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  1. I thought I'd post this on the new forum. Rules / Aim of the game: All ordinary BZP rules apply, obviously. After I say a Bionicle-associated name, the person after me will post another name beginning with the last letter of the previous name. Then the next person will do the same, and so on. For example: Person 1: Icarax. Person 2: Xia. Person 3: Axonn.etc. Try to say a name that hasn't been already said, but it's fine if you don't. If someone has said a name which is made up of two words, for example Mata Nui, say one which begins with the last letter of the last word. And REMEMBER, if someone says a name which ends with an X, say XIA! It never fails. Also, because this is the BIONICLE last letter game, don't say any HF-related words. Let's keep this to Bionicle please Rules on banning: If a member continually says non-Bionicle related words, or spams, he will be banned for 7 days. Have fun! So, I'll start: Nektann.
  2. Takua and the gang in Metru form! https://youtu.be/4CVfV_QwgDk
  3. I hope to one day finish my Naming Day fanfic, but in the meantime, check out my electronic, dance-friendly medley of BIONICLE music! Complete with a slideshow! Youtube link I'm an amateur music producer, so I very much welcome constructive criticism about how I can improve the mix. But I must say, I'm pretty happy with how I managed to combine two of the rock songs in the final chorus
  4. PREPARING EXOFRAME 78-3 FOR SECURITY DEPLOYMENT. PLEASE HOLD.
  5. It's been a while since I posted here. Well, this is an 3D animation of Tahtorak in Blender EEVEE. Pieces were build in Stu.dio and imported to Blender via dae file format. Rigging Tahtorak to an animated rig was tedious, but worth it. Render engine is in EEVEE, a real time engine in Blender 2.8. Animated via Vive Trackers/motion capture.
  6. -Fan animation of the Toa Inika's encounter with the mysterious hero. I think most should know who it is from the thumbnail. Story reference is from Bionicle Legends 5: Inferno from page 22-25. More info about the animation can be learn from the YT description or if anyone sticks to the end credits. In a nutshell: Done in Blender 2.8, a free open source software for 3D modeling and 3D animation.
  7. Happy April! This is where you can post out of character about the Six Kingdoms: Rebirth (SKR) game until the end of August, 2020. Please see the general rules, common sense guide, and BZPRPG rules of play for how to behave in this and all SKR topics. Lastly, remember, your characters are part of a collectively told narrative and no one has plot armor. There are no "plot post." Please make sure to chat with friends about what stories you want to form together, be they faction quests or personal journeys. Your GMs are Unreliable Narrator and Vezok's Friend I look forward to playing with you all! Conduct: Conduct is defined as anything requiring GM intervention for resolution. This can be facilitating the resolution of a scene or handling reports of rule-breaking. Please note, we only handle conduct for BZPower specific issues. We do not handle conduct related to 3rd party sites like Discord or Google docs unless the conduct directly involves the GMs (i.e. harassment in private message threads). If you have an issue with a player on those platforms please contact the appropriate support team. While we hope players can be kind and collaborative, we understand sometimes not engaging is the best solution. Reporting Conduct: To report Conduct issues, please submit a single PM on BZPower to the GMs. In the subject line please include “SK CONDUCT” along with the type of isse (dispute, rules violation, etc.). We will read and reply to these PMs on a weekly basis. Thank you for your patience in advance. Gameplay and Lore Questions: Please post all questions regarding gameplay, planning, and lore in the OOC Topic for the game. For visibility, tag both GMs in your post. We’ll answer these questions as they come up, or during the weekly news roundup on Mondays. P.S.: I couldn't NOT have a character demographics spreadsheet...
  8. Synopsis: One week has passed since the events of Six Kingdoms: Escapement. Past, present, and future collide in the Time Between Time on an island called Zakaz. Broken worlds drift closer as paradoxical alternative timelines collapse, and island denizens live short and violent lives seeking out a meager existence. Thousands of years ago the skakdi migrated to a new island after utterly destroying their homeland. They drove the local populations of matoran and toa nearly extinct and named their new island Zakaz as homage to their original home. Now, the desecrated wasteland tribes of the Skakdi-Xa ride their scrap-built vehicles and Advanced Combat Rigs through the dunes in search of Energy Sources to keep powering their machines. Miserix, an elder Aspect, guides the wastelands from his containment sphere prison. The Barraki Pridak and Ehlek seek to rebuild their once great empire. The refugees who fled the apocalyptic crash of Mata-Nui’s skull into Zakaz seek a new life and the answers hidden within ancient temples scattered across the island that show predictions of their arrival. The Aspects of Makuta scheme and plot from their cursed homes in the Kumu Islets... How To Play: Like many "Play By Post" RPG games on BZPower, we use a system of Out Of Character (OOC) and In Character (IC) for notifying readers when our writing is as ourselves or from our characters' perspectives. Please be patient between posts, allowing everyone else involved in the scene a chance to reply before continuing. The main focus of this game is a compelling narrative written together. This places more power in the hands of the players: you may describe the environments as you see fit, as long as pre-established in-game descriptions by other players, the GM, or Bionicle canon is not broken. By contributing our individual ideas we create a beautiful living world together. If you have an idea for a plot, write it because I believe in you. If you get greedy I'll step in and bring things back into perspective. The Reliable Narrator: When interacting with the world of Six Kingdoms: Rebirth (SKR), you may find your character is responded to by the Reliable Narrator. This is a game master describing the actions of your character and the responses to them by the rest of the world. Examples of the Reliable Narrator include descriptions of new locations your characters enter, rising tension, or sudden commentaries on events to shed new light on the story. The Reliable Narrator is similar to a Game Master (GM) in more standard table-top roleplaying games (i.e. Dungeons & Dragons, Pathfinder, Fate Core). All Playable Locations Are In This Single IC Topic: Art by Rube (@art_rube) GSR Head/Metru Nui Ruins: Split off from its body by asteroid impacts and the wear and tear of millenia adrift in space, the head of Mata-Nui plunged into a rapidly decaying orbit, eventually entering the atmosphere and impacting on the Western half of the island of Zakaz. Metru-Nui, contained in the cranium, already ravaged by the Barraki’s invasion, was devastated by the impact. As the head fell, the entire island was flung forward and the combined force of the outer and inner impact cracked open the skull of the GSR, causing the silver sea to leak out and parts of the island to jut out of the opening. Ta-Metru, already damaged by a terrorist attack and deliberately sabotaged to halt the league’s advance into the city of legends, has been reduced to slag after the impact. The great forges and refineries exploded or ruptured, spilling molten steel like lava, destroying what was left of the once-great Metru. Whatever wasn’t utterly destroyed has been salvaged or scavenged by the survivors. Consider this Metru dead. Onu-Metru and its great archives had already been a dangerous place that was impossible to monitor properly. After the league invasion and subsequent massacre, this was even more true. Now, after the impact, the area has become an underground maze of collapsed tunnels, rifts, and all manner of Rahi freed from their stasis tubes by the loss of power. Only the brave or foolish venture here to salvage what little is left. Nobody lives here. Po-Metru was devastated alongside Onu-Metru when the massive underground archives collapsed for the most part. Broken statues reflecting broken dreams litter its ruins. Consider this area dead. Ga-Metru was left mostly intact during the invasion, thanks to the non-violent manner of Takadox’ takeover. Most of the damage here occurred during the sudden draining of the silver sea after the impact, causing many structures to collapse, though a number of the scholarly buildings remain. The great temple somehow managed to survive as well, serving as a refuge for a great number of survivors. However, it is now sitting on dry land, at a slant on the massive pillars that held it aloft in the sea. This is where most of the Barraki’s forces have made their new home. Le-Metru and Ko-Metru took the brunt of the impact and are now a massive tilted maze of fallen skyscrapers and broken chutes, jutting out of the ‘wound’ in the GSR skull. Effectively forming the entrance to the remains of the city, the league’s forces have begun fortifying the region and are slowly trying to salvage and rebuild these Metru to be habitable once again. They have managed to activate one chute, connecting the still functional Metru and Coliseum. Coliseum: What used to be the center of Matoran civilization is now largely defunct, but remains one of the only parts of the city that settled level after the impact. In addition, the Barraki managed to reactivate one of the Vahki hives contained within and several of the major functional rooms, including the Cortex are intact. This is where Pridak has set up his throne and is planning his next moves. Pridak's throne room is specifically in Dume's old office on the Private Floor 50 (of the 100 floors above ground). The broken glass floor to ceiling windows have been replaced in the past week, but construction continues on a section of the roof that caved in. Pridak moved the piloting chair from the Cortex into this space, and uses it as his new throne. The throne room sits level with where the pupil would be in the empty eye socket of the GSR skull, allowing Pridak a view of the world beyond. Zakaz Zakaz once represented a beautiful tropical island, but thousands of years of conquest, disregard for the environment, and the crash of the GSR's skull changed things. The Northern half is a desolate wasteland of dunes and rocky plateaus. The deserts of the North are easy to get lost in, and the skakdi who live there in warbands live in fear of giant, burrowing sand worms and other monstrous rahi. The Southern half of the island is scraggly plains, toxic bogs, and putrid marshland. Banyan trees and other plants grow in a massive forest over the marshes. The center of the island is home to an active volcano whose magma runs to the East. A forest of charred trees remains in the cooled magma. The entire Western side of the island's mountain ranges were flattened by the crash of the GSR from space, and now a great moat of toxic liquid from the Silver Sea surrounds the impact zone. Underneath the island are warrens and caverns of rahi and Masi. Each region, of which there were once six, has two temples. These are built in the matoran style the Refugees remember from their lives in the GSR. Find and explore them for more details to be posted below. A shortlist of locations on Zakaz are listed here. See below the short list for an expanded description of each region. Refugee Camps: small camps have popped up across Zakaz housing refugees from Metru-Nui. These are places to regroup, survive, and find a new place to call home. Metru Koro: one of the refugee camps, led by Turaga Sans. Ruins of Ice (511): this ziggurat is on the western side of Zakaz. Irnakk’s tooth: Named after the nightmare creature, the tallest mountain towers over the center of the island. Being volcanic in origin, it is honeycombed by cave systems containing all sorts of mysteries. The Nightmare Pits are located within this cave system. (See Ash Barrens) The Rig: Located just off of the eastern coast, accessible by a ramshackle bridge, this assembly of scrap metal is home to one of the major Skakdi factions. Half anchored to the sea floor by foundational pillars and chains and half floating on massive pontoons, the Skakdi use jury rigged wave energy generators, underwater turbines and other scrapper tech to power their habitat. As a recent addition, salvaged forge tech from Ta-Metru now dumps slag and waste into the coastal waters. Beings unfortunate enough to wind up on the Riggers bad side hang from chains or spend the end of their days in cages suspended from outriggers, until they expire. Their remnants are left as warnings. Fort Nektann: The Warskaks desert stronghold in the far North. Built into the natural terrain surrounding the oasis supplying the warband with water, this Skakdi village could be called almost quaint, if it weren’t for the spiked metal walls surrounding it and the fleet of wasteland raiding vehicles they operate. The Under Hive: deep below the surface of Zakaz are the Mesi’s fungal caverns and villages. These tunnels extend the length of Zakaz, and surface dwellers can be seen caving in entrances regularly to try and shun the Mesi away. Mesi also pose a problem to the Barraki as they can access the underside of the broken GSR’s skull. The Fau Swamps: the Southern half of the island is covered in a toxic bog. Ancient temples and ruined towers extend above the canopies of massive banyan groves. The Kumu Islets: these islands are the home of the Aspects of Makuta. Ruined temples dot the landscape, with labyrinths below. The skakdi dare not venture to these islands, instead performing the rites of desecration when Aspects visit the mainland. Natural hot springs of liquid antidermis exist in the islets. Aqua Sphere: a strange floating glass sphere hangs above the island of Zakaz, high above the cloud line. It can be seen glinting far away on sunny dies. It travels in a mysterious pattern that defines normal weather and provides rain to the island below. The rain, however, makes anything living younger. A trail of sapling plants and baby rahi is often left behind the rain's path from the Aqua Sphere. Treasures undoubtedly exist in this broken floating sphere for those brave enough to venture into the sky. Kini Nui: the central temple of the Builders, and a site of great history and power. You can access the Far Shore expansion from here. The Ash Barrens: The desolate region to the East of the Zakaz’s active volcano, nothing grows in this hospitable land. The steam of constantly cooling lava fills the air with noxious vapors, and burned and petrified forests cover the view. No skakdi lives here, not even a very stupid one. Notable locations include: Dead Forest: a once massive forest now petrified and covered in the ash of countless eruptions. The Dead Forest contains many mysteries, and even more corpses. Fire Suva Temple: located in the center of the lava rivers flowing from Irnakk’s Tooth to the eastern coastline and cooling on the seaside. Irnakk’s Tooth: named after the nightmare creature, the tallest volcano towers over the center of the island. It is honeycombed by cave systems containing all sorts of mysteries, including the infamous Nightmare Pits where skakdi perform the Rites Of The Tahtorak. Ruins of Fire: a crumbling ziggurat ruin is located deep within the Dead Forest, and is one of the many ancient structures remaining from a time before the skakdi’s arrival. Untold mysteries are hidden within. Valley of Bones: near the Southern edge of the Dead Forest lies a deep valley where the soldiers of a great conflict were buried in a mass grave. It is here Kal has made his new home and created his Blood Keep. Many hazards present themselves to travelers braving the cruel Ash Barrens. Irnakk’s Tooth is prone to frequent eruptions, leading to lava rivers flooding their banks. In the aftermath a poisonous smoke lingers for days, causing severe nausea and dizziness in acute mild exposures and anaphylactic shock and death in chronic and prolonged exposure. Beyond the terrain, mounds of Charcoal Beetles house colonies of fist-sized relatives of the hoto bug who are dangerous, deadly, and extremely territorial. Beyond the physical, the Ash Barrens are rumored to be haunted by dead forest spirits, and it is said they lead travelers to their death with sounds of chimes and childish laughter. The Fau Swamps: The Southern end of Zakaz is covered in the bogs, marshes, and toxic waterways making the Fau Swamps. The waters are murky, filthy, and full of garbage. The marshland northern border of this region quickly becomes a blossoming fungal jungle clouded in acid rains, and toxic spores fill the air. Large trees with massive sprawling roots act as the solid base for much of the ecosystem. The rahi in the Fau Swamps are dangerous, mutating with successive generations, and mostly giant insects. Locals know to make as few sounds as possible so as to avoid gathering the attention of an insect swarm. Large conical nui rama hives dotting the Fau Swamps are best avoided. Notable known locations include: Mar-Koro: the secretive village of Gaius and other indigenous matoran villagers living in hiding from the warring skakdi of the rest of Zakaz. By the owning player’s request, Mar-Koro is not a playable location at this time. Sorilax’s Village: an Aspect living in the Fau Swamps has assembled a small village of under fifty refugees from the fallen head of Mata Nui. Sorilax teaches the refugees how to survive in the Fau Swamps, but how long his project will last no one can say. Radiation Zone: after the fight with the gargantuan manas crab, Giruga, the hex (4,6) became full of toxic radiation. Simply passing through this hex will give your characters radiation poisoning. They will need to seek immediate medical attention once exiting the hex. Grand Temple Ruins: Ancient temples and ruined towers extend above the canopies of the Fau Swamps as part of a massive ancient complex of unknown purpose. No one, not even the indigenous population, can remember when these structures were built. A hive of territorial nui rama built their nest inside a portion of the ruin, posing as a threat to visitors. Toa Stannis spent a short period of time looking at the ruins on his own after the Great Impact, and what he deduced from the temple walls greatly disturbed him. Explore these ruins to learn more! Suva Temple: hidden somewhere in the Fau Swamps is the Suva Temple for the region. Explore to find it! Desecration Rock: a spit of dark granite that juts into the sea from the southernmost point of Zakaz and has a view of the Kumu Islets. The surface of the rock is covered in the carvings of Skakdi prayers and wishes, as well as various religious symbols. It is Zakazian custom for those seeking to form a pact with an Aspect to make the dangerous trek to Desecration Rock and fast there until an Aspect forms a pact with them. Some Aspects will wait until a Zakazian is delirious with thirst and hunger before approaching. Very few make a life in the Fau Swamps, and are destined to succumb to a multitude of illnesses from their toxic environment. Two of the most common are Corodi and Brachel Spurs. Corodi is caused by breathing in toxic spores and turns organic tissue to glass over a process of several years. The glass breaks and shatters inside the body, killing those suffering from the inside. Brachel Spurs are painful growths that form on the inorganic matter of a protoderm, most commonly on the soles of the feet. Some healers say the spurs are actually polyps for an infectious worm that lives in the marshy waters. The only known alleviations for Corodi are regular healing sessions using a kanohi kiril or slowing but not stopping the transformation by chewing the root of a plant found in the Fau Swamps. The only known cure for Brachel Spurs is a mask of healing and avoiding the waters of the Fau Swamps. ... And so with all the fiddly bits out of the way, let's play! Updated Zakazian Map (new coordinates) with environmental effects Legacy map (old coordinates) for reference Expansion: Unlocked November, 2020 The Far Shore: The Far Shore is a location beyond the reality of the multiverse. It’s a realm where the universe verifies the resolution of all possible realities. Buildings fade in and out of focus and time, being both decayed and built simultaneously. Stars and constellations swirl within everything. Colors of objects and locations blend and change, never quite settling on a permanent appearance. What matters most in this realm is your will. Rather than physics, the strength of one’s will can overcome all possibilities. There are two solidified timelines within the Far Shore accessible via the portal in Kini-Nui. Speak with Nuju near the portal for more information about his hunt for the Makoki Stones. List of Optional Matoran Principles Prompts: Duty Courage Strength Unity Speed Purity Faith Accuracy Strategy Creation Destiny Prosperity Stamina Peace Willpower Timeline "A" Available Option Prompts: Destiny Prosperity Strength Timeline "B" Available Option Prompts: Purity Creation Willpower Running Far Shore Adventures: Entering the Far Shore changes its reality, meaning each time you visit is different! Each short adventure in the Far Shore has a selection of randomly determined prompts. A Game Master determines the timeline, the central conflict, and the twist by using random tables. Players who’ve returned from an adventure in the opposite timeline can provide three optional prompts as well. You and everyone else who entered the Far Shore with you use the combined prompts to construct a short adventure. As long as the core conflict is resolved, there is no minimum adventure length. Game Masters will determine if the story is fairly concluded in cases of obvious system abuse. Tag a Game Master in the post where you enter the portal to the Far Shore. There are four parts of each adventure in the Far Shore determined by Game Masters using random tables: The Timeline: determines A or B The Element: determines the primary element of the region. The Conflict: determines what must be overcome The Twist: determines what complicates the resolution Once you’ve been assigned your prompts, it’s up to you and your friends to create the short adventure in the Far Shore! Need a suggestion on combining prompts? Feel free to contact a Game Master in the OOC topic if you need assistance. The Timeline: This fifty-fifty chance places you randomly in timeline A or timeline B. The same timeline can only be run twice in a row before the opposite timeline if chosen. You are only able to interact with other Player Characters that entered at the same time as you and in the same timeline. The Element: This table determines the primary elemental alignment of the region. You determine how this affects the region of the adventure. You and your fellow players decide the details of your adventure’s setting. Characters with the same element as the one rolled for the adventure gain a temporary boost to their elemental-based abilities during the adventure. The Conflict: This table determines what must be overcome. There are a few core conflicts, which can be interpreted as you wish during your adventure, but must be resolved to conclude your adventure. These conflicts are the six forms of conflict in Western literary fiction: Character vs Self Character vs Character Character vs Nature Character vs Supernatural Character vs Technology Character vs Society The antagonizing force, or the villain, of your adventure in the Far Shore is based on this central conflict. You may choose how these conflicts are approached, explored, and resolved while keeping the final prompt in mind. The Twist: This final random prompt determines what complicates the central conflict of your adventure in the Far Shore. This complication changes how you view the conflict, as well as perhaps how to resolve it. Work the twist into how you resolve the central conflict of your adventure in the Far Shore. Be careful what you wish for The cake is a lie Genuine Imposter The story that never was Yank the dog’s chain Random twist from TV Tropes Ending Your Adventure: Once the conflict is resolved, your adventure in the Far Shore comes to an end. Your characters travel through a portal back into the Time Between Time at the end of your adventure. They cannot bring anything from the Far Shore back to the Time Between Time except the loot they are rewarded after the adventure. Tag a Game Master in your final post for the adventure. A Game Master will read the adventure to make sure all the required prompts were used. If everything is concluded properly, a Game Master will post in the OOC topic regarding your rewards. You will receive awesome loot equal to the number of Player Characters that participated plus the number of optional player prompts used based on a random loot table. At the end of your adventure as a group, pick three matoran principles charms that have been unused (used is indicated by the strikethrough effect) in the opposite timeline you were assigned. Provide the list of three matoran principles to a Game Master so they can properly update the available optional prompts for the correct timeline. If the same timeline is run multiple times in a row, do not choose new charms at the end of the adventure. A certain timeline cannot be run more than twice in a row. If GMs roll the A or B timeline more than twice in a row, they will assign the other less played timeline in order to balance charms across both timelines. The next adventuring group may choose to use up to three of the currently available matoran principle charms for their respective timeline (A or B) during their next short adventure. Once all of the optional prompts are used in a given timeline, the next short adventure will be run by a Game Master and will guarantee the Far Shore Makoki Stone as a reward.
  9. Plasma Beam and Ice Beam, designed by myself Wave Beam and Charge Shot designed by StevetheSquid/Grayson M.
  10. Six Kingdoms: Rebirth Welcome to the second game in the Six Kingdoms Story! This is the Character Profile and Rules Topic. Please see this first post for rules amendments, and post your Player Character (PC) profiles in this topic thread. By posting you are agreeing to follow all rules and guidelines of BZPower, the BZPRPG gameplay rules, and the Six Kingdom's rules amendments. The Game Masters (GMs) for SK:R are @Unreliable Narrator , @Vezok's Friend, and @Eyru. Please reach out to either or both of us for rules, dispute resolution, or general questions. Synopsis Past, present, and future collide in the Time Between Time on an island called Zakaz. Broken worlds drift closer as paradoxical alternative timelines collapse, and island denizens live short and violent lives seeking out a meager existence. The wasteland tribes of the Skakdi-Xa ride their scrap-built vehicles and Advanced Combat Rigs through the dunes in search of Energy Sources to keep powering their machines. Miserix, an elder Aspect, guides the wastelands from his containment sphere prison... Rules Amendments: Auto-Hit Amendment: What’s an auto-hit in a Six Kingdoms RPG? An auto-hit is defined in the Six Kingdoms RPGs as: "any action that occurs to a character, character’s belongings, or characters property not owned by the writing player without the permission of the owning player and causes harm, damage, or otherwise impacts that character." “I pat them on the shoulder and say ‘nice job,’ after our characters complete making a tent,” is not an autohit. “I steal their canteen and throw it into the sea while they’re asleep,” is an autohit. If players are engaging in PVP they will assume their character is already dead for the narrative purposes of the story. They will not engage in actions they are uncomfortable placing their character in. Do not make the “biggest meanest skakdi of them all” for PVP if you refuse to let your character be hurt or die because “they’re the best.” If a GM observes this behavior they will ask you, the player, to shift gears and return to a collaborative mindset. If you do not… See the three strikes rule. A GM may auto-hit in these exclusive circumstances: facilitating in resolving a dispute between players, reminding players their characters are in a dangerous situation if players stop engaging with the world as a living and breathing system, or if an Environmental Effect or other game-changing effect takes place and affects all characters in a region. “Waffling” Amendment: Dead characters remain dead until actual in-game effort is put into raising said dead character. Do not delete your post because you killed your character and regret your actions. In short: “people die when they are killed.” Be honest with yourself before placing a PC into a situation where they may be killed: are you okay with your character dying? Death is a part of the game and should not be cheated or cheesed. "Happy Chat" Amendment: Approach other players with empathy and expect differences in opinion regarding locations, character actions, or game lore to be stemming from a miscommunication or lack of primary documents for either participant in the conversation. Do not immediately allege another player is incorrect and demand them to see your side. Instead, express a desire to work through whatever miscommunication exists. If you have a hard time understanding this concept Six Kingdoms is probably not the right game for you, and you should seek out another RPG on BZPower or another website. Three Strike Rule Amendment: GMs will reward poor player behavior with strikes. If you collect three strikes you are banned from Six Kingdoms. The rest of the Six Kingdoms RPG community has no responsibility to recognize or respond to any communication from banned players in Six Kingdoms RPG topics (OOC, Character Creation, and IC). Continued negative behavior by banned players will be passed along to BZPower staff for site moderation. Conduct: Conduct is defined as anything requiring GM intervention for resolution. This can be facilitating the resolution of a scene or handling reports of rule-breaking. Please note, we only handle conduct for BZPower specific issues. We do not handle conduct related to 3rd party sites like Discord or Google docs unless the conduct directly involves the GMs (i.e. harassment in private message threads). If you have an issue with a player on those platforms please contact the appropriate support team. While we hope players can be kind and collaborative, we understand sometimes not engaging is the best solution. Reporting Conduct: To report Conduct issues, please submit a single PM on BZPower to the GMs. In the subject line please include “SK CONDUCT” along with the type of isse (dispute, rules violation, etc.). We will read and reply to these PMs on a weekly basis. Thank you for your patience in advance. Gameplay and Lore Questions: Please post all questions regarding gameplay, planning, and lore in the OOC Topic for the game. For visibility, tag both GMs in your post. We’ll answer these questions as they come up, or during the weekly news roundup on Mondays. Character Creation Please see the general rules, common sense guide, and BZPRPG rules of play. We will abide by those along with any changes, amendments, and addendums listed above. Post your character profile in the “Character Profiles” topic for the game. Please await an approval post from the GM before joining the story. If an alteration request is made by the GM, please see to it before continuing to post with the character in question. The “No” of Character Creation: Characters must be approved by a GM in the Character Profiles topic before playing. This is to provide a fair narrative storytelling environment in a game with an elevated power ceiling. Note: If you have a character from SKE and you are porting them to SKR you do not need approval for that character even if they have custom abilities, so long as those abilities do not change. Legendary kanohi are banned unless GMs have given written approval for the use of a legendary kanohi. If other kanohi prove they are being abused in a way that destroys the overall player enjoyment they will be added here. Play nice. Mask of Creation (Currently exists, worn by Knichou, only 1 in existence) Mask of Time (Vahi) Mask of Life (Ignika) Mask of Dimension Travel (Olmak) (currently exists, only 1 in existence) Gold Masks (must be unlocked via finding the in-game method) The Order of Mata-Nui is a secretive society known to very few. To join the faction, find a recruiter and roleplay the rites of passage discovered in-game. You cannot start your character in the Order of Mata-Nui unless they were recruited in SKE. Nova blasts are banned, unless you message the GM and explain why it’s absolutely necessary for plot reasons to blow up your character and all GMs say yes in writing. DO NOT MAKE A NUVA CHARACTER. Nuva and Nuva Proxima are character expansions that are incredibly rare. You must complete the in game rituals and have written approval of at least one GM to upgrade your character to Nuva or Nuva Proxima. This is a highly regulated character expansion. Being the first to insert the correct Great Disk into a Nuva room device inside an elemental Ruin will trigger the NUVA expansion for your character. This is a growing list of protoderm breeds unavailable in Character Creation at this time: canon bionicle makuta (Aspects are this world's version), rahkshi, most rahi... Please note, as of 8/14/2020 the taboo for creating rahkshi has been found. Only characters who possess such knowledge are able to bring rahkshi into existence. The “Yes” of Character Creation: All canon bionicle protoderm breeds not mentioned above are playable. Custom breeds from the BZPRPG that were approved are also available without need for further re-approval. New custom breeds need approval of the GMs before playing. Kanohi are not moral or amoral in this alternate universe. They are tools. Some tools are more feared than others based on famous users. All elements are available for play. Think about how your character’s element would be viewed by those around them. All beings are lightly resistant to psionic powers. Attempts to use psionic powers requires player consent in the same way as landing any elemental power. Dasaka are just matoran, toa, and turaga of psionics again. If you want to keep the powers as specified in BZPRPG, you certainly may. Player characters may have a personal vehicle, and any amount of technological items that fit the character narratively. For mechs, ACRs, please see their section in Character Creation. Please make sure to address any character approval questions from the GMs within 24-48 hours. You may not continue to play with the character in question until the approval issues are resolved. If you need more time, please let the GMs know as they are happy to accommodate. Remember, your characters are part of a collectively told narrative and no one has plot armor. This is a game with altered lore from canon. Do not assume anything is the same. The canon of SKE supersedes the official Bionicle canon. Please remember this is a team game. We are all telling a story. What do you want your characters to contribute to that story? There will be an IC forum thread, an OOC discussion thread, and a character profile thread. Please post character profiles in the character profiles thread and tag me in them for a quick approval! Character Profile template: Name: if a matoran, have they passed the rite of naming day Breed: canon or approved custom breeds of protoderms Faction: Aspects, Barraki, Refugees, Zakazian, etc. Brief Description: what’s their everyday or current appearance Background/Occupation: what do they do, where did they come from Flaws: character traits that hold them back, or where they break Powers/Equipment: stick to canon for what your character’s species can and cannot do We’re going a little different this time with character creation in order to encourage role playing and collaborative storytelling. All characters have the following system of powers and limitations: 1x Primary Element/Power 1x Secondary Power (i.e. Masks) 1x Breed quirk(s) 1x Psychological issue they struggle with 1x Physical limitation For example let’s take a character from Bionicle Canon in 2001, Tahu. Tahu has control over the element of fire (primary element/power), the mask of shielding (secondary power), and heat resistance (breed quirk). Tahu also consumes nutrients in foods by absorbing them through his hands rather than eating them like a skakdi would (another breed quirk). Tahu’s psychological issue is being a rage-aholic, his community supporting and validating his bursts by telling themselves, “he burns hot like fire.” Tahu’s physical limitation is he atrophied over time in the toa canister and needs to rebuild his strength. Kanohi Masks: Characters who’s races allow for wearing and using a kanohi may have one kanohi at the start of SKE2. The masks of Six Kingdoms are not divided into moral and amoral. For example, the beings of this world understand a mask of mutation can be used for healing or for creating terrible abominations. Masks are tools, some more dangerous or deadly than others. Banned Kanohi are as follows: All legendary masks Golden/Silver masks (at this time) Kanohi Olmak, mask of dimensional travel Masks of a single element, unless otherwise approved by a GM (please list this approval in your profile) Kaita Fusion: Three willing PCs of a similar breed (three matoran, three skakdi, three toa, etc.) of differing elements may form a kaita. A kaita is a Lesser Spirit, and governs a domain of its cultural ethos. All three players may post as the kaita, but they can only post once per interaction or in combat. Do not use the advantage of multiple players to double post as a Kaita. Kaita Fusions follow all the same rules as PCs and require an approved profile. GMs are actively watching for Kaita Fusion abuse. Kanohi Crafting: See Kanoka Disk Crafting Kanoka Disk Crafting: As seen by Gaius in Mar-Koro, kanoka disk crafting requires purified protodermis ores of several types to create the base nine disk types. Creating more complicated disk types needs the forging and prayer of a master smith, as well as the correct recipe through trial and error. More to come as explored. The village of Le-Metru Koro explored these ore-based kanoka forging techniques to great success. They have been able to forge disks of incredible strength, and even one Great Disk of Freezing by using an elemental sword of ice as the base material. Airships, Vehicles and Watercraft: Please provide a name for the vessel and a general description. You may have a small NPC crew of five per each PC aboard the airship, vehicle, or watercraft. The NPCs cannot assist in combat except to keep the airship, vehicle, or watercraft moving and in operational condition. It is preferred to replace NPC crew with PC crew ASAP. Currently, airships are smaller than the cargo airships of Metru-Nui and cannot go above the cloud line. Watercraft are not well built enough for extended deep sea voyages. Feel free to make it a personal quest to improve your ship to break through these limitations. EXPANSION -- ADVANCED COMBAT RIGS (ACRs): Advanced Combat Rigs (ACRs) are personal mechs, which come in all sorts of shapes, colors, and designs. ACRs are unaffected by elemental attacks, as they have onboard elemental nullification technology. They still take the physical damage of an elemental attack. One ACR per Character: a warband or crew can own several ACRs, but each is limited to a single pilot. All ACRs require a heartlight to function, as they are akin to a body without a consciousness/soul. The exception to that are semi-sentient ACRs built with the central processor of a salvaged Vahki, which can act as an onboard AI and operate independently. Only the Barraki faction has access to Sentient ACRs at the beginning of the game. All other factions must find a vahki neuro-core. These are a limited resource. Most heartlights are kept in cylindrical canisters and carried like keys by the ACR’s pilot. Piloting is done via thought. Pilots sync their mind to the ACR via neural plugs implanted into their own bodies. This effectively makes the ACR an extension of their own body: their brain impulses is what makes it move. Due to the nature of the interface with the ACR, pilots do not have access to elemental abilities while plugged in. An ACR’s size is limited roughly to between a Canon Bionicle Boxor and an Exo-Toa. ACR shapes are as diverse as the pilots at the controls: bipedal, quadrupedal, tracked, hovering, and whatever else the pilot can imagine. You may display any patterns, heraldry, and weapons systems (see profile) that make sense for a desolate wasteland. Weapons: It's tempting to strap a lot of Dakka to your mech, but again: This is a wasteland. Where did you get that many blasters, reasonably? Also remember: The more dakka and shinier your mech, the more interested other wasteland dwellers will be in taking it from you. If you strap 10 Midak to your mech, you can be sure a bunch of Skakdi will drop by during construction and ask you to share your toys - and they don't ask nicely. Rule of thumb: Stick with the Exo Toa: High degree of protection, with one projectile launcher and one melee weapon. All ACRs require a simple profile as follows and must have GM approval before being used in-game: Name of ACR: ACR’s Faction/Homebase: Pilot of ACR: Type of heartlight: Physical Description: Onboard Weapons Systems Options (pick two): 1x Primary (+weakness) 1x Secondary (+weakness) 1x Melee (+weakness) 1x Shoulder mounted (+weakness) EXPANSION -- SUVAS AND THE SUVA SYSTEM Scattered around the island of Zakaz are puzzle shrines known as suvas. These sacred spaces were once places of prayer and reflection. They were also a place where mighty warriors stored their weapons and equipment. Suvas allow for telepathically switching the gear carried on one's person without having to physically collect it. Completing suva puzzles may very well be worth your while! A registered user of a suva may withdraw an item from a suva using their mind by depositing an equivalent item (mask for mask, etc.) from their person in a suva while within a suva’s regional range of 3 hexes on the world map. A registered user of a suva may add an item to a suva without having to withdraw something of equal type. A registered user is aware of the contents within the suva at all times while within range. More than one user may be registered with a suva. A user may be registered with only a single suva, and it should be noted on their character profile. Registering with a different suva temple ends any ongoing suva registrations elsewhere. EXPANSION -- NUVA & NUVA PROXIMA Power-ups: NUVA Power-Up: Your character can receive the NUVA power-up by completing the final task in an Elemental Temple Ruin: activating the kanoka disk device by inserting the correct Great Kanoka Disk. This power-up is available for one character per Elemental Temple Ruin. You cannot start as a NUVA character in Six Kingdoms, and you must complete the required pre-requisite in order to earn the NUVA power-up. NUVA PROXIMA: Nuva Proxima occurs as a side effect of the NUVA power-up in each Elemental Temple Ruin. The closest character to whoever receives the NUVA power-up receives the NUVA Proxima power-up. The Nuva Proxima power-up is available for one character per Elemental Temple Ruin. Your character cannot start as a Nuva Proxima. Nuva Proxima is only available as an in-game reward for completely the required prerequisites. The Aspects of Makuta, Their Rites, & Taboo: The Aspects of Makuta are a powerful breed of individualistic gaseous entities who originate from the Kumu Islets south of Zakaz. These dark beings who practice taboos of a world lost to time seek to accomplish a Grand Wish, and require desecrated followers to achieve their ends. These PC followers come from all walks of life, some of which are the sub-breed of Skakdi-Xa. Faction Breed: Aspect of Makuta Primary Element: shadow Secondary Power: pick a second stage kraata power from the kraa variation tables on BS01. This power is an innate power of your Aspect and will grow over time as your Aspect ascends through the narrative milestones of their Grand Wish (see below). Breed Specific Quirks: aspects have a Grand Wish and perform Rites of Desecration, but cannot form kaita or access kanohi powers. Psychological Issues: aspects are fiercely independent, valuing their earned consciousness after rising from the liquid pools of antidermis in the Kumu-Islets. They are manipulative, often selfish, and consider all other beings as possible vessels for them to assume solid form. All Aspects of Makuta desire a solid body as often as possible. Physical Limitation: aspects exist as a sentient green gas and require either a suit of armor or a willing host to take solid form. Aspects may start the game with one suit of armor the same height as a toa. When in a gaseous form Aspects cannot physically interact with their environment. Host Possession: To possess a host, an Aspect must receive verbal or written consent from the host to house their gaseous essence. Once consent is given, the aspect can freely enter the body of the host in a creative manner. A possessed host can be played by both its original player and the player of the Aspect. Both players must communicate with each other about who will act at a given time. Since their respective characters share a body, players cannot double post by switching consciousnesses. Please do not violate this rule. When the Aspect is in control, the host's consciousness is dormant but aware of what the Aspect is doing. The host's consciousness cannot interact with the game world while the Aspect is in control. When the host is conscious, the Aspect is dormant and unable to interact with the world but knows what the host is doing. An Aspect may choose to leave a host they find unsuitable at any time. A single host may only be possessed by one Aspect at a time. A single Aspect may only possess a single host at a time. Rites of Desecration: A being who hosts a kraata is considered desecrated. Desecrated beings cannot remove the kraata without dying and are compelled to complete the narrative milestones laid out by their Aspect to achieve the aspect's Grand Wish. A character can undergo desecration twice for a maximum of two bonded kraata. To become desecrated a willing host provides a still beating heartlight from a sapient being -- excluding Rahi -- to an Aspect and consents to complete an Aspect's wish. In return, the Aspect forms any one first stage Kraata of the 42 known kraata powers and grafts it to the host. This binds the host and Aspect, and the host is compelled to complete the wish if possible. When the Aspect completes their milestone and increases their powers, the desecrated follower's kraata grows to the next stage as well. Below is the preparatory poem for the Rite of Desecration, which may be referenced or used during the rite's performance. Taboo: Some rites and rituals of the Aspects of Makuta are lost to the ruins of the world. Exploring temple ruins and researching goals through trial and error may unlock new perks and abilities for Aspects who have the knowledge. Any discovered taboos will be listed below along with the name of the character who has knowledge of these taboos. Sorilax: Elemental Alteration Sorilax: Rahkshi Creation Goodbye Tortured is the heart that lies empty Full is the belly of the beast A shell protects the broken yolk Sleep is better than peace Hello Korruhn: Flaw Consumption Tuakana: Star Swallowing Whisper, Apex, Stannis, Korruhn, Taja, Sorilax: Infectious Kraata Creation Kraata Creation and Infected Masks Taboo: Rahkshi Creation Taboo: Elemental Alteration Taboo: Tethered Bonds: Gluttonous Desecration: Kraata Corruption: Grand Wish: All Aspects have a Grand Wish, something they wish to accomplish in the time they have before they rejoin the antidermis pools of the Kumu Islets and lose their sovereign identity. Achieving their grand wish is a massive undertaking, for all grand wishes change the fabric of reality to the Aspect’s true desire by the end. This grand wish has seven narrative milestones which must be accomplished by the Aspect’s desecrated followers. The first step for all Aspects is gaining a desecrated follower. Please submit your Aspect’s grand wish and the necessary narrative milestones to GMs for approval. The narrative milestones do not need to appear in a character profile until they are achieved, but the Grand Wish itself must appear in the character profile along with a mention of which GM(s) approved it. If denied, GMs will work with you to craft narrative milestones. The Aspect may reveal each narrative milestone of their grand wish to their desecrated followers during the initial desecration rites either step by step or all at once. Each time a sequential narrative milestone is achieved, the desecrated follower’s kraata increases in power by one stage and their Aspect also grows in power by one stage. Additional Ascension Perks for Aspects: Telepathic audio communication with an individual desecrated follower currently on the same plane of existence. Kraata power stage 3, see through the eyes of their desecrated on the same plane Kraata power stage 4, remotely possess their desecrated through shadow puppetry Kraata power stage 5, teleport to one of their desecrated follower's shadows. Kraata power stage 6, teleport their desecrated follower to their shadow. Kraata power stage 7, ascend to learn more Grand Wish achieved, ascend to learn more Creating a Grand Wish: Explain the following: what is the grand wish and why does the Aspect desire it to be completed in their lifetime. Next, explain the ascension process in seven easily identifiable narrative milestones that the followers of your Aspect will need to achieve. Below is an example of a Grand Wish and the ascension steps. Example: What: the Aspect wishes to become a god. Why: so that they may truly feeling in control of their own life and destiny How: Desecrate a follower Gain a village of worshippers who pray to the Aspect daily Consume the power of a toa kaita Desecrate a tahtorak Use the heart of the tahtorak to build a grand vessel for the Aspect to live within Consume the powers of another Aspect worthy of respect Drink of the Lake of The Su Skakdi-Xa: Like all Zakazian Skakdi, the Skakdi-Xa have frills along their spine or behind their head instead of protruding spines. The Zakazian Skakdi will often raise their frills when experiencing intense emotions. All PC Skakdi-Xa were desecrated by an Aspect before SKR began and are native to the island of Zakaz. They have a grafted first stage kraata near the frills extending from their spine. For the most fun, it's recommended you find a PC Aspect to have performed the desecration. Primary Power: one skakdi vision power. Secondary Power: one 1st stage kraata power. Reach out to players who have an approved Aspect in-game if you want to connect your character to an aspect at the start of play. Breed Quirk: latent elemental powers. Skakdi may only access their elemental powers if they work in tandem with another skakdi. Factions and Population: Population of Metru Nui: The population of Metru Nui is predominantly soldiers of the League. This is an incredibly diverse group of all breeds, including the matoran and toa who renounced their faith in the Great Spirit for the overall betterment of an inclusive society focused on the individual identities of its citizens. Dark Hunters who have given up their old mercenary work and joined the Barraki also live in Metru Nui. Recommissioned vahki serve as front line troops, and Ehlek is looking for a way to make a mobile charging hive. Population of Zakaz: The population Zakaz is predominantly skakdi of all elemental variations. Some native matoran inhabitants remain, along with their toa protectors, and some other breeds of Protoderms who sailed from islands now lost to climate change also eke out a meager existence amongst the warbands. 90% of the population prior to SKR was skakdi, with the rest a mixture of all other breeds. Among the majority of skakdi is the elite breed of desecrated Skakdi-Xa. These skakdi contract Faustian bargains by sacrificing others to Aspects of Makuta who visit the mainland. In exchange they gain a kraata that becomes grafted to their body, often near their spine. These kraata not only provide additional powers, but show their backing from and affiliation with an Aspect. Culturally, hosting a kraata is also seen as a nurturing act. Those who host more kraata than others are considered more worthy leaders because they are stronger, ready to make a sacrifice for power, and willing to nurture something besides themselves. Aspects of Makuta: These powerful entities secret themselves from the rest of the world in the Kumu Islets. They slowly grow in power as they desecrate the natural population of Zakaz. Their faction goal is to raise one of their kind to the seventh stage of kraata power through repeated desecrations. Only at this final stage will an Aspect finally become whole. Playing an Aspect involves researching and discovering ways to perform higher stage kraata desecration rites. Barraki: Pridak, Ehlek, and Takadox are the remaining leaders of the League of Six Kingdoms. Takadox left the League, and now only Pridak and Ehlek remain in the destroyed skull of the Mata Nui robot, which they have turned into a stronghold, populated by the few soldiers and converted citizens who survived the crash. Ehlek has brought several vahki hives back online, using them as soldiers in his new world order, and Pridak schemes to recollect the Mask of Creation. Those who serve the Barraki are looking for the Mask of Creation, and the fabled resting place of a time machine somewhere in the Zakazian landscape. Pooling from their new and growing fortress is a large lake - a natural moat formed by the silver sea. Howling Untethered live in the lake and along its borders. Metru-Nui Refugees: The remains of matoran civilization within the Mata Nui GSR fled the crash, fracturing as large groups often do after an apocalypse. Small refugee camps have begun forming in the past week across the Island of Zakaz. These camps contain the bare necessities at the moment for the survivors to stay alive and regroup, in order to figure out what to do next. While exploring this new land, they found six regional temples that had strange hieroglyphics carved into them, predicting the arrival of the GSR and the “Children of The Stars”. Beneath these temples are complicated mazes full of traps and puzzles. The Hieroglyphs speak of a powerful transformation at the end of each maze. Other Player Factions: Player factions also exist! Check the OOC channel for how to become involved in those. Kal’s Blood Skakdi is one of them. A growing list of player factions will be available here. Untethered: The horde of undead from the GSR pooled out from the crash of Mata-Nui’s skull and swam through the newly formed lake that leaked from the destroyed skull. They formed strange abyssal kaitas, and now roam the island seeking more life to assimilate. Zakazian Warbands: Clans of roving warriors who live on war rigs. They protect their hidden oases, and their current goals are survival and the accumulation of territory and power. They recently learned the Rite of The Tahtorak from an elder aspect, and now race each other to find a worthy sacrifice to be fed to the Nightmare Pools in the frozen caverns of the tallest mountain: Irnakk’s Tooth. The following are different pre-established warbands your character can be a part of, but feel free to create your own warband with friends! Nektann’s War Skaks: a Skakdi-Xa chief who caught an Aspect of Makuta, Miserix, in a magic containment sphere and makes him perform divinations for his warband’s travels across the desert wastelands of the North. They have a permanent stronghold deep in the deserts from which they stage raids on the less fortunate. Riggers: a warband that lives near the coastline in a semi aquatic fortress. These pirates value the smokes from the mainland as a form of currency, and drive aquatic vehicles made from the scrap provided by the crashed GSR skull as well as other coastal wrecks. Mesi: mutated, pale, often eyeless or otherwise deformed, these underground dwelling skakdi once worked in refineries below ground. Moss and fungi grow on their backs, and their senses of smell and hearing are impeccable. They raid the surface of Zakaz at night, giving a howling and piercing shriek when they begin. Approved Characters: Updated approximately every week. Please do not PM me to update this list. You can find the GM-NPC Master List HERE. Azibo: Sans, Gaius, Amaru, Lrrthxx, Kokaliga Dane: Vent, Zai, Falh, Mega Snelly: Vashni, Skyra Daring, Varian, Taliesin Harvali: Kanohi, Collector, Bode, Mahrika Biological Chronicler: Pardehi, Tugarak, Changua, Balkan, Karai, The Ripple Tarn: Nale Vella, Datrox Karvan, Rose, Jutori, Korio Karasha, Triage, Nale Vella (UPDATED) Nato The Traveler: Sidra, Zaliyah, Xane, Corrivalis and The Raptor, Whisper, Reson Ance, Marrow, The Razorfish EmperorWhenua: Yumiwak, The Tactical Panda II, Stannis, Leklo Smudge8: Mazor, Jephro, The Janitor, Informant Keeper of Kraata: Skorm and V4 Muaka Interceptor, Fyura, Kaylus Bulik: Knichou and the Taku Burnmad: Barius and his ACR, Providence, Morangad, Ollem Toru Nui: Ulkarr, Ostrox, Achro, NU-8020S, Tekmo, Waveahk, Navu, Enra, Gnabol, Klawne, The Tranquility Onaku: Okuo, Arkius, Iradra, Zadred, Atka, Varah, Rangi, Ardoku, Kal, Druu Arkkan, The Inferno Conway: Irna the Sixth Born of Perror on The Northern Continent, Parnassus and The Horizon's Call Vezok's Friend: Zataka ~Xemnas~: Atamai, Kohara, Aurax and The Takea, Whira That Matoran With A Vahi: Varxii, Rek and Backstabber Pokemonlover360: Kilo-M9, Ysocla TL01 Nuva: Keitara XCCJ: Triki Eyru: Orieus, Taja, Tuakana, Dar Poroka Toden Kakoda Gan, The Wombat ZippyWharrgarbl: Yaushe Edelgard: Mahryo Jakura Nuva: Lueji Kal The Guardian: Seybo, Sorilax and Second Skin, The Eclipse, Viltia The UltimoScorp: Katherine, Legion, Toku Sparticus147: Zak-Yak, Uraborask, Sala, Vulimai, Apex, Drukarus, Gore Fury and The Grillmeister Crimson Jester: Korruhn A-Tak-Nid: Zsann Mr. House: Mons Shajs, Vestrix Toa Fanixe: Atzemio Kalen The Captain: TBD, welcome back buddy Banned Players: Azibo
  11. I should start off by saying I've always found new continuities that borrow from the original work more interesting and easier to get into since their lore can't be as vast as Greg's - I've never read his stories back then and, to be fair, I can't begin to get into them. The Legend of Ignaqua is my favorite fan story because it doesn't let itself be restrained by canon, instead it takes plenty of established characters and does its own things with them. Would you have expected Vakama and Nokama to fight Maxilo to save Hydraxon who happens to be prince? Yeah, me neither, and that's what I love about it. I'm also very invested in The Legend Rebuilt project, but I hope it will make the most of its new interesting setting and cast and manage to stand as its own thing. All this to say that I prefer making Bionicle stories that are completely separate from canon, since I don't know enough about the deep lore to be able to exploit it. I've been tempted to write about a story similar to Ignaqua's, but for now, I've been working on a sort of "G3" with a whole new setting and array of characters. I will keep updating this topic as my ideas develop or change - if this topic gets attention, that is. And, who knows, maybe one day I'll actually write something, or at least try to MOC some characters with Stud.io. For now, let's get into the basics and see if anyone's interested in reading more about it: * In the middle of an ocean once stood a paradise known as Novakia. For millions of years, its inhabitants prospered, living off the plentiful resources of the island. That was until a shadow fell upon the land and swarms of ravenous aggressors invaded the island to plunder it of its precious resources. At the cost of many losses, the inhabitants managed to fight off the invaders, but they did not leave without a gift that would change Novakia forever. The island was fractured and split into a multitude of smaller lands, becoming what would be known henceforth as the Novakia archipelago. For centuries now, the six tribes that once lived together have been maintaining tense relations. Resources are more precious than they ever were before the Great Split. They claim for themselves whatever land they can get, from the smallest isle to the greatest landmass, as long as there are resources to harness. This often leads to tensions escalating, at which point it is required for the tribes' Champions to intervene. A Champion is a warrior who stand out among their fellow tribesmen by being taller, stronger and more enduring than any of them. Each Champions wields ancestral masks of great power passed down to generations. The original Champions once used the power of these masks to push back the invaders that caused the Great Split. Nowadays, the Champions' main duty is to protect their fellow tribesmen from the threats of the elements and wild beasts and to solve disputes between tribes during duel that decide which tribe obtains what good is being claimed - or at least a bigger portion of what they have agreed to share. This tradition has kept the archipelago from erupting into full-blown wars for centuries, but soon the Champions and their tribes will have to unite. For malicious forces are looming slowly but surely over Novakia. * So this is a mix of 2001-2003 and G2 (mysterious island setting, six heroes protecting their respective villages) with 2009 (tribes settling their differences by having two fighters duel). I intend there to be more to it, but I don't want to throw everything at once - I believe it'll be easier for everyone to follow if I publish info little by little. For now, have the names of the tribes and some of their Champions. Fire Tribe: Magnos / Champion of Fire: Oda (♂) Air Tribe: Veralen / Champion of Air: Netek (♂) Water Tribe: Ocelia / Champion of Water : Lagna (...) Stone Tribe: Kallyon / Champion of Stone : ... (...) Earth Tribe: Gaverik / Champion of Earth: Koru (♀) Ice Tribe: Tundris / Champion of Ice: Tanika (♀) Finally, note that some things are bound to change. That includes names of places and characters. I am not satisfied with the name of some tribes and I have yet to fully figure out the Stone and Water Champions. What's even to say some of these elements won't change? For now, I am much open for thoughts and suggestions on the Review Topic !
  12. A reimagining of Lewa and Kongu, built for New Elementary. You can check out the post and more images here: https://www.newelementary.com/2020/11/66960-lego-ninjago-energy-burst-hinge.html Inthert came up with the idea that inspired Kongu's mask.
  13. Hey BZPower. what_year_is_it.jpg It's been a heck of a long while since I've posted anything there. And after years of different PMs going unanswered (sorry), I've finally taken the time to see how many old fangames I could dig up. The point of this is just really for nostalgia. Looking through them takes me back to simpler times. There's no chance that I'm going back to updating that software library anymore. I've more-or-less ridden off into the sunset. But I can at least leave something here and maybe a new topic where people just share old fangames can take its place. Here's the Drive link of games that I've booted up and deemed safe to share. Be sure to look at the Readme document and share this link around: Link Games that I have but won't include: Toa's Quest 3. This game just gave a black screen of death whenever I try to run it. If you think you can fix it and you're not too worried about your own computer, PM me and I'll send it to you as-is. You'll have to run it at your own risk though. Dark709's Comics The Game: This one really did a number on my machine. I don't recommend anyone take this file. But if you have an old computer to experiment on, PM me and I can send you this game. Destiny War 2: Something got corrupted with this one and I can't get it to run. Surprising since it's an RPG Maker XP game and RPG Maker games have shown to be much more resilient than GameMaker or Multimedia Fusion games. Asks: Any copy of Bionicle: The Infestation pre-Silver Edition (released around 2006) would be greatly appreciated.
  14. I have a video call on Halloween coming up, and I thought I'd build myself a mask to get into the spirit of things. (Edit: incorrect verb tense)
  15. Hello fellow Bionicle entusiasts, So you've heard of Bionicle quest for the masks tcg, right? and you played it? If so I have the opportunity of a lifetime for you. Do you like other card games? I do and in those card games there generally exist a little format called draft. You've heard of it, right?, no? Well then let me explain draft is a format where you in turn pick cards form piles until you have a gathering of cards from which you create a deck, sounds fun? yes? Now draft can be done through two methods in most card games, either you buy new booster packs and play with those or you can use a cube which is a collection of cards chosen too work well with eachother in a limited environment. Consider it to be like building your own expansion set to the card game in question. Where you choose what strategys and archetypes you want in your cube. In other words a personalized draft experience that is replayable. Now what does all of this have to do with Bionicle Quest for the mask TCG or play testers? I'm glad you asked because I do actually have a Bionicle qftm tcg cube and draft format in development. Thusly I'm in need of a few play testers, 12 or more to be exact. Why 12? well one game needs six players hence having more than the requiered amount of players will give more varied games and it will make finding flaws in my current prototype build of the cube easier as no game will be the same. Also since qftm isn't to widely played in the bionicle community this will be a good way to see what archetypes or the most common decks people would make is or in other words finding the games meta. Because of this the cube is built based on the base set which will give the most amount of creative freedom for people to go wild. In comparison too if I would have forced archetypes on players. However you might now be wondering well how do I join this project? You can join by dming me either here on the site, on discord or reddit with a list of your qualifications. I do have some criterias though and those are as follows: - Have experience within tabletop simulator. - What times you are available. - Being able to analys things critically. So what are you waiting for if you feel that you fulfill 2 or more of these criterias, why wait enroll today and get a chance at being part of this project. Hope to be able to work with you! //Tarkur
  16. Hello all! It's with great pleasure I announce the release of a Bionicle Heroes mod I've been working on for some time - the first mod on ModDB for Bionicle Heroes! Introducing - Bionicle Heroes: Myths of Voya Nui! https://www.moddb.com/mods/bionicle-heroes-myths-of-voya-nui This mod and a lot of the work within it would not have been possible without help from a few people - Sl0th and Iridium77 from one of my mod teams, Raising the Bar: Redux, who helped me work out the sound and texture formats and how to mod them respectively. Additionally, Hexadecimal Mantis over at Biomedia Project created several scripts that made previewing changes and extracting game content much easier. Finally, maver1k_xvii gave me one of his experimental scripts that, whilst not being used in the development of MOVN, allows me to look through older content in the game, and may lead to some interesting model ports in the future. Now then - on with describing the changes coming to you in MOVN! Gameplay: Toa Part of what I considered a problem in Bionicle Heroes was how the Toa felt tremendously unbalanced - in the majority of encounters, Kongu's fast movement speed and high time-to-kill made him feel like the only obvious choice at Level 1, 2, and 3. Nuparu Level 3 is also very powerful, but carries the penalty of having a mortar attack, which balances him out a bit. My objective with the gameplay regarding the Toa is to pull most of them up to Kongu's level. Given Bionicle Heroes is very much a casual game, I wanted all Toa to be equally fun to play, rather than nerfing Kongu and Nuparu (which would have the side effect of making the game quite a bit harder). A number of changes went into making this happen, across all three levels of Toa, with most Toa at Level 1 and 2 getting extensive changes. Level 3 is the most well-rounded, though some Toa still received buffs and changes here. Overall: -Made all Toa have the same movement speeds and slightly improved turn rates to make all Heroes equally fun to control, as well as an increased FOV. The excruciatingly slow movement of Hewkii and Matoro made them quite frustrating to play, and Hahli, already the least powerful and useful Toa, did not benefit from a movement penalty. As a result, all Heroes now move at Kongu's speed, and all Heroes (including Kongu) turn a little faster to make static elevator sections a little better. The improved FOV helps the Heroes have less tunnel vision and allows you to take in more of Bionicle Heroes' reasonably nice environments. Hewkii, with this change, doesn't really require further buffs - which is why you'll see I made no changes to him. Kongu, of course, was already top-dog in most situations. Level 1 Toa -Raised Jaller's Level 1 firing rate and slightly decreased his damage - his result is a higher and more satisfying time to kill. Jaller is the rapid-fire Hero, and having a weapon that blitzes through enemies is both more fun and interesting than his previous incarnation. The slight damage nerf, however, doesn't make him overpowered at Level 1. -Raised Hahli's Level 1 effective range and her damage. Hahli is by far the least useful and weakest Toa in vanilla Bionicle Heroes. She still does not have as high a time to kill as Jaller or Kongu, but her increased range means she is more viable at mid-range and the damage improvement means she can more comfortably deal with clusters of weak enemies. Using her no longer feels like a downgrade compared to other Toa. -Raised Matoro's Level 1 damage very slightly so he can one-shot weak Bohrok and most Visorak. Stronger Bohrok varieties will still require two shots. This was due to his role as a sniper feeling less powerful when his attack couldn't one-shot basic enemies from the hip. -Slightly raised Nuparu's Level 1 range and damage. Nuparu sees a significant power spike at level 3 but his level 1 and level 2 weapons are very underwhelming, so this aims to make the mortar just a bit more reliable. Level 2 Toa -Raised Jaller's Level 2 firing speed and damage - his DPS at Level 2 was previously very ineffective, but a small increase of both raises them to more satisfying levels. In some ways his Level 2 attack felt like a downgrade compared to Level 1. This ensures a better progression between upgrade tiers. -Raised Hahli's Level 2 range and damage - for the same reasons as raising the level 1 stats. Hahli is one of the only Toa to receive major buffs across all three upgrade tiers, given her previously ineffective status. -Slightly raised Nuparu's Level 2 range and damage - same reasons as raising Level 1 stats. This change ensures that the massive power spike at Level 3 Nuparu feels a little more balanced with previous levels. Level 3 Toa -About doubled Jaller's Level 3 firing speed but decreased his damage a few points - the result is still a higher TTK more in keeping with his rapid-fire attack. Jaller's Level 3 attack didn't feel like an evolution on the design of the character as a rapid-fire close-ranged blitzer. These changes keep this motif whilst also making it the most dangerous incarnation of Jaller. -Increased Hahli's Level 3 beam damage and slightly increased effective range - for the same reasons as raising Level 1 and 2 stats. With this change, with clusters of very weak enemies, Hahli becomes very effective at quickly chaining her attacks between them. Her increased effective range also makes her more useful during boss battles. Examples: Gameplay: Piraka The main problem I felt was present with the Piraka characters was they often weren't true evolutions of their Toa counterparts' attacks, combined with the fact that most of them, with the exception of Hakann and Vezon, had similar attacks. Hakann didn't feel fit for purpose or in keeping with his character, whilst Vezon felt underpowered considering for many players, playing as him may well be their third playthrough of all game levels for 100% completion. My changes aim to make each Piraka feel more like an evolution of their Toa, with the design philosophy being each Piraka should be better than their respective Level 3 Toa in most situations. The exception to this philosophy is Vezon - who, again, as the final unlockable character and most likely the one players use the most on a 100% playthrough, is intended to be better than any other character in almost all situations. Overall: -Made all Piraka have the same movement speeds, FOV, and turn rates as the Toa. I wanted to make sure the Piraka were on an equal footing with the Toa in these respects to keep them from sinking below some of the newly-buffed Toa. -Thok: instead of just a generic beam weapon, Thok now fires out two very strong ice projectiles every 1.2 seconds. These projectiles travel very quickly and also have high range, making him as effective as Matoro at mid-to-long range, though for long-to-very long range sniping Matoro is still king. Thok feels like more of an evolution on Matoro, covering one of his weaknesses whilst not outshining Matoro in long-range engagements. -Hakann: Hakann's attack speed was upped, damage reduced, and some small amount of spread added to his projectiles. To make him stand out further from Jaller, his attacks also have a small AOE damage radius and a small amount of AOE damage, making him better at handling groups of enemies than Jaller and overall more powerful at short range whilst not having Jaller's mid-range capability. -Vezok: Vezok's beam attack received a damage buff and a slight range increase to push it to being a bit more powerful than level 3 Hahli, but otherwise his attack seemed very fitting for him, and received the least tweaks. -Zaktan: Zaktan's rapid-fire projectile attack has been replaced with a shotgun attack with a tight spread, firing four projectiles at once roughly three times a second. His original homing effect remains but the range of the projectiles is significantly reduced, making him a strong close-range competitor to Kongu, but level 3 kongu has slightly more effectiveness at longer ranges. Zaktan's VFX has also been changed so his projectiles are green and the hit VFX is green, too, to better represent his elemental colours. -Reidak: Reidak's sonic beam attack has been replaced for a modified version of the Piraka fragmentation Zamor - now firing at a rate of just over one a second with a reasonable blast radius, Reidak is not the "nuke the screen" option Nuparu is, but he is able to wreak havoc with smaller groups of enemies due to the volume of AOE explosions he can put out, trading reliability for sheer volume -Avak: Avak's rapid fire bullet has been replaced with a slow firing barrage of three explosive bullets which do high single-target damage and have a small amount of AOE, styled after the third level Hewkii attack in Bionicle Heroes DS -Vezon: Vezon has been massively suped-up so he feels properly like an end-game unlock character, whereas before he often fell short of level 3 Toa heroes. He shoots a barrage of four projectiles at a time five times a second with a small AOE, though the damage of each projectile has been reduced and there is a bit of spread. Nevertheless he is now chaos incarnate in most encounters, and ensures the third and final playthrough of Bionicle Heroes for 100% completion is both an exciting romp and a breeze. Examples: Gameplay: Misc There are a number of small inconsistencies and mild issues with Bionicle Heroes I sought to rectify. Unfortunately, due to the lack of true modding tools for the game, actual level geometry and bugs with progression are nearly impossible to tweak at this time. I still feel the overall vision of the mod is achieved through the changes above alone, but there remains room for a more comprehensive overhaul should the necessary tools and breakthroughs in modding knowledge be made. -Made first level start you with only Jaller to reflect the game's canon. This does not affect progression and helps make a new game playthrough more tonally consistent. -Made hero mode in the bonus levels basically unobtainable - it seemed to go against the spirit of these levels as tough challenge levels when usually a third of the way in you'd get invincibility for the rest of it. As a result, Bonus Levels are tougher but feel better fitting in the game's sandbox. -Added Hahli to the starting roster in Thok's boss level, as she's otherwise unobtainable in this level. Going without one of the six core Toa for a whole level arbitrarily felt like a slap in the face for Hahli. Thok's boss level is all-round very unrefined and probably the worst out of all of the Piraka boss levels - I wish I'd been able to do more with his actual level as the other Piraka have vast, interesting arenas where their boss level takes place. Thok feels hard-done by in comparison. -Fixed bug where Thok's ground pound attack and ranged attack were swapped, meaning his ranged attack action would instead trigger the ground pound and vice versa, reducing his effectiveness in his boss fight. He now correctly fires his projectiles at the player and ground-pounds when nearby. This goes some way to making his boss fight a bit more satisfying. Visuals: Enemies Thanks to Iridium77, the workflow for injecting custom textures into Bionicle Heroes was worked out. Whilst it requires manual hex-editing, the results in-game are hard to argue with. I had a few inconsistencies I wanted to work out, and hopefully these changes will make the game a little more visually satisfying for long-time Bionicle fans. -Made Vahki textures more accurate to their set counterparts - the main edit being the headpiece. In the vanilla game they were all grey - their colours are now correct to the sets. Examples: -Made Nidhiki's head texture more accurate to his canon depiction - grey head, green back headpiece. All associated unlock images and splash screens have also been updated -Made all Piraka weapon worldmodels (so the weapon models they hold when not used by the player) more consistent with the player viewmodels, but due to them having a totally different model in all cases with different UVs, this is only an approximate consistency Examples: Visuals: Player Whilst I felt the Toa weapons were reasonably good looking, I felt the Piraka weapons needed more work to look closer to their set counterparts. I did, however, also want to preserve the art style of Heroes, with the alternating elemental colouring on the player weapons. -All Piraka weapons have received texture improvements. Added gold accents to Reidak's player weapon to make it more visually consistent with the set version, but retained elemental colouring for visual consistency with other weapon models in the game. Avak received more dark silver accents to the player weapon and a changed contrast/saturation. Zaktan's weapon had gold accents added and changed a few of the elementally coloured areas to have a better spread of colours between silver, gold, and green. Finally, Thok's weapon got more blue accents to to make a few areas more tonally consistent. Examples: Visuals: Misc A few miscellaneous changes were made visually throughout the game. These are mostly flavourful additions I did for my own interest, though I feel they add to the experience of the mod. -Modified unlock images to be more accurate - the Avohkii uses the cut GUI texture found in the game files (wonder what it's doing there?), and the Vahki use modified images to reflect the changes to their model textures -Restored original status screen from the Bionicle Heroes demo with some additional detail, though colours were inverted since the original was dark coloured and the status screen text is black -Modified main menu screen to use a unique logo for the mod! Examples: Little crusty but the version in the files is quite a bit lower resolution unfortunately Wrapping Up Bionicle Heroes: Myths of Voya Nui is currently complete, and is playable now, over at ModDB: https://www.moddb.com/mods/bionicle-heroes-myths-of-voya-nui More videos will be appearing on my YouTube account like the ones above showing the new gameplay in action with annotations to say what has been changed. It's been a fun time, and I'm thrilled to be finally able to release a mod for Bionicle Heroes after reading about so many modding attempts over the years. If you want to know how I did much of the above, check out the following wiki, where modding Bionicle Heroes is actively being documented! I encourage you to give it a go - with the tutorials I've placed onto the wiki, more aesthetic mods like music changes and more are very possible! https://bionicle-heroes-datamining.fandom.com/wiki/Bionicle_Heroes_-_Datamining_Wiki Your myth will begin soon, Toa Heroes! Stay tuned!
  17. Inspired by this thread, specifically this post: ...I've decided to compile a list of all the origins of the names of the Matoran from early G1, as a lot of them seem to be derived from real words and names. I can't figure out all of them, so I figured we might be able to build this together. Bear in mind that I'll have to work with all characters' original names where possible, and I only intend to list the most likely etymological sources. I'll also include all Toa and Turaga. Ta-Matoran Aft: Albanian; "warmth from a fire."Agni: Sanskrit; "fire," also the name of the Hindu god of fire.Aodhan: Gaelic; "little fire," or a diminutive of the name of the Irish cthonic god Aed.Brander: English; denotes a person who brands something, or marks it with a branding iron.Jala: Rotuman; "to burn."Kapura: Maori; "fire."Kalama: Hawaiian; "the torch."Keahi: Hawaiian; "the fire."Maglya: Hungarian; "pyre."Nuri: Hebrew; "my fire."Tahu: Maori; "to set on fire."Takua (who wasn't initially an Av-Matoran): Maori; "ship." Might also be Swahili for "piety" or "devoutness."Tiribomba: Romanian; "firecracker."Vakama: Fijian; "to burn."Vohon: Ukrainian; "fire."Ga-MatoranAmaya: Japanese; "night rain."Gali: Gamilaraay or Indonesian; "water."Hali: Finnish; "hug." 'Cuz she's wholesome...?Kai: Hawaiian; "sea." Japanese; "ocean." Estonian or Basque; "pier."Kailani: Hawaiian; "heavenly sea" or "sea and sky."Maku: Maori; "moist" or "moisture." dontmakeajokedontmakeajokedontmakeajokeMarka: Finnish; "wet."Nireta: Greek; "from the sea."Nixie: English; a treacherous water-spirit derived from European folklore.Nokama: ?Okoth: Luo (or some western African language); "born while it is raining."Orkan: Various languages; "whirlwind" or "hurricane."Pelagia: Greek; "of the sea."Shasa: Unknown African language; "precious water."Vhisola: Unknown African language; derived from "Visola," meaning "longings are waterfalls." Le-MatoranBoreas: Greek; the name of the god of the north wind.Kongu: Maori; "overcast."Kumo: Japanese; "cloud."Lewa: Hawaiian; "sky" or "air."Makani: Hawaiian; "wind" or "to blow."Matau: Maori; "fishhook," "knowledge," or the Uncinia genus of sedge. Can also mean "right," which Lego may have referenced in LoMN.Sanso: Undertale; a fat skeleton with an added "o." Nah, just kidding, it's Japanese for "oxygen."Shu: Egyptian; the name of the god of air.Taiki: Maori; "wicker basket" or "atmosphere." (He's from the Metru Nui arc, but there seems to be some reasoning behind the name nonetheless.Tamaru: "overcast."Tuuli: Finnish; "wind."Vira: Swedish; "to wind." Possibly a pun on Lego's part.Po-MatoranAhkmou: ?Ally: Unknown Celtic language; "stone."Bour: Unknown African language; "rock."Epena: Hawaiian; "stone."Gadjati: Serbo-Croatian; "to shoot" or "to aim for."Golyo: Hungarian; "ball."Hafu: Rotuman; "stone, "brick," or "rocky cape."Huki: Maori or Rapa Nui language; "to strike" or "digging stick," respectively.Kamenrider: Serbo-Croatian; "stone."Kivi: Estonian; "rock."Onewa: Maori; term for a stone adze. Can also refer to basalt.Pekka: Finnish; given name equivalent to "Peter," which is derived from the Greek word "petros," or "stone."Piatra: Romanian; "stone."Podu: Romanian; "bridge."Pohatu: Maori; "stone."Ko-MatoranArktinen: Finnish; "Arctic."Ehrye: ?Jaa: Estonian; "ice."Jaatikko: Finnish; "glacier."Kantaicollection: Japanese; "frigid zone."Kokkan: Japanese; "severe cold."Kopaka: Maori; "ice."Kopeke: Maori; "cold" or "coldness."Kylma: Finnish; "cold."Lumi: Estonian; "snow."Matoro: Maori; "to investigate."Nuju: Finnish; derived from "nujuta," or "to play." Possibly a reference to Bionicle as a toy or a nod to Lego's name, which is a Danish portmanteau meaning "play well."Pakastaa: Finnish; "to freeze."Talvi: Finnish; "winter."Toudo: Japanese; "frozen soil."Onu-MatoranAiyetoro: Nigerian; "peace on Earth," most likely a pun.Akamu: Hawaiian; a surname.Azibo: Egyptian; "earth."Damek: Czech; a diminutive of "Adam."Dosne: Unknown Celtic language; "from the sand hill."Gar: ok this is from '07 but THEY LITERALLY NAMED HIM AFTER A FISH AOIDNEOWHEFSDFISEFUBKaj: Swedish; "quay," which is apparently a word. Also a Danish derivative of the Latin name "Gaius," which is taken from "Gaia," the Greek personification of the Earth.Mamru: Japanese; alternate spelling of "Mamoru," or "earth."Midak: possibly a misspelling of the Greek name "Midas," linking gold to his use of lightstones. Note that this name was only retroactively assigned to this character in '08.Nuparu: ?Onepu: Maori; "sandy" or "sand."Onua: Unknown African language; "earth and strength."Haf--er, Taipu: Maori; "dune."Tehutti: Egyptian; derived from "Tehuti," an alternate name for the god Thoth. Some baby name sites misattribute him as a god of the Earth, sky, and sea.Whenua: Maori; "ground."Zemya: Serbo-Croatian; "Earth," referring to the planet.Other/Non-MatoranGraalok: ?Puku: Maori; "stomach." Could be a nod to the fact that crabs are commonly eaten as seafood.Akamai: Hawaiian; "clever." Ironically, this makes more sense for Wairuha, who embodied wisdom where Akamai is valor.Wairuha: Derived from the Maori word "wairua," or "soul."Makuta: Javanese; "crown," referencing his megalomania.Umbra: Latin; "shadow." Probably a joke by Lego. (Yes, he's from '06, but it's too conspicuous not to mention.)Wairuha: ?Should I make these threads for places and Rahi, too? Let me know if you'd like to see that or if you know where any of these names really come from.
  18. WALL OF HISTORY Wall of History is a web archive of the entire BIONICLE legend — in an accessible, easy-to-read format. We currently host all the BIONICLE animations, comics, novels, podcasts, and story serials (plus a bit more), compiled into a single, interwoven narrative. If you'd like to keep up with Wall of History's continuing development, I'd encourage you to follow our official Twitter account and Tumblr blog.
  19. video for a bionicle mask of light reanimated collaboration (UPDATE): the full version of this video. This is better.
  20. Built using digital bricks in Bricklink Studio. No parts were harmed clipped in the making of this build. Glossy render kindly supplied by Marko (aka Cezium) via Blender 3D: www.flickr.com/photos/cezium/ A System build of a Bionicle symbol (so I'm now like 60% sure I posted this in the wrong forum...) - EDIT: Instructions for a new version of this MOC are now available from my Ko-fi page: https://ko-fi.com/s/2ba937f4e5
  21. Hi all! Please check out and support my BIONICLE project on LEGO Ideas! BIONICLE Legacy aims to please longtime fans as well as potentially attract new ones. I wanted to remain faithful to original story motifs while also leaving an element of open-endedness so as to encourage a wider appeal. BIONICLE Legacy: Storytelling with the LEGO Brick My questions for you all are as follows: #1. In a future update, I feel like I need to further justify why Takua is included as a figure. I think adding another play feature for Takua would be beneficial. But the total piece count for BIONICLE Legacy is already at ~2850, so I’m trying to think of something that could be economical parts-wise, but also add play value to the set. Any thoughts? #2. Do you have any advice about other fan groups you may be aware of that may be interested in supporting this idea? Where else can this idea be promoted? I hope you can help this project get on shelves as an official set! Thank you!
  22. I don’t even know if this is the appropriate place to put this. I would have put it on the Biomedia Project forums, but they apparently don’t exist anymore. My family got digital cable sometime in 2005, and I was addicted to Comcast’s On Demand service for a really long time, particularly Cartoon Network. Video On Demand was a relatively new concept at the time, and perhaps because of that, it was really light on the advertising, at least with kid shows. There would be a short sponsor plug at the beginning, and sometimes, but only rarely, a full commercial after that, then your show. Well, sometime in late winter/early spring 2006, I was greeted by this sponsor plug: It had some kind of moving blue background, waves, I think, and the Piraka logo popped up. That was it; there was no commercial following it. Now, I was very into...well, I wouldn’t call it “piracy,” but I liked to record the On Demand episodes onto DVDs because the lineup rotated regularly for some of the shows. This bumper was used for a pretty long time (several months, I think) so I was able to record it multiple times to DVD. Alas, those discs are all gone, along with this short sponsor plug. It’s not on BIONICLE Media Project, nor anywhere else, I think, despite these kind of bumpers being all over YouTube. Lost BIONICLE history, no matter how small, is still lost BIONICLE history, and I don’t think there’s any hope of recovering it unless someone else happened to record it at the time and still has it. Or find out what ad agency made it and see if they have it in their portfolio. Would anyone be able to help find this? It may not seem worth the effort, but I kind of feel responsible for it being lost, seeing as I recorded it and then lost the discs...
  23. A few friends and I teamed up for a revamp of the Phantoka wave from 2008 (Mistika may or may not be coming soon). Any of you familiar with me won't be surprised by which character I took a swing at. For my interpretation of Pohatu, I took things down a "bioformer" route, taking his twin-rotor helicopter inspiration more literally than the set did. Interesting how only recently an official Lego Osprey was cancelled which had the exact same colour scheme! Make sure to check out the other mocs in this collab, to which I have placed links in the description - and massive shoutout to Buttloaf for doing a fantastic job on the photo editing.
  24. Well here we are, ladies and gentlemen. Artakha - The Forge Lord by Mohamed Marei, on Flickr Artakha has always been one of my favourite canon characters. Whenever I used to imagine him, the main characteristics that would resonate in my head would be his aura of elegance. My portrayal sought to depict that element and bring it to focus. Artakha - The Forge Lord by Mohamed Marei, on Flickr He also wields a Warhammer, which I wanted to keep as simple as I could without losing on that unique touch. A side view: Artakha - The Forge Lord (side) by Mohamed Marei, on Flickr Back view: Artakha - The Forge Lord (back) by Mohamed Marei, on Flickr And here's the deconstructed view. Tried to dismantle the bigger parts while leaving the sub-elements intact. https://flic.kr/p/2jJDnuR Anyways, I hope you guys enjoy this MOC as much as I have enjoyed building it! Link to the contest post: https://board.ttvchannel.com/t/bionicle-canon-contest-2-meet-the-maker/55451
  25. Had this moc made since 2017. Thought it was time to give him an upgrade and post him. Check out my flickr and Instagram pages for more. Flickr: https://www.flickr.com/photos/102848133@N04/with/50035364061/ Insta: https://www.instagram.com/awesomenessborn/ ~Borne
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