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  1. Profiles Topic | IC Topic | OOC Topic | Game Rules The Desert is a hostile, unforgiving place. This is why we built walls to keep it out. This is why we stay together, in our Tribes, for no one can survive the Desert alone. This is why we do not wage war against one another: We are already at war with the Desert. When our differences cannot be resolved with words, we solve them in the arena: a Glatorian stands to represent each village, and to the victor go the spoils. These matches have become a crucial element of our culture, with bouts fought just as often for sport as for peace-keeping, if not moreso. This is the purpose of our Arena Magna, the pride of Atero, a monument of civilisation that has stood for time untold against the Desert’s brutality. It stood when water still flowed through the Skrall River, and it stands still now that we are perched above falls of liquid sand. It is in the Arena Magna that we hold our annual Grand Tournament, where Glatorian and Agori meet in glorious combat to decide our Champion. The preparations have already begun: as we speak, Agori are hard at work in Atero, refurbishing the Arena, and the exhibition matches in villages across Bara Magna have begun. It is sure to be a spectacle to rival all that came before. This year, we fight in honour of our cousins in the Iron Tribe, who are unable to join us due to issues in their village. We wish them well, and look forward to their return in next year’s games. Anyone travelling from their home village for a match, whether to Atero or anywhere else, should make sure to take extra precautions on the roads. Remember: always travel in groups, and keep a regular watch at night. Though there is no immediate concern over the reports of unusual Bone Hunter activity, it is always wise to exert caution out in the Wastes. Additionally, please refrain from Zesk-hunting during this time, as disrupting their habitats may result in difficulties on the roads due to unexpected migration. Worry not, though, as each village has guards and archers at the ready to deter any vermin that wander too close to our borders. With those announcements out of the way: Glatorian, Agori, gathered friends of all stripes… Let the Games begin! The Setting The Solis Magna System The Solis Magna system is the solar system in which Bara Magna resides. The life stage of its star, the eponymous Solis Magna, is unknown, as is the exact number of planets in the system. Bara Magna Bara Magna is the only known habitable planet in the Solis Magna system, orbited by two moons, Aqua and Bota Magna. The vast majority of Bara Magna’s landmass is desert, owing to some unknown disaster in the distant past; the ruins of the civilisation that came before, now known only as the Great Beings, are scattered across the planet, but most notably form the foundations of the cities Atero and Roxtus. Points of Interest Villages There are eight main settlements in the Wastelands of Bara Magna: Atero is the capital city and the site of the Arena Magna, a structure dating back to the Great Beings themselves. It is the closest thing to a melting pot on Bara Magna, welcoming to Agori and Glatorian of all backgrounds, although tribe affiliation is still expected. Though freelance Glatorian exist, they are still compelled to make deals to fight for tribes in exchange for food and board, which are otherwise largely inaccessible. Atero is managed by a City Council of representatives from each of the Exhibition Match villages: Kyry of Vulcanus, Kirbold of Iconox, Tarduk of Tesara, and the typically truant Kirbraz of Tajun. Vulcanus is home to the Fire Tribe. The nearby lava flow is harnessed by the expert craftsmen of the village; with its heat, they forge weapons, armour, and mechanical components from the iron and exsidian they trade from Ferrum and Iconox. Vulcanus once had its own supply of Exsidian; however, it proved too dangerous to mine, and one of Raanu's first acts as Tribe Leader was to shut these mines down. The Arena Vulcanus, built atop the lava flow, is among the most impressive on Bara Magna, with various mechanical functions; for instance, the ability to let the lava flow into the arena, creating islands separated by streams of molten rock, an environmental hazard suited only to the most expert of Glatorian. The leader of Vulcanus, and by extension the Fire Tribe, is Raanu. Tajun is the home of the Water Tribe. Built in shaded crevasses below surface level, this village is the site of the largest known oasis on Bara Magna, providing its citizens with the most readily available source of water in the Wastelands. It’s this water that they trade with other villages, in exchange for the foodstuffs of Tesara and the metalwork of Vulcanus. It is also home to the Arena Tajun. Tajun is also currently home to the workshop of Celrys, the famed artificer. Tajun is led by Scodonius, who covertly supports the village's thriving criminal element despite Berix being its face. The twin villages of Tesara are home to the Jungle Tribe. Built atop two gigantic tree stumps connected by a bridge, Tesara is surrounded by an incredible rarity on Bara Magna: a large swath of lush greenery. Thanks to this unique resource, Tesara is the sole export of non-animal agriculture and wood, which isn’t used for much construction outside Tesara itself as a result of its rarity. The Arena Tesara lies in the northmost reaches of the green zone, and just beyond that are the Hot Springs. Between the roots of its two great trees stands the statue known as the Lord of the Jungle, a lichen-covered giant believed to represent one of the six Element Lords, quasi-religious figures who are believed to have created the biomes in which the villages lie. Tesara is led by the Merchants Guild and its Chairwoman, Linnea. Iconox is the village of the affluent Ice Tribe. Its location in the White Quartz Mountains gives the Ice Tribe alone access to Exsidian, the most valuable metal ore on Bara Magna. Mined using slave labour, Exsidian is used in all cybernetics and other complex mechanical parts due to its unique properties. Relations between the Ice Tribe and other villages are tense, due to the universal reliance on Exsidian and their purchasing of slaves from the Bone Hunters. Another source of suspicion is the notable lack of Bone Hunter raids on Ice Tribe caravans despite their value, believed by some to be due to their trade relations. Iconox and its Tribe are led by Metus, who was buoyed to power by his discovery of the very Exsidian vein that has made Iconox so powerful in recent years. Ferrum, located at the far end of Iron Canyon, is home to the Iron Tribe. Despite its apparent proximity to Vulcanus, which has always helped the booming trade between the two villages – which trade iron and mining equipment, in a symbiotic loop – Iron Canyon is extremely dangerous to traverse, near impossible for those unfamiliar with the safest route. Trade with Vulcanus is currently halted as a result of this, with only the Iron Tribe’s traders – who haven’t been seen in some weeks – able to safely navigate it. This has also held back any outreach to discern the issues currently facing Ferrum. The leader of Ferrum and the Iron Tribe is the Agori Somnii. The city of Roxtus is the current home of the militaristic Rock Tribe. Though the Rock Tribe is known to the rest of Bara Magna only by its males, the Skrall, these are only the military wing of the tribe. The actual leaders are the females, known as the Sisters of the Skrall; they possess alleged psionic abilities, and are feared and hated by the males who serve them. Male Skrall are not entitled to names – unless they earn a title through some extraordinary act, they will be known only as Skrall. Additionally, Roxtus is not the original home of the Skrall; previously, they resided in the Skrall Fortress, north of the Black Spike Mountains, until they were pushed South by an unknown enemy. This fact is unknown to all outside the Rock Tribe, as the Skrall have led the rest of Bara Magna to believe that they are expanding South, not retreating. Like Iconox, Roxtus makes use of slave labour, supplied by the Bone Hunters. The Sisters of the Skrall live apart from the men, residing within Skull Mountain, immediately adjacent to Roxtus; none but the Sisters themselves are allowed entry, barring the occasions on which they select a male for breeding purposes. Such men return broken and mentally feeble, and are shunned by their peers. So great is the dishonour of laying with a Sister that those who do so are forbidden even from calling themselves Skrall, and are forced into exile. The Skrall military is led by Tirveus, and the Sisters by Visena. The Bone Hunter Stronghold, located in the eastern reaches of the wastelands, houses the greatest concentration of Bone Hunters. Other long and short-term encampments exist in order to enable their movements around the desert, but the Stronghold is, for all intents and purposes, their home base. Chief among these smaller outposts is the Gatherers’ Hideout, located beneath the Dark Falls south of Roxtus, and just north of Creep Canyon. The Bone Hunters, in fact, traditionally refer to themselves as 'the Gatherers', with ‘Bone Hunters’ having begun as a pejorative before entering common parlance. Though they operate in small groups with individual, disconnected leaders, a mysterious newcomer called 'the Ghost' is attempting to unify them under his banner, with the aid of his right-hand man, Crucius. Smaller villages are also scattered around Bara Magna, though these are often subject to Bone Hunter raids, such settlements being difficult to maintain in the brutal Wastelands. Natural Landmarks The Wastelands are the mapped area of Bara Magna, from the Black Spike Mountains in the north to the Sea of Liquid Sand in the south. Though this stretch of desert is, for the most part, barren and desolate, there are a few more hospitable areas from which the Agori settlements have grown. Little vegetation grows in the desert, Thornax plants being the most common exception, and the wildlife is frequently hostile. The Dunes of Treason are one of the largest regions in the Wastelands, bordered by the White Quartz Mountains to the west, the Green Zone to the north, and the Skrall River to the east, and stretching as far south as Tajun. This part of the desert is almost entirely composed of sand dunes, punctuated by some rocky outcrops, and is almost entirely uninhabitable. The Eastern Canyons (Creep Canyon & Iron Canyon) are perhaps Bara Magna's most hostile locations, thanks in large part to being the primary habitat of the Skopio: colossal insectoid beasts, who react aggressively to any intrusion upon their territory. If a traveller happens to be lucky enough to avoid them, they're still likely to fall victim to the Bone Hunters who patrol the area, or perhaps simply become lost amongst the twisting paths – infamously difficult to traverse without an experienced navigator – there to die of thirst. Iron Canyon is especially treacherous due to its extremely narrow paths being ill-suited for vehicles. Sandray Canyon is a smaller canyon located south-east of Tajun, named after the creatures who inhabit the Sea of Liquid Sand. Though not as treacherous as the others, there have been sightings of Skopio, so caution is still advised. The Sea of Liquid Sand is an ocean-like expanse of the same fluid sand that flows through the Skrall River. The Skrall River flows through the Wastelands; although it's known to have once been entirely made up of water, throughout living memory it has been a stream of liquid sand from the foot of the Dark Falls south until it enters the Sea of Liquid Sand. The White Quartz Mountains are a range of snow-capped peaks, rich in Exsidian ore. The main landmarks within the mountain range are Iconox, Elbow Peak (a canyon flanked by two mountain ridges) and Gatherer's Ridge, a line of mountains stretching further east than the rest, into the northern border of the Green Zone. The Green Zone, sometimes called the Tesara Green Zone, is an area of dense vegetation in the north-west of the Wastelands. Home to Tesara and the Hot Springs, it is the only source of wood and non-animal agriculture for the other villages. The Black Spike Mountains are the southernmost stretch of a large mountain range north of the Wastelands. The area is volcanic and unstable, and honeycombed with tunnels that appear to have been dug by the Great Beings. The treacherous terrain, and the presence of the Skrall, have prevented proper mapping of the mountain range and the regions beyond. The Culture Skrall Due to their isolation from the other Tribes, the Rock Tribe military has developed its own unique culture, based primarily around winning honour through feats of martial prowess, and thereby demonstrating Skrall superiority. All Skrall are nameless by default, receiving names only when they have proved themselves worthy. Though these worthy Skrall can be stripped of their names if they dishonour themselves, there is no greater dishonour than to be chosen for bedding by one of the Sisters of the Skrall. The Sisters are treated with superstition and fear, due in large part to their psychic abilities; it is using these unnatural abilities that they craft the cybernetics used by the Skrall, and through them that they detect and choose the few fertile male Skrall for procreation (almost all male Skrall are barren). Upon their return, these Skrall (psychologically broken by their experience) are banished from the Rock Tribe, and stripped of the right even to call themselves Skrall. The secondary colouration of a Skrall denotes his rank: red for regular Skrall, maroon for Special Forces Skrall, and green for leader-class Skrall. Likewise, the rank of a Sister is apparent by her secondary colour: yellow for a regular Sister, teal for Priestesses, and blue for the High Priestess. The Sand Tribe Little is known of the exact history of the Sand Tribe, except that they were once as intelligent as other Agori and Glatorian. For centuries now, however, they have been little more than animals, moving through the desert in packs and communicating with clicks and other strange noises that bare only the most tangential resemblance to language. Efforts have been made by some particularly determined anthropologists to establish communications with them, proving in the process that they still retain some basic form of intelligence; however, the people of the Wastelands still view the Vorox and the Zesk as beasts and vermin, respectively. Great Beings The Great Beings (dubbed as such by the Agori) are a long-extinct, technologically advanced race of four-eyed humanoids who ruled Bara Magna millennia ago. Their ruins and technology continue to be of great value to the Agori; both Atero and Roxtus are built upon the remains of Great Being cities, and modern cybernetics and vehicles would not exist if not for unearthed Great Being technologies and the major breakthroughs to which they led. Their appearance is known to the Agori primarily from statues in Atero and at other Great Being sites, although the remains of long-dead Great Beings have occasionally been discovered in decades and centuries past. Element Lords The six Element Lords are quasi-religious figures of myth. Each one is believed to have brought life to the Wastelands by creating a biome in which the Agori now live, and the six largest tribes (Rock, Jungle, Fire, Water, Ice and Sand) are named after them. A statue of the Lord of the Jungle can be found between the base of the two great trees in Tesara, a roughly humanoid figure with no head and unusually long arms, which twist upon themselves like vines and plunge into the soil amidst the trees’ roots. Though overgrown with moss and flora, the Lord of the Jungle is still treated as something of a religious monument. Trade The Tribes and villages of the Wastelands trade various valuable commodities with one another; though some are obvious, such as wood and foodstuffs from Tesara, water from Tajun, and iron from Ferrum, others are more unusual. Vulcanus, for instance, is the home of industry in the Wastelands; although it once had its own Exsidian mines, it now forges weapons, cybernetics and mechanical components using Iconox’s Exsidian and Ferrum’s iron, and trades these for both necessities and the materials required to produce more. Atero’s status as the capital city of Bara Magna is not just the result of its high walls and central position; every safe trade route in Bara Magna, as shown on the map, converges upon the city, leading to its bustling marketplace. Though the city is at its busiest around the time of the Great Tournament, merchants provide plenty of business for its inns throughout the rest of the year. Exsidian is by far the most valuable metal on Bara Magna; its unique properties make it ideal for cybernetics, circuitry and complex mechanical components. Though once provided by Vulcanus, before its mines were shut down by Raanu, the relatively recent discovery by Metus of a vein in the White Quartz Mountains has quickly made Iconox an economic powerhouse. The slave trade, distasteful as it is, plays an important part in the economy of Bara Magna; after all, Iconox’s Exsidian is mined using slaves provided by the Bone Hunters. Roxtus is also reliant on slave labour, and both it and Iconox have backdoor trade routes with the Hunters. It’s through these that the Bone Hunters receive Exsidian from Iconox, which they provide to Roxtus in exchange for Skrall supplies, weapons and cybernetics. The Bone Hunters don’t only trade in slaves, however; perhaps even more lucrative to them is the trade of Spice, a psychoactive drug. The ideal source of unrefined Spice is Skopio bone marrow; however, impure Spice can also be found in the soil in and around Creep Canyon, particularly in those areas in which Skopio reside. It is for this reason that the Eastern Canyons are their primary hunting grounds.
  2. Profiles Topic | IC Topic | OOC Topic | Game Rules Here is where you post the profile, or profiles, for your Ghosts of Bara Magna character(s). Please make only one post in this topic; if you add more characters later, edit them into your original post, rather than making a new one. This makes it easier for other players to find your profiles. Also, please create your own original characters – that is to say, you cannot play characters from canon, at least not without mod permission. Within this one post, every character you play (barring special circumstances specifically approved by a mod) should have their own unique character profile before you begin playing as them. Each profile must include your character's species, appearance, equipment, cybernetics and/or vehicle, and a specific weakness. Obviously writing weaknesses is a right pain in the arse, but I encourage it not only for balancing but also as an important aspect of character development. A weakness doesn't have to be physical or combat-specific – it can be a bum knee or an old war wound just as easily as a phobia or a blinding ego. What's important is that you take the time to consider the flaws that hamper your character, and make them more human. Other optional profile sections, which I still heartily recommend, are your character's rough age, pronouns, gender, basic personality traits, and a biography (if relevant). Though there is no specifically prescribed structure for profiles, you can look to a goose and Bulik's profile posts for ideas on how you might format yours. Vehicles and cybernetics will need to be approved by a goose or Bulik. Please contact us by PM or on Discord to make approval requests. Species There are two, and only two, species available to players: Glatorian, or Agori. As you may already know, Glatorian are the warriors of Bara Magna, and Agori the villagers, though the gap in their powers is much smaller than that of Matoran and Toa since Glatorian have neither Kanohi nor elemental powers. Their advantage over Agori is their size and their strength, the latter being far more diminutive and ill-equipped for fighting. It is for this reason that Agori fighting in the Arena do so in vehicles. Although both Glatorian and Agori make use of them, only Agori characters have an automatic entitlement to vehicles. As this risks an unfair advantage for Agori characters, I still urge you to request vehicle approval for your Glatorian if you wish, with the caveat that there is a maximum of one Glatorian vehicle per player, which hopefully will still be plenty. The balancing factor is cybernetic enhancements: though all of Bara Magna’s residents have some form of technological augmentation, those of the Glatorian are specialised for combat purposes. Each Glatorian character is allowed two cybernetic enhancements, to be approved by a mod. You don’t have to take advantage of any of these things – feel free to create a Glatorian without cybernetics, or an Agori without a vehicle. These are just the options that are available to you, and you can always choose to add them to your character at a later point (with mod approval and sufficient IC explanation). Vorox and Zesk, which require specific approval (further details below), are considered a distinct species; however, for gameplay purposes, they follow the same entitlement rules as Glatorian and Agori, respectively. The Sisters of the Skrall are not available to play. It is important to note that, unlike in canon, Glatorian and Agori have roughly human lifespans, leaning at most only slightly longer than our own. Tribes The deserts of Bara Magna are unforgiving, and no one can survive them alone. With the exception of some freelancing Glatorian (who still have to take jobs from tribes, if they want food to eat and roofs over their heads), the people of Bara Magna largely belong to one of six tribes: Fire, Water, Ice, Rock, Jungle, and Iron. A seventh tribe, Sand, has long since devolved into barbarism; the Vorox and Zesk, as they are now known, display only animal intelligence. Split off from the Rock Tribe are the Agori known as the Bone Hunters, marauders who walk the desert in search of easy prey, raiding caravans and villages for resources and slaves. Though player creativity is encouraged, specific approval from a goose will be required for any character belonging to the Iron or Sand Tribe, with approval being especially difficult to attain for the latter (for, I hope, fairly obvious reasons). These two tribes are otherwise unavailable for play at present. In addition to the initially available five, custom tribes are welcome. Simply send a mod the name of the tribe, their leader, their colours, and the basic details of their village (name, location, etc) for approval, and boom, you’ve got a Gravity tribe. TL;DR: Agori and Glatorian Only Skrall are Glatorian/Agori Vorox and Zesk are a separate species Agori can have vehicles by default Glatorian vehicles are by request (each player can have one glatorian vehicle) Glatorian can have two custom cybernetic augments (each requiring approval) Most characters are in tribes Iron and Sand tribe characters require staff approval Custom tribes can be created (requires approval) Profiles should have at a bare minimum enough information for other players to understand their rough appearance and understand their capabilities and weaknesses. You are free to be as elaborate or as elusive as you want to format it.
  3. Profiles Topic | IC Topic | OOC Topic | Game Rules This is the dedicated OOC (out-of-character) topic for Ghosts of Bara Magna. Here, you can discuss anything and everything that relates to the game – ask questions, compliment each other's posts, advertise player run quest-lines, and more! The world is your very dry, very sandy oyster. You can also have OOC conversations in the official Discord server (link) if you prefer, although joining is not required in order to play and discussion is subject to that server’s rules. That said, please keep such discussions limited to here and/or the game's Discord server, in order to avoid crowding the IC (in-character) topic. For your convenience, the game's rules have been posted below.
  4. Class Is Out A (long overdue) Farewell To Corpus Rahkshi Welcome to the review topic for Class Is Out. For those just discovering this unique take on the Bionicle story for the first time, I hope you enjoy your stay in the weird, wacky world of sentient Rahkshi. Though there may be some inside jokes and references, these stories will largely be independent and self-contained, so prior knowledge of the game isn't required reading. For any old Corpus Rahkshi players who are seeing this and would like to contribute something, please feel free to reach out by comment, PM, or Discord message. Whether you want to write a full short story, or just contribute a few lines about where your character ended up, I’m open to any and all contributions. Just note that the Epics forum rules don’t allow for multiple authors to post in the same topic, so please coordinate with me rather than just posting something in the story topic without warning. I do have a clear end point already written for this project, but that will likely be at least a few months away, depending on how many additional contributors express interest. With all of that out of the way, settle in and enjoy this collection of tales from the surviving students of Corpus Rahkshi. Chapters: Part 1 - The Chronicler - in which our humble narrator is introduced. Part 2 - Sins Of The Father - a deformed daughter of Icarax faces her maker. Part 3 - The Illusion Of Control - Artakha falls to the armies of Teridax. Part 4 - Patience And Progress - the children of Chirox meet their maker's rival. Part 5 - Memoirs Of A Turahk - a letter from an old friend crosses our Chronicler's desk. Part 6 - A Caged Bird - there is no sweeter song than hope. Part 7 - Warrior, King, God - delusions and grandeur. Part 8 - Of Flesh And Faith - a family face their fate during the siege of Xia. Part 9 - Life And Death - two Rahkshi find their destinies during the fall of Destral. Part 10 - Sword And Shield - a family reunion takes an unexpected turn. Part 11 - Blizzard's Chapter - the past continues to influence the present. Part 12 - Letting Go - as one chapter ends, another begins.
  5. Class Is Out A (long overdue) Farewell To Corpus Rahkshi For those unaware, Corpus Rahkshi was a text-based RPG that ran on this site from November 2014 to December 2019, racking up nearly 28,000 replies before eventually petering out after its GM disappeared, despite the best efforts of a small, dedicated group of players to keep it going. The game played out in an alternate version of Bionicle canon where, for reasons unknown, some Rahkshi had begun to develop individual personalities and free will. In an effort to better understand and control this “new breed”, the Brotherhood Of Makuta sent these unruly new children to a school run off the coast of Nynrah, under the watch of headmaster Tridax (later replaced by Icarax). Set around 10 years after the events of the novel Time Trap, the game took place in a time period largely unexplored by canon, a time where Makuta schemed and squabbled amongst themselves and would-be conquerors consolidated their power in the wake of the Great Cataclysm, while the rest of universe waited with bated breath for the next disaster. Even before the game ended, I’d had plans to create some kind of epilogue post telling the tale of where some of my characters ended up after their time at the school, but between events in my personal life and -gestures vaguely at all of 2020- I never really found the time or motivation to get it done. Now, three years later, I’ve finally been struck by the right mix of nostalgia and inspiration to motivate myself to finish it off, and I reached out to some of the past players for their input in completing the tales of their own characters, to create one final, heartfelt farewell to Corpus Rahkshi. New entries will be added to this archive on a weekly basis, with descriptions denoting which author/s were involved, and what character/s the story is being told from the perspective of. While there will likely be some inside jokes and references that might go over the heads of people who didn’t play the game, these stories should offer plenty of excitement and emotion to appeal to any reader. Also, if any other former Corpus Rahkshi players happen across this and want to contribute, there’s still time to get something together. Leave a comment in the review topic, shoot me a PM, or message me on Discord if you’re interested in taking part in some way. Whether you want to write a full short story or just contribute a few lines about where your character ended up, I'm happy to include whatever you come up with. I do have a clear end point planned for this project, but that will likely be at least a few months away, depending on how many additional contributors express interest. With all of that out of the way, settle in and enjoy this collection of tales from the surviving students of Corpus Rahkshi.
  6. So my local college (+alma mater) is running a gaming convention soon enough and I'm thinking of making a one shot for it - specifically a Bionicle one where the party would be a group of Matoran who died and wake up in the Red Star as Toa and now have to get out (would be set around the same time as Kopaka and Pohatu would be there); and I'm looking for some advice on how I should proceed: 1) Is this really really a suitable game for people unfamiliar with Bionicle? Bionicle has a weird concept as it let alone been resurrected on an unknown space ship that brings back the dead. 2) What's a good set of masks for the party? I'm think Pakari, Matatu, Elda, Kualsi, Kiril; not sure what to do for the sixth mask. 3) Should I go with the standard array of elements, or should I switch out Stone for something like Iron, Lightning or Gravity to have more variety and accessability? Or just go with a completely random set of elements? Edit: I understand if this topic gets moved to a different board, I just placed it here as I didn't know where else to do so. Also I'm thinking of using either the Doronai Nui or a modified version of the RWBY fan rpg.
  7. If one had declared to the masses that, in the final years of the nineteenth century, this world was being watched keenly and closely by intelligences greater than that of man, and yet just as mortal, none would take such a claim seriously. None would believe that as men busied themselves about their worldly concerns they were being scrutinized and studied, perhaps almost as narrowly as a man with a microscope might scrutinize the transient creatures that swarm and multiply in a drop of water. With infinite complacency, the people of this world scurried to and fro across this globe, going about their little affairs, serene and ignorant in their assured dominion over the material- probably not unlike the infusoria under the microscope. No one gave a thought to the older worlds of space as sources of incontrovertible human danger; or, if they did, thought of them only to dismiss the idea of life upon them as impossible or improbable. It is curious to recall some of the mental habits of those departed days- a bygone age where terrestrial men of greater imagination pondered whether there might be other men upon Mars, perhaps inferior to themselves and ready to welcome a missionary enterprise. Yet, across the gulf of space, there brooded minds that are to ours, as ours are to that of beasts; intellects vast and cool and unsympathetic, appraising our world with envious eyes, slowly and carefully drawing their plans against us. And early in the twentieth century came the great disillusionment. The year is 1903, the Great Martian War rages on. Five years ago, mankind received a bloody and violent answer to the eternal question - "are we alone?". Indeed, the first cylinder falling from the heavens was a surprise to all, but markedly was only the tip of the proverbial spear. The merciless attack on humanity itself that soon followed was destruction the likes of which no person had seen - a terrible assault from cold, vile intelligences which shook even the greatest of human nations to their very core. Like lightning and rolling thunder the otherworldly invaders struck across Great Britain from the landing sites of their silvery vessels, sweeping south past the great city of London and up to the furthest reaches of Scotland in the north. In a matter of days, there was naught but destruction and desolate wasteland as far as the eye could see - that is, if any poor soul had managed to survive in the wake of the invader's advance. Even still, this was not the extent of the invaders’ insidious designs, and even now the Martians conspire to leave absolutely nothing for us. However, the mettle and resolve of humanity is poised to determine if our home is something that we shall give up so easily... To this day, the nations of the world push back! Equipped with unbroken spirit and boundless valor, brave soldiers make use of mechanical marvels reverse-engineered from the Martians’ own fighting machines. These mighty few, clad in iron and possessing prodigious courage, may yet turn the tide. Terrae Impetus Retro. The State of Things The British Empire Defeated! So said the headlines of newspapers across the world during the winter of 1898, not but a day after contact had fully and completely been lost with England. Only a few short months into the Martian invasion and one of the most powerful nations the world had ever seen was no more. Some nations celebrated, others quietly gathered their military forces, but many simply watched, unwilling to acknowledge or unaware of the danger that the otherworldly beings posed to them. This complacency was only compounded when the Martian’s advance simply stopped at the English Channel, and for two long years it seemed as though that was the extent of their assault on humanity. Of course, none sat idly by during this time. The remnants of the British Empire, formerly scattered across the world, lobbied for the retaking of their homeland. Others, such as France and Germany, made quick work of snatching up what precious few pieces of the Martian technology could be acquired for their own use. The lack of activity looked to some as though the Martians had simply left, gone to return to their planet. Some academics even went as far as to say that the Martians had been wiped out by the Earth’s own microscopic biosphere, for surely they could not have developed an immunity to Earthly diseases as mankind had over the millennia. Whatever the reason for the pause in action, it was not to last. In early Spring, after the turn of the century, the second Martian advance began with their fighting machines emerging from the waters of the channel onto the shores of Belgium and the Netherlands. There was little forewarning to prepare a defense, and in the time it took for the powers on mainland Europe to marshal their forces the aliens had made it far as the French and German borders to the East and West, leaving swathes of destruction in their wake. It has been three years since then, and while ironclad battleships from the world's nations hold the line from the Channel itself, landlocked defenses are slowly beginning to weaken as the Martians continue their unrelenting assault. But man has not been idle, and their newest weapon may be just what turns the tide of this war of worlds... Ferreis Induti No later than the first sightings of the Martian’s massive mechanical beasts did the minds of man begin to work, wildly speculating and postulating exactly how the various mechanisms by which the fighting machines of the otherworldly invaders operated. After the first of the tripodal giants were felled, its components were hurriedly collected and whisked away to nations that coveted them by enterprising individuals for these theories to be validated and amended. At first, various nations only received bits and pieces of the Martian’s strange technology, and information that could be gleaned from the disparate parts was fractured and incomplete at best. Indeed, it took the Martians’ second brutal assault for the inventors and engineers of the defending nations to come together and truly unlock the secrets of the Martians’ greatest weapon. Thus soon after, mankind saw fit to create fighting machines of their own. With boilers and reciprocating engines powering dynamos, these man-made titans leverage the magnetic-mechano limbs derived from the Martian technology to achieve motion. However, the more esoteric of Martian technologies have proven to still be beyond our grasp for the time being - the heat ray in particular vexing the brightest of minds. Though not as large as the hundred-foot tall behemoths they are designed to fight against, a dedicated and determined crew gives these machines an edge. Demons from Mars Much has been written of the men from Mars in the years since they landed in their gleaming pods, though as of yet no live individual has yet to be found. From the bodies recovered from their destroyed fighting machines, the true face of the enemy has been closely studied. The Martians themselves are large, with oily grey bodies about the size of a bear. They possess no limbs like the kind familiar to us - instead, a plethora of long, whip-like tendrils surround the area underneath their V-shaped mouths. Two large eyes, round and lidless, are perhaps the only familiar aspect of their peculiar biology. Internally they appear to possess no organs save an enlarged brain which occupies the majority of their body. How such an organism is able to live and function is beyond our science thus far. More striking, however, are the great machines they pilot. Approximately 100 feet tall, the machines stand atop three spindly legs with which they glide across all manner of terrain. These legs attach to a girdle of sorts that is secured to the body of the machine itself, with a mass of writhing tentacles extending down from the bottom of the machine. A hood caps the very top of the body, while the weaponry - such as the heat ray - that the Martians utilize is held at the ends of the tentacles. It should be noted that there are a secondary, distinctive subspecies of Martians, separate from those who occupy the tripods. While the large, cephalopoid creatures are undoubtedly the masterminds of the invasion, a second, subservient species has also been observed. Peculiarly, they are two-armed and two-legged, a form that at great distance could be mistaken for mankind itself. Indeed, it was initially thought that these creatures might be some twisted abomination of humanity, until specimens could be properly investigated. These are no humans - with brittle siliceous skeletons and long limbs which attach to an overly rotund body, it appears that without wearing the form-fitting, metallic space-suits provided to them by their masters, they would be crushed by the increased gravitation of our world. Beginning with the launch of the second wave of Martian assaults, the two-meter tall bipeds have been observed being deployed as foot soldiers, equipped with odd hand-held projectile launchers that fire metallic bullets without the use of gunpowder. To Hold the Line The time for action has come, for the first time in recorded history humanity’s fighting machines will clash with those from the red planet. The first generation of these colossi, built by nations around the globe, have been gathered along the French line to prepare to push the Martians back off the mainland. Housed in the mighty airship Thunderchild, this will be a deciding battle! Name: Age: Gender: Job: Country of Origin: Appearance: Personality: History: Equipment: Fighting Machine: Designation: Country of Origin: Crew: Description: Weapons: Traits: Rules of Engagement Listen to your GMs (krayz, grav). Don’t metagame, godmod, or otherwise exceed the limits of fair play. Get your profiles approved first. BZP rules apply. Arabella Fortunado and the Damocles Erich Volk and the König Arnault Mongouse and La Charlatane
  8. FAN;ARC BALOM SKRI;ARC NO ARCS BUT FOR ARC 3 Makuta has returned. Of course, to the beleaguered remains of the Dasaka Empire, now bifurcated with an endless ocean between its pieces, there was no Makuta to return at all. All the citizens of the once-proud Kentoku Archipelago know is that their islands have been besieged, their clans have been decimated, and their very way of life is under assault by creatures unfathomable even in their darkest tales of demons and phantoms. Clan Umbraline, first mothers and sisters of the Dasakan people, have fled across the waters - seeking refuge on an island they once eyed greedily. As for said island, the return of the darkness is possibly the last thing that can churn their hardy stomachs. The people of Mata Nui, finally recovered from the uncertainty of the Dasaka's arrival and the bloody war to reclaim one of their own villages from Makuta's forces, must now contend with the prospect of their oppressor's reawakening. The petty ambitions of his lieutenants have cost Makuta dearly and bought his adversaries some time; the Akiri, friends as hardened individually by conflict as they were weakened collectively, have finally joined forces as a united government once again, and the Toa Maru, heirs to the First Toa and vanquishers of Makuta, grow restless in pursuit of their destiny. But Makuta will not stay cowed for long. And far to the north of either island, a third - a landscape that revels in the conflicts that weary its counterparts, one torn apart and stitched together a dozen times over - roils in excitement at the thought of more turmoil. Somewhere, beneath its core, Makuta roils too. He is not alone in that. ***** Yeah yeah, you don't need my introduction right now. I'll have a speech planned later - and maybe a BZPRPG podcast? For now, just enjoy. And thank you. -Tyler
  9. 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
  10. 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.
  11. 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:
  12. 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:
  13. 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.
  14. 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.
  15. 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.
  16. 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
  17. 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
  18. 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.
  19. Nato G

    Skyrise

    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.
  20. 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)
  21. (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!)
  22. 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
  23. 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
  24. 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!
  25. 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?
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