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  1. Eyru

    Wasteland

    There is shadow under this red rock, (Come in under the shadow of this red rock), And I will show you something different from either Your shadow at morning striding behind you Or your shadow at evening rising to meet you; I will show you fear in a handful of dust. -T.S. Eliot, "The Waste Land" I saw the best minds of my generation destroyed by madness, starving hysterical naked, dragging themselves through the negro streets at dawn looking for an angry fix, angelheaded hipsters burning for the ancient heavenly connection to the starry dynamo in the machinery of night -Allen Ginsburg, "Howl" * * * 1.0 – Intro You awake. When did you lie down to sleep, and for how long? You know not the answers. Your memory retreats to the darkest corner of your mind, leaving nothing but your name. You know your name... or you think you do. Perhaps it is only a fragment of sound, a piece of something you used to be called. Whatever it is, that name will serve for now. Your eyes are weak, but your surroundings come into focus as you blink the dust away. You lie upon grey sand, underneath a grey sky. Low-hanging clouds threaten rain, but the surrounding desert bears no witness to the threat. Everything is parched and dead. This land has been thirsty for so long, it has forgotten the taste of water. You struggle to your feet. In the distance, you can make out mountainous silhouettes rising above the endless expanse of dusty land, their peaks lost in the clouds. Before them, yet still many miles away, you see a black tower jutting out from the sand. Its foundations obviously long decayed, it leans over the desert like a dead tree, perpetually on the verge of crashing to the ground. Your gaze drifts downward; you see a settlement (if it can be called even that) only a mile or so off. There- that's where you must go. Perhaps the settlement will have water, and some shelter against the bitter wind that begins to pick up, pulling at the sand and at your skin. Perhaps its inhabitants can tell you where you are. Or perhaps it is deserted, like the rest of this desolate land. But you have no other options, so you begin to trudge across the sand. You are desperately thirsty, and your muscles ache; you feel like you have not used them for a very long time. But you are strong enough to walk, at least, and you reach the outskirts of the settlement within half an hour. As you approach, you realize the shelters you saw from a distance are little more than pieces of rusty metal hammered together and erected over holes dug in the sand. One or two have four walls and a roof; the rest can't even be called huts. You attempt to call out, but nothing more than dusty cough escapes your throat. It's enough to alert the inhabitants to your presence. First one pair of eyes, then another, then another; you see gleaming orbs appear in the cracks of each shelter, but their owners say nothing. “Please...” you whisper. “Water...” A long silence follows, then a Matoran emerges from one of the larger shelters. Clad in dark green-brown armour (the metal almost indistinguishable from the rust), he carries a crude spear in one hand and a canteen in the other. He eyes you warily, then speaks. “Wh'are you?” His voice is half-strangled by a thick accent, but you understand well enough. You tell him your name. “Don'now you,” he says with a frown. “Where y'come from?” You point back across the sand, and his frown deepens. “No'ne comes from there.” You shrug. He waits, mulling this over, then tosses you the canteen. You barely catch it, fingers scrabbling greedily over its surface. The water inside is lukewarm and tastes metallic, but you don't care. Sated, you hand the tin back. The Matoran takes it, then beckons for you to follow him deeper into the settlement. You figure he could have killed you by now if he wanted to, so you might as well follow. Perhaps you will find the information you seek. 2.0 – Overview Welcome to the Wasteland. It is a vast desert, dry and dead, overhung by dark clouds that promise rain but deliver only acid. Everything is bleached grey and brown, from the harsh sand to the bleak mountains to the handful of villagers who manage to scrape a living out of the rocks. Little lives here, and less survives. You are a being who has awoken on the sands a little south of the Settlement. You do not remember how you got there or even who you are; all you remember is your name. Travelling north, you have been allowed to make whatever living you can in the Settlement, which its inhabitants call Canus. Canus is populated by roughly two dozen Matoran who do what they can to survive. No Toa live here; the villagers say that all Toa serve the Queen, who lives in her Tower to the north. The Queen controls the only fresh spring in the Wasteland, trading water for artifacts and supplies scavenged from the desert. The villagers are all half-mad —it's the only way to cope with an eternity of barely surviving— but most are relatively harmless until you threaten them or their belongings. Each day, some of them venture into the Wastes to scavenge what materials they can find to trade for water. At night, when the desert turns bitterly cold, they will stay in their huts and swap stories, each more outlandish than the last. Perhaps there is some truth in their tales, but it's not an easy job distinguishing the two. A stranger in this land, your destiny is up to you. Whether you wish to brave the Wastes or merely survive another day in the Settlement, the choice is yours. Be wise in your decision: the desert holds many mysteries, but it is not forgiving to those who dare to seek them. 3.0 – Locations The Settlement, named Canus by its inhabitants, lies on a plateau of sorts, elevated above the Wastes. The ground is rocky and barren, but some few things manage to survive here, including the villagers. The Settlement itself is little more than a collection of shacks built of rusty metal and canvas, material scavenged from the Wastes. To the north of the Settlement stands the Tower. Once a proud iron spike that rose high into the sky, it now leans precariously to one side. It is here that the Queen makes her court, and it is also here where the only spring in the Wasteland can be found. To the north, beyond the Tower, lie the Black Mountains. Tall and jagged, their peaks pierce the clouds. No one in living memory has scaled them, or crossed through them to see what —if anything— lies beyond. To the west and the south lie the Wastes, a vast desert bordered by low cliffs. It is a deadly place, ever threatened by acid storms and terrifying sandstorms. It is here the villagers scavenge most of their metal and inorganic supplies, but few dare to venture farther than a mile or two, fearing the storms that may rise up at any moment. To the east lie empty sands. Beyond them, Raka, a legendary city made entirely of metal, is said to have been taken over long ago by nightmarish beasts. No one is sure if the city or the beasts really exist, but anyone desperate enough to make the journey is never seen again. 4.0 – NPCs NPCs (or Non-Player Characters) are characters played by the staff to advance the plot and give colour to the world. These characters usually stay in the background, speaking only when spoken to or when the plot demands. More NPCs may be revealed as the game progresses. 4.1 - Major NPCs These NPCs are played exclusively by the staff and may have a role in the game's plot. They are “major” only because they're named; you may attempt to attack them, kidnap them, bargain with them, etc. However, be wise in your decisions, as some of these NPCs are much more powerful than you. The Blue Queen is the self-proclaimed ruler of the Wasteland. No one would say it to her face, but this Toa of Water is often referred to as the Mad Queen, as she is unpredictable, pleasant and hostile by turns as her fancy pleases. At some point in time, she took control of the only spring of fresh water in the Wasteland and has kept it under close guard ever since. This is the key to her power: without that water, nothing in the Wasteland could survive. Takava is the right hand of the Queen, guarding the Tower and the spring it houses. Thin and menacing, his armour is bleached white as bone, lending him a skeletal appearance. Nua has led the Settlement since time immemorial. It was this Turaga who first struck the bargain with the Queen to allow his villagers to trade scavenged goods for water. That was many years ago; now he spends most of his time in his hut, lost in dreams of the past. As Nua slips deeper into his memories, Maru, his right hand, has taken on more and more of the Settlement's responsibilities. This Matoran is thoughtful and cautious, and seems more sane than most. 4.2 - Minor NPCs The Settlement is populated by roughly two dozen Matoran. These NPCs are entirely average. They can be played by the staff, but regular players may take control of them for brief interactions. 5.0 – Player Characters The two primary rules regarding character creation: players may only play as Matoran, and each profile must include a legitimate weakness. For best results, use the profile template below: Name: (what are you called?) Race: (what type of Matoran are you? See section 5.1 below for available types & passive abilities) Gender: (male, female, neither, or other?) Mask: (you may possess one powerless mask.) Abilities/Skills: (what are you good at?) Weapons/Equipment: (what weapons & equipment do you carry? See section 5.2 below) Appearance: (what do you look like?) Personality: (what are you like? List your likes, dislikes, pet peeves, etc.) Weaknesses: (list any flaws you have. This section is mandatory. See section 5.3 below) 5.1 - Matoran Types & Passive Abilities Ta-Matoran (Fire): enhanced heat tolerance. Ko-Matoran (Ice): enhanced cold tolerance. Ga-Matoran (Water): able to hold breath for longer periods of time. Le-Matoran (Air): enhanced agility. Po-Matoran (Stone): enhanced strength. Onu-Matoran (Earth): enhanced night vision. Vo-Matoran (Lightning): resistance to electric shocks. Fa-Matoran (Magnetism): internal compass & good sense of direction. Su-Matoran (Plasma): eye protection against bright light & limited heat tolerance. Ba-Matoran (Gravity): resistance to gravitational pressure. De-Matoran (Sonics): enhanced hearing. Bo-Matoran (Jungle): innate understanding of plants & resistant to poison. Fe-Matoran (Iron): enhanced endurance. Ce-Matoran (Psionics): resistance to mind control & telepathy. Av-Matoran (Light): able to instinctively alter armour colour. Shadow Matoran: not permitted to play. Shadow Matoran profiles will not be approved. 5.2 - Equipment & Weapons Your character wakes on the sands with nothing. Therefore, any equipment and weapons they possess must have been scavenged from the Wastes, or made with scavenged materials. Advanced technology is nonexistent, and basic tech is unreliable. 5.3 - Weaknesses All characters must possess a minimum of one legitimate weakness or character flaw. Perfect characters are no fun to interact with, and they quickly become boring to play (trust me). Your character doesn't have to be paralysed from the waist down, but should have some flaw more hindering than an allergy to chocolate. Below are some examples, but feel free to come up with your own! Some examples of appropriate weaknesses Easily influenced by others. Gets tired quickly. Easily influenced by emotions. Hot-headed. Poor vision. Missing left hand. Doesn't know how to fight. 6.0 – Rules & Guidelines This RPG is largely sandbox, with character allowed to go and do whatever they like. That said, there are a few things to keep in mind: i. All BZP rules apply. ii. Play fairly. Coming up with new equipment or skills out of nowhere, dodging or blocking all attacks, and dishing out absurd amounts of damage are all examples of godmodding, which is no fun for other players. Getting your hands on functional weapons and equipment should be difficult; simply pulling them out of your back pocket is frowned upon. (Remember: this is a Wasteland. It's not supposed to be easy!) iii. Keep in-character and out-of-character knowledge separate. This is an important distinction to make: your character's knowledge is separate from your own knowledge as a player. A Matoran living in the Settlement won't be aware of another Matoran discovering a haven beyond the mountains unless someone comes back and tells them. iv. Play your own character. You may control some NPCs to a degree, but leave player characters to their owners, unless you have their permission. This is especially important in combat: you do not decide whether your attacks land; that is up to the player of your opponent. v. Use the acronym 'IC' (In-Character) when speaking as your character, and use the acronym 'OOC' (Out-Of-Character) when speaking as a player in the game topic. This helps to distinguish between character knowledge and player knowledge. vi. All profiles must be approved by staff before playing. * * * Discussion Topic
  2. Credit for the banner goes to Toa Onaku, who helped out overworked me. Characters: You are allowed three kinds of characters: Heroes – Heroes are the force of good in Makuhero city and across the galaxy. They have powers and weapons, and can get to any planet they wish via Hero Pod or Dropship. Hero Profile: Name: [Hero name here] Powers and Abilities: Please stick to one/two main powers and one/two minor abilities. Keep it simple. For example, your character might be able to fly and shoot fire from his hands (main powers) and was specially designed for speed and endurance (minor abilities). Weapon(s): The weapon or weapons of choice for your Hero. Please be reasonable. A bunch of small throwing knives or dual swords is good. Two machine guns or warhammers is bad – stick to one per character, please. Appearance: A MoC, picture, or a written description will do. Bio: Who is your character? What is their personal history and background? What are they like to be around? Do they have any hobbies or interests outside of crime fighting? ------------------------------------------------------ NOTE: All hero characters, unless specifically noted IC, have a feed from their optical sensors to Mission Control. This allows Zib to provide guidance and direction to Hero Characters, track their locations, and contact Zib and Mission Control for help. Characters can scramble these signals IC if they wish Mission Control not be apprised of a certain event, or if they want to go rogue or off the grid. ------------------------------------------------------------ Villains and Monsters – Wanted criminals for everything from theft to violence to just plain being a threat. Villains have powers and weapons – how mobile they are is up them and their wiles. Villain Profile: Name: [Villain name here] Powers, Abilities, & Weapons: The powers, abilities, and weapons that your villain employs. Your villain may have many weapons but no powers, or many powers but no weapons, or a mix of both. Please specify what powers your villain has and what weapons they have to start, if any. Appearance: A MoC, picture, or a written description will do. Bio: Who is your character? What is their personal history and background? What are they like to be around? Do they have any hobbies or interests outside of crime and nefarious schemes? Why does your villain dislike Hero Factory and/or he or she in the business of villainy? Location: Where is your villain when the story starts? Civilians – Civilians have no powers, but sometimes they have the best weapon of all – information. Mission control has access to Hero Factory’s extensive database, call center operators are the front lines on knowing what’s up, and the media has the power to influence thousands. But that’s not all you can be. Civilians are limited to one per player – we want to focus on the Heroes – but I’m opening it up to add interactions and flavor to the world(s). Civilian Profile: Name: [Name of Civilian here] Job/Location: Where is your civilian? What is their job? If you’re a call center operator, you live in Makuhero city, if you’re a prison guard, you may be on another asteroid. Bio: History and personality of your civilian. No GModding the information powers. You do not get to magically know everything if you are in Mission Control. A good yardstick: If it’s in one of the TV shows or the books previous to the mission, HF probably has it in the database. You are allowed to bring in characters from previous versions of this RPG if you like, but their interactions will not carry over. Alluding to them in your character bio is allowed. You may create as many hero or villain characters as you like. Please do not post like ten characters in one post when there are only like 5 characters created by everyone else in sum total. That’s just absurd. ALL CHARACTER PROFILES MUST BE APPROVED BY ME BEFORE POSTING IC. I WILL ENDEAVOUR TO DO THIS AS QUICKLY AS POSSIBLE. IF YOU FEEL THAT I MIGHT HAVE MISSED ONE, PLEASE REPOST OR PM ME. Canon characters are NPCs in this game. You are allowed to play as them to support your actions. However: 1. If a canon character is an integral part of a mission (their names are in the mission briefing at the top) they are under the control of the GM for the duration of the mission. You cannot play as them in this case. 2. All players, including the GM, may play as said NPC. Their actions cannot cancel each other in an unrealistic way. In the event of a conflict, the first player’s post will stand unless I indicate otherwise. 3.All NPC interactions must be in character for that NPC. Having Stormer suddenly start break dancing is not allowed. Surge, on the other hand… 4.Be realistic in all NPC interactions. 5.You are required to have at least one original character to join this RPG. You can’t randomly walk in here and start controlling NPCs. 6.No non-canon NPCs are permitted. If you want a new character, post a new profile for them. (general guideline) GM CHARACTER KEY: Locked NPCs: These characters' headers will be posted in red. These are canon characters only I can post as for the duration of the mission - standard players cannot post as these. If you need a response from a locked NPC, please wait for the 5 minutes it takes for me to type a reply. Unlocked NPCs: These character's headers will be posted in green. These are characters that all players with active characters can post as. If you're waiting for a response from an unlocked NPC, you can just post as them to decide what they would do. Or someone else can post as them. Or whatever. Player Characters: These characters' headers will be posted in black. These are my characters, including the secret gamemaster mysterious ones. If I need to dictate another player's character's discoveries or something like that, this will also appear in black. ------------------------------------------------------------------------------- Handy Profile Reference Blog Entry: HF RPG Profiles (defunct ATM) APPROVED PROFILE LIST: (H = Hero, V= Villain, CV = Civillian) GM fishers64's profiles: Traferous Diafianous (V - DEAD), Fravi (V - IN JAIL), Adam West (V - DEAD), Tracia Tartonles (CV), 78 East (V - IN JAIL), Dan Barker (CV), Jarrious and Rwer (The Brain Master) (V), Graven Dfer (V) Approved Profiles: Arnold Scharzenegger - Flare (H), Rock Raider (V), Jack Plasmid(V), Samantha Electro(H) Dina Sauyama - T. Pecs (V)Durahk: The Skull King - Mr. D (CV)Fallen Cor - Erik Jet (H), Darren Wolfe(H), Henry Flint (H), Helena Corona (CV), Dr. Xaal (V)Ghidora - Ghid Squidulus (H)Jayne Cobb - Dane Hellsend(H), Agent Epsilon (V), Blake Crosshair (H)Jiming - Reyna Pherae (H)Lugh - Coquelicot(V)Lucina - Matteo Focus (H)masterchirox580 - Kavok Quake (V)Makuta Luroka - Breaker (V)Nato Greavesy - Crowley(V), Mr. Vyle (V), Saracen Rune(H), Silva Raine(CV), Marcus Vex(H), Anamnesis (V), The Creator (V), Sir Reginald Buckley (H)OLISI - Agent Theta (H)Petewa - Smitty Slink (H)Pumpress Sumira (aka Shadow_Ignited) - Nevra Joyū (H)PyroLizard Prime - Arsenal (V), Jason Ferro (H), Scourge (V), Wilhelm Gorn (H) The Other Other Alex (aka Scorp) - Aza and Ezec (both V), John Striker (H), Kathrine Scarlet(H), Kaiba Blader (V), Jade Riley(CV), Max Vale (V)QuirkyTurtle - Amalagation (V)Rylinth Anderfel - Alex Drift (H), Echo (H), Cobra Shard (H), Marrow (V), Gabriel Bliss (H)Shard the Gemknight Toa - Azure Striker (H), Gadget Thompson (H), Ryker Bullet (H), Xiphias Billade (H) Some Random Phrase - Extrax(V), Marcel Bolt (H), Parcival Overflow (H)Smudge8 - Fred Stinger(H)Toa Onaku - Daxer Phyrus (H - dead), Jimmy Abacus (H), Nimius Ardor(H), Titanos Forticus (H), Delta (V), Captor (H), Franklin V. Stone (CV), Var Vicious (V), Lilith Specter - "The Wraith" (H), Necrissa (V), Andrea Plume (H)Timeimageness - Leighla Artemis (CV), Riot (H), Epix (H)Unit#phntk#1 - Jonathan Splint (H) Vicarath - Robert Shade (H)Vestak - Night Stalker (V)ZippyWharrgarbl - Eloise Thumper (H), Wilbur Flood (H), Mara Quiver (H), Dorothy Quark (H), Ken Render (H), Mona Selphi (CV), Orukam Amayika (V) Ship Profiles: Mission #3 update SHIPS --> SHIP RULES 1. All approved characters, whether Heroes, Villains, or Civilians, are allowed to own their ships to battle against the Brain Master. 2. Ships may be posted along with the characters that pilot them to battle, but they will not be approved if their drivers aren't approved. 3. Large Ships require three approved characters and two players playing them to be a thing. 4. No ship G-Modding 5. You are not required to own your own ship for this mission. You may choose to hitch a ride with another approved ship, use a standard dropship, or battle the Brain Master's forces and other villains on the ground. 6. See below. SHIP PROFILE: [Name of the Ship Here] Ship Size: You may specify Small (the size of a Hero Dropship, suitable for 1-5 passengers, small weaponry like guns and lasers), Medium (up to 10 passengers, can have a few large weapons such as a cannon or space for hauling cargo or torturing prisoners), Large (think the size of Traferous' ship). You may also specify the size of your ship in more specific detail if you want something in-between. Pilots (these are PCs onboard): Who is onboard? You may have more than one character aboard your ship. For any vehicle larger than Medium size, you must have at least three PCs on board to start controlled by no fewer than two players. This is to prevent G-Modding. (there will be no penalty if a character leaves the ship IC later) NPCs onboard (if applicable): Small vessels are not allowed to have civilian NPCs, medium vessels are allowed one or two. Large vessels can have up to 50. Please specify what they do - do they operate the weapons? the engines? Villains aligned with the Brain Master may have brains aboard ship as NPCs. IMPORTANT: Hero NPCs and Mission Control characters (Zib and Quadal) cannot be claimed for a ship here. If they join your vessel, your character will have to ask them IC, and they may turn you down. Communications Systems: Who can your vessel communicate with? Hero Factory? The Galactic Conspiracy? Traferous? The Brain Master? Nobody? Somebody else? Everybody? Navigation and Drive: For Heroes, this section may be brief. What sort of navigation information is available to the pilot? Are their 360 degree cameras? Extensive star maps? How is the ship piloted? Like a standard Hero Dropship? Multiple battle stations? Any special considerations should be listed here. Weapons Systems/Armor: What weapons does the ship have? Does it have thick armor plating, cloaking devices, or energy shields? Indestructible vessels will not be tolerated. Propulsion Systems: How fast and agile is this vessel, and how does it move? You don't need to go into oodles of detail, but please keep in mind the laws of physics - a heavily armored vessel is not going to be agile. Also, to be clear, propulsion is related to acceleration in space, not speed, considering the lack of friction in space. Land vs. Dock (Atmospheric): Can your ship land on a planet or asteroid safely? For most small and medium-size vessels, the answer will be an obvious yes. Large vessels is an open question. GM NPC PROFILE TAPE: I was asked after some confusion about NPC capabilities during the first mission to write this up. So here we go! tape Name: Mr. Makuro Job/Location: Mr. Makuro is Hero Factory's founder and main inventor of new technology. Bio: Mr. Makuro is a gentle, soft-spoken inventor with an air of charisma and dignity, especially when explaining his newest inventions to eager crowds. However, Mr. Makuro actually believes that new inventions and innovations are the answer to just about every problem and puts too much trust in them for his own safety. He also doesn't deal in politics very well, despite his charismatic polish, and frankly is more at home in his inventor's lab. * * * Name: Zib Job/Location: Zib is the overly-stressed out leader of Mission Control, responsible for keeping Heroes informed and on their way to their next battle. Bio: Zib has been in Mission Control for as long as anyone can remember - at least, from the day that Mr. Makuro decided that he wanted to focus on inventing new Heroes instead of directing missions. While Zib does have a whole group of other Mission Chiefs to assist him, for some reason he is often the one that other heroes refer to. Name: Zib Job/Location: Zib is the overly-stressed out leader of Mission Control, responsible for keeping Heroes informed and on their way to their next battle. Bio: Zib has been in Mission Control for as long as anyone can remember - at least, from the day that Mr. Makuro decided that he wanted to focus on inventing new Heroes instead of directing missions. While Zib does have a whole group of other Mission Chiefs to assist him, for some reason he is often the one that other heroes refer to. * * * Name: Jawblade Powers, Abilities, & Weapons: Jawblade has two blasters that he can use to blast fire, and nasty jaws. He is also capable of swimming really fast and limited on land movement, using a levitation power. (That's the only way the Breakout scene where he's punching Stormer makes any sense.) Appearance: Yarr. Bio: Jawblade has been in and out of Hero Factory containment. His original crime was trying to get into the power conduit to Hero Factory underwater to disable it (see book Legion of Darkness). He also escaped in the Villain Breakout and used Oxidium against the Alpha Team member Stormer. He also enjoys swimming. Location: Hero Factory Villain Storage, maximum security. His Blade weapons have been taken from him. * * * Name: Black Phantom Powers, Abilities, & Weapons: Black Phantom is a strong and muscular robot with a very large power reserve, something he has used to his advantage. He also has a combination blade/mace weapon and his collection of Aracknix drones, which can divide and combine with each other, fire energy blasts, and create fields of energy. Appearance: Yarr. Bio: Black Phantom was once the leader of the Legion of Darkness, a villainous organization that nearly destroyed the younger Hero Factory, and orchestrated the villain breakout. He is cunning, ruthless, and sadistic. On the extremely rare occasions when he is not plotting, he has played chess against computers and violent video games. He doesn't like the company of others, and when things aren't going well he is known to simply disappear. Location: Hero Factory Villain Storage, maximum security. His drones and the maceblade have been taken from him. The drones have been released back onto the planet where they are from, making it unlikely for him to get them back. * * * Name: Corroder Powers, Abilities, & Weapons: Corroder has the ability to create, control, and absorb acid. He's also a fan of gas bombs, which give off a nasty odor and can corrode stuff. Hence the name. He also has used a pair of claws to focus his acidic powers, and a shoulder blaster. Appearance: Yarr. Bio: Corroder once attacked a prison asteroid and was imprisoned along with Von Nebula. He escaped in the Breakout and was recaptured. Corroder has a reputation for acting arrogant and dim-witted, which is plenty dangerous given his power set. Location: Hero Factory Villain Storage, maximum security. His claws have been taken from him, and his cell is made of reinforced concrete in addition to laser bars all around him. * * * Name: Merrick Fortis Powers and Abilities: Merrick Fortis has powers similar to the Kanohi Volitak and strength capable of throwing Bulk across the room. He has telescoping, x-ray, and infrared vision. Weapon(s): Merrick carries a single grappling hook weapon. Appearance: So sloppy. Bio: Fortis is the leader of the Hero Recon team. He paid a visit to Quatros to spy on Witch Doctor and appointed Rocka to watch Villain Storage during the Breakout. He's also kept track of Vex's and Striker's recent adventures on Tranquis and Streptos, but left the actions to Zib. He also knows all of Hero Factory's systems better than even Zib, and installed a few of his own. (One of which flips the Hero Testing Area upside down.) * * * Name: Queen Beast Powers, Abilities, & Weapons: Queen Beast has the ability to create, control, and absorb acid. She also makes coccoons capable of imprisoning a Hero, Civilian, or even a villain in a state of stasis, unable to wake up until someone opens or destroys the coccoon. She wields a sharp-bladed staff, and has enough strength to knock over a Hero with one swipe. Appearance: Queen Beast is blue and orange in color, and has six limbs - four legs and two arms. Bio: Queen Beast is normally a benevolent and caring creature, living peacefully under Antopolis and caring for the evolution of new beast-like creatures. The evil brain controlling her, however, is filling her head with the idea that the inhabitants above at threats to be destroyed. She is resisting with a fair degree of success, but the other beasts aren't so lucky. Location: Below Antropolis. * * * Name: Julius Nex Powers and Abilities: Julius Nex is the poster boy for Hero relations, spending time on social media with the civilian population regularly. He carries a triage kit capable of healing, reviving, or modifying any hero in the field. Weapon(s): Plasma blaster, laser cutter, and Breakout-style Hero Cuffs. Appearance: This set looks ugly. Bio: As part of his programming for Hero relations, Nex is witty, charming, and a shameless flirt. He's been on a whole bunch of missions by now, revealing that he also is ambitious and goal oriented. When he's not checking Herofeed or Herobook, he can be found enjoying a game of roboball with Furno. ------------------------------------------------------ Mechna Mechna is particularly famous for three things: factory tours, mechanized theme park rides of various kinds, and manufacturing of various kinds of technology. Huge disparities exist from rich villain apartments filled with slaves to slum districts where low-level villains scrape by on petty crime to hotels to factories. The one thing that it all has in common is the slick metal plating, the robotic arms, and the incredible amount of other industrial equipment. 1. The Grunge District - Most classy villains would stay out of here. Everyone on the street will rob you blind or kill you to rob you blind. The area is famous for the excess of shady bars and female pleasurebots like what Fravi once was. This place is in terrible repair - the oldest section on Mechna, this place is filled with broken down technology that no longer works. Many bots scrape by repairing or disassembling these machines and selling them in the other districts or even off planet - for the highest price they can get the suckers to pay. 2. The Middle District - Many villains live on the lap of luxury here. Although this area actually isn't preferred by most rich - they usually prefer lush and green planets to the dingy smog of Mechna, the constant thrum of machine noise, and the threat of theft. Instead, this area is composed of apartments that middle-class villains live in with their modest slave holdings, and some that are rented to high-class villains in timeshares for when they have to be on the planet to conduct business. These two districts abutt and blend together and aren't distinguished by those names IC; the OOC distinction is just to show the difference. The Middle District is North of the Grunge district. 3. The Government Hall - This old yellow building - it used to be white - houses the council that runs Mechna's government. Rumors have been circulating that the Galactic Conspiracy has significant inroads here. 4. The Slave Market - These are underground in the Grunge District and the Middle District. Many villains in the Middle district will venture into the Grunge District for lower prices on slaves. 5. Factory Area/Slave Living Quarters - On the opposite side of the planet from the Tourist District, the Factory Area abutts the Middle/Grunge area. Conditions in this area make the Grunge district look like a nonstop party. Slaves are kept in cells with barred windows and are rarely allowed to venture out. Slaves are run on murderous four-hour rotations and punished mercilessly for any mistakes. Many dream of being a house slave in the Middle District as a better destiny. 6. Tourist District - On the opposite side of the Government hall from Middle/Grunge and the Factories is the Tourist district, filled with theme park rides like rollercoasters and ferris wheels. There are also five "clean factories" that the government uses for tours - ticket prices are the only thing making these operations profitable. GALACTIC MAP (WIP): Rules: 1. All BZPower and Lego RPG rules apply. No GModding, bunnying without permission, autohitting, or other RPG ills. Tennising is OK for the most part – with our small player base, two characters or players interacting with each other is fine. However, if a third character or player enters the situation, please acknowledge their interaction as well – that’s just common courtesy. 2. Heroes cannot perform Nova Blasts. 3. Powers involving food – i.e. donuts, cake, pie, ice cream, or other similar edibles are not allowed. 4. Unless indicated otherwise, I am the gamemaster of yonder RPG. If you have a problem with one of my decisions, please take it to a PM to avoid disrupting the interaction. Unless I indicate otherwise, all decisions are final. 5. Please use IC and OOC for your posts. 6. Please respect all decisions made by your fellow members in their choices of interaction. Unless it falls under rule #1, taking issue is a waste of space. If you must, take it to a PM. 7. Please respect all decisions made/warnings made by the Lego RPG staff. RPG Staff/Gamemaster: fishers64 Missions: Periodically, I will be bringing you, the players, assignments from Mission Control. If you are a Hero, you may choose to join the Mission, and if you complete the mission you will receive a reward. If you are a villain, you may feel free to oppose the mission in any way that you see fit, and if you successfully oppose the mission you will receive a reward. Unlike in the typical Hero Factory storyline, villains do have a chance of achieving your objectives. Play your cards well, and you may be the future crime master of the galaxy. You are not required to join or oppose a mission – you may choose to do your own thing. You may also allow your own thing to intersect with the mission at hand if the story allows. Current Missions: Mission #4: In the Mirror Canon NPCs involved: Mr. Makuro, Black Phantom, Von Nebula, XT4 The Valos system is a tortured place to be. Unlike the Streptos system, the Tranquis system, or the Makuro Belt, the star of the system is surrounded by an oddly crackling force ring, which seems to be responsible for the nasty changes that the inhabitants have to endure. Legend has it that several planets have passed through the star itself, only to reappear later - which would explain the planet that just appeared two years before. It is in this system that the planet Mechna can be found, home to robotic slavery, trafficking of said slaves, and sweatshop factories that make Makuhero City's factory district look like paradise. Crime runs rampant among the city streets - but the truth is, no civilianslive on Mechna. Everyone on the street is a villain - just some more nefarious than others. And all of the villains keep their slaves - civilian or not - locked up. Except for the public government of Mechna, who sweeps all of that under the rug and presents the gleaming metal hallways and robotic arms as a tourist attraction. None of the government sponsored tours reveal what that planet is really all about - selling goods for the highest profit imaginable. The latest sponsored tour, however, has included something that no other tour has dared to include - a sweet portal into the unknown. Except that no one has come back from the portal yet, and...it has grown so big that another planet nearby has called in to say that Hero Factory might be interested in investigating before the entire planet of Mechna...and maybe the entire Valos system...is sucked in. Hmm. Seems like a villainous plot if there ever was one. Or like...5? Hero Objectives: 1. Investigate the person who called in about the portal. 2. Go to Mechna and investigate the portal itself. 3. Investigate the planet of Mechna itself. 4. SECRET OBJECTIVE (this has to do with the portal) 5. SECRET OBJECTIVE (this has to do with Mechna, and some old friends) Villain Objectives: 1. If possible, destroy the Astral. 2. Conceal the true nature of Mechna, and the portal. 3. SECRET OBJECTIVE (again, having to do with the portal) 4. SECRET OBJECTIVE (this one is for the old friends) 5. Help Traferous fix his ship and get out of Makuhero City (this is more local). ------------------------------------------------------------------------------ CHARACTER PROFILE POSTING NOW OPEN! I will make every effort to approve or return profiles as quickly as possible. Character profiles must be posted IN THIS TOPIC. PLEASE SPECIFY WHETHER THE PROFILE IS FOR A HERO, VILLAIN, OR CIVILLIAN IN THE PROFILE UPFRONT. MAKES MY LIFE EASIER. THANKS.
  3. persona ~ sea of djinn : game topic Persona, Persona, please come here! Master Persona, Master Persona, please come to us! --- On the coast of Rub Al Khali lies a beautiful metropolis - the city of al-Bareha. Originally a simple fishing village lying on the shore of the Persian Gulf, al-Bareha became a major centre of trade during the rule of the Umayyad Caliphs, its strategic position allowing it to be an economic hub of the Islamic world. It continued to serve in such a capacity even after the decline of the Islamic Caliphates, and following a period under the mighty British Empire, became an independent city-state. al-Bareha’s wealth and prosperity did not fade in the modern era, its economy fuelled by the massive oil industry that sought to take advantage of the city’s untapped reserves. A highly multicultural city for its region, al-Bareha is home to a numerous number of people, ranging from foreign businessmen to refugees escaping political strife in neighbouring countries. Yet no matter the person, all come to al-Bareha in order to share in the wealth that it possesses. Recently, strange events have plagued the city and its people. The sands of the Empty Quarter are stirring, their wild storms completely enveloping al-Bareha. Communications with the outside world regularly fail. Peculiar lights can be seen in the city outskirts, only to disappear into the desert without a trace. Objects move on their own. Mysterious forces are at work within al-Bareha, and their influence affects every aspect of life in the city. As al-Bareha continues to retreat into the sands, it falls to those capable of tapping into the collective unconscious - the chosen of the butterfly - to decide its destiny. They are the wielders of Persona. Right, with that out of the way, what exactly am I supposed to do? The city of al-Bareha is an enigma, a mystery beyond human comprehension. Only those who wield Persona, the mighty power to summon demons from within the sea of one’s soul, can truly understand what lies beneath its shining skyscrapers. That is the role you will take upon in this RPG, tapping into your Personae and the abilities they provide to unravel the secrets of the city. At least, that’s the overall goal. Everything else is up to you. Whether you’re a confused citizen looking for the truth, a government worker attempting to reduce growing resentment amongst the populace, or a businessman thinking up ways to profit from the mysteries, you will have access to the power of a Persona (or maybe you won’t!) to ensure that your dreams are a reality. With al-Bareha becoming more and more isolated from the rest of the world, its fate will be influenced by your actions. Hang on a minute, what is this Persona thing that you’re talking about? A Persona is the manifestation of, in the words of Carl Jung, “a kind of mask, designed on one hand to make a definite impression on others, and on the other to conceal the true nature of the individual”. In essence, it is a supernatural phenomenon born from one’s own sense of self, and usually takes upon the image of either mythological, supernatural or historical figures. It is quite rare for one to manifest a Persona, but the unique circumstances surrounding al-Bareha have awakened this power within its citizens. It is well within the capabilities of a Persona to utilise magic. Through both elemental powers, physical combat or other, more esoteric abilities (such as healing, mental compulsion or assisting in cartography), a Persona is able to channel their magic to fight, though it has been recorded that their presence may influence the way others perceive their wielders. These abilities are usually subject to the identity of the figures that the Persona is based on (such as Zeus having similar thunder powers to the god it mimics). They may also be immune to certain magics or abilities as well depending on their history and own powers. Yet due to their immense powers, they are a great burden on their wielders, and can only be summoned for short periods at a time. Also, if harm inflicted on a Persona is significant, the user may feel the pain of the blow. The concept of Personae are heavily associated with Tarot Cards, with emphasis on the Major Arcana. Every Persona will be associated with one Arcanum, usually due to a Persona’s identity (which will commonly stem from mythology, history or the public domain) possessing the traits embodied by the Arcana. Humans are also assigned an Arcana based on their own personality, and if they possess the potential for a Persona, it will share the same Arcana as its wielder. In this RPG, the Fool, Judgement and the World are all restricted for players, as Persona of those Arcana are usually in possession of great power. Persona-users are also enhanced by their powers in comparison to baseline humans. They are granted a greater resistance to the spiritual energies produced by Personae and other, more malicious entities, which include the beings known as Shadows. They are also slightly more resistant to physical damage, as their Personae will cushion some of the force involved, but not all. Their spiritual energies are also far more effective against supernatural entities than conventional firearms or melee weaponry. As such, it is difficult for a non-wielder to fight against them due to a lack of effective tools and resistance, although it is still possible for one to triumph. In simpler terms, a Persona is a magical spirit summoned from one's mind to combat one's foes. So how do the Major Arcana factor into this? The Major Arcana are twenty-two cards of the Tarot Deck, all of which have been assigned allegorical or exoteric meanings. As stated prior, all humans will have an Arcanum that represents their personalities and motivations, one that is shared by their Persona. Depending on the Arcana (or more accurately, the wielder), a Persona will specialise in different roles and powers. For example, a cheery, optimistic person could likely be a member of the Sun Arcana, and would therefore possess a Persona that will use powers of fire or light (such as Horus or Apollo, who are sun gods in their respective mythologies). However, this is not completely set in stone, with some Personae breaking the mold (Heimdall and his ice powers yet part of the Sun). The twenty-two Arcana (see above for a link to the Wikipedia page) are: The Fool - Unavailable to players. The Magician The High Priestess The Empress The Emperor The Hierophant The Lovers The Chariot Justice The Hermit Wheel of Fortune Strength The Hanged Man Death Temperance The Devil The Tower The Star The Moon The Sun Judgement - Unavailable to players. The World - Unavailable to players. You mentioned a Shadow, what’s a Shadow? According to Jungian psychology, a Shadow may refer to the aspects of one’s personality that are not consciously identified to exist within oneself. It is highly instinctive and irrational, traits shared by the corporeal creatures of the same name that exist in undisclosed areas of al-Bareha. These creatures are born from the negative emotions of humanity, and are both incredibly hostile and dangerous to every human they meet, capable of devouring minds and leaving their victims in a vegetative state. All Shadows share sickly golden eyes, but otherwise their eldritch appearances differ immensely from one another. Persona-users are immune to the effects that other humans suffer, for a Persona and a Shadow are in actuality two sides of the same coin. If one loses control of their Persona, allowing it to run wild, it will be no different from the violent beasts that the Shadows are. Be warned, if your will falters or you begin to reject parts of your self, it will be ridiculously difficult to regain control, especially if the Persona is a powerful one. Shadows must be approached with extreme caution. Especially those that seem human. Groups of note in al-Bareha While the citizens of the Arabian city-state are many, with all possessing their own, distinct ambitions and motivations, there are also a number of consolidated groups that hold some influence, especially in regards to the mysterious happenings that have begun to plague al-Bareha of recent. Although not all-powerful and still subject to the law of the nation (even if certain groups disregard it), they are still heavily involved in the city, and are usually on the front lines in dealing with the supernatural. Al-Bareha Defence Force (ABDF) - the armed forces of al-Bareha are small in number, though quite capable as proved by their participation in the Gulf War of 1990. Their presence within the city is rarely felt, but the recent establishment of a small stockade on the outskirts have shown that they are aware of the mysterious happenings. While they are passive actors compared to other groups, it would be wise to avoid garnering their ire. Al-Bareha Police Authority (ABPA) - even in these troubled times, the police forces of the city-state are dedicated to upholding justice and the law on the streets of al-Bareha, fighting petty crooks to criminal gangs and even the odd terrorist or two. The appearance of the supernatural, however, has proved to be beyond their capabilities, and in response the police have formed a new department to handle any problems. Special Investigations Department - established in response to the mysterious incidents that occur throughout the city and the recent spate of Persona-assisted burglaries, the Special Investigations Department primarily focuses on combating the more supernatural aspects of crime, seeking to develop ways to prevent criminals from abusing the advantages of any Persona. Their progress in doing so has been stalled, but there are a number of Persona-users within the ranks of the department, one of which is their leader, Captain Jalil Khoshkam. Roadkill Group - originally a London gang renowned for its rivalry with the Taiwanese Tien Tao Lien, the al-Bareha branch of the gang has prospered greatly under the leadership of Mitch “Pinkie” Michaels, matching even its England-based brother in wealth and influence. As the biggest player in organised crime in the city, the Group deals in smuggling (of both illegal groups and people), extortion and drugs, and are also rumoured to be connected in some manner to local corporations. Kashihara Pharmaceuticals - a successful pharmaceutical company in Japan, the al-Bareha branch has made its headquarters at 12 Elizabeth Road, and own several warehouses in the general vicinity. Renowned for their reasonable prices and heavy investment into research and development, Kashihara is incredibly popular in the city-state, and have provided numerous jobs. Their main building and warehouses all have incredible security, and it is near impossible to learn of their secrets. In recent times, they have been researching Personae, and hold considerable scientific data that can only be matched (and only barely) by the government itself. Useful and snazzy places to check out Al-Bareha is fairly large, possessing all sorts of establishments, parks and what-not. This makes it difficult for tourists (and even natives at times) to find the best that the city offers, so a few starting points/interesting places have been listed to help out. Velvet Room - a coffeehouse secluded away on a small, inner city street, the Velvet Room’s renowned for its atmosphere and service, and holds five out of five stars on Yelp out of twenty reviews. The majority of the business is a calm blue, from the decor to the three siblings who essentially run the café. The only exceptions are the blindfolded piano player, soprano singer and the manager, a long-nosed hunchback by the name of Igor. Though all manners of people frequent the establishment, Persona-users may wish to seek out the latter’s advice on all matters supernatural. Note: Igor will be played by a GM, so please get in contact with one of them if you want his knowledge. Mallville - the biggest shopping complex in the Middle East. Both citizens and tourists will frequently visit “Mallville” in search of all sorts of goods and services. From toys to clothes to garden tools to burgers, basically everything can be found here. Aleph’s Antiques - a dusty old antiques store/pawn shop/junk shop near the docks, Aleph’s Antiques also supplies a large variety of working replicas of historical weaponry. It is rumoured that the pretty boy owner possesses some “supernaturally-aligned” tools as well, but few dare ask in fear of retaliation from his possible gang connections. The profile template Here in Sea of Djinn, there are two separate templates for profiles, with one being your actual character, and the other (if you have one) for your Persona. Name: Age: Gender: Arcana: (Which of the Major Arcana fits your character’s personality?) Weaponry and Tools: (Please be reasonable, and keep in mind that as a member of the Commonwealth, al-Bareha possesses far stricter gun laws than in the United States.) Skills: (What is your character good at doing?) Appearance: Personality: Biography: Weaknesses: Persona Name: (What is the name of the entity born from your own personality?) Origin: (What is it based off?) Appearance: (What does this Persona look like? Even if its origin is human, a Persona’s appearance is usually incredibly strange, even if humanoid.) Powers and Abilities: (What can it do? Is it physically strong? Capable of elemental magics? Good at identifying things?) The rules of the game No godmodding in here: don’t metagame, bunny, autohit or do other ridiculous things that should be beyond your character’s capabilities. When posting, use IC for character posts and OOC for anything that you want to say out of character. Please attempt to treat your fellow players with a modicum of respect. Profiles must be posted in the discussion topic for approval. No OOC-only posts in the game topic. Please put them in the discussion topic. Follow all BZPower rules. The staff of this game Purple God (Hubert) and Purple Devil (Onarax) are the GMs. Please contact them if necessary.
  4. Someone has probably done a poll similar to this before, but I'm doing it again because I don't remember it today. Also because polls are fun. Go vote!
  5. https://youtu.be/NMJtLuMkK48 Download Kastor is a short (2 month) project I worked on, without quite meaning to: it only dawned on me about halfway through development that I'd started creating it. It's a turn-based roguelite, with the emphasis on map completion and weapon customization. Oh, and monsters. Lots of monsters. It's available for download on Android, Windows, and Mac. If you want to play it on another platform, drop me a comment here and I'll see what I can do. There are no ads, no IAPs, and (hopefully) no bugs. Just a load of 8-bit goodness. Who am I kidding: There'll be bugs. [] You can report any that you find here.
  6. I currently got idea of making browser-based online multiplayer Bionicle game. I got a rough idea about programming stuff, but other than that, my design is lacking. I am also able to make strategy game with less visuals, close to board games. It would require dedicated server (or Hamachi or Tunngle) and separate client. So, first of all, we have two possible categories of such games. Competetive - each game takes some time (may be week or two in case of browser based game), but every time it starts, everybody has same opportunity to win. You can imagine CS:GO, Starcraft II, Dota 2, League of Legends. BZP Mafia would also fit here. Those game are skill-based. I would prefer to make this type of game. MMO-style - over a time, you gain experience, items and so. This kind of game is usually harder to get into, especially with lower playerbase. New players are most likely to not ever beat veterans, even when they get into game. You can imagine World of Warcraft, Metin 2, Ikariam. Then there is genre. Strategy - I think this needs no explaining. Strategies are Age of Empires, Starcraft II, Dota and much more. Those games would be most fitting browser and gameplay focused game I plan to do. RPG - Roleplaying games. Dungeons & Dragons, World of Warcraft, Heroes of Might & Magic, roguelikes. Action - This would require bigger development team - graphics, sounds, design and programming would all be much harder than for first to genres. Both strategy and RPGs have many examples of working turn based and real time styles. Turn based - much more suitable for browser, ie. better option. Eg. Heroes of M&M, most roguelikes. Real time - might work with client, but would be of course harder to make and to play. Those are just basic things I have to decide for. The game itself is another thing. Feel free to share any ideas you ever had for Bionicle game, but couldn't ever realize them!
  7. One of a new breed of fully sapient Kraata, Sepulchral is an ambitious Rahkshi of density control whose desire to prove himself has given way to a philosophical quest for a more meaningful identity. Alternate angle Front Side Unexpectedly unsettling Daemonic, yet dignified En garde! Sepulchral's page on the Corpus Rahkshi Wiki I started this MoC around six months ago with the sole purpose of building something to wear my trans-orange Mask of Fire. It wound up temporarily set aside due to a lack of the needed parts, but when I finally decided to join Corpus Rahkshi over the summer the half-finished model served as inspiration for the appearance of my first real RPG character. Eventually it more or less became what Sepulchral looked like in my mind. And now that I've finally Bricklinked the necessary pieces, he can make his proper debut at last. As always, comments and criticism are appreciated. Edit: Image linked; please keep embedded images in BBC to 640x640 pixels / 100 kB. -Wind- Edit: Image fixed.
  8. persona ~ sea of djinn : discussion topic What's Hip and Happening in al-Bareha? The autopsies for the two dead cops have revealed that there have been strange chew marks on their brains. Other officers have died in similar manners previously.Jake, Michelle and Lauren are currently fighting Shadows in a pocket dimension born from a random alleyway.The autopsy for the two cops that died has arrived.Special Investigations has been assigned to the disappearing bus case. Profile Template [b]Name:[/b] [b]Age:[/b] [b]Gender:[/b] [b]Arcana:[/b] (Which of the Major Arcana fits your character’s personality?) [b]Weaponry and Tools:[/b] (Please be reasonable, and keep in mind that as a member of the Commonwealth, al-Bareha possesses far stricter gun laws than in the United States.) [b]Skills:[/b] (What is your character good at doing?) [b]Appearance:[/b] [b]Personality:[/b] [b]Biography:[/b] [b]Weaknesses:[/b] [b][u]Persona[/u][/b] [b]Name:[/b] (What is the name of the entity born from your own personality?) [b]Origin and Background:[/b] (What is it based off?) [b]Appearance:[/b] (What does this Persona look like? Even if its origin is human, a Persona’s appearance is usually incredibly strange, even if humanoid.) [b]Powers and Abilities:[/b] (What can it do? Is it physically strong? Capable of elemental magics? Good at identifying things?)List of Approved Profiles Jack Workman (Ishtar) - Landes'RehnJake Harrison (Quirinus) - sonyaxeClara Emerald (Maneki-neko) - SnellyYasmin El-Amin (Chang'e) - ConstructmanMorgan Whatley (Sobek) - BasiliskLauren Lautrec (Kitsune) - JiMingKarīm Pahlavi (Cyrus) - Purple GodMichelle Menas (Saint George) - TiragathNanashi (Gilgamesh) - ~Golden Knight~Channah Makhlouf (Miriam) - MelAdam Reid (Atlas) - KrayzikkDesdemona Taylor (Morgana) - TylerSarah LePaige (Ratatoskr) - BladeClaud Albert Hamilton (Cú Chulainn) - Onarax Staff NPC Profiles Mitch "Pinkie" Michaels: Leader of the Roadkill Group in al-Bareha
  9. Revenge, the MOC Revenge is a character in Corpus Rahkshi. He was my first RPG character and I finally got around to making him a MOC. I had to make something up because I don't have a Rahkshi head in black which ended up being a good thin that way I could put his eyepiece in (yes that is supposed to be there). His weapon launches exploding Zamor sphere launcher with a small dagger-like attachment. Overall I am glad about how the MOC turned out. More Poses Fighting Stance No weapon Crossed Arms Flight Mode Action Pose Action Pose 2 A quick thanks for everyone at Corpus Rahkshi for all the fun I have had over there!
  10. UPDATE 08/19/15: First version of the Bestiary has now been released. More Rahi and other creatures will be added in the future. UPDATE 06/25/15: Kanohi completely reworked. Added many extended universe Kanohi and now almost all Noble versions are available. I'm going to try and keep this short because, let's face it, you've got plenty of reading ahead of you. What you're about to see is a true labor of love. Never you mind how far back the changelog goes, I've been working solo on this project off and on for well over a year now. I have easily poured more than a hundred hours into the R&D of this project (big shout out to BS01). Now that I've graduated from college and, ergo, have more time on my hands, it's time to release this thing into the wild. I only hope that people enjoy what I'm presenting here. Truth be told, I was hoping to have a video demonstrating the system when I posted this but, while that's still coming eventually, too many people have been asking for this. It's time. Lost Chronicles is my homebrew for a (G1) Bionicle tabletop RPG system. I drew a lot of inspiration for the system from sources such as Fantasy Flight's 40k series of RPGs (e.g. Rogue Trader, Death Watch) and Star Wars KOTOR while obviously adding my own unique ideas. I wanted to make a system that was comprehensive enough, but at the same time not too complicated. Yes, it looks like there's a staggering number of rules, but you're only going to use so many all that frequently. Truth be told, this project isn't fully complete yet, though incredibly close. I still have things that need tweaking and polish, as well as a few things I'm just not sure how to implement properly. It is, however, in a playable state. The reason I'm releasing it in this "beta" version is because I've simply reached a point where it'll benefit more from people actually testing it out and giving me feedback/suggestions. That said, if you have any criticisms about rules, suggestions for new features, questions regarding rules that aren't clear, or maybe a request for some particular piece to be finished (e.g. a stat sheet for a specific creature), let me know and I'll get to it ASAP. So, gather your IRL friends around a table or get a group together online using Roll20.net or some other solution. Tell stories, have fun, and be sure you tell me all about it. Click here to download the latest version of the rulebook. Click here to download the latest version of the bestiary. Takuma Nuva
  11. BZPRPG PODCAST Welcome to the Official Topic for the BZPRPG Podcast! Here you can watch, discuss and ask questions about the Podcast. About Us The BZPRPG Podcast was founded in 2012 by Biobeast, Hubert, and Onarax. With Hubert and Onarax as the main hosts while Biobeast gathered news. Over time the group as evolved into its current form with Krayzikk and Tyler as the main hosts while Hubert and Onarax stepped to still host occasionally. We provide insight into the current state of affairs of the BZPRPG, interview players, discuss pressing issues, and offer up advice for new players. Episode List There are three primary places episodes can be found. Most of the old series can be found on the old BZPRPG Podcast website. Other, various episodes, can be found on Hubert's blog. Season 2 of the podcast can be found on the Youtube Channel. Current Episode
  12. Reviews for XMDN here! Don't be too mean, I don't think my panda heart can take it. As time goes on, more of what happened here will be revealed. Have fun, hope you enjoy it!
  13. Now for ten years, we've been on our own. The radio in the corner was blasting out Don McLean. Part of a block party weekend or something. He rubbed his eyes, squinting at the light coming in through the window, licking dry lips. And moss grows fat on a rolling stone. He had a headache. But that's not how it used to be... The radio exploded, his headache receding after the intial spike from the sound of the detonating speakers. His toothbrush was somewhere around... He stumbled into the bathroom, nearly tripping over a drumset, splashing water on his face, reaching for his toothbrush. His mouth felt grimy. The toothbrush helped. He spat, watching the running water swirl down the drain, turning it off. His phone was buzzing. He ignored it, pouring some cold coffee from the pot he made the previous night and drinking it in one gulp, grimacing at the flavor. Some of his hair was falling in his eyes. He ran his hand through it, sending it into disordered spikes, pulling a black, rubber plated riding suit on, grabbing his helmet from where he'd dropped it when he came into his apartment the previous night. Plus side of a one-room apartment. Not many places to lose things. He paused at the door, looking back toward the phone on the counter and sighing, picking it up and sticking it into a pocket on his suit. He didn't turn the screen on, no reason to check the messages right now. The elevator creaked downward to the garage, pausing for a full twenty seconds at the bottom before the doors finally decided to screech open. He winced, the sound of the elevator bringing on a new throb of pain in his head as he stepped out, a plain black motorcycle sitting in a near parking spot. Well, it looked black. Bits of the original green paintjob still showed through, but repeated scorchings, scrapes, and general abuse had fractured it off. "This'll be the day that I die," he sang softly, the spark plugs deep inside the machinery of the cycle reattaching, the engine roaring to life. He got on slowly, pulling his helmet on, latching the airtight seal onto his suit. It was surprising how useful that seal was, especially because he could cut out a lot of sound if he wanted to. As the shout of the engine faded into blissful silence, he sighed-then grimaced at the smell of bad coffee on his breath. Oh well. Beast couldn't be picky. *** "Soundbyte and Remus will attempt to distract any enemy combatants while Errant tries to sneak in and free the hostages from behind. Errant, I'm downloading the blueprints for the building to your phone, along with my suggested route. Soundbyte, Remus: Be loud, be obnoxious, fight hard but not too aggressively. We don't want them getting worried and executing anyone before Errant can get to them." He nodded. True, a drunk didn't paint such a pretty picture... But Beast looked old, grey patches showing up in his blue fur, his catlike eyes weary from years of worry. Remus was immortal, so of course she looked the same. Alistair was still in his twenties, still looked good, their personal Knight Errant a tall, brown haired man with polite speech and smile. Might as well be the face of their little triumvirate. The X-Men. Down to a drunk, a knight, and a wolf. *** The X-Men. Down to a few seconds. He was running, his powers stretched to their absolute maximum, the entire universe creaking past him in slow motion, light starting to burst through the walls of the medical clinic- Reaching for the black-haired boy with him, gold brooch on his chest- Grabbing him, continuing on, dashing through the open door, glow melting through the room behind him. He had to go faster. His body started to tear under the strain of being yanked almost entirely out of the timestream. The light was burning closer. Faster. It was at his heels as he ran. FASTER. Time was disintegrating as the light caught up, burning him away, agonizing pain tearing through him so unmercifully slowly, tearing through his burden- The X-Men. Down to a few seconds. He was running.
  14. Hello again. After the success of my first batch of Rahkshi posted here, a second batch was inevitable. The only question, as I kept promising they'd be here eventually, was when. Well, I'm finally posting them. Thirteen more characters from Corpus Rahkshi, a TBRPG run by Wyrd Bio Ful Araed over in Bionicle RPG. The premise, for those of you who've never heard of it, is that Rahkshi are beginning to manifest sapience, and to either train them as elite warriors or keep them under control the Brotherhood of Makuta has stuck them all in a school, known as Corpus Rahkshi. It's a load of fun to play. So with the obligatory intro out of the way, it's time to finally show the MOCs. * * * Gaever, played by Sergei Rahkmaninoff | Swiss Army Hands Gaever is my brilliant engineer with a slight superiority complex. She's extensively modified her own suit, implementing speedy spring-loaded legs, blades on her forearms, a Rhotuka launcher, binoculars, and all the tools you'd expect to find in a swiss army knife within her fingers. She shamelessly believes that by virtue of her incredible intellect and upgraded suit that she is superior to other Rahkshi, disdains the arts, and doesn't know how to speak in anything other than needlessly complicated words, though, so she's possibly not the most pleasant of Rahks. * * * Doubt, played by Ghidora131 Doubt may frequently to try to smash things with his oversized hands and the flail attached to his wrist, but mostly he's reasonably friendly, especially towards Matoran. He prides himself as being reasonably good at tinkering, and hanging from his chest on a short chain is a small watch. * * * Karzfire, played by Dallior: Rahkshi Lord Short, but strong, Karzfire is more than willing to crush anything that gets in his way with his two glowing purple hammers. Though he respects strength, his inclination for the smashing of smaller Rahkshi's heads into the living stone walls may lead to him being not particularly well-liked. * * * Blades Only | Abyssium, played by avmatoran | Staff Only Abyssium has the calculating mind of a strategist, and the combat-loving heart of a warrior. Though careful not to openly show it, he's also intent on either escaping from or rebelling against the Makuta along with his sister, Anubissium, and anyone else he trusts enough to have by his side. He's not gotten far with this, though, and unfortunately he missed out on Kat's escape entirely. * * * Kat, played by Chumpu | Action Kat is confident in her abilities and intensely loyal to her friends. She has become something of a leader, and as part of this role has revamped her suit, both repainting herself and adding extra protective armor to her upper body. Kat is one of the few level fives and most accomplished warriors in the school - and now, outside. For she has devoted her skill as a tactician to leading an escape, an attempt to bring her people out of the tyranny of the Academy to safety and freedom far away. * * * Steaming Vented Carapace | Fang, played by Click | Standing A strong believer in the virtues of freedom and morality for Rahkshi, Fang has worked alongside Kat to lead an escape for those he trusts. When Kat altered her armor to go unidentified, Fang followed suit, undoing prior modifications to his armor and replacing them with others, leaving him as lanky as ever but shorter than average and with vents along his carapace which eternally spew steam and heat. From these vents he took his alias, Vent. He may have lost his sword, but remains as dangerous as ever with his level four plasma blasts. * * * Flabbergaster, played by Ghidora131 Due to a prank played during his creation, Flabbergaster is an incredible glutton, said to be the fattest Rahk ever known. He also competed briefly for the title of most insensitive when he interrupted mourning over the death of Exxan with repeated complaints that it wasn't a real funeral, followed by a brief and easily refuted attack on Kat, but since then has managed to be fairly less annoying to most. * * * Exxan, played by Of Australian Origin... | Action A pragmatist, self-confessed nerd, and somewhere between grudging comrade and arch-rival for Fang, Exxan recently heroically sacrificed himself on the island of Visorak to hold back the hordes while his fellow Rahkshi retreated. ...Not. He survived, somehow, and made his way back to Nynrah in a plot twist every player seemed to see coming despite the fervent repeated denials of Nato (as Of Australian Origin... is known) and his confidant Click. Exxan wields the poisoned jian sword Rememberance (I think, he might have lost it on Visorak) in addition to his formidable level four Vacuum powers. * * * Poly, played by Chumpu | Action From the beginning, Poly was unstable. Which was understandable, for his Rahkshi suit - made from another New Breed Rahk - retained its intelligence, and often spoke to him mentally, urging him to violence. As time went on, though, he only became more unstable, with even a third voice manifesting in his head until finally he reached the creepily unified tranquility of three voices working as one with eery calm to preach a message of 'ascension' to all... and show those willing to listen the world through the eyes of an empty suit belonging to a Rahkshi not long dead. * * * Xara, played by Of Australian Origin... | Standing Xara is a warrior, through and through. She fights to win, and very reliably does - a fact she knows all too well. She's managed to open up out of her generally hostile, merciless manner as time goes on, though, making more than a friendship with Glass and coming to adore a Shallows Cat kitten named Sand he gave her. Her level four chain lightning and prowess as a warrior make her a valuable addition to the party of escapees lead by Kat. * * * Tangirahk, played by Lewa the Soaring Champion | Not Playing Tangirahk's unusual armor was devised by a a Makuta on a mission: create a feminine Rahkshi suit. The first Kraata to try the suit was Tangirahk, who proved satisfying to her mother, and the two grew close through music. Eventually, though, Tangirahk chose to go to Corpus Rahkshi, bringing with her only a violin as a reminder of her mother and her gentle and musical personality. * * * Recherché, played by Kaneo Takarada | Action Clad in the gloriously powerful armor of an apex predator and wielding a fearsome macuahuitl of darkest metal, Recherché is a force to be feared. In addition to his great strength and size, he possesses a positively sesquipedalian vocabulary, with which he eloquently communicates his claims of past grandeur in nearly any profession you might name. These claims are only of doubtful validity, though, for his talent would appear concentrated primarily in violence. * * * Lucid, played by Sergei Rahkmaninoff | With Plants Lucid's connection with reality is shaky. She converses with plants, walls, doors, her imaginary companion Jorflaz, and chairs. (Though never the floor - only someone really off their rocker would talk to the floor.) Her belief that the stars hold the wisdom of Fate is unshakeable, and she claims that she can tell a person's name by reading their palm. Don't be surprised when she warns you there might be Worflanges in the caves nearby, or Dervaki is planning on stealing your slipper, or something even more bizarre. But pay attention, and occasionally you might find that in coexistence with her absolutely loony worldview there lies great wisdom in her words. And if she hits her head and speaks of the future in a powerful faraway voice, take heed, for twice before her prophecies have come to pass. * * * Once again, you can check the full-size qallery (when it's public) if you want ridiculously large versions of these images. Anyways, there you have it: thirteen further characters from the Corpus Rahkshi RPG, as envisioned by myself. Regardless of whether you avidly play the RPG or haven't the faintest idea what it is, constructive criticism, comments, and of course upvotes are all very much appreciated. Even if you don't care to leave any of that, though, thanks for looking through my work. I hope you enjoyed it.
  15. Greetings, everyone! Today, I bring you an array of characters from Corpus Rahkshi, GMed by I Am Ultron Six over in Bionicle RPG. If you're not familiar with it, the premise is that some Kraata have begun to exhibit Matoran-level sapience. In response, the Makuta put them in a school known as Corpus Rahkshi to study them, and if possible, train them as the Brotherhood's elite force. It's great fun. I've posted a few of these in the discussion topic before, but I've also got some revamps to show, and I decided it was probably time for a dedicated topic. (I do hope no one minds that I represent their character here; if anyone does, PM me and I'll remove them.) But enough exposition, you all want to see the MoCs! * * * With Staff | Jayar, played by Johnrahk | With Book My first and primary Rahkshi, Jayar is a noble warrior and secret poet Rahkshi of Quick Healing. He values learning and knowledge equally to fighting prowess. Noting numerous Rahkshi with abilities which impaired sight, he decided it would be profitable to learn to fight blind, and enlisted Hoto as his teacher. She soon became a friend, and not long ago surpassed even that. * * * Hoto, played by Click | Running Obviously I must demonstrate Hoto next. Hoto is blind, but she makes up for it with her level 4 dodge powers and clickers in her joints, which when moved provide sound she can use for echolocation. She loves running, as moving faster allows her to 'see' more clearly. Extremely gentle, she grows considerably distressed if she hurts anyone, especially her numerous friends, including Kat, Era, Fang, and Jayar. * * * Vaalku, played by ghidora131 Of perpetually enigmatic personality, Vaalku sometimes annoys his fellow students with spontaneous barrages of unmerited insults or sympathies. But not enough for them to take his leg and arm, that was done by vengeful Matoran with net launchers. * * * Toxin, played by ArcticFreeze17 | On Ice Toxin's weapons and battle style have a samurai/ninja flavor to them. He's one of Arctic's triplet Trinity Brothers, the other two being Stronghold and Bullseye (who has his own MoC here further down). The 'on ice' picture depicts him after an unfortunate tangle with several Matoran which resulted in his body being turned half to ice by Freeze and Reconstitutes at Random disks in conjunction. Yeah, these Matoran are not to be trifled with. * * * Axes | Omega, previously played by SharkyDane | Goodbye Omega used to be a violent but good-natured Rahk who enjoyed fighting immensely. When he allied with two opposing factions, he felt himself a traitor to each, unknowing how valued he was by his few friends, like Fang and Kat. Before he had the chance to resolve these feelings, though, he picked a fight with his rival Exxan - a fight which ended his life. The 'Goodbye' picture features a quote from Fang, during Omega's funeral. * * * Caoutchouc, played by Tiragath | He's Stretchy While not the brightest of the Academy's students, Cao is a top contender for the best fighter. He practices martial arts avidly (assisted by his Elasticity powers), and his prowess has paved the way for him to be one of the first batch of level 4 Kraata in the school. A believer in honor, especially honorable combat. He carries a sword named Faithful, which is enchanted to return to him when thrown, hence the boomerang shape. * * * Shark, played by Johnrahk With his incredible memory and endless vigilance, Shark constantly prepares himself to carry out his life goal: end the lives of as many other beings as possible. Between his brilliant mind and his brute strength, he's a formidable opponent; already he's managed to end the life of one Rahk, and he's dead set on repeating the feat as many times as possible. * * * Kat, played by Chumpu Confident and responsible, Catatonic goes by her full name in serious situations, but a more casual Kat among her friends. A team player, she does what she can to help her fellow students improve themselves, and would never ask anyone to do something she would be unwilling to do herself. * * * Fang, played by Click Fang is quick to anger, and as a Rahkshi of Plasma his fury is often literally blazing. But nevertheless, he adheres fervently to his moral code, and will devote himself to defending those who cannot defend themselves. The school and everything it stands for infuriate him, but despite his solitary inclinations, he has managed to find a few close friends among the student body, especially Kat. * * * Short, played by Toa of Dancing Don't let Short's small stature fool you; by strategically her slowness powers and miniscule size, she's capable of defeating much larger opponents (even Shark once). She has a short complex and, while slow of speech, is also rather loud, a trait exacerbated by her intense Southern US accent. * * * Era, played by Roman Torchwick Like her close friend Hoto, Era is blind, and her faceplate lacks eyeholes, making her look somewhat eerie. She used to feel a need to prove herself to those gifted with vision, but as one of the first level fours, she's pretty much done so. Even so, she remains proud and stubborn, preferring not to ask for or accept help. * * * Bullseye, played by ArcticFreeze17 Bullseye is friendly to more or less everyone. He's also a self-made hunter and survivalist, capable of creating jerky from whatever sort of Rahi you care to supply him with. Eternally upon his head rests a cowboy hat. * * * Vlad, played by Johnrahk | Generic Action Pose For humans, who live in light, vampires are creatures of darkness. But if Rahkshi live in darkness, does that mean their vampires thrive on light? It does in Vlad's case. A Rahkshi of Hunger, Vlad speaks with a Transylvanian accent and constantly fights off urges to sink his fangs into other students' Kraata. He wields the double-dagger Avenger, which is capable of releasing bursts of blinding light and returning to him when thrown. He also wears a cape with lightstones woven into it called the Cloak of Umbra (in-game, at least, not in this MoC). * * * For when it's public, full-size (that is to say, ridiculously large) images of all these can be found in this Brickshelf folder. Anyway, there you have it: my interpretation of thirteen Corpus Rahkshi students. Whether you're a player in the RPG or you've never heard of it before, feedback and upvotes are greatly appreciated. And if you don't care to leave any, thanks nevertheless for taking a look at my work.
  16. They had shut Beth out. They had cooperated completely for two weeks, and just when she had found her most promising lead yet, Core 9 had shut her out. She tapped her metal fingers on the desk and looked over the email hovering in front of her in AR. "Dear Ms. Bethany Tate," it began, "We are incredibly thankful for your assistance in this investigation, but regret to inform you that we no longer require your cooperation. For your efforts, 300 rubles have been blah blah nondisclosure blah blah license agreement blah blah contact customer support." She sighed and rubbed her eyes, pushing her AR goggles up to her forehead in the process. The stolen goods were no doubt confidential, but not confidential enough to warrant the dismissal of every private eye that got this far--at least, not if Core 9 ever wanted the investigation to go anywhere. She put her goggles back on and started composing a new message. If the tech was really that secret, someone would pay exorbitant sums of money for access to it. If there was something deeper to this secrecy, someone would pay for the information. Either way, she'd make a lot of money. She selected the addresses of several of her most trusted friends and sent them each a message over a network she trusted: Core 9 just canceled my contract, but there are still leads I want to pursue. Let me know if you want in and we'll split the money I make selling their corporate secrets >=P Later that night, a sniper was preparing his weapon on a roof across from an apartment building. He had been hired by an anonymous client to silence some private investigator who had stepped outside the boundaries of her contract. *** F R O S T B I T E Thirty years ago, the world was dying. Global recession threw entire countries into financial chaos, as expansionism increased through wars of acquisition. Terrorism blossomed, and freedoms were forfeited, giving rise to social unrest and civil war. Chaos was the global constant. All was made worse as the world continued to heat and permafrost banks around the world started to melt. Massive floods buried coastal cities underwater. However, the worst was yet to come. Buried in the Arctic and Antarctic ice lay a dormant life-form that would nearly wipe humanity out. This was the Runoff Plague, a pandemic consisting of several strains of virus with incredibly complex DNA. It didn’t take long for the Plague to work its way into sewage systems and water supplies across the world. Society started to break down as refugees retreating from the rising coastlines were forced into crowded, unsanitary camps where a new case of the Plague was just a sip of tap water away. However, all hope was not lost. While the world’s governments struggled to contain the chaos, an isolated, for-profit biotech firm called Spiritechnology worked tirelessly alongside its state-sponsored cohorts to develop a working treatment for the Runoff Plague. When they finally put together something that worked, it was first distributed to those within Spiritechnology, followed by the company’s corporate allies, and finally, hospitals and medical camps everywhere. With Spiritech and its allies remaining healthy and prospering, deals were struck between the affluent group of corporations and world governments; free distribution of the cure in exchange for a few ‘favours’ at the end of the epidemic. By all appearances, the Plague had been stopped, but not before it had wiped out nearly twenty percent of the world’s population. In 2023, in accordance with the agreements made during the Runoff Plague, the globe’s major powers signed the International Corporate Extraterritoriality Treaty (known as “ICE Treaty” colloquially), granting companies with a certain net worth the right to operate above the laws and restrictions imposed by the local government. As such, Spiritech and its allies in the “ICEd Tea Club,” fueled by the admiration of countries around the world for curing the plague, as well as political favours, gained ever more power on the world’s stage. Now, in the year 2046, the smaller population has led to a slightly more stable environment in the world of politics and business. Extraterritoriality and the freedom granted by the ICE Treaty to big corporations have led to a number of unprecedented advancements in science and engineering. For one, new biotechnological research has led to an insurgence in highly-available cybernetic implants led primarily by Spiritech. In addition, almost all interaction with the digital world is done through virtual and augmented reality, whether you’re reading information projected onto your field of view via a pair of AR goggles or downloading it directly into your brain with a neural implant. AR programs can even be shared and updated in real-time between multiple users, allowing for a multi-user AR experience for those who can afford it. However, it isn’t all roses-and-sunshine. Sea levels have risen two meters since 2016; this might not sound like much, but it will only get worse. While there were initially less people around after the dust settled, the overall population density in urban areas has seen an increase since 2016, as those settling around coastal areas have moved further inland. Quarantine cities, such as Karantin, have turned into fully-fledged population centres, as well as main operating grounds for ICEd Tea activities - especially those of an illicit and controversial nature. The ethics of cybernetic enhancement aren’t a major source of public controversy quite yet, although there still exists a prejudice against augmented individuals. As corporate power increased, the power of the government decreased in proportion, leading to a general rise in criminal activity. On a similar note, the corporations lucky enough to get into the ICEd Tea Club are doing increasingly underhanded things to stay there. This is the world you live in. Will you take up bounty hunting, earning your coin by doing the jobs everyone else refuses to take? Will you steal corporate treasures and sell them on the black market? Will you be a hacker, breaking into secured networks and using what you find to further your own goals? It’s up to you, but one thing is for certain: if you play by the rules, the streets will eat you alive. The Iced Tea Club: If you want to survive out there, you’ll need to know who’s in charge. In no particular order, these corporations have reached and surpassed the threshold to receive the full benefits of the International Corporate Extraterritoriality Treaty: Spiritechnology, Inc: “Not just biotechnology. Spiritechnology.” A biotech company and the first to join the Club. Currently, they’re the leading provider of cybernetic hardware. They’re also famous for engineering medication to combat the Runoff Plague, though due to the disease’s reduced presence in the modern world, it’s not really a priority anymore. Taurus Corporation: “Information in the blink of an eye.” Taurus Corp. is responsible for providing internet access to an estimated twenty million subscribers each day. Needless to say, this makes them a highly profitable organization. Ian V. Xavier Technology Solutions: “Putting the ‘World’ in ‘World Wide Web.’” IVX TechSol is Taurus’s number one competitor in terms of internet services, though they specialize more in hardware and basic software than networking. Chances are, if you have a pair of AR goggles or a Direct Neural Interface, there’s an IVX logo slapped on there somewhere. Krueller-10 Weapon Systems: “This is your boomstick.” Krueller-10 is thus far the only weapons manufacturer to make it into the Club. And for good reason; their firearms are the most reliable on the market, and some even feature integrated computer systems that allow users to fire the weapon with a thought and receive data such as ammunition count and estimated bullet trajectory. They specialize in light firearms such as submachine guns and pistols, though they do manufacture a few heavier-caliber weapons. Igneous, Inc.: "Ignite the highway." Igneous is a prolific transportation company, producing mostly high-end sportscars and sedans. The luxury of the Igneous brand name means they don’t have to sell very many units compared to other companies to stay where they are. They just need to sell a few at exorbitant prices. Zeta Aerospace: “Innovation is our motivation.” Zeta Aerospace, as the name suggests, designs, builds, and manufactures aircraft, and they’re also funding their own budding space program. Most commercial airliners in use today are of the Zeta brand, though they do dabble in military technologies. Coronation 9: “Moving the world.” Core 9 is the jack-of-all-trades of the corporate world. Through a number of subsidiaries, they manufacture a wide array of products, from computers to rugged road machines and everything in-between. Their main brands, however, are in the field of robotics. Their most famous product, the Multi-Purpose Mobile Platform (MP2) is a semi-autonomous four-legged walker that can be re-equipped and re-programmed to perform a variety of roles. Karantin, the Frostbitten City: Karantin (Russian for “Quarantine”) is an underground megacity situated far northeast of Moscow, deep in the now-thawed Siberian Outlands. Consisting of a traditional aboveground cityscape, the underground portion was built in a hollowed-out cavern during the Runoff Plague outbreak as a highly-sanitary superhospital for disease victims. The underground buildings, currently known as the Laquearia District, were built hanging from the ceiling of this cavern. Thus, if any runoff water made its way into the cavern, it would collect at the bottom, preventing doctors and other “clean” personnel in the hospital from becoming infected. Since the days of the Plague, the water that collected under Laquearia has been drained and another district, Solum, has been constructed. The gap between the two lower districts is bridged by a network of catwalks and elevators dubbed “Medius.” Medius also includes the lowest walkways connecting Laquearia’s buildings. Above Laquearia, on the surface, lie the Lower City, Mid-City, and Upper City. Similar to the underground city, these buildings are separated into districts by walkways between them. Contrary to most preconceived notions, in Karantin, the poorer you are, the higher you live above sea level. Geothermal vents warm air conditioning systems in Solum, and the heat is then distributed in accordance with proximity to the vents. This means that housing is cheaper towards the top, where heating is minimal at best and the living conditions are accordingly abysmal. There are a number of ways to get around the city. If you live in Solum or the Lower City, you can usually just drive from place to place. If you can’t afford a car or you don’t live on a level with roads, you can take the Elevators. Elevator cars, or Levs for short, are equal parts elevator and subway car. Not only can they travel vertically, but thanks to a complicated system of wires, rails, and magnetic tracks, the right car can take you nearly anywhere in Karantin. And, for the particularly well-off, there exist expensive flying vehicles built by Igneous that run on technology developed by Zeta. These “hovercars” require massive batteries and solar panels in order to power the Pulsed Inductive Thrusters they rely on for propulsion, but they’re an option if you have enough money and patience. Politically, Karantin is owned by the Russian government, and managed by the key players of ICEd Tea, meaning the ruble is the local currency. A construction company known as Kasper New Series is responsible for the construction and maintenance of the city, though each member of the Club also has a large presence there. Mainly forgotten by the rest of the world following the end of the Runoff Plague, it is a place of corruption and corporate control. The poverty at and above the surface makes it a bustling hub for gang activity. Meanwhile, the lower levels frequently host the activities of more organized crime syndicates. If you want to make a quick buck, Karantin hosts plenty of opportunities for you. In recent local news, a Coronation 9 robotics research lab in Laquearia was raided by a group of unidentified, heavily-augmented assailants. Investigation is still ongoing, but thus far, nobody has claimed responsibility for the attack. Several untested prototypes were reportedly stolen in the raid. Several organizations, Core 9 itself included, are enlisting the help of private investigators to solve the case. Factions: Iced Tea Club members aren’t the only powerful groups with presences in Karantin. Here are a few you should be wary of: Dvenadtsat' Brat'yev (The Twelve Brothers): The Brothers are the largest crime syndicate in Russia, and they are particularly active in Karantin. As their name suggests, the twelve Lukyanenko brothers collectively preside over the the group, and their connections run deep throughout the city. Your Local Collective: Despite the name, this hacker group is anything but local--their operations span the globe. Most people who operate in the Collective’s name do it for fun, exploring new ways to exploit the world’s information systems, but they do occasionally work for money. Watchman Contractors: This private security contractor is headquartered in Laquearia and largely serves as its police force. They commonly make use of hover vehicles to get where they need to go faster than levs can carry them, and its officers are quite good at what they do. Electronic Warfare: The advent of virtual and augmented reality has made electronic warfare much more common in the modern world. Most consumer electronics have some sort of wireless capability, and many infrastructural items are linked, whether directly or indirectly, to some sort of wireless system. Hacking in this game will be treated very much like combat. Players will take turns attacking and/or defending their devices in cyberspace. Virtual Reality interactivity has allowed for the creation of hacking systems that simulate combat between two or more “avatars” in cyberspace. Users can customize the appearance of their avatars, but their abilities in cyber-combat depend on the software they have, and the software they have usually depends on how much money they have. The battle takes place in an environment built by the defending user(s). This environment can be anything from a digital battle arena a la Tron to a clearing in a snowy forest--really anything that you can imagine. If a user hasn’t taken time to customize the environment on his or her device, it will usually default to an endless field of grid lines. No matter the environment, however, there is always some virtual object that represents files stored on the device, like a safe or a briefcase. Gaining access to this object is the ultimate goal, so defending parties should attempt to defend it at all costs. Now, bear in mind that if you’re hacking a device, your opponent probably won’t be another human being right off the bat unless said device’s owner doesn’t have any security software. Most devices have Automated Security Protocols--ASPs--that can be customized as much as the VR environment, whether it’s through the tools that come with the software or by programming your own. They’ll typically take forms that suit their environment as well; for example, the previously-mentioned forest might be defended by a timberwolf. Like many things, ASPs cost money, and the more expensive they are, the better they work. If you’re trying to steal data from a large corp, expect heavy resistance. When breaking into lower-grade systems, however, the security measures might be more subtle and complex. For example, while a secure corporate databank might appear as a heavily-guarded fortress, a system owned by a programmer might be protected by a complex maze of dark hallways. What happens once the ASPs are down largely depends on what you’re trying to break into. Most tech-savvy users will have their system set up to give them notifications once their security protocols have been breached. At this point, they’ll usually plug themselves into VR and intervene manually. However, larger databases usually won’t have a specific user guarding its contents, so the ASPs will be the last thing you have to go through before you have access to the system. If a user does, however, decide to confront you, there will be little reason for either of you to constrain yourselves with real-life physics; many users program virtual superpowers of sorts into their cyberspace avatars. These powers can range from flight to teleportation to laser vision and beyond, so long as they're balanced. Damage to an avatar will be reflected as damage to the data stored on the user's device. Files might be corrupted or lost, viruses might be installed--it depends on the extent and type of damage dealt. For example, if an avatar suffers some minor lacerations, a few non-essential files might be damaged and corrupted, whereas if it is mortally wounded, more integral files could be corrupted or lost. This damage, like real-life injury, takes time to fix. Ultimately, players should judge how long it takes to get their devices up and running based on how much damage they've suffered. Tech: Aside from VR and AR technology, unrestricted corporate research has yielded breakthroughs in many technological fields: Multiform Particles: Metallic particles that can be programmed to take different shapes. In volumes greater than about a gallon, they start to lose cohesion, so they don’t have a lot of practical uses on larger scales, but they can be used in smaller quantities to form tools and other useful items. Hoverbikes/Cars: Vehicles that are propelled by ion thrusters and hover above the ground. They bridge the gap between aircraft and automobile. Jet/Rocket Packs:These rigs are good for short bursts of speed and jumping higher than normal, but not really “flight,” per se. They require training to use effectively and can either be worn or implanted depending on the preference of the user. Propulsion/Repulsion Boots: Useful for gaining extra height when used in conjunction with rocket-and-jet-packs, whilst also serving as stabilizing thrusters. Repulsion boots also help to slow flying users down before impact with ground. Grappling Hooks: Hooks designed to be fired via magnetic or compressed-air propulsion system. They can be used to maneuver quickly between buildings and other large structures or set up ziplines and tightropes. Interchangeable Weapon Systems: Specialized weapons platforms that use simplified base-and-grip platforms in order to attach multiple ‘rigs’ that will convert the firearm to a plethora of modes. With the right attachment, these ‘bases’ can be turned into assault rifles, sniper/battle rifles, LMGs, and even submachine guns and shotguns. LIMEs (Linked Integration Module, Electronic): Electronic devices used as a tangible alternative to virtual reality. A touchscreen datapad device uses a specialized nanowire equipped with a ‘plug’ at the end - composed of multiform particles, the plug is able to shape itself to fit any computer terminal socket, transferring data to and from the LIME device. Four Weapon Categories: Kinetic (Rail/Coil-based Weapons), Propelled (Bullets, Rockets/Missiles), Laser (Short charge before an extended burst), Plasma (Essentially shooting directed lightning bolts) Specialized Multiformation Tool: This baton-like device uses multiform particles to arrange itself in a manner of ways depending on a re-programmable setting. The SMT can take the form of a spade, axe, crowbar, sword, and countless other tools (Tools with moving parts not included. Think the T-1000 from Terminator 2). QuickHeal Regenerative Bandages: These Spiritech-made adhesive patches use chemicals that promote blood clotting and cell growth to quickly stem the flow of blood from open wounds. They aren’t much of a long-term solution, but they can buy a wounded person some time. VR Goggles/Implants: Your standard connections to the virtual realm. Goggles project information onto the user’s retina, whereas implants feed data directly to the brain, allowing for a more immersive experience. Generational Genetic Modification: Those who can afford it have the option of modifying the genetic code of their children before birth. The legal modifications are limited to basic things like appearance, immunity, and muscular strength. Anything beyond that, and the child is at significant risk to develop cancer or a degenerative genetic disease. Augmentation: Numerous advances in cybernetics have made human augmentation much more commonplace. It isn't limited to just limbs, either; almost any electronic device can be implanted into a human body for the right price. A commonplace procedure involves implanting a net of electrodes and electric stimulators into the brain that allow the the implantee to control electronic devices with his or her mind and have information projected directly into his or her field of view. This system is known as a Direct Neural Interface. Cybernetic limbs come in all shapes and sizes ranging from the lifelike to the blatantly mechanical. Whatever your taste is, in cities like Karantin, many augmented individuals who can afford it choose to have weapons like blades and firearms integrated directly into their prostheses for self defense. Other popular augmentations include cybernetic eyes with special capabilities like thermal vision and built-in life support systems that support their users in toxic environments. If you can think of a way to enhance the human body electronically, chances are someone’s selling it somewhere. Despite all the benefits of augmentation, there are more than a few drawbacks. Due to their added capability, augmented workers are more likely to be hired than non-augmented ones, dividing the populace between augmented individuals and those who can’t afford augmentations or refuse to get them for medical or personal reasons. While the tensions between “augs” and regular humans have not escalated to violence quite yet, the animosity rises with each passing day. Rules: All posts should be broken into “In-Character” (IC) and “Out-Of-Character” (OOC) sections. For example: IC: Adam stretched his new cyber-arm and ran his fingers over the smooth surface of the countertop. He was still getting used to the strange pseudo-touch granted to him by the latest in tactile feedback technology. OOC: Anyone up for interaction?No godmodding. In short, this means don’t do anything outside the realm of possibility. Your character won’t be able to take down a squad of corporate goons without at least a little outside help. Don’t take control of any characters that don’t belong to you without the respective player’s permission. This includes NPCs being controlled by other players.Don’t metagame. Your character won’t know any important info he or she hasn’t learned over the course of the game.Death happens. If your character is in a situation he or she can’t escape, there’s probably a reason for it, so it’s just best to let him or her go.As always, all BZP rules apply.Above all, have fun. The purpose of this RPG is storytelling; there are no winners or losers as long as everyone is enjoying themselves.Characters: To create a character, fill out this form and post it in the discussion topic. Name: (First and Last.) Alias: (Giving out one’s full name to employers might not be the best idea when living the life of a criminal, so plenty ne’er-do-wells-for-hire go by a codename. If your character doesn’t, feel free to omit this section entirely.) Age: (How long has your character been alive?) Allegiance: (Does your character prefer to work for a particular group, or his he or she a lone wolf, taking jobs no matter who presents them. Appearance: (What does this character look like? You can give a description and/or link to an image here if you so choose.) Personality: (How does this character think and how do those thoughts affect their actions?) Skills: (What is this character good at?) Augmentations: (Does this character have any cybernetic implants? If so, list them here. Integrated weapons go in the Weapons section) Equipment: (What does this character typically carry around?) Weapons: (What potentially lethal objects does this character typically carry around?) Cyberspace Environment: (What will a hacker see once he or she tries to hack this character’s device in VR? See Electronic Warfare above for more details) ASPs: (On a similar note to the above, what Automated Security Protocols does this character have installed on his or her device?) Cyberspace Abilities: (What special abilities has this character programmed/installed for him/herself in cyberspace? These can be pretty much anything you can think of, so long as they’re balanced.) Weakness: (He or she doesn’t have to have a Kryptonite, per se, but nobody’s perfect) Bio: (A recap of your character’s life thus far.) Important NPCs: Bryan Teach Bethany Tate Staff: Zyke (Zulu Yankee Kilo Echo) Perpetual Darkness
  17. Around the Campfire -Gameplay- -Profiles- This is the Discussion Topic for A Journey of Sand, Stars, and Spirit. Here you can discuss things totally OOC, as long as they're related to the game, and post profiles for approval. Also, any announcements related to the game will be posted here along with a restatement of the Rules and the Profile Form. Rules: 1. All BZP rules do still apply here. 2. Have respect for the staff, myself, and other players. Respect them as RPers, and respect their characters and let them control their own characters as they see fit.3. Please do try to make your posts as readable as possible. A common help is to color-code each character, or even note in the beginning who and where. Ex. IC: Zakaro (BZPower)4. As this is an epic quest, there's not much time for romantic or comedy subplots. Do keep those things to a minimum. 5. Your character is just as good as the others, within context. Play them realistically, unless your Matoran is an accomplished martial artist or fast on their feet, they're not going to easily take down a Glatorian without some weapons or other help.6. In total, at the beginning, you may start with 2 villagers that are Agori, Glatorian, or Matoran, and 1 merchant of nearly any race. A merchant character will be harder to approve, especially if they are a Toa or otherwise more powerful character. Over the course of the RPG, I aim to keep everyone to a 1 Toa maximum, so decide wisely. 7. Have fun, and to show you read the rules combine Species and Gender into one category when making a character. Profile Form:This is what you fill out to put a character into this journey. A little information on the village we begin in: Bolrum-Koro is located on the edge of a forest and the ocean, mainly a lumber and fishing village. Relatively peaceful, considering, and has an active enough port that trade is possible but dangerous with the chaotic tendencies of the Sea of Sand and Saltwater. Update: Your character may now be any reasonable Species, as we have arrived at the City of Flame. The City is large enough to be considered perhaps the biggest in this age, and is sustained by vast fields of Thornax, as such Stew is a staple here. Most buildings are made of metal or stone to resist the fire and explosive hazards of the volcano and fields they live by. Home to a great number of craftsmen, blacksmiths, and warriors who fight in the City's famed Great Arena and Tournaments. Name: (Bionicle-sounding, please.)Gender: ( Male, Female, neither?)Species: (Stay reasonable, Toa only if there's a great reason.)Powers, Abilities, and Skills: (What can they do, what are they good at.)Equipment: (What they currently have.)Who: (Personality and Appearance, rolled into one.)Backstory: (Can range from being a Bolrum-Koro inhabitant to City-dweller. Feel free to create locations, though if they interfere with what I've got planned than I may ask you to change them.) Zakaro
  18. As a new-year's present, I'm releasing the unfinished MORPG I half-completed about a year ago [ ] It's massively buggy, (even the GUI is just the standard one) but still quite fun, and seeing as I'm not working on it anymore I decided just to at least release it [] Here are the downloads, for mac and PC. To run on a mac is easy, just download and double click the file. For PC, make sure both the downloaded files are in the same folder, then double-click the .exe launcher. (No ads []) https://www.dropbox....D8md8EGYra?dl=0 -Mac https://www.dropbox....I0OTO6_QWa?dl=0 -PC No personal details are needed to sign in, just a username and password (don't use any previously-used passwords though, because I will be able to view your full character from my database). Have fun, and don't get beaten too badly by the Golem Lord [] Note: I just downloaded it onto my other mac laptop, and the .app came out as a folder instead, making the game unplayable :\ I'm hoping that it's just my computer, but if anyone else experiences this, please let me know []
  19. Hey guys, some time ago I decided to project called Bionicle: The Quest for Masks, but it looked bit too big to begin with. I've came up with an idea of spliting the big goal to smaller and easier to achieve goals. I started work on Bionicle: The Quest for Masks Episode I - Tahu, it's simpler to make adventure for one Toa than six of them. This project also get some spliting so I can be satisfied with smaller things before I finish the bigger one. This game undergone some changes in time trying different technologies and ideas. Finally I've chosen Unity I like this choice it gives me what I want and helps with making it. I want to make it RPG/Adventure game. I present you eary alpha build, it's not much but it's good enough teaser I think. Background Image is temporary. Windows Download Mirror 1 Mirror 2 Mac Download Mirror 1 Mirror 2
  20. -Discussion- -Profiles- "Gathered friends, come, listen to the tale of the downfall of Spherus Magna, let this show as warning and history of our world." "In the time before our time, the world was perfect. The Great Spirit Mata-Nui had blessed Spherus Magna, our home, with the power of Life. He had left us to govern ourselves, and live in peace and prosperity. It is more surprising that they had expected that to last forever than that it was disrupted. What has truly happened is unknown, perhaps the answer lost to the mists of time, but our world changed. The blessing of the Great Spirt seemed to fade, or even be corrupted, and the world twisted. And again the wars began. And they have continued for ages, in this lawless, uncivilized time where only small villages like yours are untouched. But perhaps you're looking for adventure. Perhaps you just want to fix things. I can't promise you anything, but... I want to fix things, too." The Le-Toa glances about the circle of merchants and villagers across the bonfire, his hand scratching the Hordika long gone feral and domesticated in a sense on the head. He gives a small grin. "Perhaps we can fix things, together. Or perhaps I'm crazy. In any case," He stands, brushing himself down, "I'm headed to the City of Flames across the sea with the caravan. Anyone is welcome to join me, if they so wish. I'll be in my tent." And he left, the Hordika following, disappearing into the temporary living quarters he had set up along with the rest of the merchant caravan, leaving the crowd to wonder and whisper and decide to themselves as the night sky, filled with stars but not a moon, became clearer in the dying fire-light. Information: First off, welcome to A Journey of Sands, Stars, and Spirit. This is indeed a text-based RPG much like you're used to, but with a few things. First off, this is not open-world. This is going to be a linear journey along the path I've laid out in my notes to save the world, fight people, and perhaps even experience sacrifice along the way. Your character options are going to be limited at first to Glatorian, Agori, and Matoran, but 1 character can be almost any species assuming that A, they begin as a merchant, and B, they are either not Toa or have a really good reason and backstory to be one. Total, you can start with 3 characters, but that number will increase as the story progresses and more variation, races, species, and such will become available as the RPG progresses. There is also going to be many opportunities to gain powerful weaponry, strange artifacts, or even new powers as rewards for good RPing and continuing the progression. Lastly, please, do have fun, and take note of the Rules before posting a profile or starting to play. Rules: 1. All BZP rules do still apply here. 2. Have respect for the staff, myself, and other players. Respect them as RPers, and respect their characters and let them control their own characters as they see fit. 3. Please do try to make your posts as readable as possible. A common help is to color-code each character, or even note in the beginning who and where. Ex. IC: Zakaro (BZPower) 4. As this is an epic quest, there's not much time for romantic or comedy subplots. Do keep those things to a minimum. 5. Your character is just as good as the others, within context. Play them realistically, unless your Matoran is an accomplished martial artist or fast on their feet, they're not going to easily take down a Glatorian without some weapons or other help. 6. In total, at the beginning, you may start with 2 villagers that are Agori, Glatorian, or Matoran, and 1 merchant of nearly any race. A merchant character will be harder to approve, especially if they are a Toa or otherwise more powerful character. Over the course of the RPG, I aim to keep everyone to a 1 Toa maximum, so decide wisely. 7. Have fun, and to show you read the rules combine Species and Gender into one catagory when making a character. Thank you, -Zakaro
  21. Those Under the Stars -Gameplay- -Discussion- This is the Profile Topic for A Journey of Sand, Stars, and Spirit. Here you'll post profiles once they've been approved in the Discussion Topic and I'll keep things organized. In order to help me with this, please do keep all your characters in one post. Thanks! Player- Characters : Gravity (The Tomorrow Girl)- Ekko Vae The Lorax - Ofeo Norik (Of Celtania) - Balfel Emissary - Trun Rawlins Ahktu - Zivuch TBK - Kovant, Liina Shadow_Ignited - Rileka Urchin - Mercure Ghidora131 - Dessimus Profile Form: This is what you fill out to put a character into this journey. A little information on the village we begin in: Bolrum-Koro is located on the edge of a forest and the ocean, mainly a lumber and fishing village. Relatively peaceful, considering, and has an active enough port that trade is possible but dangerous with the chaotic tendencies of the Sea of Sand and Saltwater. Update: Your character may now be any reasonable Species, as we have arrived at the City of Flame. The City is large enough to be considered perhaps the biggest in this age, and is sustained by vast fields of Thornax, as such Stew is a staple here. Most buildings are made of metal or stone to resist the fire and explosive hazards of the volcano and fields they live by. Home to a great number of craftsmen, blacksmiths, and warriors who fight in the City's famed Great Arena and Tournaments. Name: (Bionicle-sounding, please.) Gender: ( Male, Female, neither?) Species: (Stay reasonable, Toa only if there's a great reason.) Powers, Abilities, and Skills: (What can they do, what are they good at.) Equipment: (What they currently have.) Who: (Personality and Appearance, rolled into one.) Backstory: (Can range from being a Bolrum-Koro inhabitant to City-dweller. Feel free to create locations, though if they interfere with what I've got planned than I may ask you to change them.) Zakaro
  22. A quick sketch of one of my characters in I Am Ultron Six's new text-based RPG. Wraith is a ghost-like density control rahk, so I drew her in all pencil to both represent her colour scheme and the semi-transparent, ever-shifting nature of her armour. On DeviantArt I highly recommend Corpus Rahkshi as it's actually one of the most fun RPGs I've ever played That's about it for today, folks; constructive criticism welcome
  23. Wow, I haven't posted any art here for a while, though I'm always drawing. I guess I haven't drawn anything that I'd consider worthy to post here. That is, until now. For those of you unfamiliar with it, Corpus Rahkshi is an RPG run over in the RPG forum by I Am Ultron Six. In it, Kraata are suddenly becoming more intelligent and gaining personalities, much to the surprise of the Brotherhood. They placed all the new Rahkshi in what equates to a high school off the coast of Nynrah under the charge of Makuta Tridax, just to watch what happens. There's assignments ("assassinating" another student and ruining Christmas so far), factions (such as "Phogen's Heroes," the most prominent), and lots of fun to be had. This is one of my characters, Hoto, a blind Rahkshi of Dodge who uses a sort of echolocation and her powers to get around. She's always energetic and fun-loving, never letting her disability get in her way, though she can be emotional under stress. This art piece was also one of my first attempts at realistic shading without linework. It probably took me somewhere around 12-15 hours to complete in little intervals, but it was definitely worth it. It turned out a bit small, but hopefully large enough to see the details. I would love some criticism from those of you more familiar with shading so I can improve for future drawings. More commissions (don't expect anything as great as Hoto) Fang and Tube (mine) Abyssium (avmatoran) Kat (The UltimoScorp) Omega (VahkiDane) If you want to see what else I've been doing all this time, you can take a look around my Deviantart gallery. As always, comment, critique, and most of all, enjoy!
  24. This is a project I've seen many groups try and fail to finish: creating a tabletop RPG for Bionicle. In order to circumvent that risk, this project will be open to EVERYONE to participate. All input is welcome and appreciated! Updated 3/08/14: Akavakaku added Building Stats, Species, Light and Shadow, and Elemental Stat Modifiers Updated 18/08/14: Akavakaku edited Statistics and added Turaga, Semi-Intelligent Species, Unintelligent Species, Playing the Game What is the Bionicle TRPG? It's (hopefully going to be) a fanmade tabletop role playing game for Bionicle. Interest in Bionicle is currently increasing with the possibility of its return, so this, I feel, is a good time for this project to start. Assuming a potential Bionicle revival does not completely deviate from the original, both the first and next generations of Bionicle should be incorporated into the TRPG. Tabletop role playing games are interactive, multi-player games that require no special technology to play; only pencil, paper and dice (in theory). This restricts the complexity of the game, since players must perform all needed calculations and create all assets appearing in the game. However, it also allows players to be as creative as they like in their character creation and in-game choices. Creating Characters Statistics The most basic actions a character can take, like attacking, defending or moving, rely on statistics. As of now, the Basic Stats are: Strength A measure of how much force a character can support or exert. Strength is used for lifting, carrying, pushing, holding, wrestling, crushing, etc. Agility A measure of how easily a character can change speed or direction. Agility is used for leaping, dodging, catching, etc. Speed How fast a character can think, move and act. Speed is used for moving around, and also determines how soon they act or react. Energy The strength of a character's special powers. Elemental powers, for example, rely on the Energy stat. Energy is not depleted when powers are used; it simply describes how strong those powers are. Stamina Describes how long a character can continue to exert themself. All the Basic Stats above consume Stamina. When Stamina runs out, the character must stop and rest. Will This is not a quality of a character's body, but of their mind. Will is how much mental strength a character has. Will is used for exerting or resisting mind control, maintaining focus despite distractions, activating certain powers, etc. Will can also be used to give a temporary boost to any Basic Stat above, meaning the character is pushing themself past their limit. If this is taken to an extreme, however, the character will injure themself. Health A measure of how much a character or inanimate object can be damaged and still function. As a character is hurt, their Health decreases. At low health, characters may take penalties to all other Basic Stats, even Will. When Health reaches 0, a character is considered to have been knocked out. If they continue to suffer harm, they may be seriously injured or killed. An object whose Health reaches 0 no longer functions. Building Stats To design a character, you must determine their Basic Stats. Each species has its own base value for each stat. Then, on top of the base stats, you first apply elemental stat modifiers (if applicable) (see below) and then apply individual variation. To apply individual variation, first choose a stat to exclude from the individual penalty, then roll a d6 or RNG 1-6 for the remaining 6 stats. The stat rolled gets a -1 penalty. Then choose a stat to exclude from the individual bonus, and roll a d6 or RNG 1-6 for the remaining 6 stats. The stat rolled gets a +1 bonus. Elements Elemental affiliations are common for Bionicle characters. For the purposes of the game, I've modified the list of elements. Fire The element of heat, flame and combustion, with some relation to volcanic activity and sunlight. Active Fire powers allow the creation and manipulation of fire and heat. Passive Fire powers give resistance to heat and burning. Fire-elementals normally enjoy warmth and are tolerant to soot and ash, so they are often found working in forges or living in volcanic areas. The prefix for Fire in Matoran is Ta-. Fire is represented by red with accents of yellow, orange and/or black. Water The element of liquid water and water vapor, with influence in the weather and in physical health. Active Water powers allow the creation and manipulation of water and mist. Passive Water powers make swimming and diving easier. Water-elementals typically spend much of their time in or near water, whether canals, rivers, lakes or seas. The prefix for Water in Matoran is Ga-. Water is represented by blue with accents of teal, white and/or green. Stone The element of solid mineral matter, related to sand and tectonic activity. Active Stone powers allow the creation and manipulation of rocks and minerals. Passive Stone powers confer increased hardiness and ruggedness. Stone-elementals usually prefer to be in places of exposed rock, and are not easily bothered by the harshness of such open areas. The prefix for Stone in Matoran is Po-. Stone is represented by brown with accents of tan, black and/or orange. Earth The element of soil and substrate, connected to erosional features and ecological systems. Active Earth powers allow the creation and manipulation of dust and soil. Passive Earth powers cause sensitive eyesight and good hearing. Earth-elementals generally like dark, cool, enclosed places, making them ideal miners or tunnel constructors. The prefix for Earth in Matoran is Onu-. Earth is represented by black with accents of gray, orange and/or violet. Ice The element of frozen water and general cold, related to crystal and freezing. Active Ice powers allow the creation and manipulation of ice and coldness. Passive Ice powers give increased resistance to cold and eyesight not easily bothered by glare. For most Ice-elementals, the ideal places to live are cold and usually still. The prefix for Ice in Matoran is Ko-. Ice is represented by white with accents of blue, gray and teal. Air The element of wind and atmosphere, related to flight and elevation. Active Air powers allow the creation and manipulation of air and wind. Passive Air powers ease adjustment to elevation changes as well as improving coordination. Air-elementals often prefer to live high above the ground, for instance in towers or treetops. The prefix for Air in Matoran is Le-. Air is represented by green with accents of teal, white and/or yellow. Light The element of illumination and radiation, tied to the ethical judgments of the conscious mind. Active Light powers allow the creation and manipulation of visible light. Passive Light powers confer a great tolerance for brightness and the ability to change colors in extreme circumstances. Light-elementals are very rare, but may be found in places of legendary illumination. The prefix for Light in Matoran is Av-. Light is symbolically represented by gold and white, but may take any bright color. Lightning The element of static and current electricity, related to magnetism and energy. Active Lightning powers allow the creation and manipulation of electrical charges and current. Passive Lightning powers grant resistance to injury from electrical shock. Lightning-elementals often like to live around powerful electrical charges, such as stormy regions and power plants. The prefix for Lightning in Matoran is Vo-. Lightning is represented by yellow with accents of blue, white and/or red. Glass The element of inorganic, noncrystalline solid, related to minerals and light reflection. Active Glass powers allow the creation and manipulation of glass of any color and shade. Passive Glass powers grant excellent vision near and far, as well as skill in distinguishing colors. Glass-elementals usually inhabit places that are sandy but not totally exposed. The prefix for Glass in Matoran is Idi-. Glass is represented by teal with accents of white, brown and/or blue. Plasma The element of concentrated channels of heat energy, related to thermal radiation and life force. Active Plasma powers allow the creation and manipulation of energy flows, including those of organic affinity. Passive Plasma powers confer tolerance of extreme energy levels and temperatures. Plasma-elementals may prefer humid environments, which conduct heat easily. The prefix for Plasma in Matoran is Su-. Plasma is represented by orange with highlights of white, tan and/or blue. Gravity The element of gravitational attraction, related to mass and density. Active Gravity powers allow the creation and manipulation of gravitational fields. Passive Gravity powers allow increased balance and stability. Gravity-elementals are attracted to areas of higher gravity, such as mountain ranges. The prefix for Gravity in Matoran is Ba-. Gravity is represented by violet with highlights of black, yellow and white. Sonics The element of sound waves and vibration, related to tremors and kinetics. Active Sonic powers allow the creation and manipulation of sonic waves. Passive Sound powers grant highly acute hearing. This causes most Sound-elementals to seek out the quietest possible places to live. The prefix for Sonics in Matoran is De-. Sound is represented by gray with highlights of black, tan and/or white. Plantlife The element of wall-celled organic tissue, related to chemistry and the biosphere. Active Plantlife powers allow the creation and manipulation of plants and fungi. Passive Plantlife powers give resistance or immunity to many plant-based toxins and irritants. Plantlife-elementals almost always prefer areas rich in vegetation. The prefix for Plantlife in Matoran is Bo-. Plantlife is represented by green with accents of brown, yellow and/or tan. Iron The element of metals, related to technology and natural ore. Active Iron powers allow the creation and manipulation of metals. Passive Iron powers give unusual strength and durability. Iron-elementals almost always prefer areas full of metal, usually artificial. The prefix for Iron in Matoran is Fe-. Iron is represented by gray with accents of red, orange and black. Shadow The element of darkness and absorbtion, tied to the moral instincts of the unconscious mind. Active Shadow powers allow the creation and manipulation of shadow. Passive Shadow powers confer excellent night vision and the ability to blend in in dark environments. Shadow-elementals are very rare, but may be found in places of legendary darkness. The prefix for Shadow in Matoran is Kra-. Shadow is symbolically represented by silver and black, but may take any dark color. What do elements mean? Several areas of the game are affected by the elements of characters. First, different elemental powers give different options for attack and defense in battles. Second, each element carries different innate alterations to the player's stats. Third, certain elemental powers can be an advantage or a disadvantage in certain areas. And fourth, there is a story aspect to elements. Members of the same element usually share a bond stronger than between members of the same species but different elements, and may organize into elemental factions. Elemental Stat Modifiers Being of a certain element gives a character certain changes to their stats. All elemental stat modifiers increase stats overall. Fire: +1 Will Water: +1 Health Stone: +1 Speed Earth: +1 Strength Ice: +1 Stamina Air: +1 Agility Light: +1 Energy Lightning: -1 Strength, +1 Agility, +1 Will Glass: -1 Health, +1 Will, +1 Agility Plasma: -1 Stamina, +1 Health, +1 Agility Gravity: -1 Speed, +1 Strength, +1 Stamina Sonics: -1 Health, +1 Stamina, +1 Speed Iron: -1 Agility, +1 Will, +1 Strength Plantlife: -1 Will, +1 Speed, +1 Health Shadow: -1 Health, +1 Energy, +1 Will Light and Shadow Unlike the other elements, Light and Shadow are not merely physical but also metaphysical powers. All beings have inner light and shadow--the greater the complexity of their mind, the more of each they must have. All beings, even those with light or shadow powers, naturally have a balance of each. However, this can be changed. By intense meditation upon either their lighted side or their shadowed side, a being can purge themself of nearly all of the opposite side. If they do so, they will gain Light or Shadow powers respectively, though the strength of these depends on the being. While inner light and shadow seem like good and evil, they actually describe the two sides to moral and ethical thought. Inner light is the conscious, ethical side of the mind, while inner shadow is the subconscious, moral side of the mind. A being with only inner light is unable to operate without a rigid ethical code, while a being with only inner shadow has no regard at all for the values of others. There are certain, rare powers that can cause the inner light or shadow to spontaneously drain from a being, and others that automatically restore one or the other if it has been lost. Species There are many different species in the Bionicle universe, and each has its own base stats, powers and other traits. Ultimately it should be possible to play as a character of any reasonably intelligent species, although it is reasonable to assume that within a given game Player Characters would usually be species with similar levels of power. Intelligent Species Matoran Matoran are the most common intelligent species in the official Bionicle universe (not counting post-2009 expanded universe), and likely in most other settings as well. They are considerably shorter than average human height, but still fairly robust. Biologically they are biomechanical, like most all other beings of their universe, with metallic armor protecting their organic tissue. Some of this armor is easily removable, but much of it is finely integrated into their body and cannot be removed without surgery. Less than one third of their body is organic. To remain conscious, Matoran must wear Kanohi masks, which are made from metallic Protodermis. Great Kanohi and Noble Kanohi have powers that they can bestow upon the wearer, but Matoran usually wear powerless Kanohi, since they have no means of activating Kanohi powers. If a Matoran's Kanohi is removed or broken, they will weaken until they become unconscious. As is the default, the insides of Matoran's eyes are luminous, and in the center of their chest is a "heartlight" that flashes in time with pulses of energy through their body. This plasma energy, rather than blood, sustains their body, and it will not "bleed" if they are injured. To maintain their energy they must breathe air, as their lungs convert oxygen to energy (and waste gas). Their brains are fully organic. They may restore their energy either by eating organic food or absorbing it from a font of "edible" plasma. To remain active they usually either have to visit a plasma font monthly (as little as annually if it is a very powerful one) or eat roughly every other day. Deprived of either of these, they will starve. Additionally, due to their organic composition, they need to drink clean liquid Protodermis or water from time to time so they do not dry out. But since they do not have sweat or any other fluid releases, they can go without it for a long time in normal circumstances. All Matoran have elements, and may have any element at all, although Light and Shadow are very rare. However, they have no active elemental powers, nor any other powers. A Matoran's base stats are: Strength 5 Agility 5 Speed 5 Energy 5 Stamina 5 Will 5 Health 5 Toa If it is their destiny, then with the help of an external blast of power a Matoran may become a Toa. Toa are like Matoran in appearance, but they are taller than most humans (about 2 meters) and very powerfully built. The appearance of Toa generally varies more than that of Matoran; upon transformation the appearance of a Toa is reflective of how they envisioned a Toa as appearing, as well as how they envision themself. Toa still must wear Kanohi masks, but while severely hindered by the loss of a mask a Toa will not lose consciousness without it. Furthermore, they are capable of accessing the power of Great and Noble masks, and may even be able to access the power of Legendary masks to a slight degree. When a Matoran becomes a Toa, their mask becomes a Great Kanohi. Toa are well-known for their elemental powers. A Toa has a great capacity to manipulate their element, beyond that of most other element-users. They also have a supply of Toa power that they may give up to make new Matoran into Toa and/or become a Turaga. A Toa's base stats are: Strength 15 Agility 15 Speed 15 Energy 15 Stamina 15 Will 15 Health 15 Or you can just add 10 to their stats as a Matoran. Turaga Becoming a Turaga is a kind of retirement from the duties of a Toa, and signifies that the Toa has fulfilled their destiny. Turaga are slightly taller than Matoran, but are more frail in appearance. Turaga must wear Kanohi masks. If they do not, they will not lose consciousness, but will be hindered even more than Toa. They can use Great or Noble masks, but can only use the powers to the degree a Noble mask provides. Upon becoming a Turaga, a Toa's mask becomes a Noble mask. Turaga retain slight elemental powers. A Turaga's base stats are the same as a Matoran's, but due to their frailty they take penalties once they use them. Semi-Intelligent Species What makes a species "intelligent" is very subjective. Possibilities include the use of language, the ability to learn and be taught, advanced problem-solving skills, and the capacity to evaluate their own goals and motives. Species with all of these abilities will be labeled "intelligent," species with one or none will be labeled "unintelligent, and those with some but not all will be categorized as "semi-intelligent." Most semi-intelligent and unintelligent species are called Rahi, a term which roughly means a wild creature. However, some Rahi are fully intelligent. Unintelligent Species Playing the Game Once the characters are made, the game may begin. The two roles are Player and Storyteller. A Player controls a character, and is responsible for that character's actions and reactions. There are usually several players. The Storyteller is responsible for everything other than the Player characters' (PCs) actions, including the environment, the non-Player characters (NPCs), and the adventure itself. Generally, the Storyteller is in command of the game, and is in charge of making decisions that can't be easily settled by simply referring to the rules. Conflicts Conflict is at the core of most games, and is essential to Bionicle. Conflicts in the Bionicle TRPG are not necessarily physical, but a non-physical conflict must be settled by the relationships of the characters and the wits of the players; there are no rules for a shouting match, debate or negotiation. Physical conflicts must be settled according to the characters' Stats and actions. A conflict is divided into rounds, each round being roughly six seconds long. During a round, every character gets to act at least once. The order of characters' actions is determined by a Speed roll. For every character roll a d4 or RNG 1-4, and add the roll to the character's Speed. The highest-rolling character acts first. In the event of a tie, all characters that tied roll again to determine the order amongst them. That's all for the moment, more will come sooner or later. Feedback and ideas would be wonderful!
  25. Congratulations to the winners of our 31st Bionicle RPG Contest! There were some great entries, but only three could win: Midnight City - GravityUltimate City of Ultimate Destiny - Fabulous SunshineCity in the Dark - The LoraxThe RPGs can be started at the hosts' convenience. Current RPGs will get the usual week or so to wrap up. We'll say by June 4th, assuming I remember. There has been a lot of discussion during this contest as to whether we should continue the process. I will be taking this into consideration and see what we can come up with. Continue to discuss or send me your thoughts. Congrats to the winners - have fun!
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