid. ------------------------------------------------------------ Villains and Monsters – Wanted criminals for everything from theft to violence to just plain being a threat. Villains have powers and weapons – how mobile they are is up them and their wiles. Villain Profile: Name: [Villain name here] Powers, Abilities, & Weapons: The powers, abilities, and weapons that your villain employs. Your villain may have many weapons but no powers, or many powers but no weapons, or a mix of both. Please specify what powers your villain has and what weapons they have to start, if any. Appearance: A MoC, picture, or a written description will do. Bio: Who is your character? What is their personal history and background? What are they like to be around? Do they have any hobbies or interests outside of crime and nefarious schemes? Why does your villain dislike Hero Factory and/or he or she in the business of villainy? Location: Where is your villain when the story starts? Civilians – Civilians have no powers, but sometimes they have the best weapon of all – information. Mission control has access to Hero Factory’s extensive database, call center operators are the front lines on knowing what’s up, and the media has the power to influence thousands. But that’s not all you can be. Civilians are limited to one per player – we want to focus on the Heroes – but I’m opening it up to add interactions and flavor to the world(s). Civilian Profile: Name: [Name of Civilian here] Job/Location: Where is your civilian? What is their job? If you’re a call center operator, you live in Makuhero city, if you’re a prison guard, you may be on another asteroid. Bio: History and personality of your civilian. No GModding the information powers. You do not get to magically know everything if you are in Mission Control. A good yardstick: If it’s in one of the TV shows or the books previous to the mission, HF probably has it in the database. You are allowed to bring in characters from previous versions of this RPG if you like, but their interactions will not carry over. Alluding to them in your character bio is allowed. You may create as many hero or villain characters as you like. Please do not post like ten characters in one post when there are only like 5 characters created by everyone else in sum total. That’s just absurd. ALL CHARACTER PROFILES MUST BE APPROVED BY ME BEFORE POSTING IC. I WILL ENDEAVOUR TO DO THIS AS QUICKLY AS POSSIBLE. IF YOU FEEL THAT I MIGHT HAVE MISSED ONE, PLEASE REPOST OR PM ME. Canon characters are NPCs in this game. You are allowed to play as them to support your actions. However: 1. If a canon character is an integral part of a mission (their names are in the mission briefing at the top) they are under the control of the GM for the duration of the mission. You cannot play as them in this case. 2. All players, including the GM, may play as said NPC. Their actions cannot cancel each other in an unrealistic way. In the event of a conflict, the first player’s post will stand unless I indicate otherwise. 3.All NPC interactions must be in character for that NPC. Having Stormer suddenly start break dancing is not allowed. Surge, on the other hand… 4.Be realistic in all NPC interactions. 5.You are required to have at least one original character to join this RPG. You can’t randomly walk in here and start controlling NPCs. 6.No non-canon NPCs are permitted. If you want a new character, post a new profile for them. (general guideline) GM CHARACTER KEY: Locked NPCs: These characters' headers will be posted in red. These are canon characters only I can post as for the duration of the mission - standard players cannot post as these. If you need a response from a locked NPC, please wait for the 5 minutes it takes for me to type a reply. Unlocked NPCs: These character's headers will be posted in green. These are characters that all players with active characters can post as. If you're waiting for a response from an unlocked NPC, you can just post as them to decide what they would do. Or someone else can post as them. Or whatever. Player Characters: These characters' headers will be posted in black. These are my characters, including the secret gamemaster mysterious ones. If I need to dictate another player's character's discoveries or something like that, this will also appear in black. ------------------------------------------------------------------------------- Handy Profile Reference Blog Entry: HF RPG Profiles (defunct ATM) APPROVED PROFILE LIST: (H = Hero, V= Villain, CV = Civillian) GM fishers64's profiles: Traferous Diafianous (V - DEAD), Fravi (V - IN JAIL), Adam West (V - DEAD), Tracia Tartonles (CV), 78 East (V - IN JAIL), Dan Barker (CV), Jarrious and Rwer (The Brain Master) (V), Graven Dfer (V) Approved Profiles: Arnold Scharzenegger - Flare (H), Rock Raider (V), Jack Plasmid(V), Samantha Electro(H) Dina Sauyama - T. Pecs (V)Durahk: The Skull King - Mr. D (CV)Fallen Cor - Erik Jet (H), Darren Wolfe(H), Henry Flint (H), Helena Corona (CV), Dr. Xaal (V)Ghidora - Ghid Squidulus (H)Jayne Cobb - Dane Hellsend(H), Agent Epsilon (V), Blake Crosshair (H)Jiming - Reyna Pherae (H)Lugh - Coquelicot(V)Lucina - Matteo Focus (H)masterchirox580 - Kavok Quake (V)Makuta Luroka - Breaker (V)Nato Greavesy - Crowley(V), Mr. Vyle (V), Saracen Rune(H), Silva Raine(CV), Marcus Vex(H), Anamnesis (V), The Creator (V), Sir Reginald Buckley (H)OLISI - Agent Theta (H)Petewa - Smitty Slink (H)Pumpress Sumira (aka Shadow_Ignited) - Nevra Joyū (H)PyroLizard Prime - Arsenal (V), Jason Ferro (H), Scourge (V), Wilhelm Gorn (H) The Other Other Alex (aka Scorp) - Aza and Ezec (both V), John Striker (H), Kathrine Scarlet(H), Kaiba Blader (V), Jade Riley(CV), Max Vale (V)QuirkyTurtle - Amalagation (V)Rylinth Anderfel - Alex Drift (H), Echo (H), Cobra Shard (H), Marrow (V), Gabriel Bliss (H)Shard the Gemknight Toa - Azure Striker (H), Gadget Thompson (H), Ryker Bullet (H), Xiphias Billade (H) Some Random Phrase - Extrax(V), Marcel Bolt (H), Parcival Overflow (H)Smudge8 - Fred Stinger(H)Toa Onaku - Daxer Phyrus (H - dead), Jimmy Abacus (H), Nimius Ardor(H), Titanos Forticus (H), Delta (V), Captor (H), Franklin V. Stone (CV), Var Vicious (V), Lilith Specter - "The Wraith" (H), Necrissa (V), Andrea Plume (H)Timeimageness - Leighla Artemis (CV), Riot (H), Epix (H)Unit#phntk#1 - Jonathan Splint (H) Vicarath - Robert Shade (H)Vestak - Night Stalker (V)ZippyWharrgarbl - Eloise Thumper (H), Wilbur Flood (H), Mara Quiver (H), Dorothy Quark (H), Ken Render (H), Mona Selphi (CV), Orukam Amayika (V) Ship Profiles: Mission #3 update SHIPS --> SHIP RULES 1. All approved characters, whether Heroes, Villains, or Civilians, are allowed to own their ships to battle against the Brain Master. 2. Ships may be posted along with the characters that pilot them to battle, but they will not be approved if their drivers aren't approved. 3. Large Ships require three approved characters and two players playing them to be a thing. 4. No ship G-Modding 5. You are not required to own your own ship for this mission. You may choose to hitch a ride with another approved ship, use a standard dropship, or battle the Brain Master's forces and other villains on the ground. 6. See below. SHIP PROFILE: [Name of the Ship Here] Ship Size: You may specify Small (the size of a Hero Dropship, suitable for 1-5 passengers, small weaponry like guns and lasers), Medium (up to 10 passengers, can have a few large weapons such as a cannon or space for hauling cargo or torturing prisoners), Large (think the size of Traferous' ship). You may also specify the size of your ship in more specific detail if you want something in-between. Pilots (these are PCs onboard): Who is onboard? You may have more than one character aboard your ship. For any vehicle larger than Medium size, you must have at least three PCs on board to start controlled by no fewer than two players. This is to prevent G-Modding. (there will be no penalty if a character leaves the ship IC later) NPCs onboard (if applicable): Small vessels are not allowed to have civilian NPCs, medium vessels are allowed one or two. Large vessels can have up to 50. Please specify what they do - do they operate the weapons? the engines? Villains aligned with the Brain Master may have brains aboard ship as NPCs. IMPORTANT: Hero NPCs and Mission Control characters (Zib and Quadal) cannot be claimed for a ship here. If they join your vessel, your character will have to ask them IC, and they may turn you down. Communications Systems: Who can your vessel communicate with? Hero Factory? The Galactic Conspiracy? Traferous? The Brain Master? Nobody? Somebody else? Everybody? Navigation and Drive: For Heroes, this section may be brief. What sort of navigation information is available to the pilot? Are their 360 degree cameras? Extensive star maps? How is the ship piloted? Like a standard Hero Dropship? Multiple battle stations? Any special considerations should be listed here. Weapons Systems/Armor: What weapons does the ship have? Does it have thick armor plating, cloaking devices, or energy shields? Indestructible vessels will not be tolerated. Propulsion Systems: How fast and agile is this vessel, and how does it move? You don't need to go into oodles of detail, but please keep in mind the laws of physics - a heavily armored vessel is not going to be agile. Also, to be clear, propulsion is related to acceleration in space, not speed, considering the lack of friction in space. Land vs. Dock (Atmospheric): Can your ship land on a planet or asteroid safely? For most small and medium-size vessels, the answer will be an obvious yes. Large vessels is an open question. GM NPC PROFILE TAPE: I was asked after some confusion about NPC capabilities during the first mission to write this up. So here we go! tape Name: Mr. Makuro Job/Location: Mr. Makuro is Hero Factory's founder and main inventor of new technology. Bio: Mr. Makuro is a gentle, soft-spoken inventor with an air of charisma and dignity, especially when explaining his newest inventions to eager crowds. However, Mr. Makuro actually believes that new inventions and innovations are the answer to just about every problem and puts too much trust in them for his own safety. He also doesn't deal in politics very well, despite his charismatic polish, and frankly is more at home in his inventor's lab. * * * Name: Zib Job/Location: Zib is the overly-stressed out leader of Mission Control, responsible for keeping Heroes informed and on their way to their next battle. Bio: Zib has been in Mission Control for as long as anyone can remember - at least, from the day that Mr. Makuro decided that he wanted to focus on inventing new Heroes instead of directing missions. While Zib does have a whole group of other Mission Chiefs to assist him, for some reason he is often the one that other heroes refer to. Name: Zib Job/Location: Zib is the overly-stressed out leader of Mission Control, responsible for keeping Heroes informed and on their way to their next battle. Bio: Zib has been in Mission Control for as long as anyone can remember - at least, from the day that Mr. Makuro decided that he wanted to focus on inventing new Heroes instead of directing missions. While Zib does have a whole group of other Mission Chiefs to assist him, for some reason he is often the one that other heroes refer to. * * * Name: Jawblade Powers, Abilities, & Weapons: Jawblade has two blasters that he can use to blast fire, and nasty jaws. He is also capable of swimming really fast and limited on land movement, using a levitation power. (That's the only way the Breakout scene where he's punching Stormer makes any sense.) Appearance: Yarr. Bio: Jawblade has been in and out of Hero Factory containment. His original crime was trying to get into the power conduit to Hero Factory underwater to disable it (see book Legion of Darkness). He also escaped in the Villain Breakout and used Oxidium against the Alpha Team member Stormer. He also enjoys swimming. Location: Hero Factory Villain Storage, maximum security. His Blade weapons have been taken from him. * * * Name: Black Phantom Powers, Abilities, & Weapons: Black Phantom is a strong and muscular robot with a very large power reserve, something he has used to his advantage. He also has a combination blade/mace weapon and his collection of Aracknix drones, which can divide and combine with each other, fire energy blasts, and create fields of energy. Appearance: Yarr. Bio: Black Phantom was once the leader of the Legion of Darkness, a villainous organization that nearly destroyed the younger Hero Factory, and orchestrated the villain breakout. He is cunning, ruthless, and sadistic. On the extremely rare occasions when he is not plotting, he has played chess against computers and violent video games. He doesn't like the company of others, and when things aren't going well he is known to simply disappear. Location: Hero Factory Villain Storage, maximum security. His drones and the maceblade have been taken from him. The drones have been released back onto the planet where they are from, making it unlikely for him to get them back. * * * Name: Corroder Powers, Abilities, & Weapons: Corroder has the ability to create, control, and absorb acid. He's also a fan of gas bombs, which give off a nasty odor and can corrode stuff. Hence the name. He also has used a pair of claws to focus his acidic powers, and a shoulder blaster. Appearance: Yarr. Bio: Corroder once attacked a prison asteroid and was imprisoned along with Von Nebula. He escaped in the Breakout and was recaptured. Corroder has a reputation for acting arrogant and dim-witted, which is plenty dangerous given his power set. Location: Hero Factory Villain Storage, maximum security. His claws have been taken from him, and his cell is made of reinforced concrete in addition to laser bars all around him. * * * Name: Merrick Fortis Powers and Abilities: Merrick Fortis has powers similar to the Kanohi Volitak and strength capable of throwing Bulk across the room. He has telescoping, x-ray, and infrared vision. Weapon(s): Merrick carries a single grappling hook weapon. Appearance: So sloppy. Bio: Fortis is the leader of the Hero Recon team. He paid a visit to Quatros to spy on Witch Doctor and appointed Rocka to watch Villain Storage during the Breakout. He's also kept track of Vex's and Striker's recent adventures on Tranquis and Streptos, but left the actions to Zib. He also knows all of Hero Factory's systems better than even Zib, and installed a few of his own. (One of which flips the Hero Testing Area upside down.) * * * Name: Queen Beast Powers, Abilities, & Weapons: Queen Beast has the ability to create, control, and absorb acid. She also makes coccoons capable of imprisoning a Hero, Civilian, or even a villain in a state of stasis, unable to wake up until someone opens or destroys the coccoon. She wields a sharp-bladed staff, and has enough strength to knock over a Hero with one swipe. Appearance: Queen Beast is blue and orange in color, and has six limbs - four legs and two arms. Bio: Queen Beast is normally a benevolent and caring creature, living peacefully under Antopolis and caring for the evolution of new beast-like creatures. The evil brain controlling her, however, is filling her head with the idea that the inhabitants above at threats to be destroyed. She is resisting with a fair degree of success, but the other beasts aren't so lucky. Location: Below Antropolis. * * * Name: Julius Nex Powers and Abilities: Julius Nex is the poster boy for Hero relations, spending time on social media with the civilian population regularly. He carries a triage kit capable of healing, reviving, or modifying any hero in the field. Weapon(s): Plasma blaster, laser cutter, and Breakout-style Hero Cuffs. Appearance: This set looks ugly. Bio: As part of his programming for Hero relations, Nex is witty, charming, and a shameless flirt. He's been on a whole bunch of missions by now, revealing that he also is ambitious and goal oriented. When he's not checking Herofeed or Herobook, he can be found enjoying a game of roboball with Furno. ------------------------------------------------------ Mechna Mechna is particularly famous for three things: factory tours, mechanized theme park rides of various kinds, and manufacturing of various kinds of technology. Huge disparities exist from rich villain apartments filled with slaves to slum districts where low-level villains scrape by on petty crime to hotels to factories. The one thing that it all has in common is the slick metal plating, the robotic arms, and the incredible amount of other industrial equipment. 1. The Grunge District - Most classy villains would stay out of here. Everyone on the street will rob you blind or kill you to rob you blind. The area is famous for the excess of shady bars and female pleasurebots like what Fravi once was. This place is in terrible repair - the oldest section on Mechna, this place is filled with broken down technology that no longer works. Many bots scrape by repairing or disassembling these machines and selling them in the other districts or even off planet - for the highest price they can get the suckers to pay. 2. The Middle District - Many villains live on the lap of luxury here. Although this area actually isn't preferred by most rich - they usually prefer lush and green planets to the dingy smog of Mechna, the constant thrum of machine noise, and the threat of theft. Instead, this area is composed of apartments that middle-class villains live in with their modest slave holdings, and some that are rented to high-class villains in timeshares for when they have to be on the planet to conduct business. These two districts abutt and blend together and aren't distinguished by those names IC; the OOC distinction is just to show the difference. The Middle District is North of the Grunge district. 3. The Government Hall - This old yellow building - it used to be white - houses the council that runs Mechna's government. Rumors have been circulating that the Galactic Conspiracy has significant inroads here. 4. The Slave Market - These are underground in the Grunge District and the Middle District. Many villains in the Middle district will venture into the Grunge District for lower prices on slaves. 5. Factory Area/Slave Living Quarters - On the opposite side of the planet from the Tourist District, the Factory Area abutts the Middle/Grunge area. Conditions in this area make the Grunge district look like a nonstop party. Slaves are kept in cells with barred windows and are rarely allowed to venture out. Slaves are run on murderous four-hour rotations and punished mercilessly for any mistakes. Many dream of being a house slave in the Middle District as a better destiny. 6. Tourist District - On the opposite side of the Government hall from Middle/Grunge and the Factories is the Tourist district, filled with theme park rides like rollercoasters and ferris wheels. There are also five "clean factories" that the government uses for tours - ticket prices are the only thing making these operations profitable. GALACTIC MAP (WIP): Rules: 1. All BZPower and Lego RPG rules apply. No GModding, bunnying without permission, autohitting, or other RPG ills. Tennising is OK for the most part – with our small player base, two characters or players interacting with each other is fine. However, if a third character or player enters the situation, please acknowledge their interaction as well – that’s just common courtesy. 2. Heroes cannot perform Nova Blasts. 3. Powers involving food – i.e. donuts, cake, pie, ice cream, or other similar edibles are not allowed. 4. Unless indicated otherwise, I am the gamemaster of yonder RPG. If you have a problem with one of my decisions, please take it to a PM to avoid disrupting the interaction. Unless I indicate otherwise, all decisions are final. 5. Please use IC and OOC for your posts. 6. Please respect all decisions made by your fellow members in their choices of interaction. Unless it falls under rule #1, taking issue is a waste of space. If you must, take it to a PM. 7. Please respect all decisions made/warnings made by the Lego RPG staff. RPG Staff/Gamemaster: fishers64 Missions: Periodically, I will be bringing you, the players, assignments from Mission Control. If you are a Hero, you may choose to join the Mission, and if you complete the mission you will receive a reward. If you are a villain, you may feel free to oppose the mission in any way that you see fit, and if you successfully oppose the mission you will receive a reward. Unlike in the typical Hero Factory storyline, villains do have a chance of achieving your objectives. Play your cards well, and you may be the future crime master of the galaxy. You are not required to join or oppose a mission – you may choose to do your own thing. You may also allow your own thing to intersect with the mission at hand if the story allows. Current Missions: Mission #4: In the Mirror Canon NPCs involved: Mr. Makuro, Black Phantom, Von Nebula, XT4 The Valos system is a tortured place to be. Unlike the Streptos system, the Tranquis system, or the Makuro Belt, the star of the system is surrounded by an oddly crackling force ring, which seems to be responsible for the nasty changes that the inhabitants have to endure. Legend has it that several planets have passed through the star itself, only to reappear later - which would explain the planet that just appeared two years before. It is in this system that the planet Mechna can be found, home to robotic slavery, trafficking of said slaves, and sweatshop factories that make Makuhero City's factory district look like paradise. Crime runs rampant among the city streets - but the truth is, no civilianslive on Mechna. Everyone on the street is a villain - just some more nefarious than others. And all of the villains keep their slaves - civilian or not - locked up. Except for the public government of Mechna, who sweeps all of that under the rug and presents the gleaming metal hallways and robotic arms as a tourist attraction. None of the government sponsored tours reveal what that planet is really all about - selling goods for the highest profit imaginable. The latest sponsored tour, however, has included something that no other tour has dared to include - a sweet portal into the unknown. Except that no one has come back from the portal yet, and...it has grown so big that another planet nearby has called in to say that Hero Factory might be interested in investigating before the entire planet of Mechna...and maybe the entire Valos system...is sucked in. Hmm. Seems like a villainous plot if there ever was one. Or like...5? Hero Objectives: 1. Investigate the person who called in about the portal. 2. Go to Mechna and investigate the portal itself. 3. Investigate the planet of Mechna itself. 4. SECRET OBJECTIVE (this has to do with the portal) 5. SECRET OBJECTIVE (this has to do with Mechna, and some old friends) Villain Objectives: 1. If possible, destroy the Astral. 2. Conceal the true nature of Mechna, and the portal. 3. SECRET OBJECTIVE (again, having to do with the portal) 4. SECRET OBJECTIVE (this one is for the old friends) 5. Help Traferous fix his ship and get out of Makuhero City (this is more local). ------------------------------------------------------------------------------ CHARACTER PROFILE POSTING NOW OPEN! I will make every effort to approve or return profiles as quickly as possible. Character profiles must be posted IN THIS TOPIC. PLEASE SPECIFY WHETHER THE PROFILE IS FOR A HERO, VILLAIN, OR CIVILLIAN IN THE PROFILE UPFRONT. MAKES MY LIFE EASIER. THANKS.
  25. Reviews for XMDN here! Don't be too mean, I don't think my panda heart can take it. As time goes on, more of what happened here will be revealed. Have fun, hope you enjoy it!
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