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  1. Oh hey guys have OOC discussions and post your profiles here please and thanks. Probably won't be keeping much of a comprehensive list of characters, much like last time, so if you could edit your profiles into your initial post here that'd be great, cheers. Also, another reminder: every profile here needs two staff to go through it. Thanks, and it's great to be back. -Profile Form- Name: Codename: Age:Gender:Loyalties/Faction:Power(S): Appearance: Weapons: Skills: Personality: Weakness:Bio: -Tyler
  2. League of Six Kingdoms Formed After centuries of chaos, trade routes and worker's guilds have been united under an unprecedented new effort headed by the peace-seeking yet self-proclaimed "warlords;" Ehlek, Mantax, Pridak, Kalmah, Takadox, and Carapar. Despite fearsome names, the Six Kingdom Warlords Alliance (SKWA) were formed under the direction of the Great Spirits to ensure peace and prosperity in our time. SKWA leader Pridak takes the stand to address citizen's concerns over new government systems at yesterday's meeting in the heart of the coliseum When asked about current and future political ambitions, the leader of the SKWA and overseer of the great northern trade routes, Pridak, said he wanted only to be a boon to the working class and not a hindrance, citing economic spikes as tied to good government-guild relations. Concerns about military and police force were brushed off with a simple "only law-breakers need worry." The crowd, composed of many of Metru-Nui's hard-working citizens, seemed to visibly relax at this. Not everyone was in high spirits about the new mandatory government; some feeling that the toothy, charismatic leader smelled a little fishy. "So what's the law, yanno?" one carver spat angrily at the podium. "If we don't do somethin' to help you, is that an offense? And if we object, that's another one, right?" It is well known to trade circles, certainly, that the Po-Metru carver's markets are not the most brilliant example of well-to-do citizenry, but once more our fears were quelled as Pridak took the opportunity to address some concerns personally: "We are here to ensure diplomacy and prevent war. I'm sure we can all appreciate the need for safer communication in our markets. To that end, the minor quibbles of day-to-day life are not police matters. I advise you to take care of personal matters and move right along with no fear of retaliation." Pridak will be holding additional public forums in the months to come in order to ensure a smooth transition for citizens under his control. His first step will be to establish patrols along the pirate-infested trade routes between the Ga-Metru ports and Xian manufacturers. "I think this is a good step for everyone," Pridak said. "It's important to keep safety our priority." Ceteran Malivus for the Coliseum Chronicle can be reached through local offices; extension 50464. New contributors may request a free press kit and journalism guide.
  3. Archivist Entry 001.01 Following the announcement of the six warlords' ascension to power as universal leaders of change, it seemed peace was finally at hand. Metru-Nui citizens felt little impact in their day to day existence, and even the citizens of other island nations seemed in capable hands. The brotherhood bore the yoke with a semblance of grumbling, namely for having intruders finally look inside their laboratories. Vortixx factories continued to produce technology under Barraki Pridak's wise hand, and the seasons of commerce turned from Spring to Summer. "We benefit from the mandates on science and technology," a Ga-Matoran teacher named Nokama reported, "since so many of the advances in medicine and EP have been more or less hidden until now. Barraki Takadox had done a good deed in the latest bill." However, this peace was not to last. This morning, two months after the initial declaration and press conference by the six world leaders, Zakaz has declared itself a sovereign nation, under no jurisdiction of the barraki or any other being except the skakdi lords. This may be the only time in history of skakdi coming together as a single unit. Ko Ratsque for The Archivist may be reached through your local filing branch; extension 106876. New contributors may request a press kit, Journalism Guide, and ticket to the Archives of Onu-Wahi. ~~Previous Journal Posting, by the Coliseum Chronicle: HERE.
  4. RPG Forum Text-Based RPG Contest 29 SubmissionsAll RPG Contest 29 Entries should be posted here. They will be added to the list as we get around to it; don't fret if your entry isn't on the list immediately after you post it.You have until 11:59 PM EST on Saturday, September 21st to submit entries.NOTICE: If there is a note by your entry saying that it does not meet the requirements, reread the Contest Rules and then send Black Six a PM if you are still not sure of what is wrong with your entry. You have until 11:59 PM EST on Sunday, June 23rd to edit your post and fix your entry.Also, please be sure to check out the RPG Contest Topic for important updates and announcements.You can review others' entries in the Review Topic.[*]The Bubble - The X[*]Predicaments - Commander Obvious[*]City of Legends - The Lorax[*]Fear - Bat-Jamags - Withdrawn[*]Disruption - Canis Lycaon[*]Marathon - Wazdakka[*]The Legend of the Thirteenth Island - Lord of Adders Black[*]Spirits of the Mist - Zakar0[*]Petty Little Conflicts - Mr. House[*]The Arsenal of the Ancients - The Fourteenth[*]Era - Gravity[*]Masquerade - Parugi[*]Title - AuthorTotal number of valid entries: 10NOTICE: if you have an entry that is in violation of the rules and edit it to fit, please PM Black Six to notify the staff. Similarly, if you add a title to an untitled RPG, do the same. We are only human (well, okay, the jury's out on that) and are liable to miss the changes.
  5. RPG Forum Text-Based RPG Contest 29No theme for this contest - do your best!Any questions about the theme may be asked in this topic.Here's how these contests work:[*]The contest will be run every three (3) months, or four (4) times a year.[*]All members are welcome to enter the contest.[*]Each member can only enter one (1) Text-based RPG entry.[*]The only exception to this is that BZPRPG and RPG Contest staff will not be permitted to make entries.[*]There will be three winners selected in every contest. [*]The winners will be the three RPGs with the most votes after one or more rounds of voting (depending on the number of entries).[*]Whether or not a given RPG wins or not, it will be allowed to run in future contests, with the below conditions and restrictions. [*]For and RPG that lost a contest, the creator must make an attempt to alter and improve their entry before entering it in the next contest.[*]If an RPG has won four (4) consecutive contests that it has entered, it can not enter the next four contests. It does not, however, have to be altered before being entered again after its break, although the creator can do so if they desire to.[*]Example: A RPG wins two contests in a row. It is not entered in the next contest. It is entered and wins the fourth and fifth contests. At this point it cannot be entered into the next four contests.[*]Other restrictions as a result of other rules or administrative action may prevent a member from submitting an RPG. [*]At the end of the three-month interval between contests, if an active RPG does not win again, it will be closed. [*]If a former winner wins again at a later date, the creator of the RPG can choose to continue in the old topic where they left off or start over again in a new topic.[*]If the creator or members of a winning RPG break the RPG forum rules, that RPG will be closed. [*]The next runner-up from the previous contest will be allowed to run for the remainder of the term.[*]The offending RPG will not be allowed to participate in the next contest.[*]This system is designed to be more fair than the TBRPG approval process has been in the past, so absolutely no complaining. TBRPG EntriesThe following is what determines a Text-Based RPG entry. The creator of each entry must provide at least: [*]A brief introduction to the RPG.[*]A description of the setting, the time and place the events occur.[*]A history of what has happened leading up to the current situation.[*]The characters and creatures involved. Does this take place in the canonical Bionicle Universe, or is this your own island with its own heroes and villains?[*]A description on how you plan to further to story. [*]Does it follow the actual Bionicle story or take place in a setting of your own creation?[*]Is there an outline on where you plan for it go?[*]Will the players be allowed to choose the direction the story takes?[*]Is there an ultimate goal or quest, or is it merely a world for members to inhabit?[*]Requirements for those wishing to participate in your RPG. [*]Will members be taking the role of existing characters or characters you have created?[*]Can they make their own characters? If so, what sort of restrictions will be placed on them?[*]What sort of equipment, masks, stats, etc will members get when they begin?[*]Rules determining how players will interact with the environment and other characters. [*]How will the winner of battles be determined?[*]How will members buy and upgrade their equipment?[*]Will members level up? How will they gain experience? The above information can be submitted however the creator prefers. It does not have to be delineated in this way, as long as it is all there.Contest ProceduresHow the contest is going to be run. Here is the format the contest will operate under: [*]Members will have three weeks to draft and submit entries.[*]Entries will be posted in the Contest Submission thread. Any entries posted elsewhere or PMed will be disregarded.[*]At the end of this period, no further entries will be accepted.[*]The entries will be grouped into as few polls as possible for the initial round of voting.[*]Each round of voting will last for two to three days (48-72 hours).[*]The format of subsequent rounds of voting will be determined depending on the number of entries.[*]The three entries with the most votes in the final round of voting will be declared the winners. Any questions can be posted in the Contest Rules Thread or PMed to Contest Host Black Six.NOTE - All current TBRPGs must be submitted as entries if they wish to continue running.Entries can be SUBMITTED from now until 11:59 PM EST on Saturday, September 21st.You can review other entries and discuss the reviews in the Review Topic.
  6. Congratulations to: [*]Masquerade - Parugi[*]Era - Gravity[*]The Arsenal of the Ancients - The FourteenthThey are the winners of our twenty-ninth Bionicle RPG Contest! They can start their games as they please. Remember, as with the last contest, if the RPG has no posts for three weeks, it will be closed and the next runner-up will be allowed to start their RPG - so go play!As per usual, RPGs from the previous contest will have a week or so to wrap up. I'll probably be jet lagged from BrickCon a week from now and will probably forget to close them until later in the week. Thanks to the data loss, the old RPGs can be considered closed. The new RPGs will have additional time to play since they have to restart.Thanks to everyone who entered and voted!
  7. Transformers: Regeneration Cybertron. For countless Metacycles, our home has been a place of peace. The High council kept the peace, while researchers pondered the secrets of the universe. Workers built magnificent structures across the entirety of our home, and the ways of war was unknown to us. The scars of the First Great War were gone, replaced by that of the Golden Age. An age of science, progress, culture, and exploration. Times were good. The Primes, our leaders, watched over us, helped us, pushed us to reach for the stars. And we did. Yet, after enough time, the Senate, the ruling body of Cybertron, becamee corrupt. As a result, the Decepticons began to appear. Organized by a former miner, now gladiator from Tarn, the Decepticons demanded the abolishment of the caste system put into order by Nominus Prime, and the removal of the Senate. The Decepticons, who were rapidly gaining traction as an Anti-Senate group, declared war upon the Senate and all their supporters, and attacked the Autobots, prompting Sentinel Prime to engage the Decepticon leader, the Kaon Gladiator Megatron, in combat. Sentinel died, and the Senate knew their time was drawing near. The Golden Age was over. The Second Great War had begun between the Autobots, and the Decepticons. In desperation, they ordered the next Prime, Zeta Prime, to use any means necessary to destroy Megatron and his Decepticons. Zeta Prime's continuous crimes in attempt to destroy the Decepticons led to the Autobots betraying him, and aiding the Decepticons to kill Zeta Prime, and dismantle the Senate. To the Autobots, this victory seemed to mark the end of the war, and were anxious to return to peace. Megatron had other ideas. He quickly ordered his forces to take control of Cybertron, forcing the Autobots back to their bastion in Iacon. Eventually, the war resulted in one outcome. The shutdown of Cybertron. An Exodus was ordered, and the beginnings of a final battle between the Autobot leader, Optimus Prime, the last Prime, and Megatron. In space, heading towards a portal through space and time, the duo engaged in one final battle, resulting in a stalemate in which neither could prevail. Their ships, The Ark and The Nemesis were lost to the stars. But other ships looked for them. The Distant Light, a repurposed Autobot freighter was one such group of Autobot survivors that hunted for the Ark, hoping to find Optimus Prime, their leader. Arriving over a planet in the system Sol. It was thereThe Distant Light was attacked by a Decepticon raiding ship called The Corsair. The two ships battled each other in the orbit of this planet. Through the course of the battle, the two ships disabled the other's shields, and dealt enough damage to each other to cause the ships to lose orbit, falling to the planet below. The survivors of the crash, when re-activated from the emergency landing, found themselves on a new alien world, uncharted, unexplored, and filled with organic lifeforms. As the Autobots and Decepticons start to repair themselves and become acquainted with this new world, their war begins anew. -An observation of 'Earth'. Earth. While the 'humans' call it home, it is different than those seen before. This Earth is rich in Energon, with only a faction of it being uncovered by humanity. Humans originally fought a war among themselves as they thought their Energon stockpiles were near-gone, over a vein of Energon in a territory called 'Serbia'. This sparked a massive war between two sides, which culminated in an armistice and treaty that would (hopefully) prevent such a war from happening again. This treaty also outlined an organization which later became known as the 'United Nations', hoping to smooth world-wide energon trade. Much to Human-kind's relief, more Energon deposits were found soon after, and more nations entered into this UN. While most Nation's qualms and fights had died down as negotiations were made to achieve more than economic goals, much cooler relations were maintained by several of the 'superpower' nations such as the USA and USSR, both of which are constantly trying to secure power over the other. With enough time to work on research without the threat of war or nuclear armageddon, the technological advances have been significant. In other times, humanity would've been capable of electrical-powered cars, mobiles phones, and the 'internet' by the start of the 21st century. However, in this case humanity was capable of accomplishing these feats before the end of the 8th decade of the 20th century. The current date in human-time is 1989, Humanity has gone to it's twin moons, Selene and Luna and found nothing but dust and rocks. Humanity has launched satellites and space stations, all in the name of 'Peace and Brotherhood'. Humans are able to constantly trade both Energon, and their 'fossil fuels' without risk of war. The last decline in the world economy was a brief dip in the charts at the end of the 1920s, and the few wars that occur are only brief revolutions in developing nations. While those who's vision is captured in the now see no problems, those who see into tomorrow fear for what they have built, and what might cause the scales of balance to tip... -Introduction: Welcome all, I'm Varren Rehn, and this is Transformers: Regeneration. This RPG is an alternate timeline of the Generation 1 timeline, which for all OOC references, is dubbed 'Primax 013.0 Kappa'. It raises the questions of what would've happened if Optimus and Megatron never arrived at earth? Did other Autobots and Decepticons look for them? And if these other Autobots and Decepticons ever get as far as earth, what sort of adventures would they have? -Rules: The rules of the game, which should be followed at all times. All BZPower forum rules, OTC forum rules, RPG forum rules, and this RPG's rules should be followed at all times.There shouldn't be a reason to use overly-obscene language in this game. Transformers have their own words, such as 'scrap, slug, or rust'. Use those as needed please.No God-Modding.No Flaming.You are not allowed to kill another person's character without their permission.Avoid making OOC posts at all costs. You shouldn't make a post that only includes an OOC post, as that usually leads to discussion in the gaming thread.You are allowed a current maximum of ten characters.You are not allowed to make characters who appeared in the G1 cartoon.All characters must be staff-approved before you are allowed to use them in-game.All characters require a staff-approvals to be approved for playing.All Canon characters must be approved by two staff members.All characters may carry one weapon.All characters may have one ability. -Staff: Head GM: Varren Rehn GMs: Krayzikk -Locations: While the Transformers universe is quite large, this is a list of the current locations available for play. Earth: Earth is in a time period known as '1981', or 'The Twentieth Century'. This version of the earth has two moons, Selene and Luna. These moons have changed the way time is measured, make the lunar tides much stronger and often, as well as making the nights significantly brighter. Although, humans have advanced their technology a long way, and the results of their efforts have produced faster vehicles, better weapons, and a data-net that could one day spawn robotic-based life similar to that of Cybertron's. In the meantime, humanity is woefully unaware of the Cybertronian's and their war, allowing a golden opportunity for the Autobots or Decepticons to gain the organic humans as allies.Autobot Base: The crash zone of The Distant Light, modified to accommodate the Autobots living there. The Autobot base is located on the northeastern slope of Treasure Mountain in Gunnison County, Colorado. The base is equipped with a groundbridge, medical bay, armory, and other amenities that existed upon the ship, or were constructed upon it’s crash.Decepticon Base: The crash zone of The Corsair, somewhat modified to accommodate the Decepticons living there. The Decepticon base is located at the coordinates of 6°10'51.07"S, 69°57'4.68"W, or the middle of the amazon jungle. The base is equipped with a groundbridge, medical bay, armory, and other amenities that existed upon the ship, or were constructed upon it’s crash. -Factions: The multiple factions that have been formed in-game. Autobot: The Autobots are one of the primary factions in the Transformers mythos. They usually find themselves defending both their own race and other species against the Decepticons and upholding justice and freedom throughout the galaxy.Decepticon: The Decepticons are one of the primary factions in the Transformers mythos. They are typically concerned with such things as conquering Cybertron, defeating the Autobots, amassing large quantities of energon, developing powerful weaponry, and beating people up. Not necessarily in that order.Governments of Earth: The Varous governing bodies of Earth. Differences in culture, religion, or state of mind have resulted in humans creating separate nations for themselves. They are unified through the United Nations, a group formed after World War II to help with foreign relations, as well as regulate Energon trade. -Signup sheet: (Post in the Discussion Topic for approval please) Name: (Character name) Species: (Cybertronian or Homo Sapien. For now.) Gender: (Robots are people too. It's just that they don't reproduce. However, human genders are much more distinct than Cybertronian genders.) Faction: (Autobots, Decepticons, etc.) Appearance: (A detailed description or image of how your character looks.) Alternate Mode: (Cybertronians can shapeshift into an alternate form that can be used for transportation, combat, or other functions.) Weapons: (Keep it realistic and not overpowered; no character is going to wield the Star Saber.) Personality: (How your character thinks, feels, and acts) Skills/Special Abilities: (Realism please, no single character can be good at everything.) Weakness: (Nobody's invincible) Bio: (Where is your character from? How did they get here? Any notable events in their life?)
  8. MINECRAFT RPG Do you love minecraft to the fullest extent? Do you wanna have a minecraft RPG? Well, I just made one. *Bows modestly* In the comments copy/paste this then fill in the empty spaces Name: [ You cant pick Steve. Just put your username or whatever. If you have minecraft then your minecraft username. Two people cant have the same name, so look through the Members section below to see if anybody has your name.] Skin: [Describe your skin, or take a picture of your skin and put it on here.] REMEMBER: I MUST ACCEPT YOUR APPLICATION BEFORE YOU ROLEPLAY. IF YOU ARE NOT LISTED IN THE MEMBERS AREA BELOW, THEN YOU ARE NOT IN THE GAME AND YOU CANNOT ROLEPLAY! Members: 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. Places (Places you can go to) Overworld (You MUST spawn in this place) Nether (You must build a nether portal with lots of obsidian and flint and steel.) End (You must get eye of enders and use them until you find this) RULES!!! 1. You CANNOT PLAY UNLESS YOU KNOW ENOUGH ABOUT MINECRAFT! 2. Do not overpower yourself 3.You cannot play until I accept your application 4. You cannot use items from mods, or something that is not in minecraft. You cant use ANY mods. 5. When you are roleplaying put IC, if not put OC Example: IC: I shot you with a bow OC: Can I do that? 6. You cannot have more than one person 7. At the beginning of your turn, say, IC: [Your persons name] [Place] 8. You start of with NO items. My Person: Name: mario1437 Skin: White skin with blue eyes and a black hoodie. Wears black converse and a cyan shirt. Wears blue jeans as well. Banned Items: Spawn eggs, Nether portal, end portal, lava (not lava bucket, just lava.), Water (Not water BUCKET just water itself.) Let me start it off IC: mario1437, Overworld Walks aroung trees for wood. After I get enough wood I make wood planks then a crafting table and a wooden axe. Then I go cutting trees for more wood. Eventually, it starts getting dark so I make a house out of my two stacks of wood planks after my axe broke.
  9. Hi Everyone! This is the Bakugan RPG: The Reign of Naga Discussion topic. In this topic, you discuss stuff pertaining the the RPG. Also, in this topic characters are submitted and stuff. Oh yeah, here is the character format. Name: Age: Gender: Faction: Main Attribute: (Pyrus, Aquos, etc…) Appearance: (please, more than ten words at least) Personality: (self explanatory) Background: (optional) Bakugan: (Use the list that is up farther in this post. List their type and attribute.)
  10. Epilogue Staff Head GM: Toa Onarax Co-GMs: Silvan Haven Student Handbook A Short Introduction from your Headmaster Welcome new and returning students for 2013-2014 School Year of Venator Academy, this marks our 131st year of teaching and as always we intend to make it our best year yet. We have students from around the world and from all different organizations and methods of exorcising attending our School. However this of course is thanks to our neutral stance as an independent Exorcist/Hunter/Nobles Organization, so please try and avoid turning this academy into a recruiting ground for your organization. Now on to the fun stuff! As returning students know the annual Tournament of Tests will also be starting up soon, so it’d be best for all you new guys to learn the strengths and weaknesses of fellow classmates, such preparation is the key to be being a successful Exorcist or Hunter. As always the Tournament of Tests will be focusing on all aspects of Students abilities. From raw combat to games of intelligence to strategy and teamwork, every Student should find at least one thing they are good at. More information and events will be posted on the bulletin board soon, so make sure to check back and sign up for the two events that interest you. Finally I am obliged to tell you that there has been a bit of a change in the student body as of late, some partially possessed Students are currently enrolled. Now don’t panic, we only want to help these tortured souls as they, for reasons we don’t yet understand, can’t be exorcised, we’ve invited them to train with us. These Students still retain complete control over their bodies so there is no need to fear, still for their safety, I, the Headmaster, am the only one with the knowledge of the identity of these students. Now without further ado, I have provided you all with three documents, this Student Handbook, which outlines the basics of this school. A class list and a bestiary. Once again I welcome you to our school and hope we all we prosper together. History and Purpose of Our Academy Spirits, Yokai, Nunnehi, these are all names given to the same invaders. Mankind’s deadliest foe since the dawn of time. However at the Academy we have one term we use when describing all these foes: Demons. Dark creatures from another world, parallel our own. They seek to possess and tarnish all that we hold dear. Our history with them stretches back thousands of years, before even the records can track. However for the majority of those years Mankind was fighting a losing battle, one in which the Demons lorded over them. However Humanity would not stay down forever, and soon prophets and heroes around the world brought forth methods to combat their foes. So begin the first disciplines of Exorcism. Whether that be by reciting holy scripture or banishing their foes by working the tools of nature around them, Exorcists around the world separately discovered powerful tools to combat the threat and begin banishing Demons to their dark plane. For a while it seemed Humanity was on an upward spiral and would win this war, but the Demons became cleverer and realized that to fight Humanities new weapons they’d need to create weapons of their own. So it was that the Lords of the Demons began to create fiercer, deadlier creatures to battle the Humans. They experimented with everything, creating deadly beasts from bats, wolves, or even pieces of parchment, anything was ripe for their experimentation. Of course some of these creatures were deadlier than others, and being of our world instead of possessed meant we couldn’t use the same techniques we had grown so accustomed to. Of course if the old ways wouldn’t work we would develop new ways to fight back. Hence a new branch of fighters was formed, the Hunters, but even as we evolved so too did many of the creatures. So even as we managed to kill the beasts with greater and greater ease; stronger, deadlier creatures were born. Eventually their power reached a climax when the strongest amongst beasts gained sentience. However with that new found sentience came a desire for self preservation. These creatures would no longer be driven along like their feral cousins, serving every whim of their Demon master. These creatures wanted to survive, not throw away their lives. So it was that our war faded to the shadows, battles that history soon came to regard as myths. Still the war between Exorcists and Demons continues but not as the same black and white picture as things once seemed. There grew to be sentient creatures that had become attached to this world, and not even all Demons wanted to wreck havoc. Some just wanted to enjoy the beauties and splendors our world had to offer. There was one man who realized this before all of us. A man with a beautiful vision. Of Exorcists defeating the Demons once and for all with the aid of the other beasts. His name was Richard Sheppard and it was in 1882 he founded the now prestigious Venator Academy. To the public it is a School for the elite amongst the elite, acceptance via invitation only, however as every Exorcist and Hunter knows, its true purpose is much grander. It is a school where Exorcists, Hunters, and Nobles, as the evolved Creatures have taken to calling themselves, all learn to combat forces of darkness that exist in this world. Here every branch of possible solutions to the Demon problem is taught and researched. The students of this school not only grown to be the best and brightest but they also are the first to experience many of the new technologies researchers in the school push out every month. The school is nigh-impenetrable to nearly all attacks from all Demons, as a protect holy barrier has been extended around the school, using magic developed from branches of Exorcism around the world. This school is humanity’s hope to ridding the world of Demons. The Shroud As I’m sure you’re all aware, not just anyone can see Demons and Creatures, most humans only see them as the creature they are possessing or are most similar to. Events caused by Demons and Creatures generally appear to range from being natural disasters to freak animal attacks to even the work of serial killers. Being Creatures, all Nobles are obviously immune to the effects of the Shroud. Children born into Exorcist or Hunter families generally gain the ability to see the fog around the time they enter puberty. Normal Humans however, can only gain the ability to see through the Shroud via a traumatic experience involving a Demon or Creature. These can range from Possession to witnessing the killing the of a loved one at the hands of a Demon. Types and Symptoms of Possession There are two types of Possessions, Full and Partial Possessions. As their names suggest Full Possessions are when a Demon fully takes over their host body, partial possessions occur every now and then with Human possessions. If a Human has a strong enough will they can resist the possession and then Demon will only have partial control able to slip in and take over when the Human loses control. However more commonly the Human has just enough will to prevent their body from morphing and responding to the actions of the Demons and hence they appear to be just a writhing mass of a body, possibly attacking people should they get to close. A Full Possessions is when the Demon gains full control of the host. When a Demon is possessing a body the body itself changes its form to reflect that of the possessing Demon. Some are more predictable and common, for example a Demon possessing a Tree may appear as a Dryad and even more powerful Demon may appear as a Leshy. However a Demon possessing a Human will often be much more unique to that Demon’s personal tastes in terms of its actual form. A Human under a Full Possession may grow horns, sharpter teeth, or even a tail. When it comes to Human possession the more powerful Demon the closer the Human will appear to the Demons true form, most Demon Lords appear fully demon when possessing a Human. However this does not mean that is their true and full form. Types of Exorcists and Hunters Over the years many different branches of Exorcists and Hunters evolved these include: ExorcistsChanters: Exorcists who use the power of Holy Verses to drive back Demons.Smiters: A subclass of Chanters, Smiters use scripture to call upon Divine beings to aid them, hence they have a much more active role in combat. However this power generally comes at a price, a price generally set by a contract a Smiter establishes with the Divine Being who grants them their power.[*] Summoners: Exorcists who summon lesser Demons to help them combat other Demons. Beginning Summoners generally only have one or two Demons under their command. This is because when a Summoner first tries to Summon a new Demon, a Demon attracted to them will appear. The two will then engage in a battle of wills, if the Exorcist manages to impose their own will over that of the Demon they will gain control and be able to Summon that Demon again. As this is a Mental Battle, it can appear much longer for the Exorcist, while taking only a second or so real time. [*]Banishers: Exorcist who rely on using older weapons such as swords to drive back Demons. These weapons are generally enchanted using items such as poisons or Holy Verses to better improve their combat effectiveness. [*]Blasters: Exorcists who use more modern weaponry such as firearms to combat Demons. Like with Banishers there weapons are also enhanced via items such as poisons or Holy Verses. [*]Classifiers: These Exorcist specialize in identifying and locating the weaknesses of Demons. [*]Alchemists: Acting more of a support role, these Exorcist fashion poisons and tonics for other Exorcists to use in battle. [*]Researchers: Researches fully immerse themselves in merely studying on new techniques to combat the Demons. [*] Hunters Noble Hunters: An elite group of Hunterss who specialize in taking down evil Nobles. These Hunters generally are specialized in taken down one or two types of Nobles, i.e. Vampire Hunters, Werewolf Hunters.Tamers: These are Hunters who have managed to tame lesser ferals.Partners: These Hunters work in tangent with a Noble Partner.Slayers: Elite Hunters who specialize in going after Epic Beasts.Trackers: Hunters specializing in tracking down creatures.Alchemists: They serve the equivalent role of Exorcist Alchemists but for Hunters.Researchers: They serve the equivalent role of Exorcist Researchers but for Hunters.[*] Note: Few Exorcists and Hunter specialize in only one role or the other many are hybrids of multiple roles. Common Types of Nobles Noble Vampires: One of the more powerful groups of Nobles, these Noble Vampires are what many of the legends of old refer to when they speak of Vampires. While the level of power may vary it is known that for the most part they grow more powerful as they age. Vampires primarily gain abilities by taking in blood, the most potent of which is human blood. The more blood they take in the stronger they become, with all their strength rapidly increasing. Blood also allows them to increase their healing factor and regenerate their wounds faster. In addition constant intakes of Blood will cause them to live longer possessing a sort of pseudo-immortality. Most Vampires choose an age at which they want to be preserved and begin a steady intake of blood from that point on. Due to the increase of strength by aging, Vampires from Noble Vampire families streching back ages are generally much stronger.Aged Vampiric AbilitiesFlight.ShapeshiftingAllure: allowing them to charm creatures and other Humans. Strong willpower and training can allow one to resist this force.Noble Commands: This allows them to force Ferals Vampires to follow their commands, this generally requires a Noble Vampire to have a very strong bloodline.A very select few bloodlines even have the ability to use Noble Commands on other Noble Vampires. Some refer to this Bloodline as Barons although it is far from a universal term. [*] Weaknesses Sunlight: Vampires feel a mild agitation when in the sunlight, but this is most commonly seen as an underlying itch.Fire: Fire is extremely effective against most low level Vampires.Apotropaics: Vampires are mildy agitated when going near Apotropaics such as Garlic and Rosaries. Apotropaics also leave one resistent to powers such as Allure. Many Hunters have fashioned deadly poisons out of such materials.Wooden Stakes: Stakes are extremely effective for injuring Vampires as they lack the ability to properly regenerate from the wounds and even after healing, scars are often left behind. Ash, Hawthorne, and Oak are the most common woods used for the Stakes, and here at the Academy we have developed specialized bullets that act as weaker versions of the Stakes. [*] Noble Lycanthropes: While the fusion with the Wolf is indeed the most well known form of the Noble Lycanthropes the term can be applied to other “were” creatures. These creatures are able to morph their bodies into a bestial form, generally mamillian in nature although there are rare exceptions. This form is much stronger than the average human but it is primarily known for its significant speed. Of the common Nobles the Lycanthrope is by far the fastest. Lycanthrope’s abilities only increase depending on the state of the moon with the full moon being their strongest point. However Lycanthrope are also looked down upon by other Nobles due to many of them possessing less control over their bestial form, but like the Vampire they’re exist bloodlines that possess even more power, the strongest of which are known as Alphas. These Alphas also develop abilites over time the greatest growth period being during their teen years. Alpha AbilitiesResilience: No Alpha Lycanthropes is unable to control their bestial form with the exception of when the transformation is caused by extreme emotions.Primal Howl: This Howl seems to trigger an adrenal reaction in nearby subjects causing them to feel fear. The weakest of these howls just causes uneasiness but the most powerful can cripple people with fear. Obviously people with more willpower or training can resist this.Pack Mentality: This Ability allows Alphas to force other creatures to follow their command. The type of creature is determined by the type of Lycanthrope, for example Alpha Werewolves can cause Wolves, Feral Werewolves, and some of the most powerful can even force non-Alpha Noble Werewolves.[*] Weaknesses New Moons: Lycanthropes have next to no power during a new moon and most even have difficulty shifting forms during a new moon. The power levels of most Alphas generally drops to that of a normal Lycanthrope.Lycanthropes possessed limited stamina in their beast form and come out of it completely exhausted.Wolfsbane in its raw form will agitate Lycanthropes but mixed into a special poison that can be put on weapons it can greatly damage them. Weaker Lycanthropes can even be forced into changing into Human forms.Silver: The Hunter’s deadliest weapon against Lycanthropes. [*] Noble Kitsune: In Japan Kitsune are often regarded as noble and wise creatures, such high regard is aptly deserved. Kitsune do not start out in any Humanlike form, rather they begin their existence as a fox only being able to take on Human form when they reach an age of maturity, generally around 100 years old. There is some debate as to whether Kitsune should actually be classified as a branch of Lycanthropes but due to their perfect control of their fox forms many Kitsune scoff at the idea of being asociated with the “lesser” Lycanthropes. Kitsune tend to grow more powerful the more intelligent they become and this power if reflected in their fox form which grows more tails. When a Kitsune reaches nine tails the difficulty to acquire new tails rises rapidly, however at nine tails Kitsune begin to develop powerful abilities. Kitsune are one of the few Nobles that possess an actual form of immortality, if a Kitsune reaches a hundred tails they become fully immortal, albeit they can still be killed they will just never die of age. Kitsune however are known for having very long life spans, while the exact number is unknown it is believed they can easily live hundreds of years. Kitsune Abilities(Generally only one or two of these abilities comes into play at nine tails and the rest develop over time. Also please note that due to the rarity of a hundred tail Kitsune and the fact that the Academy has never encountered one means that this list is incomplete. Also all abilites can only be used in Fox form.)Hoshi no Tama: Glowing white balls of lights, Kitsune require them to focus their powers and hence guard them dearly.Tails of Fire/Lightning: Most Kitsune develop the ability to create and manipulate Fire or Lightning via their tails.FlightInvisibilityNightwalking: This ability allows a Kitsune to project itself into the dreams of others.Illusion Casting: Some Kitsune are able to create illusions to confuse and trick others, the more powerful the Kitsune the more realistic the illusion.[*] Weaknesses Hoshi no Tama: The same ball they use to focus their power can render the creature powerless should a human acquire it.Pride: Kitsune tend to be very proud beings something which can be used against them.Their Human form is also notoriously weak and even their fox form lacks any raw strength. If one can get past their trickery and flames it can be rather easy to take down a Kitsune. [*] Noble Sirens: The term Siren is actually applied to a wide variety of Birdlike creatures around the world, due to the broadness of the term a complete list of abilities can not be provided. Common Sirens include Harpies, Greek Sirens, and Thunderbirds. However there are boundless varieties from other parts of the world. [*]Noble Mermen: Like the term Siren, the Mermen term is also applied to a wide variety of undersea creatures. Common Mermen include Mermaids, Selkie and Encantados. Again boundless varieties due exist around the world. Common Ferals Feral Vampires: These creatures often appear as varying mixtures of man and bat and seek to devour humans. Unlike Noble Vampires they cannot survive without blood.Feral Lycanthropes: A merger of man and beast, these creatures can only operate during the night and hence are generally sleeping during the day. Higher Level Ferals/Beasts Hybrids: Hybrids are rather unique creatures as they appear to pieces of different animals and creatures all slammed together to make a new being. One of the most well known of this beings is the Chimera, however not all Hybrids are made of different animals, take for example the Cerberus. Hybrids tend to be lacking in intelligence and generally just follow the orders of their masters. While tamings have occurred in the past, for the most part these creatures are firmly under the control of Demons.Epic: Creatures of Legend from around the world, these are the beasts that fill up pages of myths and are some of the deadliest creatures to have walked the Earth. From Dragons to the Kraken these deadly beings have tormented and sometimes aided humanity for generations. While many have gained sentience, they chose not to go the path of the Feral or the Noble, instead they decided to live their own lives secluding themselves from the war between Humans and Demons. Still never rest easy, if these fearsome beasts ever decide to intervene, the tides will rapidly change, they are essentially nukes volatile to blow at any times. Common Types of Demons Nature Spirits: These demons possess forces and parts of nature. They are by far the most common type of Demon seen in our world as they will often possess insects and other small creatures. More powerful Nature Spirits possess large plants and animals such as Trees or Lions while others become a subset of Nature Spirits known as Elementals. These creatures take over parts of natures such as Water and Fire.Traits: Nature Spirits tend to be one of the foremost examples of not all Demons being evil as many merely wish to protect the places they have called home. However with the increase of urbanization around the world more and more Nature Spirits are becoming agitated and attacking humans. One of the few common weaknesses across all Nature Spirits is their reliance on a connection to what they considered their home or domain, hence should this connection be severed by either the destruction of this habitat or by being forced out of their home, they will often become much weaker.[*] Ghouls/Ghosts: These demons possess the recently departed. There exist two main types of this Demon, Ghosts who are an ethereal form of the departed being they possessed and Ghouls who possess the physical body. Ghosts and Ghouls are often unable to immediately repress the spirit of the departed and will hence seem to attempt to carry out some of the departed’s last wishes. It is not uncommon to hear them cry for the departed’s sorrows. Traits: Many Ghosts and Ghouls are most often seen around places filled with the dead, also their weak suppression of their hosts desires oftens makes it easier to manipulate them as many can be exorcised just by fulfilling the hosts last wishes.[*] Infectors: These demons sometimes overlap with Nature Spirits, they are demons whose very presence spreads rot and disease. They will often possess rodents and disease carries such as mosquitos. As expected they are commonly found in polluted or filthy places. Traits: As infectors are embodiments of disease, they are quite weak to most forms of sanitation. In addition many Infectors are rather lacking in intelligence and will act like one’s average insect, hence it is their numbers that cause problems.[*] Free Floaters: These demons are unique in that they don’t require a body to possess in order to enter our world. However they are often much weaker than most Demons due to be unable to take on a physical form. Many Free Floaters serve other demons, helping them search for a body or gather intelligence. Traits: Free Floaters are unable to attack one directly, the most they can do is cause issues in electronics by phasing through them, however this is also one of the easier ways to deal with should a Chanter not be around, as many are weak to heavy doses of electricity.[*] Inanimates: These odd Demons possess inanimate items, ranging from rocks to dust particles to even pieces of parchment. They generally are not too adept of fighting against Exorcists but are often seen with Infectors, helping them spread their diseases. They differ from Elementals in that they can’t actually manipulate the Elements even when they take over something like a rock, they can only manipulate that rock. Traits: Inanimates are often so unique that they rarely possess common traits, instead each Inanimate is generally dealt with on a case by case basis. Higher Level Demons Serfs: These are the lowest type of Demons to possess humans, most are only capable of Partial Possessions. However they do appear capable of guiding these Partial Possessions somewhat, using them to just cause quick chaos instead of more calculated attacks. Lords: These are generally the deadliest Demons one can encounter. Capable of shapeshifting they will often masqueraded themselves in Human Form. Demon Lords possess immense power and only the most experienced of Exorcists can hope to take them down. With the exception of a few elite Exorcists, Demon Lords are generally taken down via teams of expert Exorcists. It is currently unknown how many Demon Lords are walking amongst us due their habit of disguising themselves amongst the general populace.Princes: Students if you ever encounter a Demon Prince I can only give one piece of advice: run. We do not know where Demon Princes come from or even how to classify them, we know next to nothing about their power except that they are extremely powerful and dangerous. The very few purported cases of Demon Princes arriving all seemed to have a only a few similarities. One, these Princes appeared immune to all our attacks. Two, no Exorcist ever appeared to defeat them, it always seemed as something or someone else intervened. To this day Demon Princes remain an enigma. Our Campus Our Campus is located on an Island off the Northern Coast of U.K. and Ireland. Due to having purchased the Island we are the sole inhabitants on it. As we were founded in the late 19th Century our Campus is built with a Victorian Design. The campus takes up over 200 Acres and is divided up into five main areas: Main Hall: The Main Hall connects the front reception areas to the Arena Complex. The middle of the hall does open up for a large, open air courtyard with roofed walkways around it to allow for continued travel during rain.The Arena Complex is a large Amphitheater used for both assemblies and tournament duels. The reception areas are where the bulletin boards for upcoming events are placed. Links to the other parts of the school generally converge out of the central courtyard. The Northern Dorms: There are two sets of two dorms, first division is Male and Female, the second is Noble and Human. Younger Classmen room with groups of two to four students, while Upperclassmen get their dorm to themselves. The dorms are decently sized and have a desk and bed for each student rooming as well as one couch, all other furniture and equipment must be brought by students. Each dorm also includes a bathroom and shower. Each Dorm Complex also has a cafeteria and a gym that includes a pool.The West Wing: Classes that don’t require open areas for training are located here. The West Wing also includes the School Library as well as the Teacher Dorms. In addition there are gardens at the end of the of the West Wing which are where many of the Alchemists ingredients are brewed.The East Wing: Classes requiring open areas for training are located here. The main gym is located here as well as practicing areas for firearms and other weapons. The beast's room is here to allow students a chance to learn the details of summoning or controlling demons/creatures, finally this room houses the duelling arena allowing students to engage in duels or battles with one another on campus.The Southern Grounds: A large forested area often used for the training of Alchemists or field combat. Deeper in the woods lies a lake teachers may bring their students to for more training. Uniforms As with any respectable school, we pride ourselves on having our students look their best at all times, as such there is a standard uniform consisting of a black school jacket, a white collar shirt, a green tie and black pants. Both the shirt and the jacket possess the green emblem of our school, a rifle and a sword crossing over an open book, (Image Coming Soon.), atop the left side of a student’s chest. However we also value our student’s creativity and understand that this uniform is not the best for some of the more vigorous activities our jobs entail. As such we allow students to make modifications as they see fit to the Uniform and in addition many classes will have specialized outfits for their students to wear on some of the more endangering tasks. Student Application Form Name: What is your name? Gender: Male or Female? Age: How old are you? Type: Exorcist, Hunter, or Noble? Specialization: For Exorcists and Hunters this is the type(s) you plan to specialize in,for Nobles this is your species. Appearance: What do you look like? Personality: What are you like? Biography: What has happened to you so far? Skills/Abilities: What are you good at? Do you have special powers(Nobles mainly)? Weapons: Do they use any weapons in combat, if so what? Weaknesses: How do you get hurt? What are your flaws? For Familiars/Possessors of Tamers, Summoners, and Possessed Characters Name: What is the name of this creature? Gender: Does it have a Gender, if so what it is it? Type: Demon or Creature? Classification: Nature Spirit, Ghoul, Feral? (No High Levels, with the exception of possessed characters who should leave this as unknown.) Appearance: What does it look like? (If being possessed what does your character look like while under its influence. Does he have better posture or does he start huncing over?) Personality: How does it act? Biography: How did it meet your character? Weaknesses: How does it get hurt? What flaws does it have? Bestiary Entry: If one does not already exist. Rules Read the rules(Good Job, see how easy this is?) Follow all BZPower rules. No bunnying or autohitting without express permission of players. No OOC only posts and try and keep OOC discussion in the Discussion topic. No godmodding, this includes metagaming. Your character will win some and will lose some, and that’s perfectly okay, that’s how characters develop. To build on this, make sure your characters have some sort of weakness, it’s what makes things more realistic and creates a stronger character. [*] KEEP RELIGIOUS TONES TO A MINIMUM: This is extremely important, yes this is a game about exorcism so chanting out of the Bible to exorcise a demon is going to happen, however please keep any and all references to Religion in the CONTEXT OF EXORCISMS ONLY. BZPower has a policy of no religious discussions so when using a Religions of any culture ask whether it is necessary and beneficial to the character. If I see Religious discussions and debates brewing I will not hesitate to punish the offending players. The discussion is not only against the rules of the RPG its against the rules of BZPower. [*] Listen to the staff if you have a problem with a decision PM us. [*] Most importantly remember to have fun!! Some Words of Advice Obviously this RPG allows for characters around the world, so I want to see players be more than willing to play foreign characters, it's an interesting frame of reference, but please do your research. I want people to play characters, not stereotypes.Speaking of the world, this RPG will allow for creatures from around the world to appear. Some more well known than others, from Djinn to Wakwaks quite a few things can fit into here. I am more than willing to approve custom creatures from different mythologies but please do your research. I want the effort in research shown in the profile. I’m not going to require paragraphs of reasons why you should be able to play as so and so, but I do want the profile to paint a clear understanding of the creature. You don’t have to be an expert, you don’t even have your person be exactly like the creature you’re emulating, however the work should show and it shouldn’t seem like you just stole a creature based on common stereotypes. Teacher/NPC Profiles (Please note that as NPC Profiles these are rather shortened, I would prefer Player Profiles be much more in depth than these.) Headmaster The Bestiary and Class List (Feel free to add to these as both are incomplete.) Bestiary Class List
  11. Bulletin Board Welcome this will serve as the discussion topic for Epilogue. Please post your profiles here for approval as well as keep OOC Discussion here. I will be updating the Bulletin Board above with news of events going on, so please check back to keep up to date on current events. Approved Characters Toa Onarax - Dante, Ren and Noon, Vinnie The Snark Knight - Abraham, Alistair The X - Zachary, Jeff Constructman - Agnes, Vincent and Eleven, Misayo Levacious Zehvor - Alexander, Brennus Hubert(I don't care what his current name might be) - Septimus and Cloacina, 唐霄雾 Silvan Haven - Tim, Basilisk - Katherine Dovahkiin - Zakaro - Eliana, Wally Lord of Adder's Black - Bart, Karen Kaithas(Fourteenth Something right now) - Karrie Advent Aeternale - Adrian Alex Humva - Shanon Vengent Spectre - Kyle and V-Demon, Tyler - Mango - Eduardo Promised Land - Brianna
  12. Okay, this has got to be the worst depiction of Gali I have seen by far. Yes, even worse than those weird hair-extension creatures and those kookie softies you would find on DeviantArt and the like. Maybe it gets better later, but I am unimpressed by what they are doing. You would think that playing as Gali would awesome, like as this wise, meditative, elemental demigod, but instead we got... Someone who happens to look and be called Gali, who screams a lot. I think this is what people complained about when complaining about Other M, but atleast Other M makes some sense if you know the Metroid lore and emotional context and Samus still gets to do cool things. Though then again, this is a game where apparently Mata Nui was also invaded by aliens, so what am I to call out on character reinterpretations. Also, "romance"? What is this an otome game now? I mean no offence to otome games, they are fine as they are, but this is just transparent pandering to the shippers really. Thankfully it's optional.
  13. Bakugan RPG: The Reign of Naga. Hosted by sonyaxe, co-hosted by The X Co-Co-hosted by The Lonesome Wanderer By all rights, none of us should be here. The world should have exploded, or been ripped to shreds. But it didn’t. And that is almost worse than if it had. Ever since the Bakugan fell from the sky, nothing has been the same for me. At first, everyone thought it was a game, but strange occurrences started happing. Bakugan started to talk, battlefields started collapsing, and the barrier between Earth and Vestroia, the universe that the Bakugan came from, started to collapse. Most of us didn’t notice this much until dimensional gate appeared in the ocean, bringing with it the supreme evil of Vestroia, Naga. He was a gigantic dragon had absorbed the Silent Core, which was made of negative energy that he hoped to use to take over the world with. Only one thing stood in his way. The Bakugan Battle Brawlers. They were a team composed of six brawlers, the best battlers in the world. Each was a master of their attribute. They crumbled like a wet paper bag before Naga’s assault. Naga then absorbed the Infinity Core after defeating his sister Wavern, giving him control over the entire universe. Four of the Brawlers -Marucho, Julie, Alice and Runo- were exposed to the silent core with their Bakugan and turned to Naga’s side. With them, Alice reverted back to Masquerade, the greatest Bakugan Brawler in the world. But that was three years ago. Naga has subjugated the world’s governments and brought Earth under martial law. However, there is still hope. Shun and Dan, the two greatest Brawlers, managed to escape, along with a few hundred children that still had their Bakugan. They… no, we managed to get to an abandoned military base somewhere off the coast of Cape Horn on a large island. We set up there, and with the help of our Bakugan, created a fortress that has never, and will never, be breached. From that fortress, the resistance harasses Naga, mainly by taking over bases or getting rid of supply trains to his massive armies. We are the Resistance. We will take back the world. ________________________________________________________________________ Battling Battles will be decided using Gate Cards, Ability Cards, and of course the Bakugan. To start a battle, one person will “set” a Gate Card, or throw it on the ground. This will be the surface that the Bakugan battle on. In a battle, you can have twelve Ability Cards, three Gate Cards, and three Bakugan. A good, basic battle would be where one of the 2+ brawlers challenge each other to a brawl. One of the brawlers shouts, "Gate Card, set!" and throws down one gate card. Each brawler throws one Bakugan onto it, and the battle commences. The owner of the gate card can then say, “Gate card open! (insert name of a gate card here)” and the gate card will have some special effect. Once this happens, brawlers can use ability cards by shouting, "Ability activate: (insert name of an ability card here). Brawlers use abilities to attempt to overpower their opponents Bakugan, while the two Bakugan duke it out on the field. One Bakugan will eventually be defeated, usually by an ability that one brawler was too slow to counter, or just by overpowering the other Bakugan using Gate cards and Ability strength boosts, in which case the stronger Bakugan may do some mixed martial arts to finish off his opponent . If a Bakugan manages to land a hit that would be under normal circumstances a mortal blow, the other Bakugan will return to ball form. The battle continues like this, each player taking turns throwing down a card, until one person’s Bakugan have all been defeated. Once a Bakugan has lost a battle, it cannot be used for the rest of the brawl. When all of one person's Bakugan have been defeated, the battle ends. Bakugan Bakugan are normally large, monstrous creatures. But on Earth, they take the form of a small ball about the size of a walnut. In this RPG, however, Vestroia and Earth merged, so Bakugan can choose to be in their ball form or in their normal form. There are six attributes of Bakugan, indicated by their color. They are Pyrus (fire), Aquos (water), Haos (light), Ventus (wind), Sub-terra (ground) and Darkus (shadow). Normally, each battler keeps only one attribute of Bakugan with them, but that is not always the case. Bakugan have different traits based on what Bakugan they are and their attribute. For example, a Ventus Bakugan would be faster than a Sub-terra, but the Sub-terra would be stronger. Your ability cards and gate cards can strengthen your Bakugan, and the ability cards unlock their various powers. List of Bakugan… Bee Striker · Centipoid · Cycloid · El Condor · Falconeer · Fear Ripper · Fourtress · Gargonoid ·Griffon· Harpus · Hynoid · Juggernoid · Laserman · Limulus · Manion · Mantris · Monarus · Rattleoid · Ravenoid · Reaper · Robotallion · Saurus · Serpenoid ·Siege Sirenoid · Stinglash · Tentaclear Terrorclaw ·Tuskor · Warius · Wormquake Gate Cards and Ability Cards Gate Cards: These cards are a crucial part of any battle. With them, you can do anything from raising your strength to switching attributes. In a battle, you would have three Gate Cards of your choice. A list of available Gate Cards:(will be added to as the RPG progresses) Ability Cards: Ability cards can determine the fate of an entire battle. You can have ten of your choice in a battle. These cards are more diverse than Gate Cards, and can have battle changing effects. A list of available Ability Cards: Factions: There are really two factions in this RPG. The Resistance, which is composed almost entirely of kids, is led by Dan, Shun, and Kai. In this faction, being a Darkus brawler is rare, as most Darkus Bakugan are being used by the Legion. The Legion of Naga, which is comprised of adults mostly that have been trained to use Bakugan and is led by Naga. Any attribute besides Darkus is uncommon,but there are still a good number of non-Darkus Bakugan. Locations: Fortress of Wrath: Naga’s main base. It is centered in what was once New York City, in the United Nations building. Apparently, he found it funny that humans could ever be united in any way. The weapon systems on this place are HUGE. Meaning, if you don’t have the pass code ready in about 2.637 seconds, you will be blasted to atomized bits. If you are a member of the Legion of Naga, you will most likely start here. Parade Grounds: Within the Fortress of Wrath, there are many open spaces where soldiers drill and practice battling. Soldiers also trade news, eat, and spend what little leisure time they have on these large fields. Weapon Station: This is where most of the fortress’s weapons are controlled from. Pretty basic, but you have to be pretty high ranked or respected to set foot in here. Occasionally, missions are planned in this room. Redemption H.Q.: This is the central hub of all of the Resistance’s missions. There aren’t many weapons, but this fortress is naturally protected by the year-round storms that rage around the island it was built on, courtesy of some volunteer Aquos Bakugan. If you are a part of the Resistance, you will most likely start here. Battle Park: A large, sunny, verdant park filled with flowers and trees, and also brawlers wishing to hone their skills. Most of the time, this is where people train and hang out. Mess Hall: A place to eat, hang out, and just talk about anything. Command and Control: A large, tiered, circular arena where missions are planned. Everyone is allowed to listen and give their input or ideas, and missions are planned by everyone, not just the leaders, using a democratic, voting procedure. Most other places, such as cities, forests, mountains, etc. will be basically the same. Cities are constantly changing hands as the Legion and the Resistance battle it out. Rules: 1. Follow all BZRPG rules 2. Follow any guidelines listed above 3. No meta-gaming. Meta-gaming is using information in you IC posts that you character could not possibly know. Just don’t do it. It annoys me. And when you annoy me, your Bakugan gets sent to the DOOM dimension. (Lol jk) 4. Use IC for in character posts and OOC for out of character posts. 5. Be respectful 6. Have fun! Character: Please put your character profile in the discussion topic for approval. Your character will be a kid, 12-16 years old if you are in the resistance, or an adult, from about 25-38, if you are in the Legion of Naga. Character sign-up sheet. Name: Age: Gender: Faction: Main Attribute: (Pyrus, Aquos, etc…) Appearance: (please, more than ten words at least) Personality: (self explanatory) Background: (optional) Bakugan: (Use the list that is up farther in this post. List their type and attribute.) Here is some extra info: After about 20 posts in this RPG, and after you win at least four brawls, I may see fit to reward you with a talking Bakugan. All staff will automatically have one. This is my first RPG. Please, if there is any confusion, comments, or criticism on ANYTHING, don’t hesitate to ask. On Talking, or Guardian, Bakugan: These Bakugan are Bakugan that have seen fit, whether through chattiness our seeing potential in their brawler, to talk to them. Be creative, give your Bakugan a personality! For example, a Seige may have a chivalrous personality, or a Robatallion may be like Spock. Be creative! Major NPC list so far:(will be added to as the RPG progresses) Character list:
  14. Please note that this actually has nothing to do with the BZPRPG, other than subject matter. 1. "Swag" is not an element. 2. A character's weapon of choice cannot be longer than the character is tall. 3. There is no Kanohi mask of Partying. 4. Under no circumstances am I to say the words "choo choo". 5. Sadly, I cannot name a character after myself. 6. "The Truffle Shuffle" is not a specialized combat maneuver. 7. Explosives are bad. 8. Thrown combustibles are bad. 9. Caustic grenades are bad. 10. Incendiary kunai are bad. 11. Fireworks are bad. 12. Bags of rocks are bad. 13. I cannot use the Kanohi mask of Stealth to turn on all the water faucets in a building and remain undetected. 14. My Matoran cannot best a Skadi in a fistfight, no matter how awesome that would be. 15. Dogs are not a playable species. 16. My characters are not skilled in napping. 17. Snipes do not exist, and I am not to go on a quest to search for them. 18. If I do find a Snipe, I am to kill it discreetly before it lays eggs. Preferably in the wilderness, next to a body of water. 19. I should avoid archers and Electricity Toa. Or Electricity Toa archers. 20. If I cooperate with another PC, I will not completely ruin their agendas in the most embarrassing ways possible.
  15. Sunken Cities Our universe is a shambles. During the Great Cataclysm, Mata Nui slid off the side of a trench.The resulting damage and extra depth flooded this place, and such places as Metru Nui and the Southern Continent are deep underwater. We've survived on massive ships constructed by many groups, the most advanced from the Vortixx and Nynrah Ghosts. Some go deep underwater after treasure at the bottom of the ocean, roaming through the ruins. Others have fallen deep into the former jail known as the Pit, and never returned.The only survivor of that place is a Le-Toa named Lesovikk, and he speaks of horrors beyond imagination. Along with him comes hope: He discovered a crescent shaped island, where the Mask of Life supposedly resides. Many think if this mask is found Mata Nui will rise once more, and the water will drain. We must do something about this quickly, however. Anything to alleviate the damage to the Spirit. Strange creatures have been filtering in through holes in the exterior of his body, creatures that not even our massive fleets can combat. Each faction has taken its own approach, but I am beginning to worry that our infighting will prove to be our doom. -Turaga Levan, Ruler of the Toa Council. The Monster: Johon, I hope this letter finds you well. I'm worried. Attached is an article proving the existence of that Monster I was telling you about. Please, please come back to the Provider. Missing you,Mairan. A massive sea creature was attacking ships in the Seeker Fleet, before being driven off by the Tarakava. It was surprisingly intelligent, by eyewitness reports, heading directly for the core of the fleet and moving around defenses and other obstacles. The same creature was then reported going after the Tarakava later, leading a small army of water Rahi. Only the combined efforts of the ship and a small band of Lost were enough to stop the Monster this time. Why the Lost were around is unknown. According to the Captain of the Tarakava, the only portion of this beast seen was a set of serrated tentacles, though one thing is certain. It's huge. Bigger than anything we have to throw at it. Who are you? A maintenance worker for a ship? A treasure hunter? A scourge of the seas? A hero?Whatever you call yourself, this flooded robot isn't kind to the unprepared. Certainly not to those poor souls that have died in the depths. Two things we have plenty of: air and water, though we may only have one of those if the leak in the ceiling isn't stopped up. Important Locations: The Seeker Fleet: The Seekers have no large ship, instead having many small ones that congregate together in a large flotilla. Following their mission, it allows the maximum amount of area to be searched, as well as making it extremely hard to destroy them. Lesovikk's location is kept a secret.The Mighty Tarakava: The biggest weaponized ship, she patrols the seas in the name of the Council. Called the Tarakava because of her massive dual swiveling cannons, not many ships can challenge her. Her biggest disadvantage is the lack of food capacity: She must stop at the Great Provider every now and then for supplies. The Council meets here.The Great Provider: Built soon after the flood by the former inhabitants of Artakha. The starting location of most Creators, her food and water production are unmatched. She's about the size of a small island, and seldom moves. Almost all other ships have a device made by the Creators that, not unlike a compass, always points in the direction of the Provider. Factions The Seekers: Followers of Toa Lesovikk, they hunt for the Mask of Life. Lesovikk washed up on the Great Provider about a year ago, babbling about The Underwater City and The Crescent Island. Slowly he regained his sanity, and currently resides in a water filled tank on one of the Seeker ships. The Council: The largest force for law and order around, they try to keep the constant attacks by mutated sea Rahi and pirates to a minimum. Formed soon after the Cataclysm, their public reason for not wanting to help Lesovikk and his followers is an understandable one. With the late Monster sightings, it's unwise to send any ships on a fool's errand. Some, however, theorize that the Council enjoys its power, and doesn't want Mata Nui to rise.The Brotherhood of Makuta: Teridax disappeared during the time of the flood due to the Toa Metru's protodermis cage. The Brotherhood is conflicted now, some (like Gorast) trying to find Teridax, others (like Icarax) doing their best to make sure he stays trapped. They have many servants, from Matoran and infected Rahi to Dark Toa and Vortixx. All of them wish Mata Nui to stay down, and a Makuta is a Seeker's worst enemy. The Brotherhood is only barely held together at this point, on the verge of civil war.The Creators: The Creators are the smallest faction, and are almost completely neutral. They are only attacked by the most foolhardy, because they are the main source of food and other resources in Aqua Nui. The badge of a Creator agent can get a being passage on nearly any ship (with some money, of course).The Lost: Some beings drift into the Pit, and those are mutated into water breathers. Most Lost have done this on purpose, believing that ability is the best for a changing world. What most don't realize is the certainty of going insane from the horrors that live in the Pit. Many regain their sanity, but with the exception of a few, they are cast out.Make yer own: This is permissible. Others wishing to join your faction must get your approval. Profile Template. Staff approval is required. Name: Gender: Species: Faction: Powers: (please be clear) Skills: Equipment: Weapons: Kanohi: (if applicable) Appearance: (Details are necessary) Personality: (optional) History: (5 sentences, at least) Ship profile (Submarine vessels are allowed, but they must have a major limitation.) Name: Appearance: Armament: History: Run through of the profile:Name: Bionicleish. No Exampledude123 or John Smith.Gender: Male, Female, ambiguous.Species: Toa, Matoran, Turaga, Skakdi, and Vortixx are allowed. Other races will be done on a case to case basis. No Makuta. Custom races... Run those by two staffers first.Faction: See them up above the profiles.Powers: This should explain itself.Skills: Stuff they're particularly good at.Equipment: What they carry around.Weapons: Now, nearly anything can be a weapon, but these are particularly for fighting.Kanohi: Custom is allowed, but will be heavily scrutinized. No legendary masks, no Avohkii, Mask of Shadow, Zatth, Olisi. Use common sense, please. Definitely no Mask of Rahi Control.Appearance: What the character looks like. Personality: What you act like.History: Your character's history. Staff: The Fourteenth Doctor (GM) Bulik The Snark Knight Mr. Peanuts Holden Caulfield RULES: (Read these or I feed you to the fishes) 1. All BZP rules apply.2. Listen to the staff.3. Your posts should go something like this, with IC for in character and OOC for out of character:IC: "Mayday, mayday! Any Council vessels in range, we need immediate assistance!" Johon yelled in terror, hoping anyone was around to hear him. OOC: Anyone around, I could use your help.4. Arguments/debates may go on for 3 posts in the main thread. After that, take it to PM or the discussion topic.5. No godmodding. Dodging unavoidable attacks, ignoring injuries, etc.6. This fits under godmodding: No metagaming. Knowing things your character didn't learn, magically crashing another player's party without a good IC reason.7. Put Water, water everywhere in your profile to prove you read this.8. Don't kill another player's character without permission from him/her. Make sure to write that you have permission in the post where you kill the character.9. IN THE EVENT THAT DEATH SEEMS UNAVOIDABLE: Your character may be killed to avoid breaking rule 5. Only staff can do this. This isn't a punishment, just realism. If you have a good way to get out of it after your character is dead, please PM the Doctor or another staffer.10. Canon characters are not allowed without having permission from the GM first.11. NPC autohitting is permitted as long as you play realistically.12. No destroying large, staff created ships without explicit staff permission from all staff. That is the ultimate case of NPC bashing.13. No bunnying. That means taking control of another person's character without permission.14. Double posting... Nah.15. Have fun! Punishments:These are no fun. Tier 4 and above must have mutual consent of the staff, instead of just one staffer.1. Warning.2. Serious injury.3. Character death.4. 1 week ban.5. All characters die.6. Permanent ban. Just... Go. Rewards are a bit trickier. Staff must agree on them, but they aren't as... General, as punishments are. Behave very well and the staff will decide on a reward, just for you. Relish that warm, fuzzy feeling. It'll keep you alive on the cold, windy nights of the ocean. Important NPCs: Name: LevanGender: MaleSpecies: Turaga of AirFaction: The Council, though in recent years he's been a bit... Odd.Powers: Air control, able to breathe underwater.Skills: Relatively good leader, still rather good with a quarterstaff.Equipment: His badge of office, a plain wooden staff.Weapons: Said wooden staff.Kanohi: Noble Kaukau.Appearance: Levan is tall for a Turaga, wearing green armor and his trusty Kaukau. Honestly, it'd be hard to pick him out of a crowd if you didn't know him.History: Levan came out of nowhere to become the leader of the civilized world, being elected for his quiet wisdom and trustworthy demeanor. But since the Monster made its first appearance, he's acted strangely. Always a bit on edge, always looking around corners before he walks out. Jumpy even around his oldest friends. One might think he's hiding something, but no one's found it yet. Of course, it could just be the stress getting to him. Could be.
  16. Requiem IV Crew Profile Database All crew members of the SPRSD Colony Ship “Requiem IV” must undergo proper psych scans and assessments of any capabilities they possess, with the hopes that these unique abilities may be properly instituted into the fulfillment of the ships main objective. Before submitting your profile into the Database, please be sure that it has been approved by a Requiem IV Administrator. Any profiles placed within the Database without proper certification will be discarded, and your application will be ignored. The proper form must be filled out – [b]ID Tag:[/b][b]Gender & Species:[/b][b]Appearance:[/b][b]Power Suit:[/b][b]Abilities:[/b][b]Personality:[/b]All crew profiles can be found by accessing the database. <<<error>>> <<<forced shut down>>> <<<rebooting>>> <<<data recovery in progress>>> <<<corrupt files detected>>> The following information has been retrieved. Please indicate which crewmember you are seeking, in numerical order by their ID Tag. As data files are properly recovered, updates will be made to this database. <<<DATA RETRIEVED; FILES CORRUPTED>>> ---> Crew Member 00005 <TERMINATED> ---> Crew Member 00006 ---> Crew Member 00007 ---> Crew Member 00008 ---> Crew Member 00027 ---> Crew Member 00072 ---> Crew Member 00113 "Slash" ---> Crew Member 00149 ---> Crew Member 00196 ---> Crew Member 00271 "Sparky" ---> Crew Member 00306 "Bubbles" ---> Crew Member 00337 ---> Crew Member 00391 ---> Crew Member 00400 ---> Crew Member 00404 ---> Crew Member 00608 <TERMINATED> ---> Crew Member 00655 "Rocky" <TERMINATED> ---> Crew Member 00682 ---> Crew Member 00686 "Cannon" ---> Crew Member 00767 "Knight" ---> Crew Member 00819 "Priest" ---> Crew Member 00913 "Bowie" -error- duplication detected... -error/fix- duplication deleted... ---> recover deleted filed "Crew Member 00913"[x2] y/n? ---> -n- ---> Crew Member 00999 ---> Crew Member 24601 ---> Crew Member 03608 ---> Crew Member 07725 ---> Crew Member 29824 ---> Crew Member 31415 "Iron Boy" ---> Crew Member 59049 <<<RECOVERING DELETED FILES>>> ---> Crew Member 00060 ---> Crew Member 00841 <<<RECOVERED FILES>>> ID Tag: 00005Gender & Species: Deceased Male Steltian [Worker Caste]Appearance: 00005 was, in life, a massive Steltian of apparent strength. His armor was of slate grey coloration mixed with small amounts of blue and red, with eyes of the former. His shoulders were of particular note in just how wide they were, and based on his build, it was unlikely he would be able to maintain his species reputed ability to achieve temporary flight.Power Suit: 00005 wore a huge blue power suit of great bulk. The armor plating alone was much thicker than that of the standard ship crew member, even for a member of his species. What attachments it possessed are unknown, as he never demonstrated them. He did, however, carry a massive energy cannon with him that was later looted off his body (before promptly exploding from misuse).Abilities: 00005 apparently possessed great strength, and enough technical intuition to figure out the workings of his weapon.Personality: It is hard to say much on the personality of 00005; however, he did seem quite quick to scare, especially of the Lost which had been following him. It's a shame he died so quickly. Thank you, and have a nice day. SPSRD Administrator Levacius
  17. Requiem IV Personnel Quarters ---> [Gameplay Topic] ---> [Profiles Topic] This is the Discussion Topic for Voyage of the Requiem IV, and as such will be of incredible use to you as an RPer in delivering posts of OOC-only nature without any difficulty. This will serve three other purposes. The first is as an archive of what players have done onboard the ship, though it will be rather sparse and generalized to prevent any newcomers from having too much of a meta advantage, while allowing players who go absent for a time to have an idea what is going on within the ship. The second is character approval. Any characters must be posted here and reviewed and approved before they are approved. Once a character is approved, they must be posted in the profiles topic (named Requiem IV Crew Profile Database). The third is a glossary of any rules or definitions to them in the way I would see them carried out, in order to help clarify what the rules are in a similar vein to the BZPRPG Rules topic, though quicker and to the point. While posting in the Discussion Topic, please do your best to remain on-topic whenever possible. Posts that have little to do with the RPG will be allowed in small amounts as long as they are not intrusive to other players (for example, getting in the way of an important discussion or bogging down the topic). Frequently doing this will resort in a reprimand. Also, obey and BZP Rules and RPG Forum Rules as you would normally. Any personal conflicts must be taken to PM. Any insults made will result in reprimands – do not respond to them, as it will be taken care of. Rules Addenda & Clarifications “Can I play this character?” If you have to ask this question then the answer is no. No, you may not. If you propose the profile, however, the answer may change. There are a few general rules and guidelines you must follow. You can only play your own, original characters. If you character is an expy of some form, then you’re not allowed to play as them either. You must also not play a character that is too overtly powerful. If you think your character is too powerful, than they probably are. If you think I’ll think they’re too powerful, then they definitely are. If you are planning on making a “perfect” Mary-Sue character of some sort, then you joined the wrong RPG, I’m afraid. “What is godmoding?” Everyone should be familiar with the basic forms of godmoding. Autohitting, dodging every attack made against you, controlling another character, random deus ex machina… all of these are forms. However, these are simply the blatantly obvious ones. There are plenty more forms that must be addressed. The setting being sci-fi/horror-fantasy does not immediately mean everything is illogical. Characters will be affected by certain things. The most common form of ignoring this is by dodging every attack, but the opposite is also true. If your character is hit by an attack to some end, then they must behave realistically. If a person is clawed across their mask, their mask power is gone. If your power suit gets damaged, it’s damage. Defying what would kill a normal person is just as bad as not letting it touch you.You have finite energy reserves, and you must always remember that. If you keep performing all sorts of feats with your energy based weapons or with your powers (save for mask powers), then you will eventually run dry. As mask powers require focus to activate any active effects, then that can also put up a drain.Pulling items out of nowhere is a no-no. Minor things that make sense, yes; it’s perfectly plausible that someone may have a screwdriver stuck to their armor somewhere. A sonic screwdriver, on the other hand, is not a probable find. This same applies to just finding a dead body on the ship and taking equipment. If I want you to find equipment on a dead body, I’ll leave you a dead body. The only exception to this is in a plausible circumstance (the dead guy in front of the sealed door to a medical bay having a crowbar; why not?); don’t overdo it.Metagaming is one of the worst forms of godmoding. By doing this, you use information that you as the player know that your character would have no way of knowing.Believe it or not, acting out of character is a form of godmoding. Not actually following stated personality traits or flaws, doing things completely opposite of what your former actions would suggest (especially due to metagame knowledge), this is all a break in the rules. “What is a character flaw?” When people develop character personalities, they can do anything ranging from a few lines to a detailed backing. The one thing that everyone should be clear on – I will not accept any characters who don’t have some type of flaw(s) to their personality – ego, lack of remorse, pathological lying, whatever it is. Making a character that is just unnecessarily bad (no redeeming qualities) isn’t allowed either. After all, how were you supposed to get onboard the ship if you were an obvious sociopath? Players must always be willing to play these flaws straight, because if they don’t, then I’ll have to resort to sticking a weakness addendum to the profile, which is useless and pointless, just like the redundancy of saying "useless and pointless." Requiem IV Activity Archive The following is an archive of all actions performed onboard the Requiem IV within recent time by present characters. -> The SPSRD Colony Ship Requiem IV is launched from Spherus Magna to begin its voyage. -> Crewmembers of satellite vessel the SPSRDS Canary awake without memory to find the ship docked in the larger, derelict Requiem IV. All but one are killed. -> Other members of the crew begin awakening in the Personnel Deck. The RPG begins. -> A large group of awakened crew members emerge from stasis at a similar time period to the rest, and attempt to figure out where they are. They are met by one of the Scavengers onboard the ship, who is murdered by a strange creature amidst the deactivation of power in the area. -> As the power returns, the group finds the creature to have fled. With a slight swell of members, the majority vote to head down the best lit hallway. A few individuals attempt to take charge, but no clear leadership is apparent. -> Meanwhile, elsewhere in the ship, two more individuals awake in very different circumstances... -> The large group makes its way to the locker room of the ship and uncovers a number of lost memories due to the personal possessions of their former lives. -> The rest of the crew to the Canary awakens and meets with the last survivor. They learn that the ship may not be entirely safe - one of the creatures that killed the rest of the crew is still present. -> Another large group begins forming near the site of the first groups battle. -> The original group makes their way through an Officers Lift and travel to the area of the ship known as the Training Deck. -> The second large group makes their way to the same locker room as the first group and start digging up a little more information of their own. -> A few others begin awakening in the Personnel Deck. -> Part of the first large group investigate an arena to the sport of Kolhii and discover an overcharged, rogue robot that had gone rampant. The Training Deck is more dangerous than they could have previously believed. -> The second large group makes the startling discovery that one among them was partially responsible for the disaster that befell the ship, leaving it in its current state, due to a repaired sentry robot. However, the sentry robot suddenly drops of a lack of power as the room begins draining. Something has come for them. -> The bizarre creature beings harassing the second large group, stirring them into a fright for a while before finally attacking outright and knocking a member unconscious. In the process, it drains elemental power out of her, supercharging itself with electricity before returning to the shadows once more. -> One of the beings awakening elsewhere in the Personnel Deck finds himself confronted by two mysterious crew members known as 27 and 404, who steal the data chip containing information on the function of the suits and how to perform different jobs onboard the ship. -> The group onboard the Training Deck regroups after having spread out. -> 608, a member of the second group and formerly the first, is killed off by the creature in the locker room of the Personnel Deck, which rips him apart. The rest of the group is given the time they need to escape. -> The Canary group head outside to investigate cries for help, and manage to easily see through another survivors ruse to take their equipment. However, before they can act on it, a massive worm creature bursts from the ground in the Maintenance Deck, on the hunt. It devours the Canary and crushes another ship as the group flee. -> 27, 404, and 8 meet up with a few others, forming a third (if less pleasant) group in the midst of the Personnel Deck. The Steltian scavenger slain in front of the first group has his body begin shifting before their eyes. -> The larger group on the Personnel Deck locate a lift that can (hopefully) take them the Science & Medical deck, where they can care for the wounded among them. Otherwise, it may take them to the lesser well-known Engineering Deck. -> The two separate individuals onboard the ship, in the Science & Medical Deck, take down two (un-suited!) Matoran scientists who were trying to operate on them. -> The original group onboard the Training Deck decide to change their focus to Hydroponics, and locate a stairwell in order to go up a few levels. 72 points out that this is a diversion from their original goal, so they decide to change focus back to finding the Officers Deck. -> The large group still on the Personnel Deck attempt to use the lift. However, before it can reach it's destination, it has a break down. The lift falls through the tunnels of the ship and shatters on the ground, stranding the group in the tunnels until they can find a way out. -> The pair in the Science & Medical deck learn a little more from the Matoran scientists. -> In the Personnel Deck, something a tad more dramatic happens with the remainder group. After a rather heated conversation and the appearance of a sixth individual, number 27 reveals himself as having some ability to influence the minds of inhabitants in the Matoran Universe; he claims some sort of right to power as a creator. The group is knocked out temporarily, and awaken some time later. Announcements! ---> At the time of this post going live, Majhost servers appear to be down. What this is means is that the image link to the map is currently inaccessible,or at least it is from my computer. Hopefully that will be fixed sometimes soon. Not that you lot should really be seeing it anyways. So all for the best, eh? ---> The map appears to be working again. ---> I am currently looking for two players. Not as in two separate players, but two players who have had characters interact successfully before. The only rule is that neither character may have any form of elemental powers, due to natural power or mask/equipment. Communicate via PM with each other, and then indicate that the two of you wish to do so on here. First person(s) to take it get it. You will be separated from other characters for an uncertain amount of time, so this is to prevent the boredom of going along. If you take this offer, be prepared to be in for the long haul. ---> (6/30) One of the players for a character part of the group gathering on the Personnel Deck, please volunteer yourselves. ---> I can take up to three players for a new round of volunteer characters. The rules for these characters are a bit special. First, next to ID Tag, place the the word [Canary] in brackets and bold, as such. Characters submitted for his role may be a tad more powerful than usual, and will not awaken in the standard position but rather... somewhere a tad more interesting. Only one such character is allowed per player. Minimum personality profile length of seventy words; minimum total profile length, one-fifty. Rather small, considering what I usually expect for things, eh? One spot is still available. --> All spots for 'Canary' characters have been filled. --> Any characters from henceforth must have a three or four digit number code for their character, excluding those created before this amendment (who still retain this designation). The maximum limit for single, dual, or quintuple digit numbers has been reached. -Toa Levacius Zehvor
  18. The Voyage of the Requiem IV He woke up with a start, eyes quickly flaring to life as he fell through the Zamor crystal that was keeping numerous gasses in the tube with him. Hitting the ground, he quickly attempted to stand. Where was he? No – who was he? Turning around, he looked at the crystal. The reflection showed a tag on his chest – 01359. His name? No, he knew that was wrong. But it was all he had now, wasn’t it? He moved to the computer terminal before him. He knew how to use it, somehow. In fact, he knew a number of things, and facts. All technologies and sciences, and that was all he knew. The room around him was dark, with lights flickering and holes in the metal walls. There were other tubes near his, still sealed behind metal and the crystal behind that. Some were open, empty. Others were broken into, or out of. As the terminal activated, the only thing he heard to go with it were screams. [Historical Records] The following is meant to include a brief summary of background information of the story. In-character knowledge of even this is to be highly limited, for reasons presented below. After the Battle of Spherus Magna, the inhabitants of the Matoran Universe and the planets natives came together under the name of their great savior, Mata-Nui. In pursuit of a better world, they worked in harmony to fulfill the task he had given of finding the Great Beings. Many attempts were made to reach beyond the world and create a vessel capable of travel in space. The SPSRD (Spherus Magna Space Research Department) worked tirelessly to create such vessels, and found the material best suited for the purpose was the protodermis hull of Mata-Nui’s former form. Success was great. Probes were launched, and eventually, ships could reach for the other planets in the Solis Magna system. However, all attempts to build a ship capable of transporting Matoran beyond showed no promise – there was no way to provide power. When delving through the Great Beings labs, they found their solution. A way to refine Energized Protodermis, separating the raw energies within to create something very similar to Toa Power, with the remainder being small traces of liquid protodermis. The process was quite similar to how the Great Beings refined it before, but with no protodermis in return. Luckily, they did not need it. The power source was a great success. A way was found to store large quantities and channel it for use, and promised to provide power to cities until the end of time. A spaceship was no small leap, but eventually, one was completed. It did not begin smoothly. The first two ships launched violently exploded, but the SPSRD continued to work. Eventually, they were issued and ultimatum by the governments of Spherus Magna to cease if one more failure was had. Unsure of their newest project, the ship was dubbed the Requiem. As luck would have it, the Requiem succeeded. She was the first ship able to hold the power to reach light speed, and she made good use of it to travel to the nearest solar system. The ships systems were modified continuously. At first, only the larger vessels were able to make the jump, but in time even small fighters could travel through deep space. The quadrant of the galaxy they inhabited seemed to be lifeless. No alien life, sentient at least, could be discovered. There was no trace of the Great Beings. Indeed, no planets capable of life, even by terra-forming, were found past the far off Zeta Sector. The Requiem IV, one of three ships lovingly named after the greatest SPSRD success, was to change that. One of the largest crafted, holding thousands of passengers to help colonized a new world and operate the ship, it was believed to be capable of travelling alone for tens of thousands of years at light speed. Perhaps it has already travelled that long. [Gameplay] The Voyage of the Requiem IV is designed to be a Horror/Sci-Fi RPG. Your characters awaken onboard a derelict craft with almost no knowledge of what is going – not even their names. It’s your job to figure out what happened, and, in fact, figure out who you even are. The RPG is a free-for-all. To call if a sandbox would be inaccurate, but I’m leaving a lot about the ships interior up to player interpretation. Your willingness to explore will be rewarded by finding certain areas of the ship, and possibly information about what happened. By the end, it’s possible the collective player knowledge base will have figured out the whole story. It’s also possible everyone will have died. It’s up to you to do what you want. Just make sure you have fun. [The Lost & Scavengers] Your players are not alone. The one thing your players cannot do is meet NPCs on their own; the GameMaster lets you run into them. Some of these NPCs are scavengers, those who woke up and are on their own personal missions. But they are not the only ones on the ship with you. Whatever damaged the ship caused a release of most if not all of the power stored in the engines. Having mutagenic effects similar to Energized Protodermis and the regenerative functions of Toa power… Pray that you do not encounter the Lost. [Locations] ---> Linking To ---> [MAP] The Requiem IV is a large ship with numerous sections and subsections. Red sections indicated on the map are badly damaged, and areas bordering the jagged lines from where areas of the ship are missing are now open to deep space. Danger levels are a mixture of the chance of encountering the Lost and the amount of damage sustained. Other factors may be present. The danger levels run as low, moderate, high, and very high. The danger level determines the chance something life threatening will occur to the player due to GameMaster action, and increases the longer you stay. Keep moving! Power levels reflect how much power the section has – the lighting, any elevator shafts, etc. The range moves along a scale of no power, little power, some power, high power, and full power. The term Deck or not, most of these areas are composed of multiple levels, including the bridge. {1} Bridge. This area of the ship is where the captain and the ships officers would direct it, and is the location if its main computers. Part of the bridge is completely gone, and many areas are sealed off by the ships defensive mechanisms and open to empty space. This area is very dangerous and has little power. {2} Officers Deck. This is where officers on the ship had their quarters, most having to stay awake during the voyage. Most of it is destroyed or ruined. This area is highly dangerous and has little power. {3} Mining Deck. Most of this area has been completely destroyed. Everything else is still mostly open to empty space or in bad conditions. This area is very dangerous and has no power. {4} Personnel Deck. The largest section on the ship. It is still mostly intact, and is where most who have awakened on here find themselves. The greatest danger here is usually others waking up with you. Most of the area is tubes with passengers inside, but there are a few recreational areas. This area has a low danger level and has some power. --- {4a} Training Deck. This area of the ship is quite small, and considered part of the Personnel Deck. Previously, it was stocked with robots meant to provide training. Most were destroyed; others were supercharged by the engine malfunction and have become very violent and disabled safety procedures on their weapons. This area is moderately dangerous and has some power. {5} Hydroponics. The section of the ship responsible for growing food to eat, and keeping plants that provide oxygen alive. Much of the area is still intact, but there are a few flooded halls. This area has a low danger level and has high levels of power. {6a) Communications. One of the three subsections located on the top of the ship, this was the main center of communications and the only relay between the Requiem IV and Spherus Magna. The primary signal towers were destroyed, but perhaps something can still be found. The communications deck is only .4 Kio in width. This area is moderately dangerous and has some power. {6b} Shuttle Bay. This area was used to launch short-range exploration shuttles down to any planets the Requiem IV came across. Most of the shuttles have seemingly been damaged or are missing. The shuttle bay is only 1 Kio in width. This area is moderately dangerous and has little power. {6c} Solar Battery. A massive dish built atop the ship that collects solar energy and stores it in the event of an emergency. It’s the only reason the ship has any power at the moment, but most of the systems are offline, preventing it from being fully restored. The area is mostly the walkways leading to the control stations. This area is highly dangerous and has high levels of power. {7} Engineering Deck. The only contact to the engines with the rest of the ship, this area is responsible for working on robotics and providing a space for the ships engineers to work. Numerous robotic systems have gone berserk here. This area is highly dangerous and has some power. {8} Engines. This area of the ship connects to the Engineering Deck only, and is obviously the location of the ships engines. The release of the engines power has short circuited all systems, leaving it in complete darkness. This area is very dangerous and has no power. {9} Science & Medical Deck. This area obviously served for non-engineering based studies, and acted as a counterpart to the Engineering sections. Many sections are closed off and quarantined to prevent any difficulties. This area is moderately dangerous and has some power. {10} Cargo Hold. This area of the ship was the base location for storing non-perishable food items for Spherus Magna natives that could not be provided in hydroponics. Other tools and pieces of equipment can be found here as well. This area is highly dangerous and has little power. {11} Maintenance. This area of the ship was where any malfunctioning equipment was brought to for repair. It also has its own docks for damaged shuttles to receive repair before returning to the shuttle bay. Much of this area is missing and destroyed. The maintenance deck is only 0.6 Kio in width. This area is very dangerous and has no power. [On Species and Power Suits] ~Species~ Many of the species from the Matoran Universe and on Spherus Magna could be found on the ship. Neither of the two surviving Makuta came onboard, nor did any beings of greater height than a Vortixx. ~Power Suits ~ All beings onboard the Requiem IV were issued a custom designed power suit allowing them to descend to a planet below if necessary, and required to wear it while in stasis. Each suit contained an information base to instantly provide the user with what was required to be known for their job. When players being the RPG, the only equipment they have is their suit, and the only abilities they have are those of their species, which are limited to the physical and a handful of special abilities (some mask powers or vision powers may work, but things like laser vision would not; elemental abilities are hampered in the suits as they would be in an Exo-Toa, as are many other similar abilities). The only knowledge they have is that which was contained in their suit. If you were an engineer, for instance, you would not have any information about melee combat. If you were a guard to keep people in line, you wouldn’t know how to make a chemical explosive. Staying in your suit is very much vital to your survival. [Rules of the Game] There are, of course, rules to be followed in the game that must be understood before creating your character. 1. Do not godmod – bunnying, doing something über powerful, finding yourself in possession of equipment you didn’t have before, avoiding every attack or automatically hitting with yours… stuff like that. If somebody else is godmodding, don’t do it back. Let the GameMaster take care of it. 2. You are not your character, even if they’re a Mary Sue. Your character does not know everything you know. In fact, your character knows pretty much nothing from the start. 3. You are allowed to perform a small amount of comedy or romance, but keep in mind this isn’t exactly a situation where people goof off and fall in love. This is where people die, often horribly, if they’re not smart. 4. Posts must include IC elements on the main topic, unless they’re from the GameMaster. Other posts must go in the Discussion Topic. 5. Follow all BZP Rules and RPG Forum Rules, or you’re going to get a lot worse than I can give you. Try to use proper spelling, grammar and the like as well. No emoticons in IC posts. Be aware – you can die, and it is hard to find any new equipment of actual use to you. I’m not going to be Monty Haul with the good stuff, but I won’t actively try to kill your characters. I can’t guarantee all of your characters will live. But if you’re smart about it, they might. Just remember to play in character. I’m not going to tell you the exact punishments for breaking rules. Only this – generally, your first offense is going to be a warning. After that, things will start getting bad. [Character Creation] Your character is to be created with the following form – [b]ID Tag:[/b][b]Gender & Species:[/b][b]Appearance:[/b][b]Power Suit:[/b][b]Abilities:[/b][b]Personality:[/b]When your character awakens, they don’t know their name. All they have is their ID Tag, which they can find on their power suit, and with which the systems in their power suit address them. It is possible characters may use some other alias, but that’s not really your choice. That’s up to the other players. If you have a pink power suit, you get what’s coming to you. Gender & Species is self explanatory. Your species determines mostly your physical stature and the like, and your physical prowess (to some extent). You may have a few abilities due to your species that still function in the suit. Appearance is what your character, fully equipped with their power suit, looks like. Maximum height and width are a few inches greater than an unsuited Vortixx (thus, a suited Vortixx). Power Suit describes the abilities and attached weaponry or equipment (or equipment that can be used as a weapon) of your power suit, and the knowledge it provides. Not allow powers and abilities are immediately accessible, and good roleplaying and the like may reward players with new abilities or powers in their suit they didn’t even realize they had… Abilities are your characters personal abilities. Any natural abilities from your species will not be automatically accessible, as it will take some time to get used to them. Elemental powers, vision powers that fire beams and the like, or any ability that requires physical contact cannot be used. Personality is your characters personality. This is the most important part of the profile, because above all else, this is who your character is. Any rewards that would be given from good roleplaying come from sticking to your personality. A minimum of fifty words must be devoted to this, and it can’t be too generic. As you may note, your character has no history or biography or anything like that. You may have an idea about who you were, but that is to be kept to PMing and stuff. If you find that out, it will be from your personal explorations. Post character profiles in the Discussion Topic. They will be approved there, and then may be placed in the Profiles Topic. You may have three characters at a time. [Playing the Game] Remember, playing this game means staying in character and out of character. Posts should look like this – [starting the Game] No matter who you are, your story begins the same. Your character awakens in a crystal tube full of gases to keep them in suspended animation with complete amnesia as to who they are and where they came from. You manage to either peacefully or violently get out of the tube, and find yourself in the Personnel Deck (or another, with GameMaster permission). From here, you have any number of options as to what you do next. Will you try to discover who you were? Where you are? Will you try to repair the ship, or send a message. Or will you just try to survive? Who, or what, damaged the ship? And why did they do it? Toa Levacius Zehvor, Signing Off
  19. The votes are in and it's time to congratulate the winners of our twenty-eighth Bionicle RPG Contest: [*]Sunken Cities - The Fourteenth Doctor[*]Trapped in a Map - Toa Kovolta[*]The Voyage of the Requiem IV - Toa Levacius ZehvorThe winners are free to start their RPGs at their leisure. Winners from the previous contest will have a week or so to wrap up, should they choose to do so.Thanks to everyone who entered and to everyone who voted and answered the questions about the future of the RPG Contests.An overwhelming number of you wanted to see us give other RPGs a chance should any of the winners become inactive. Taking that into consideration - for the winners of this contest, if the RPG has no posts for three weeks, it will be closed and the next runner-up will be allowed to start their RPG. We'll see how this time period works out and reevaluate during the next contest. Also, should a runner-up get to start their RPG, they will still have to enter and win the next contest to continue. Again, we'll see how that goes and possibly change it in the future. I'm hoping none of the RPGs get inactive, personally.The majority of you also want to see the RPGs last longer and have fewer contests per year. I will be mulling this over but am not announcing any changes to the timing of the contests right now.Most people voted to keep just three winners for the contest, but there was a sizable group that wanted to increase it to four. Definitely something else to think about for the next contest.Finally, things were very split on the topic of contests versus judging. This surprised me, honestly, but it's good to know. For the time being we will keep running contests but I'll try to keep the results in mind.Thanks again everyone! Hope you had fun.
  20. Here are some additional questions to get your feedback on the future of the Bionicle RPG Contests. Your responses are appreciated.
  21. RPG Contest #28 PollView the contest thread here.View the full list of submissions here.Poll will run June 24 - 11:59 PM Eastern June 27.You can select THREE entries! [*]City in the Dark - The Lorax[*]The Voyage of the Requiem IV - Toa Levacius Zehvor[*]Tides - Legolover-361[*]Disruption - Canis Lupus[*]Trapped in a Map - Toa Kovolta[*]The Legend of the Thirteenth Island - Lord of Adders Black[*]Reborn in Red - ZakarOMEGA'D![*]SKY/FALL - MjolnirInTheFridge[*]The Trial of Nations - Shuhei Hisagi[*]Sunken Cities - The Fourteenth Doctor
  22. Multiversal Collision The universe is vast, ever-changing, eternally expanding. It encompasses many worlds, untold locations, and places in the darkest frontiers never explored by any being. It has long been considered the final frontier, space the one region left to be explored. But there is not just one universe. There are countless alternate realms, realms similar and dissimilar to each other, alike in so many ways, but differing in small, incremental amounts. The system by which they are organized is unknown to most, but it is truly simplicity itself. The closer two universes are together, the more similar they are. Realms side by side will only differ in small respects, in the beginning, at least. As time goes on they will change more and more, until finally, they look nothing alike. Big things have small beginnings, after all. But each world is created in the same way. When a choice occurs in one world, whenever a fork in the road approaches, each world takes its path. But that other path will be taken by a second realm, created in that exact instant. There are infinite worlds, but they are isolated. They are kept apart, never to touch, never to come into contact with each other. We may know of their existence, but we will never reach them. Walls unseen keep us away. Parallel worlds were doomed to remain a theory, unable to be proven, no matter how sure humanity was. Until now. *********************************************************** Three months ago, four worlds were altered forever. Four of the oldest, four of the most different realms anyone could ever find. They differed long, long ago, and any similarities between them are long gone. They had gone through their timelines unaware of the others, unaware that everything was about to change. It had happened too quickly to react. One moment, everything was normal. The next, the sky had been ripped asunder by lightning, and frightening vortexes of color incomprehensible to the mortal mind. The noise was deafening as the planet itself was ripped apart, the ground shook, the wind raced, the very elements of reality turned against each other. When the dust settled, they knew that things would never be the same again. Their world was no longer there. They had been transported, along with a section of unknown size from their world, somewhere else. And they weren't the only ones. Three other times, three other places, had been brought with them, smashed and crushed together into a shape they were never meant to occupy. Things would never be the same. But at the same time, things hadn't changed. As the inhabitants of these worlds gathered their wits, they realized that they hadn't moved. Nothing had moved. Their worlds still inhabited the same place they always had, but they were cut off from the rest of their realm. Where a bridge might once have connected one side of a river to the next, it now connected to another place entirely. Their worlds had collided almost seamlessly. Where one ended, another began. But it did not end there. New worlds have continued arriving since the initial event, integrated seamlessly into this new realm without warning, heralded only by another deafening sound as another crack formed in the fabric of reality. No one knew how they had arrived, or what these other realms were. Some have chosen to explore, and accept this new reality. Others seek to return to the way they were, and find a way to go home. Others have continued on in the same way they were, fighting against each other, incorporating these new places into decades-old struggles. And yet more have decided to use these changes for profit and personal gain. After all. Humanity never changes, -Gameplay- Welcome to Multiversal Conflict. In case you hadn't guessed from the introduction, this game is set in a place where alternate realities have inexplicably collided, bringing together places and societies that have never known of each other's existence until now. These worlds are radically different, in all possible ways. There are four worlds included at the outset of the game, but more may be added as time goes on (See "New World Approval" below}. This game is very, very sandbox. There will be plot elements introduced by the staff, but it is largely up to you to decide how things go. Will you try and correct the damage done to these realities? Will you try and rule them all? Or do you simply wish to explore? -The Setting- The four realms have merged into one world almost seamlessly. Where one ends, another begins. As new worlds are added this trend will continue, with the new world being dropped into position and expanding the landscape. But I suppose you want to know what you're dealing with. Earth Earth is the land most like our own home, but it is not quite as we remember it. This is our world, circa 1940. The world is at war, and this region is no exception. Largely forested, with dense urban populations near the center, this is a world prepared for war. The region is coastal, as it always has been, but rather than the Atlantic Ocean, it borders the channel separating them from the Dominion of Britain. Earth is a force to be reckoned with, despite its somewhat antiquated technology. It's leader, the mayor of the largest city, is wary of the other realms, but retains a sense of curiosity. The largest city is small by modern standards, but it is equipped with factories and shipyards capable of cranking out equipment at a rapid rate. Unlike some of the other realms, its populace has not been caught off guard. After all, they were already prepared for war. Now it's just a different one. Earth borders both the Dominion of Britain, and Erde. It is separated from the former by a large channel, and the latter by a wide river. Earth's leadership has been in the most contact with the Dominion of Britain, seeing them as a familiar ally in an unknown land. There is one very, very curious thing about this land, however. For unknown reasons, magic users are hardpressed to use their skills here. It has been speculated by some that this is due to a lack of naturally occurring magic, but no one knows for sure. Regardless of the reason, magic is much harder to perform, require more energy, and all but restricting the use of any complex uses. (Note: This is more or less Earth in the 1940s. Use tech levels accordingly.) Terra Terra is the most technologically advanced civilization present, without equal in that regard. Their cities are immaculately maintained, and medical technology is advanced enough to cure all but the most severe illnesses, and heal all but the most grievous wounds. Even the technology in their daily lives is light years ahead of everyone else, with biotechnology and mental interfaces no longer the realm of science fiction, but fact.Interactive holographic displays are common, and brain implants are common among the more wealthy citizens. Smartphones are antiques, and tablets a thing of the past. However, this is the least politically stable of the realms. For within this apparently utopian society, the seeds of discord have been sown. The region only ended a long civil war weeks before the event that brought these realms together, and there are those within it that seek to use this change of setting to reignite that war, and change the outcome in their favor. Weapons technology is very, very advanced, with the best example being the Valkyrie System armor. So named by the inventor, it is powered armor that takes many, many forms. The original models were reminiscent of the valkyries of Norse mythology, winged, and with a similarly fantastic armor design, thus leading to the name. Though not all take this form any longer, it is still one of the most common designs. These armors and trhe technologies associated with them are usually mass produced, but skilled pilots have been known to have custom models. The weaponry of this world is highly destructive, and as such, all realms are leery of allowing them to war amongst themselves again. However, the scientifically inclined society is baffled by magic, and cannot figure out how to replicate, counter, or combat it effectively. The two formerly warring factions have but one thing in common; an innate curiosity over anything magical in nature. The war between the two started decades prior, and few truly care about the difference in philosophy that caused it anymore. The atrocities committed by both sides have made it personal, and the two capital cities are eternally at odds. Erde Erde took the strangest turn of these four worlds. Where they advanced in science and technology, Erde turned to stranger pursuits. Nestled in the Draconian Mountains, named for the creature that once inhabited them, is Lorem, the land's largest city. Built on the site of the dragon's former lair, it surrounded by a tall stone wall. A central gate leads into an open air marketplace, surrounded by shops and homes of varying construction, though the most common is stone. By the standards of most worlds, Erde's technology is medieval at best. But it compensates with a high degree of magic, with a wide variety of forms present. Some harness magic from the environment, some from their own energy, and others from higher powers of varying kinds. But one thing is consistent; magic comes with a price. Outside of the mountains, Erde is largely forested, with a few small villages scattered about. Creatures of all kinds and levels of intellect inhabit every corner of the world, some benevolent, some malevolent, and others simply incomprehensible by human standards. Erde is separated from Terra by a thick forest, and from Earth by a wide river. The land has no true ruler, instead, each settlement selects its own through their own methods. The most powerful of these rulers, however, are the council member of Lorem. The council is composed of representatives for the merchants, the warriors, the craftsmen, and every other group of significant size within the city, and makes decisions based on a vote. They are intensely distrustful of technology-driven nations, Terra in particular. (Note: I am willing to give a degree of freedom with the magic and species found in Erde, but they must make sense. As the setting is largely high fantasy in nature, fiction of that setting should be used as a guideline.) The Dominion of Britain In contrast with the lush forests of Erde, or the crisp, clean cities of Terra, the Dominion of Britain is a land dominated by steam-powered marvels. In this world, Britain leaped forward with the Industrial Revolution, advancing themselves at a rapid rate. They reclaimed their status as a colonial power, and continued along their path. The entire land has been industrialized, the landscape dominated by factories and zeppelins. Steam is the power of choice, and it fuels everything from vehicles to factories. Zeppelins crowd the sky, the vehicle of choice for travel and for military. The cities are controlled chaos, the air filled with noise and water vapor. Fashion never truly advanced past the Victorian era, though the necessity of certain items for the safe operation of steam powered devices has changed designs a bit. Electricity is used, but it is mostly reserved for powering lights and telephones. The largest city, London, is easily one of the largest cities in any of the realms, its technological prowess matched only by Terra despite its antiquated methods. The Dominion is ruled by a long line of monarchs, backed by an elected Parliament. It borders Earth and Terra, separated from both by a wide expanse of water. Docks are built on either side to aid in travel, as the inhabitants are quite curious about the realms around them. (Note: The Dominion falls squarely into the genre of steampunk. Use said genre as the guideline for technology and fashion.) Player created worlds will be added to this section as they appear. -Approval- Fill out this profile template, and post your profile for approval in the Discussion topic. Name:Gender:Species:Age:Universe of Origin:Appearance:Equipment:Abilities:Skills:Weaknesses:Bio: -World Approval- If you wish to create a new world to be added, fill out this approval form. Name: This is pretty self explanatory. What is the location in this realm called?Setting: Describe the place. Is it mountainous? Lots of lakes? What are the major locations? Cities? Use as much detail as you can, images or maps if you want.Description (Include any major conflicts, if applicable): What is this land like? Is it a post-apocalyptic world? A utopia? Describe what kind of world it is we're dealing with. The political structure, warring factions, any major issues or conflicts, all of it goes here.Technology Level/Magic System: Technology and magic, no matter how advanced or cool it is, follows certain rules. If there is magic, outline how it works, what it can do, and what its limitations are here. Same goes for technology. World creation is significantly more challenging than it appears at first. I'm going to put the disclaimer right here; if a world is not carefully constructed, it won't be approved. It's not that the staff want to prevent you from creating your own worlds, but we have to make sure they're carefully considered and created. Because otherwise we'll end up with a sea of half-formed places. Worlds should be posted for approval in the discussion topic. Players are limited to creating two worlds, but a third may be allowed if a compelling case is made. Note: Worlds that are not original in nature are tentatively banned. This is a universe where all universes can collide, but they should be original in nature. That said, if you wish to use a universe from preexisting fiction, you will have to make a case to the staff over PM. This should consist of an essay detailing why you should be allowed to use an adaptation of an existing fictional world. -Rules- 1. No godmodding. Yes, there is magic. Yes, there is advanced technology. But each one follows very specific rules as to how it functions, and what its weaknesses are. You cannot autohit (Hitting another character without giving a chance to react), you cannot insta-dodge (Dodging things you shouldn't be able to), you cannot bunny (Controlling someone else's character without their permission), and you cannot meta-game (Your character knowing things they cannot and should not know).2. Use IC (In character) and OOC (Out of Character). For example:IC: Joe ran down the street, glancing over his shoulder hoping that he had lost his pursuers. Unfortunately, he hadn't. OOC: Anyone want to give him a hand?3. OOC discussion belongs in the Discussion topic. Only two OOC-only posts will be allowed in a row before warnings are issues.4. You may have up to five characters.5. Respect the staff. This should go without saying, but any staff members are where they are for a reason. If you have an issue with one of them, or one of their rulings, talk to them about it. If you feel that they are still being unreasonable, take it up with one of the other staff members. They will make a ruling from there.6. This game follows a tiered punishment system. Your first offense will result in an official warning. This is your one chance to shape up and turn back without real consequence. Your second offense will result in severe injury to either the offending character, or a character of the staff's selection if the offense occurred OOC. Third will result in character death. The fourth will result in a temporary ban of duration selected at the time of punishment, and the fifth and final offense will result in a permanent ban. Leave, do not come back. Any one of these steps may be skipped over if the action is severe enough, but a final ban requires a majority vote of all staff members, and can only be administered by either the Head GM or the Co-GM. -Staff- Head GM: The Snark KnightCo-GM: Lord of Adders Black Should the game require more staff members, players may be promoted to Assistants. Both GMs and Assistants are allowed to have PCs, as long as they follow the same rules as other PCs. Staff NPC profiles will be added as necessary.
  23. Hello folks, Here's where OOC discussion for Multiversal Collision goes, post any profiles (Character or world) for approval here, or comment on the game at large, Have fun!
  24. This topic is for OOC discussion of Young Justice - Aftermath. Post your profiles here for approval and reference.Here go the character lists:Justice LeagueAegis / Samuel Jade > ActiveAquaman / Kaldur'ahm > Active/Mentor to the Team, formerly known as AqualadAquaman / Orin > Retired to rule AtlantisAtom / Raymond Palmer > RetiredBatwoman / Barbara Gordon > Active, formerly known as BatgirlBatman / Bruce Wayne > Retired, active as advisor and supplier of tech for the Justice League and the TeamBeast Boy / Garfield Logan > ActiveBlack Canary / Dinah Lance > ActiveBlack Lightning / Jefferson Pierce > ActiveBlue Beetle / Jaime Reyes > ActiveBrother Norin (Blue Lantern) / Norin Gar > ActiveCaptain Atom / Nathaniel Adams > ActiveCaptain Marvel / William Batson > ActiveDoctor Fate / John Zatara > ActiveFlash / Bartholomew Allen > RetiredFlash / Bartholomew Allen II > Active, formerly known as Impulse/Kid FlashGreen Arrow / Oliver Queen > ActiveGreen Lantern / Guy Gardner > Dead, killed by Agent Orange in an attempt to end 'the hunger'Green Lantern / Hal Jordan > RetiredGreen Lantern / John Stewart > ActiveHawkman Katar Hol > ActiveHawkwoman / Shayera Thal > ActiveIcon / Augustus Freeman > ActiveMartian Manhunter / J'onn J'onzz > ActiveMiss Martian / M'gann M'orzz > ActiveMister Thirteen (The Aluminium Man!) / Truman Bryce > ActiveNightwing / Richard Grayson > Active/Mentor to the TeamPlastic Man / Patrick O'Brian > RetiredRed Tornado > ActiveRobin / Timothy Drake > ActiveRocket / Raquel Ervin > ActiveSolar Angel / Eriara'e (Eria)(Erika Andrews) > ActiveSuperman / Kal-El > ActiveWild Fire / Ricardo Mendoza > ActiveWonder Girl / Cassandra Sandsmark > ActiveWonder Woman / Diana of Themyscira > ActiveZatanna Zatara > ActiveThe TeamAlchemist / Trinity Evans > ActiveBrother Bellamy (Blue Lantern) / Louis Bellamy > ActiveBumblebee / Karen Beecher > RetiredIronwood / Hezekiah Glass > ActiveLagoon Boy / Lagaan > Active in Atlantis, rarely visits the surfaceGreen Lantern / William Allen Scott > ActiveGuardian / Malcolm Duncan > RetiredSuperboy / Kon-El > ActiveStatic / Virgil Hawkens > ActiveThe Red Prince / J'Azzon G'Aln (Jason Galn) > ActiveTigress / Artemis Crock > RetiredTimeshifter / Seth Reber > ActiveWyvern / Jenni Tozawa > ActiveCadmusAmanda Waller > ActiveCavalry / Jordan Alatya > ActiveGhost / Neil Del Mossa > ActiveKeratinous / Liam Andrews > ActiveOxide / Derek Warren > ActiveThe LightDarkseid > ActiveKlarion > ActiveLex Luthor > ActiveQueen Bee > ActiveRa's al Ghul > ActiveSound Master / Michael Arnston > ActiveThe Brain > ActiveUmbra / Jack Mire > ActiveVandal Savage > ActiveThe Unjust LeagueHeliogram / Phillip Grant > ActiveRunewalker / Alexandra Icania > ActiveSlight / Marshall Lenor > ActiveSportsmaster / Crusher Crock > ActiveThe CommitteeFrostbite / William Strausburg > ActiveLady White / Delphi White > ActiveMagnon / Blake Trennan > ActiveThe Sage / Abd al-Azrad > ActiveZenith / Adam Emery > ActiveUnalignedIronfist / Erza Merldor > ActiveKella Tor-Lan > ActiveProfessor Thirty-One / Thaddeus Blunt, PhD > ActiveRed Lantern / Alesiu Enak > ActiveShadowkeeper / Rone Merldor > Active
  25. Welcome to Young Justice: Aftermath. This roleplay is set in the Earth-16 universe featured in the DC TV series Young Justice. The year is 2026.It has been ten years since the Reach were forced off this planet by its heroes, and five since the Light has resurfaced. They are more dangerous than they have ever been, with a Parademon army.After the Reach had been defeated, Lex Luthor started selling a variant Reach soft drink that was designed to make the inhabitants of Earth docile. This drink, unlike the original, made metagenes activate more frequently and even gave people without them metagenes. It didn't take long for the Justice League to find out about it, and he was quickly stopped, but the damage was done. LexCorp, being as large as it is, was hardly shaken by the incident and the case against Lex himself has been tied up in the courts for years.Five years, ago the Warworld arrived in the solar system carrying two original members of the Light; Savage and Klarion. With them was a new member; Darkseid. The Brain, Lex Luthor, Ra's al Ghul and Queen Bee were brought to the Warworld, and the reformed Light plotted.Not long after that, Sportsmaster realized that the best way to train new villains was to start young, and have the trainees be willing. It had worked, to an extent, with his daughters, after all. He started the Unjust League to do this.This organization trained young villains, and quickly became a large criminal group. But, during this time, the Team and the League also grew in number, making all three organizations quite large.Next, Cadmus was bought by the government as a defense against metahumans. All genomorphs were disposed off, and the organization is neither hostile nor friendly to the Light, Unjust League, the Team or the Justice League. Factions The Justice League: The most famous heroes there are. This organization is one of the largest there is, and is based in their satellite, the Watchtower. It is led by Black Canary, and most of the original Team is a member. The minimum is age is 18.The Team: The young counterpart to the Justice League, the Team's age lets them pass unnoticed by many and act as a stealth team. They are covert ops, and not many people know about them. They operate out of the Watchtower in conjunction with the League. They are watched over by Aqualad and Nightwing, two founding members. The three most prominent heroes are the Tornado Twins, children of the Flash, and Tabby Cat, child of Chesire and Red Arrow, all three of whom are ten.The Unjust League: In some ways, both a counterpart to the League and the Team. They are both young, and famous. They were founded and are trained by Sportsmaster. They have several bases scattered across the planet, but their main base is in the remains of Mount Justice.The Light: A large organization of evil villains, who only allow season operatives into their ranks. The actual members of the Light are the members of the leading council; Vandal Savage, Ra's al Ghul, Lex Luthor, Queen Bee, Darksied, The Brain, and Klarion. Everyone else is merely a pawn. The 'lead pawn' is Deathstroke. Gordon G. Godfrey is the voice of persuasion for the Light, and is secretly a New God.Cadmus: Soon after the Reach was defeated, the US government, following suit from all others, bought up several genetic research firms, including Cadmus, and bundled them together as Cadmus. This was as protection against any sort of metahuman uprising. Gone are the genomorphs of old, and here to stay are clones and specially adapted weapons to each hero and villain. They are neutral in this war. For player-made factions, see post #2. Important Locations Earth: The biggest hot spot for activity of metahuman nature, Earth is an incredibly fragmented planet on the political spectrum. All five of the major factions in the metahuman war are primarily based here. There is a network of zeta-beam (teleportation) blocking technology orbiting over earth, preventing teleportation to and from Earth. The Watchtower is under this network, allowing the Justice League and the Team to travel to set locations placed in strategic locations on Earth. The International Space Station orbits higher than the network, and there is a Zeta Tube there that leads to the Olympus Mons colony on Mars.-The Watchtower: This is not exactly a location on Earth but rather a satellite orbiting the planet. It looks like a large tower atop a meteor and is the base of operations for both the Justice League and the Team, both of whom operate in conjunction.-The Cadmus Facility: The base of the Cadmus Military Corporation, this facility is located underground in Washington DC and is the US government's response to the growing metahuman situation. They employ their own metahumans, and are finding ways to defeat every public villain and hero.-Unjust Cave: This is a base for The Unjust League, located right underneath where Mount Justice could have been found before it was destroyed by the Light, in Happy Harbor, Rhode Island. Sportsmaster uses it as a base for his team because of his sense of humor and the fact that no one would look there.-Atlantis: This is an underwater kingdom populated by humans adapted to breathing and living underwater. The country is ruled by their king, known on the surface as Aquaman. Atlantis joined the UN approximately five years ago.-The UN Headquarters: This is where the General Assembly of the UN is located, and is used by the Team and the League to contact the governments of the world. Currently, the relations between the League and the UN are going well. It can be found in Manhattan, New York.-STAR Labs: STAR Labs is a private organization devoted to advanced technology and superpowers. They, unlike Cadmus, are trusted by the League. STAR Labs is the go to place if someone on the team doesn't recognize a piece of technology. They have many locations across the US.Mars: This is world is a peaceful one, seeing as how it only has two governments: The Co-Nation Colony and the Martian Government. The Martian government is a monarchy, with the Red Martians on top, Green in the middle and White on the bottom. Martians have a wide variety of powers at their disposal, but Martian Manhunter and Miss Martian are the most skilled and powerful.-Olympus Mons: This is the Co-Nation Colony founded by the UN and is both the only human colony on Mars and the only colony on the surface. A large dome covers the entire dormant volcano, and inside are buildings. The Justice League and Team have bases here.-N'Herzz G'Alm: The capital city of the Martians, this city is underground. The Red Martian Royal Family G'Alm have their palace here. The city is has three main layers: The high class Red Martians on the bottom, as that is closest to the core and warmest, the middle class Green Martian section in the middle and the White Martian slums on top. The entrance to the city is near Olympus Mons. The Unjust League has a base in the White Martian sector.Warworld: A giant artificial world that is more of a huge planet-city. The entire inside of the planet is just mechanics and city spots, and the outside is covered in rockets and weaponry systems. This is the base of the Light and sits between Saturn and Uranus. How to Join Simply fill out the form below, post it in the discussion topic and wait for a staffer to approve it.There is a four character maximum, with the qualification that no more than two characters may be a member of each faction (per player, naturally). Choose how to spend your characters wisely. Characters may be retired to make way for new ones, but you will need to wait a week between retirement and new character submission.Note that while you can directly join the Justice League or the Light, they have more rigorous screening than the other factions so its very unlikely you'll be able to sneak a double agent in there. PM a staffer if you want to try, but you'll probably be shot down unless you have a really good story to tell.Species not from Earth are allowed, provided they have been introduced in some form of DC media prior, as are the more unusual native species like Atlanteans, Amazons and homo magi. Feel free to get creative with the profiles. This is a superhero RPG, after all.Alias: (your superhero/supervillain name. Will not apply to all characters, naturally)Name: (the actual name of your character)Age: (derp)Faction: (the Team, the Justice League, the Unjust League, the Light, Cadmus, or freelance)Alignment: (choose from the nine classic D&D alignments [Lawful Good, True Neutral, Chaotic Evil etc.]. Optional.)Equipment/Abilities: (here describe metahuman abilities, batarangs, mech suits, magic styles etc.)Weaknesses: (must have at least one weakness. If your powers are very strong, more weaknesses must be outlined)Appearance: (derp 2.0)Origin: (tell us how your character came to be the man, woman or it that he/she/it is today) Rules 1. This may be a game about metahumans, but no metagaming. That is, don't let your characters have impossible revelations just because you as a player know something about the plot or other characters.2. No bunnying (controlling other people's characters without permission).3. No autohitting.4. No deus ex machina.5. Direct OOC posts to the discussion topic.6. Please be courteous, and don't refuse to lose out of pride.7. All BZP rules apply, naturally.8. Do remember to give an indication of time and place at the start of each IC post. For example, Or something. This will keep things in order (try to be mindful of other people's timestamps).9. Players are encouraged to alter the plot and introduce new concepts and twists, but anything terribly earth-shattering should be run by Canis Lupus first.10. Don't let the multitude of rules overburden you.Good players will be rewarded, but disobey rules and your characters may be brutally maimed/murdered and/or you, the player, will be cast out of the RP. For justice!StaffBundalings - HostCanis Lupus - Story Master
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