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  1. CorpusRahkshi All around you is the dark. It is all you have ever known. A liquid gloom that swaddles you better than any blanket, that keeps you safe from the burning gaze of the sun. The only light you need-the only light you want-is the dim green glow that oozes from the crystalline confine that is your entire world. Oh there’s definitely something beyond the glassy walls that cocoon you, but they are dim shadows, patches of deeper blackness within the blackness, beyond your concern and ability to care. You have your world of green gloaming. And it is good. Then suddenly, pressure. Pulling you and pushing you all at once. Squeezing your boneless body through pipes and tubes you hadn’t known ever existed and now desperately wish didn’t exist at all. You are forced, squirming every inch of the way, further from your old home and towards-Ah! Towards pain! You are pressed into something unyielding and cold, so cold! The ooze that held you before was merely cool, this dread chill is new, sharp and biting like you are caught in the maw of some icy beast. Your next new experience is gravity, as you tumble freely until the ground rises to meet you in a cacophonous clang. You begin to realise from the cold, the noise, the inflexibility of the prison you find yourself in that you have gone from a womb of slime to a womb of steel. The metal may close around you tightly, but you are aware that it stretches out far beyond the normal reach of the strip of meat that is your body. Stretches out into gangly limbs, all four naught but metal but…you can feel through them? You’d question how that works but you’re flooded by fresh sensations. Your eyes see better now, freed from the murk of viridescent crystal, and the dark holds no secrets from them as you take in every detail of the cave you find yourself in. You can feel the slight breeze that wafts through the air, bringing with it a smell of musty dampness. You’ve never smelt anything before. It’s…weird. But none of this, not the sight, not the smell, not the sensations, none of it compares to the raw power you can feel flowing through the new you-all of the new you, flesh and metal. You start getting these new limbs in order. Two end in broad feet that are seeking purchase even before you plant them firmly beneath you. Two others end in a tangle of fingers, each one tapering to a wedge-like claw that score shallow gouges into the rock as you push yourself upwards. Standing for the first time is hard. You hadn’t understood how complicated legs were before, there’s so many minute differences in weight and balance that threaten to topple you right back down again. You fight the urge to hold your arms aloft like wings, letting your joints learn how to compensate. Once you’ve mastered standing up, all you want is to run. To chase. To hunt. You want to scale every height of a mountain, to tear down every tree in a forest. Boundless energy bursting through you, its fantastic! Before, when you were tiny and blind, you just felt safe because you were comfortable. Now you feel safe because you’re strong! You could take on the world and win! You need to do something to stamp your place in this new world, something to tell anyone who can hear that you are here now and aren’t going to leave any time soon. The armour plates around your head respond to your subconscious will, pulling back to expose the stub of raw flesh that is your head as you open your mouthparts and scream. It is a scream of defiance backed by the staccato rattling of the spines on our back, a scream to put fear in the hearts of anyone who would see you killed or thrown back to that half-life you now realise you led before. You are here to stay! You…are Rahkshi! Over in the furthest reach of the birthing chamber, hidden behind illusory weaves of shadow that even your eyes could not see through, the Makuta who has been watching the whole scene smiles. For it is good. Welcome! ~From the Notes and Observations of Makuta Tridax, Master of the Isle of Nynrah~ Rahkshi. They have always been our stalwart servants. Our eyes, our ears and, if needed, our iron fist. The production of kraata and the design of their armour has been perfected over the many millennia we have been using them so that they are now a shining example of what the biological and the mechanical are capable of when working in unison. Which is why it is somewhat perturbing that they seem to be changing. The “fault”, as I shall call it for now, is a development in their cognitive abilities, allowing them both a range of thought greater than their usual bestial processes and a better capacity to express these thoughts. Put succinctly, they’re getting smarter. Kraata which should be little better than mindless animals seeking to spread corruption purely on instinct are reasoning, imagining and even philosophising. I wouldn’t expect these traits, certainly not to this level, from anything short of a full blown Shadow Kraata yet we now have new-spawns displaying them left, right and centre. It is truly fascinating. At first we were unsure of what to do with this new breed. Study them? Train them? Destroy them? There were a number of voices in favour of that latter option but fortunately saner heads prevailed. After all, who knew what kind of use these smarter Rahkshi could have. Imagine a squad of them with teamwork and co-ordination to rival that of Toa teams. Imagine being able to produce strategic geniuses by the handful instead of waiting for likely to generals to rise through the ranks. Imagine Rahkshi who could be expert spies or assassins instead of simply living wrecking balls. With this ridiculous extended skirmish the Dark Hunters have declared on us entering its tenth year some more advanced troops in the field would help enormously with keeping the regions we possess pacified and under control. Though personally I find myself more intrigued by the scientific possibilities of what this might mean for my fellows and I. Evolution in the kraata could mean another step of evolution for we Makuta, and I wish to be ready if we undergo any more radical changes. The answer to our curiosity and wariness towards the new breed was to re-use our leader’s solution to the Matoran Civil War: stick everything in a box and wait to see the results. And so the Corpus Rahkshi academy was born. A place to properly keep them. A place to properly train them. A place to properly keep an eye on them… Ah Rahkshi. We all know they’re pretty awesome, and this RPG is all about them. Basic summary is that, for whatever reason, the Brotherhood of Makuta’s Rahkshi have started getting smarter. An increasing number of them are no longer behaving like feral creatures but have begun developing personalities and increased intelligence. The Makuta decided they’d keep these Rahkshi around rather than atomise them so created a big old school to teach them and, if need be, contain them. You play as one of the new Rahkshi. Sorry, no exceptions. You’ll be joining the student body, and get to undergo the daily life of a walking weapon being trained by a (quite literally) shadowy organisation. What could possibly go wrong? Locations ~From the Notes and Observations of Makuta Tridax, Master of the Isle of Nynrah~ I was deemed to most suitable to oversee the Corpus Rahkshi project. I am one of the Brotherhood’s chief scientific minds, and the one least likely to simply give them more teeth and let them loose on an innocent population. Yes Chirox, I know you’re reading this. In addition I control the island of Nynrah, giving me access not just to some of the most industrious and ingenious craftsmen the world has to offer but to the resources and infrastructure those same craftsmen use to ship raw materials and finished products. The perfect place to ensure a small army of Rahkshi are properly housed and maintained and enable any damage they cause to be rapidly fixed. There’s no other way of saying it, I was the perfect choice. The academy was constructed using a pet project of Mutran’s; that odd growing rock he is inordinately fond of. Given an energy supply to prevent it consuming the students and proper constraints to mould it into appropriate shape, it allowed us to quickly develop and construct an adaptable and self-repairing building to hold the Rahkshi. Most useful. The RPG takes place in the eponymous Corpus Rahkshi Academy, a castle-like building on its own island just off the south coast of Nynrah. The centre comprises of four blocks of accommodation enveloping a square courtyard, with longer wings on its east and west flanks. Built out of the same stuff the Mountain on Xia is made of, it can fix itself up in case of…incidents and be reconfigured if a room needs to be repurposed. And speaking of rooms, here’s a few of the more important areas within the school grounds. The Gymnasium ~From the Notes and Observations of Makuta Tridax, Master of the Isle of Nynrah~ Physical training is of course a must. If we intend to put these Rahkshi into the field as soldiers then they’ll need to be in peak condition, and versed in all forms of combat and warfare. The Gym is a huge hall, large enough that its almost its own separate building tacked on to the east side of the academy. In its base state it is a big, empty, upturned bowl but it is the most malleable of the all the school facilities. Want a duel? It can manifest an arena. Want a naval battle? It can simulate water. It has been specifically created to provide any imaginable threat to keep the Rahkshi on their toes. The Library ~From the Notes and Observations of Makuta Tridax, Master of the Isle of Nynrah~ Since the students have been blessed with advanced minds, let them make use of them. Intelligence in one’s underlings is like a flower; for it to properly bloom it must be given the right ground to take root in and sustenance to feed on. And, if needs be, a bit of pruning from time to time… The Library, located in the Academy’s west wing, is full of a surprisingly diverse range of subjects. There are the obvious books on martial arts and tactics, but they share the building with tomes on anatomy, zoology, engineering, chemistry, architecture, with encyclopaedias, and a seemingly endless catalogue of historical archives. Sure the warfare section is noticeably closer to the entry as a subtle hint, and the histories have been edited and worded with a Makuta-favourable bias but hey, its the thought that counts right? The Refectory ~From the Notes and Observations of Makuta Tridax, Master of the Isle of Nynrah~ Its a necessity that the Rahkshi be fed, but I see no reason to go to any extensive expense or strife to do so. They are here to learn, not to feast. In the Academy’s eastern wing, conveniently close to the Gym, is the Refectory. It is fairly uninteresting architecturally, being little more than an enclosed box lined with long dining tables. But as the place where all those growing kraata go to eat it’s a focal point of interaction and communication. Shame the only food they serve is a kind of thick gruel, high on nutrition but low on taste. Dormitories ~From the Notes and Observations of Makuta Tridax, Master of the Isle of Nynrah~ Some say we have been a little overly optimistic in how many dormitories we have, since the entire south block is, at present, entirely unused. I say that is an unimaginative viewpoint. There’s always a use for an empty room or fifty. Along with the courtyard that they surround the dorms form the central hub of Corpus Rahkshi. Each room houses a single Rahkshi and are not particularly spacious, containing just one bed and a boxy cupboard for storage. The idea being that such spartan living will encourage the Rahkshi to go out and fill their days with activity rather than laze around listlessly. And for the cleaning and maintenance of their armour suits, each floor has its own washroom, communal arrangements complete with cold and colder running water. Chirox Causeway ~From the Notes and Observations of Makuta Tridax, Master of the Isle of Nynrah~ Technically the students are not permitted to visit the mainland, however in practice there is nothing really that can be done to stop them short of keeping them in chains every second of every day. And thats really only a last resort solution. So I have endeavoured to make the journey, if not exactly perilous, then at least…entertaining. Rather than have a bridge connecting the Academy’s island with mainland Nynrah I had placed a series of irregularly positioned hexagonal pillars, the idea being that the students gain some small manner of exercise from jumping across or flying through them. The name comes from the causeway’s likeness to a set of teeth rising from the sea, and we all know how our esteemed colleague prefers his monsters toothy. Still reading, Chirox? If you want to go from the Academy to the mainland by foot then you must use the Chirox Causeway, a network of pillars all at varying distances and heights. The students, being Rahkshi, can of course just fly over but some like the challenge of trying to navigate the Causeway’s twists and turns. Off Campus Locations ~From the Notes and Observations of Makuta Tridax, Master of the Isle of Nynrah~ The island of Nynrah -my island of Nynrah- is the ideal place for an assortment of unknown quantities like the evolved Rahkshi. It is out of the way of any random passers by, has a nearby harbour to ship in supplies and, potentially the most useful of all, is home to the famed Nynrah Ghosts, craftsman without equal. At first we tried forbidding the students from visiting the mainland…and every single one of them ignored the order. So until we can train or breed this disobedient streak out of them we have compromised and requested they keep their excursions restricted to night hours. The Academy is not the only location in the game. Nynrah plays host to it and there are areas where the student body likes to frequent. The Ghosts are perfectly happy to sell their wares to the students, who usually pay by doing odd jobs or helping out in small ways. And while it is generally frowned upon to visit them during daylight, its not really going to get you any serious repercussions if you do. Just…try not to get caught. Phantom-on-the-Water ~From the Notes and Observations of Makuta Tridax, Master of the Isle of Nynrah~ The Ghosts are an illusive kin. It is how they earned the name after all. So I only feel confident saying that Phantom-on-the-Water is the only village entirely comprised of the craftsmen if I am permitted to affix the addendum “that we know of”. Spanning either side of the River Eidolon it is a mess of smoking chimneys and glowing furnaces, with dying embers and the sound of hammers filling the air. Nothing is ever still, nothing is ever quiet. I suppose it would appeal to a certain sort of person but I personally prefer peace and solitude in which to contemplate important matters. For their part the Ghosts seem unexpectedly happy at having the Academy nearby, possibly as having a building full of Rahkshi just next door discourages any snoops seeking them out. To most of the outside world Phantom-on-the-Water is just another village full of Fe-Matoran and the industry they love. It churns out well-made but none too special weaponry, maybe a few more ornate trinkets from time to time, but is otherwise indistinguishable from the other settlements on the island. But what the Brotherhood, and by extension you the players, are aware of is that is it headquarters for the ingenious Nynrah Ghosts, a group of Matoran who have always been a bit…looser with their morals than others. Either through avarice or sheer love of their craft they’re generally quite happy to make anything if offered the right price… The Cauldron After running through Phantom-on-the-Water the River Eidolon ends at a series of steep cliffs known as Blacksmith’s Bluffs. Where the course of the river stays truest it has managed to wear these cliffs down into a sandy beach the Ghosts use as a harbour for shipping. But the river splits off into a delta of many little streams and tributaries, most of which aren’t strong enough to erode the cliffs down and instead wind up spilling over the edge as a number of waterfalls. And the largest and most powerful of these falls has wound up carving away at the base of the cliffs, where the hammering of waves already weakened it. The combined might of all that water has opened up a fairly sizeable cave that, due to the turbulent curtain of spray that conceals it, has become referred to by the Ghosts as the Cauldron. They use it for smuggling as, so far at least, the Brotherhood is unaware of its presence. The Rahkshi students, on the other hand, know full well it exists and have adopted it for a similar purpose; smuggling and storing items otherwise considered contraband, be they specialised weaponry or just food nicer than the slop served in the Refectory. On the subject of Rahkshi ~From the Notes and Observations of Makuta Tridax, Master of the Isle of Nynrah~ Anyone with the clearance to read these notes is already well aware of what Rahkshi are capable of. I see no point in compiling a list of what everyone already knows and don’t appreciate having my time wasted on such pointless tasks. ~From the Notes and Observations of Makuta Tridax, Master of the Isle of Nynrah~ …I have been informed that for the sake of completeness I need to make a short reference piece on what Rahkshi can do in case the students demonstrate greater prowess. Very well then. In terms of sheer physical strength Rahkshi are blessed with greater power than their somewhat gangly frame would suggest. They’re much stronger than Toa, and could even give one of the Skakdi a decent challenge in an arm wrestle or other such test of brawn. With this strength comes a good deal of durability; extensive testing has concluded that a Rahkshi could be thrown or driven through a solid stone wall without any permanent damage. However that is not to say they could shrug it off, their armour does feel pain. It was necessary to give them tactile senses so they could feel temperature changes, know if they were attacked from behind, pick things up without applying pressure enough to crush them, etc. We were at least able to make it so a Rahkshi armour keeps the kraata inside relatively safe from exposure to light, which even the new breed remain depressingly vulnerable to if bright enough. Their metal casings stop sunlight from burning their skin but do little to stop it affecting their sight; Rahkshi are like Onu-Matoran, their vision is near-perfect in the dark but tends to blur or fade the brighter the light gets. The fault in the new breed that gives them their intelligence also allows them to fight down the instinctive fear and dislike of sunlight but it still tends to disorientate and confuse them, a weakness which should leave them once they mature enough. All the more reason for the academy to exist, to train them up to a level they are high enough to shrug off these detrimental effects altogether. From strength to speed but alas, this is nothing too special. It was impossible to engineer the armour to be any faster than normal without it also wearing through its joints at an alarming rate. Their reaction speed, on the other hand, is suberb. A Rahkshi would have no trouble snatching a thrown knife or Kanoka right out of the air, though launched projectiles (a cordak or zamor sphere, for example) would give them a bit more trouble. Rahkshi on the whole, though, are better built for cross-country, their durability giving them excellent stamina, their long limbs giving them a decent stride and broad feet providing excellent traction. Assuming they stick to land rather than simply taking to the air a Rahkshi could keep running for days on end. These estimations are, of course, barring the use of any powers the Rahkshi have. And speaking of powers, those seem to be developing as normal in the new breed. Whatever fault they have that has changed their mentality has not changed that much, at least to the limited degree they have developed so far. And, for anyone voicing their doubts on the significance of the change in our Rahkshi, or questioning what military use this study of them has, I remind those voices that we never expected even the original Rahkshi to able to form Kaita. Yet look how useful a trait that was and continues to be. And yes, for the record, the new breed have demonstrated the capability to form Kaita, which only leads me to question what is going through three of these more advanced minds when they're all crammed into one body. Which finally leads me to the newfound intelligence of the Rahkshi. It differs a little between each individual, as it does with any sapient species, but the new breed seem to have brainpower in the same range as your average Matoran. Which is interesting as, so far, they're still all at a fairly early stage in their development. Will their intelligence continue to grow as they level up? And if so, how smart would a new breed be at the sixth stage? Or as a Shadow Kraata? Perhaps we already have level six Rahkshi with the same fault and they're smart enough to conceal it. Its certainly easy to overlook or miss even in the confirmed cases. I know many of my fellows believe that their inability to speak Matoran means the new breed are still little better than rahi, but this is purely a physical limitation. They understand Matoran, and often many other languages, perfectly fine but their mouths are just not built right for the job of speaking it...so they've developed their own language. Its spread through the school like wildfire, all the students have mastered it. And I recently discovered a few of the Ghosts had picked it up as well, I suspect in anticipation of what constant customers the students may become. With this in mind we may need to curtail visits to the mainland a little more... Playing as a Rahkshi means you get a few advantages, what with being encased in solid metal and all. You’re stronger and tougher than you would be as, say, a Toa. You’re nowhere near invincible but you’re packing enough brute power to give anything that isn’t Krekka level brawny a really bad day. Oh, but since kraata are mentally linked with the armour they inhabit (since thats how they move it and all) you’re going to feel any damage that gets inflicted upon it. Basically you can’t pull a Black Knight and claim losing an arm ’tis but a scratch is what I’m saying. You start as a fairly newborn kraata, which would normally put you at level one but thanks the boost from being made Rahkshi and the few months you’ve spent training at the academy your powers are currently at the second level. This would be so you have powers that might be of some actual use, though you’re not quite at the point where you could level cities so a bit of creativity and imagination in how you use them is going to go a long way. This would also make them, in human terms, something akin to teenagers. You can also fly, a standard Rahkshi ability, an action which takes about as much energy to maintain as a light jog. You also need to be able to get into the ‘reclined’ position, but thats only going to be a problem if you’ve got a trapped foot or something. Kaita are also possible, though there are a few restrictions on forming them. First, they can only be formed by characters from three players, no roping in a couple of NPCs to make yourself suddenly bigger and stronger. And each specific combination requires a profile be filled out and approved beforehand of what the Kaita would look like and what additional power it gets upon formation. Finally, in a slight change from how Rahkshi Kaita usually work, the minds of all three participants are present and have the potential to control the one body, but they have to be working together to maintain the fusion. You can't simply have one player performing one action while another makes an entirely different and separate attack and the third trying to retreat because that loss of unity will result in the Kaita simply dissolving back into three Rahkshi. You need to all be working together to the one goal, co-ordinating your efforts as a team for the Kaita to actually work. The Staff You guys and your Rahkshi aren’t the only ones at the school, naturally. It has a small contingent of staff in place to act as anything from teachers to janitors. Growing Rahkshi need a lot of looking after you see. Here’s a bit more detail on the characters who’ll be doing their best to keep you in line. Tridax ~From the Notes and Observations of Makuta Tridax, Master of the Isle of Nynrah~ I feel it would be no exaggeration to say I was really the only possible choice for the position of Corpus Rahkshi’s headmaster. In addition to the many advantages my rank and position gives me I am one of the few Makuta who takes a very serious scientific interest in kraata and their development. While lesser minds are content to simply create monster after monster, I find my interests leaning towards understanding and improving those creatures that are, after all, a part of ourselves. The Makuta of Nynrah, put in charge of Corpus Rahkshi possibly because he kept telling people he was the best man for the job more than because he actually was. He doesn’t really consider the Rahkshi to be people or individuals, but tools. Weapons. Things he can study and examine, like an entomologist pinning butterflies. Fortunately his other duties with the Brotherhood keep him relatively busy and he tends to leave the day to day running of the school to his subordinates Suvak and Palma. Suvak ~From the Notes and Observations of Makuta Tridax, Master of the Isle of Nynrah~ Suvak is a Skakdi, a veteran captain from the wars of Zakaz who was forced into, shall we say, early retirement when a particularly nasty battle took the arm, leg and most his face off the right side of his body. Cybernetic replacements for these were the payment that lured him into being Corpus Rahkshi’s Drillmaster. If I were to describe him in a few words it would be ’solid’ or perhaps ‘dependable’. His tactics in Zakaz were all tried and true, tested through use in repeated battles, which won him a few victories but ultimately got him outwitted by one of the more imaginative warlords who preferred to invent their own strategies. Still, we need no battles won, we need someone who knows how to handle and train very dangerous individuals, and I feel confident leaving our students in his somewhat predictable hands. Despite the fact that he is technically only in charge of the students’ physical training, making him a glorified PE teacher, Suvak is generally the one who handles most of the academy’s daily business and is directly under Tridax in the hierarchy. His right arm and leg are entirely mechanical, the silver and grey stark against his natural green and gold colouring, as is the metal plate covering the missing half of his face. But don’t think that makes his eyesight, or his laser vision, any less accurate. He is not quite as harsh a taskmaster as Tridax seems to think he though, as he is a decent enough commander to understand that down-time is not just important but pretty much necessary. You can’t keep your troops constantly wound up or they’ll snap, so he is perfectly happy to let the students do what they like with their time off regardless of how little military potential Tridax may see in it. Palma ~From the Notes and Observations of Makuta Tridax, Master of the Isle of Nynrah~ Someone was needed to make sure the students were kept hale and hearty, and given how likely, or rather certain it was that the students would injure themselves or others that someone needed to be very very good at their job. I selected Palma for this task, a Rahkshi that has been in my service for many years now. Its knowledge of medical matters is unrivalled by any, and I would say outclasses even some of my fellow Makuta. In addition I feel that, as a loyal and well-trained Rahkshi, it makes an excellent example of what the students should be aspiring to. Palma is a Rahkshi of Quick Healing, and while not one of the new breed has intelligence enough from being a full-blown Shadow Kraata that she can match wits with them. Oh yes, thats right, Palma identifies as female, something she has only started to do in recent months. Seems the personalities of the students might be a little catching. Normally a bog standard brown and black, the colours of her kind, she’s adopted the practise of colouring the armour plates of her shoulders white with crossing red bands running across them, signifying her more supportive medical role. Though school nurse is not the limit of her role, she also acts as unofficial teacher of biological and anatomical matters that the students ask after, a fair number wishing to become healers themselves. The Porters ~From the Notes and Observations of Makuta Tridax, Master of the Isle of Nynrah~ The Porters are a batch of what I understand have been named ‘Fohrok’ by some of the underlings within the Brotherhood. Admittedly the last time we commissioned an army of these machines it did not turn out so well, but after promising not to exact any more vengeance on the Ghosts once we had eliminated those responsible for that fiasco we managed to broker another deal. We have a small platoon of them to carry out maintenance and fix things the living building cannot fix itself. And, for reasons I cannot explain, they have a bizarre fixation on the flower beds around the dormitory courtyard. Curious. Carrying out most of the more menial tasks are the Porters, funny little things that can often be seen rolling about the school heading to whatever needs fixing. They’re harmless really, and quite polite in a passive and completely silent way. If you get in their way they’ll just stand stock still, chittering slightly, until you move. Still enough of them in one place, with their yellow and black colours and unblinking glowing eyes, and they bear an unsettling resemblance to a swarm of large land-bound wasps. Their unusual fascination with tending the small garden in the dormitory area is a little gift from the Nynrah Ghosts, this time being a bit more subtle in their efforts to prevent the Fohrok being used as an army. Assignments ~From the Notes and Observations of Makuta Tridax, Master of the Isle of Nynrah~ Most of the time I am happy to let the Rahkshi simply develop as they will. Why force a natural strategist to haul weights, why teach a keen healer to break bones rather than set them, why cage a skilled martial warrior within a prison of books? The students each have different talents, often depending on their personalities rather than powers, and any talent can have a purpose to someone with enough reason to see its use. There a few occasions where I feel a little more…direction is needed. Just to give the students a push along the right path. These assignments will usually be long term projects for the students to complete but I understand Suvak is planning a few that are a little more instant in their gratification. This RPG is, in general, a sandbox that simply lets you play around with the fact that you’re in a high school made for and filled with Rahkshi. But if the inevitable craziness that will ensue from that premise doesn’t sate your role-playing needs then the Corpus Rahkshi staff will be giving your characters various projects or missions. Think of them as mid-terms. The first of these projects will be started as soon as the game gets off the ground. These assignments are not mandatory, but taking part and completing them will give you a decent boost to your experience and boost how fast you level up. Profile To join up you’ll need to write up a profile and get it approved (with this rule and profile also applying to any Kaita you wish to form). I’ll go a bit more in depth into what each one is about but if you think you’ve got the hang of it then here’s the basic form for you to copy and fill in. There is currently no limit on how many characters you can create. Name: Variation: Level: Gender: Gear: Appearance: Personality: Bio: And with that here’s a little more information that should help answer any questions you might have, thought if you still have any feel free to just ask. Names ~From the Notes and Observations of Makuta Tridax, Master of the Isle of Nynrah~ As representations of their individuality, most of the students have picked out names of their own choosing. Some have taken a word they find particularly meaningful or identifiable. Others have just mashed a random series of syllables together. I know of at few who have simply named themselves after the first thing they saw with Rahkshi eyes. I’m sure they consider it most poetic but having a dozen students all called Floor makes it very difficult to tell them apart. A fairly self-explanatory section, simply give your character a name. And since your characters are going round just making up their own names you’ve got pretty much free rein over what you pick. Heck I’ll even allow real world names if they’re not glaringly obvious. Just be warned, if you choose to name your character something like SuperShadoSlug616 then, while it won’t be automatically disallowed, you can expect your character to be mocked at every turn for every waking second of every day for naming themselves something so ridiculous. Variation ~From the Notes and Observations of Makuta Tridax, Master of the Isle of Nynrah~ The fault that causes the enhanced mental capacity of the students does not seem to be limited to any particular genus of kraata. Each of the forty-two different sub-species of known and catalogued kraata has at least one representative within the student body. Another fairly simple one, what are you a Rahkshi of? You have forty-two flavours to pick from ranging from Ice Resistance to Plasma, bound to be one that takes your fancy. Level ~From the Notes and Observations of Makuta Tridax, Master of the Isle of Nynrah~ So far all the new breed of kraata are, well, new. All of them are recently created, there’s none older than a year. In a way I quite like seeing them so fresh and raw, it means I have greater opportunity to study their development. As mentioned previously all characters will start off at level 2, which I’d hoped would be a decent compromise between giving you some actually effective abilities while not making them so powerful you can just blast your way through problems without thinking. Levelling your character up will be decided by the staff on a case by case basis. If you’ve been posting very frequently, having your character train a lot and interact a lot then of course you’re going to level up, its just common sense. But if perhaps you don’t have as much free time and don’t post as much but make sure each of your posts is a well crafted thing of beauty, then thats going to earn you credit just the same. Also worth noting is that, despite the Brotherhood’s best efforts to focus Corpus Rahkshi on more military aspects of life, you do get experience for other activities since, with your characters being so young, everything is a new experience for them. Go learn smithing from the Nynrah Ghosts, form a band with some friends, both just as valid a method for levelling up as regular sessions at the Gym. There are many roads to be becoming a Shadow Kraata and they’re all as valid as each other. Gender ~From the Notes and Observations of Makuta Tridax, Master of the Isle of Nynrah~ Hmm. No, even my superior mind has trouble with this particular concept. I never thought of Rahkshi as either male or female in any aspect of my works or life before and frankly care little about it now. I suppose that if we’re going to call them Sons of Makuta it makes sense to let some choose to be our Daughters instead. You might think this one is fairly simple, but I’ve done things a little differently. See, I figure since Rahkshi are just slugs in armour any gender they have is entirely their up to own choice and preference, so why stick with just the binary male/female option. If you want feel free to, for example, be both. Or neither. Or alternate between them depending what day it is. The Rahkshi are getting a completely free choice in the matter, I don’t see why you players shouldn’t as well. Gear ~From the Notes and Observations of Makuta Tridax, Master of the Isle of Nynrah~ We were a little reluctant to give the students authentic Rahkshi staves right off the mark given how untested they were. Who knew what kind of boosting or accelerating effect it would have on them? So instead they were given access to the academy’s small armoury where they could pick out simple weaponry for day to day use. However we have started to notice this weaponry getting a lot less simple, and the students starting to carry more intricate gadgets. I strongly suspect the Ghosts’ involvement but, as yet, do not know how or where they are getting this equipment into the school. This would be for what your character carries around with them. Owning some form of weaponry is about as close to a uniform as the school gets, and you needn’t feel restricted to the long staffs that are the Rahkshi’s trademark. This would also be the place to list more personal items. Maybe you have some trinket or gewgaw, maybe you carry some tools, maybe you’ve got yourself an instrument, that sort of thing. Though with these and the weapons don’t overdo it with how amazing or powerful they are. You may have the Nynrah Ghosts making you stuff but they still want paying and you’re limited by what you can practically afford. Favours can only get you so far. Appearance ~From the Notes and Observations of Makuta Tridax, Master of the Isle of Nynrah~ The differences between the regular Rahkshi and the newly developed variety is purely mental, there’s no obvious physical differences between the two species. Well, not until the new breed start expressing themselves again. They’ve developed a taste for body modifications, adding designs or piercings to themselves to distinguish themselves from each other. Its unusual but ultimately harmless. Yes you’re going to look like a Rahkshi, that much is obvious, but have you made any changes or additions to yourself? Perhaps your character has picked up some tattoos or armour decals. Perhaps you’ve changed your standard colours up to confuse your enemies. Or maybe you’re just naturally a little different from other Rahkshi, a bit burlier or a bit shorter and such. Just let the creative juices flow. Personality ~From the Notes and Observations of Makuta Tridax, Master of the Isle of Nynrah~ A consequence of the increased brainpower the students is that they’re exhibiting much more developed identities and personalities than normal. Rahkshi usually have certain traits that define their particular variation -a Guurahk will carefully study its prey, a Kurahk is always be swift to anger and so on- but what the new breed are demonstrating is much more advanced and often not even related to those traits. Which makes so little sense it offends me. I know there’s a decent sized chunk of players who don’t like these sections, and prefer to let their characters personality show through their writing, but I figured since the entire point of the RPG is that the Rahkshi are developing personalities of their own then a section in the profile was probably needed. Doesn’t need to be an essay, maybe just a brief description of the basic traits of your character. Bio ~From the Notes and Observations of Makuta Tridax, Master of the Isle of Nynrah~ Most of the students are new to this world so haven’t had a chance to build up much of a career or reputation. However I’m sure that within the groups and cliques that are forming within the student body there are many that would consider themselves important. As a freshly created beings your bios aren’t going to be too long, most of your entire existence so far consists of the months you’ve sent at the school. But thats still plenty of time to have accomplished things. Leant some new skills, made something you’re proud of, made some choices about your life, lots to be done. And feel free to talk with your friends, arrange for your characters to also be friends (or indeed enemies) in-game, you’ve had the time to build relationships like that. Rules BZP rules do, of course, apply. Should go without saying but I’m going to anyway No god-modding thank you. This includes pulling new powers out of nowhere, defeating hundreds of enemies without breaking a sweat, shrugging off any attack that hits you and so forth. By similar token don’t go controlling other people’s characters too much without their permission. Having them do something minor or speak a few words isn’t too much of a quibble but keep anything too big for your own characters. Don’t be too silly with your RPing. I know this is a game about teenage Rahkshi in a high school but thats no excuse to go around with a custard pie gun shooting everyone in the face. Unless you have a perfectly legitimate reason for it at least. Playing the game is really simple. You simple use the acronym IC (In Character) to denote what it is your character is doing or saying, and OOC (Out Of Character) for anything that is you as a person. For example: IC: Floor waited in line at the Refectory, wondering if today would be the greyish sludge with mysterious lumps or the mysterious sludge with greyish lumps OOC: Available for interaction if anyone wants to be next in line Since people will be reading your posts to know whats going on please try to keep them as legible and understandable as possible. Grammar is your friend. Try not to take things too personally. If one player’s character is attacking or insulting one of your characters it is not an attack on you by proxy. I’ve seen even veteran RPers forget this on occasion so just bear it in mind. Well thats all the boring stuff out the way, lets get this started and have fun!
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  3. So I started watching the OG Star Trek series, and loving it. It has put me in a sci-fi mood lately. In spirit of this, I have picked up Stellaris again. My, there have been quite a few changes to this game, and I welcome most of them! Game is more fun now. I revisited the Roman Empire space civilization i designed and touched upon some details before wiping all my previous saves and starting a new campaign with my interstellar Roman Empire. Many of you may be thinking, "How the Heck could the Roman Empire have survived beyond the modern day and unify the planet under its grasp?" Well allow me to explore some ideas of mine that could allow for such a course. I must specify here that in relation to talks of domination below, I am opposed to these Roman things and its taint on my faith in history. I am not saying this would be a better world, but a different world, that is all. Enjoy. - Despite what your outdated history classes may teach, the Roman Empire did not fall in Late Antiquity (a half decayed into independent Foederati kingdoms), but rather in 1204 at the hands of rogue catholic crusaders tempted by Venetian guile and in zealous revenge for a genocide of catholics in the domain of the Roman Empire under Andronikos Komnenos, culminating in the disastrous Sack of Cosntantinople. Its demise was settled upon during the Partition of Constantinople where Western occupying forces split up the remnants of the Roman Empire into crusader states and unified them under a crusader dynasty dubbed the Latin Empire, and successor Greco-Roman Kingdoms vied for who better represented the continuation of the Roman Empire. The so-called "Empire of Nikaea" was able to dismantle the Latin dynasty in New Rome and a second Roman Empire was founded under the Palaiologos dynasty, though the damage from the Sack was so extensive that they would never be able to rise anywhere to the great power that the first Roman Empire had. This second take was more of a Greek kingdom with strong Roman Imperial ties, and from here the term Byzantium would be used in later centuries to classify the Palaiologos realm that lasted from 1261 to 1453 (before purposefully misused in western eurocentric propaganda during the early modern period), where the shadow of a shadow fell to eastern invaders and thence forge an attempted Islamic Roman Empire, the Ottomans. That is what happened in our timeline, but it did not need to be so. - - By implementation of the Foederati states to save funds on the military and the fall of imperial authority in the Occidental Roman realms due to corruption and puppet emperor, the West was going to be lost to the Roman Empire eventually, even if Maiorianus and the other last vestiges of strong authority were not assassinated by corruption. But a preventable loss of influence in the West would be the prevention of the rise of the Catholic, or Universal church movement, a counter-culture movement against the Roman Empire. During and after the reign of the Theodosius I, the Roman Empire proclaimed itself to be the realized New Jerusalem from the Holy Bible, and with that thinking, all of Christendom was to be under the power of the Roman Empire (the light in a dark world) and the leader was both a political and religious figure, this spawning the modern word Caesaropapism and the modern definition of autocracy which comes from the rank of the Roman Emperor in the government, Autokrator, absolute, supreme power (different from the title used by rulers to describe this position to their person, like Caesar, Augustus, and Basileus). The Catholic Universalism movement in the West taught that Christianity and Christians could exist and live beyond Roman Imperial borders and can survive without the Roman Empire or its authority. Parts of this initial movement still reside in the modern Papal Church, but was largely overtaken by church politics what with the Donations of Constantine and the making of their own (Carolingian) Roman Empire and Holy Roman Empire to secure their own hegemony over masses, and is now muddled with variance of traditions. The word Catholic was the same as Orthodox until they separated too far from one another and claimed one word each for themselves. (In short, the word Catholic Church now has a lot more baggage to it than the original Theodosian and later Universalist movement and main remnant from this period is the word Catholic itself). Likewise, the loyalists to the Caesaropapist rule of the Emperors were classified as being orthodox to the legal norm, and likewise this name exists in the modern day with little relevance to its present existence, unless a new Orthodox Emperor (understood as Divine Regent over New Jerusalem) is crowned by the Patriarch of Constantinople (which has been vacant since the fall of the Russian Empire; Vladimir Putin was offered Imperial coronation but he declined the offer). In local levels, the traditions of the Roman Republic stayed true to freemen, though the growing danger of the world from the 200's-forward made many people give up their civil rights and become the first serfs in exchange for protection, and so serfs outnumbered freemen. On this topic, it must be said that slavery would later be technically outlawed on Christian grounds as the Abomination of the Age but many rich people had house slaves from captured prisoners of war and the Islamic Slave Trade and people turned a blind eye towards these as the only people that didn't like it were those in lower societal positions. The Roman Empire came to find that the best source of work came from motivation, so the Roman Empire serves as one of the earliest sources of free waged labor in the world. Funny how they go from mass slavery to free labor, but it took them less than a thousand years, and serfs were still a thing. With those things in mind, a good way to prevent the rise of Western Christian Universalism (also in the East, like the Nestorians ceasing Iranian persecution of Christians during the Sassanian period was by declaring themselves separate from the Romans) is to expand upon Justinian I's creation of the Patriarchial Pentarchy, for by this there was only one Patriarch in the western provinces, the Patriarch of Rome (later to be called the Pope) who assumed control over the rest of Europe as being under his religious dominion and at the same time led the counter culture Universalism movement, and also at the same time the Patriarch of Roma claiming the place of Imperial divine power with the help of the forged document called the Donation of Constantine (discovered to be a forgery in the 1400's) being used to attain higher power and help solidify Papal rule over the (Frankish/German) "Roman Empire" in Europe (the Emergent West as Romans called the developing kingdoms of Europe when being polite and not dubbing them as barbarians even by the crusades). Another means of this is to not be so strict in theological debates, allowing for more mental freedom and recognition in humanity's divine element of sentience, free-will. What constitutes as heresy and the crimes for it should be loosened, and Christ's message of freedom should be emphasized while also pointing out the need for a strong central authority to protect the commoners and economic stability, while also finding some way to make laws for the Emperors so that the prize of ultimate authority, the throne of the Roman Emperor, would not be as coveted and civil wars be prevented; reconciling this with divine authority and the boost of ego that comes with this is a tricky thing, only thing i can think of is adopting a philosophy of their contemporary future, Enlightened Despotism as laid out by Frederick II Hohenzollern, King of Prussia. This point of limitation of and responsible use of power is what stretches any plausibility for an ever-lasting Roman Empire, but the creation of the USA and the Internet are other events of implausibility in history as well as many other things, so perhaps something could be made. Potential reforms that fuse the Greco-Roman Empire with the earlier Latinate Roman Republic. To go off of the structure of the United States, perhaps a divine imperial federal level and smaller provinces/states with senators and monarchical governors, or in other words, in ways similar to the German Holy Roman Empire prior to the fall of House Hohenstaufen. The Empire being in a better economic situation for reasons stated below means that that Emperor Constans II will have no reason to strip precious metals from public works across Italy (shipping the stuff back to Constantinople), which accompanied by arresting the Patriarch of Rome (that is, the Pope) at the time for rebellious attitude, will make Italy and the rest of the West less angry at the Roman Empire and see a need for further independence. - - Whatever the cause may be, retaining the unity of the Roman Empire, institutionalization of inherent freedom of man (within the plausible confines of their deranged Roman-Christian views), and the limitations of power while retaining divine authority, are the key ways of making a Roman Empire that could last. History would have an affect on these things, however, namely Islam. In our history, in the 600's Islam was able to expand beyond Arabia with a combination of military genius and unmerciful destruction, but solidifying their conquests over native peoples was because of national disunity and war weariness, the former for the Roman Empire in the form of rebellious Christian populations who tired of the tyranny of the caesaropapist Emperors and invited Islamic conquerors in so that they could practice their faith even it meant that they would have to pay more money than muslims (the dhimmi class of the Muslim caste system; i imagine it was only the wealthy because the poor in lacking funds would be forced to either convert or die), and the latter in the form of Iran under the Sassasnid dynasty who was essentially destroyed by the Roman Empire in their final war with them (though Iranian resistance persisted with minute Chinese assistance) and in this state found that after two major defeats they were wholly conquered, to not gain independence until (briefly the 1000's and (finally) the 1400's. In a world where the local Christians of North Africa, Egypt, Palestine and Syria were allowed to express sentience on theology and not bear physical punishment of force for crossing the whims of a tyrant, the Muslim invaders would have found it so much harder to keep their conquest of the East Mediterranean, if being able to do so at all. With this means that Carthage, the richest city in the western realms, would have been spared a second complete annihilation and Roman imperial presence in the western Mediterranean have been secure, so long as the city remained in control or intact (Carthage and Ravenna were the most powerful cities in the Empire's western realms, they being the capitals of vice-royalty polities, Rome was naught but a nostalgic relic of the past). In our timeline, so destroyed was Carthage after its conquest by Islamic forces that the citiy's ruins were abandoned and the nearby village of Tunis was instead invested in (in time Carthage became a village and Tunis became the big city); the fall of Carthage allowed for the conquest of Marrakesh and after a betrayal by a Roman fort commander opposite of Gibraltar, the Muslims conquered the Visigothic Kingdom of Hispania, save the northern hill-lands. With Carthage intact, Roman presence in New Carthage (South Spain) may be retained, and the heavily Romanized Visigoths will continue to be allies of the Roman Empire, providing a good counterpart to the Merovingian Frankish realms in Gaul. Without the Battle of Tours (Frankish realms in Gaul unify in order to halt and defeat a great Muslim horde from invading Europe from the West) to legitimize the illegitimate Frankish prince Charles Martel, the Carolingian dynasty does not rise to power and there will be no Charlemagne and the whole influence on history he had. The Conquest of Egypt and Spain proved to be vital to the economy of the Caliphate dynasties of the Arabian Empire, so without the funds in the form of the great treasures looted from these lands, we can expect that Islam to not be as expanded upon in this world, at least in the West. According to their scriptures, however, Islamic forces would continue onslaught to breach roman borders and the East Mediterranean may see a similar militarization of settlements like what was seen in Europe during and following the Third Century Crisis to defend against Germanic invaders. One thing I wish to add is that the Chinese Tang Empire help fund Zoroastrianism Iranian resistance against the Arabian Empire, so after an inevitable fall of the "second" Persian Empire (under the Sassanid dynasty) I can imagine that to cause trouble for their newfound foes, the Roman Empire would fund their ancient enemy in rebel uprisings, the mutual funding of such things between Romania might cause diplomatic talks to ha e been attempted, adding a third attempt to the two attempts made by these two regions. - - With the Roman Empire retaining influence over the Christian world (save the Nestorians of Iraq, the Syriacs of India, and the Oriental Church of China) and retaining its vital power-bases in north africa, the Roman Empire would be able to push back the great Sklavonian Horde that conquered Greece and laid waste to the lands and the ancient inhabitants before the empire was able to push most of the invaders out and they mixed with the natives. the Danuvian Limes would still be a hot bed for conflict, if not by the Bulghar Horde that Justinian II unwisely brought to those lands (and the nemesis Bulgarian Empire that the horde would turn into) then by other forces, but again the funds from the Mediterranean means that it would not be as apocalyptic. With ties to the West still intact, perhaps an alternative history counterpart to Constans II would successfully make Syracuse of Sicily the new Roman capital (he was assassinated for this consideration), so Justinian I's restoration of the West could still be a dream to be realized in the future. From this point onward, with the technological achievements of the Roman Empire seen during the early medieval ages (Greek Fire, the automatons of the throne room, the flying throne, and mining machines) and stable national security, as well as ties to the Germanic kingdoms of the West without rise in papal power, we can see that the Roman Empire will become a couple centuries ahead of what was seen in our world, especially in the passing of ideas from the Germanic west (like the advancement of steel plate armor) to the mathematics of Iranian muslims prior to the crushing of scientific advancement by a certain al-Ghazali. Only worries be the tradition of Roman cut-throat politics, the pride of Emperors, and the influences of possible invaders like: The Viking Norsemen (a lack of Charlemagne's Saxon Wars would prevent the radical fury of the Norsemen and their attacks on Christian lands would be less fervent, but climate change and overpopulation would lead to excursions out from the north so Viking raids and invasions will still occur, but just be less severe; this might also lead to earlier exploration beyond Iceland and longer lasting settlement in Labrador), Seljuk Turks (Seljuk never converts to Islam, the actions of all his descendants never occur), and the Mongols (Temujin Borjigin could have died very easily while exiled as a child in the winter wilderness). But who knows, maybe with the survival of the great empire of the west, perhaps gunpowder could be brought to Rhomania without need of Mongol delivery, or maybe chemists could make their own gunpowder in their own search for eternal life and power. And with that, it is only a matter of time before a second era of Roman expansionism unites a resurgent Europe back with the Roman Empire or at least vassalizes them, religious fervor may make a thing like Roman Crusades, and in seeking alternate routes around the Islamic world to their eastern counterparts in Cathay , may have them discover the New World. (Cathay a strange archaic word for China, but they thought was separate from China, so there was both China and Cathay coexisting when in reality they were the same thing.) - - From here, i can say that centuries down the line after a lot of stuff happens, the Roman Empire spans the globe, whereby in an early action in Stellaris, they then unify the Earth under a single banner, and start mining the rest of the Sol System. They seek to expand the realm of their realized New Jerusalem to the stars, pressing their claim as the inheritor of all Creation no matter who or what may stand in their way. All planets shall like tzatziki sauce, or perish! Joking aside, a lot more places are going to go with neo-byzantine and neo-byzantine-gothic architecture (from the influence of Franks and Visigoths), and so might remind you of Theed from Naboo. To fit this new world of total dominance of a single, theocratic-monarchic imperial state, a new Dominante System may evolve (the first version in our timeline never dying until the empire died twice, started by Constantine I following his abolition of the Tetarchy System, tweaked by Theodosius I), the title of Basileus (meaning King or Emperor) having since given way to Sebastokrator (a title coined by Emperor Alexios I Komnenos that was itself meant to supplant the ancient title of Caesar in rank). Sebastion is a Greek translation of the Latin Augustus, and means "venerable, awe, reverence, dread, to feel ashamed in the presence of", and Kratos means Ruler in Greek. This new word is to hark back to the times of the Pax Romana while not upsetting the Greek-speaking majority of the Empire. The planet Earth is known as Hagioteira, or Holy Land/Holy Earth. The capital is Nea-Atlantikos, a massive green-tech megalopolis in-between Spain and the Caribbean, and is largely populated by global warming refugees of a largely beflooded Europe. The words of this https://www.videoclip.bg/watch/561819_legionarii-knights-of-a-new-age, and its tone, befit my Space-Age Empire of the Romans, and the Roman Empire in general, its epic grip of fascination on me as an example of a dark picture of humanity that we must avoid to become, to never return to, and thus, to learn from.
  4. Hello and henlo everyone! I am here to announce that I have begun the process of creating a new Bionicle PC game, based on the Matoran sport of Kolhii! This game will be free to everyone who has a windows pc from as early as it's beta stage. What stage is it at right now? ....well... https://youtu.be/8yra0Vx_-ek That video says it all. I call it the "pre-pre-alpha" stage. What is shown in this trailer is literally almost all I have, and this means 3 things. 1. I need help! I have no idea what I am doing! : D Seriously though, my experience with modeling, scripting, and all around game design is very rough. I've got a good grasps of the ideas that need to get across but I have no idea how to achieve them. This is the first time I am really committing to a big project like this, and I could really really use some help! I would be more than willing to actually hire people, but I am living that sweet college life and can barely even afford to feed myself, never mind a whole team of programmers. So yes, I am looking for volunteers to help out. It can be with just about anything. Map making, modeling and animating, programming especially. Even something like managing a social media account. Anything you can do to push the game forward would mean a lot! If you are at all interested in being part of this project message me...anywhere. I am going to list my Discord name and my email, but if there is a better way for you to get in touch let me know! I am more than willing to accommodate for that! uwuziel#2438 jmil7700@gmail.com 2. Everything is subject to change! At the end of this post I am going to give a list of some ideas I want this game to include. If there is something you want added in to be a core feature or future update now is the time to let us know! If it's something that can be included at launch we want to make sure we have it before the game goes live. If it can be included later, we want to be sure we are building the game in a way that supports what you are suggesting. This is a key time to make sure we start things off right! Again, feel free to use the contact info above if you wish to contact me directly. However, a much more efficient way of being there to make sure your suggestions are considered is heard is to join the discord server we have set up! https://discord.gg/sbHaw5g We have a channel dedicated exclusively to suggestions for both the game and the server itself. Even if you don't have any ideas off the top of your head, feel free to join anyway! This is a lovely and humble little server where you can come in and make chit chat with me and anyone else there, or challenge others to a game when it's finally released! And yes. We have a meme channel. 3. No one knows this exist! The worst part of starting off is that usually, you don't have any initial momentum. Even if you have no programming skills. Even if you aren't an artist. Even if you don't have discord, there is still something you can do to support this project. All you have to do is shamelessly advertise us spread the word! Go to twitter and shout "Oh hey Kolhii for PC exists!" Or at dinner with your family when your parents ask about your day, let them know that you left a like on the pre-pre-alpha trailer. Letting other people know is actually the best thing you can do for the project. I'm sure I'll be able to trudge though all the messy code and tedious models myself if I had the support to back me up! Who knows, maybe you'll catch someone's eye and they are willing to lend a hand in this! ----------------------------------------------------------------------------------------------- Ok, got those out of the way. Now, about the game itself. What I have envisioned for the game this: You are a matoran on the island of Mata Nui. Each of the six Koro have their own kolhii fields, just waiting to be try and test future athletes! You shall face off against rookies such as Takua, and play alongside champions like Hewkii, and perhaps come across new faces. All of who seek the copper masks, and the tile of Kolhii champion! So essentially, it will be an online game of Kolhii, where up to (insert number here) players face off in one of six stadiums each located in their respective Koro. You can customize your matoran to reflect your inner self, or support the Koro you choose to align with! Whats this? The game is dead tonight? Have no fear! If the server list is empty you can face off against AI, who will be represented by famous faces such as Hewkii, Hahli, Matoro, Takua, and many more! You will be able to perform special moves such as diving, wall running, and pole vaulting to get an extra edge on your opponents. Coordinating with your brothers and sisters will be a key element, with many stunts being a "do or die" situation. This game with have a very fast paced atmosphere, with the ball bouncing back and forth between teams and rounds that take either several minutes, or a few seconds. To summarize, here is a simple list 6 different stadiums12 familiar faces as npcsFast environmentA slew of stunts and combosDedicated "attacker" and "defender" roles, or no roles at all1-6 teams, each with no limit to number of playersIf you are curious about following the development of this project encourage you to join the discord! (linked again if ur lazy https://discord.gg/sbHaw5g) Any major updates will be posted there, alongside my other social medias which can be found on my page. Thanks for sticking around and reading this whole thing. Play well, Matoran!
  5. Alright, here's a game that I thought of that might be pretty fun. Basically, one person says a character and the next person says a good gift to give that character. It can be humorous, ironic, heartfelt, whatever you want. Example: Player 1: Toa Tahu Player 2: Lighter fluid Turaga Nuju Player 3: Pet bird etc. Make sure that you post a character for the next person to give a gift to! I'll start: Turaga Whenua
  6. Hello BZPower members I have had an idea rolling around my head for some time for a new COT game. Basically you describe the current day with two words. Any words you like (as long as they follow BZPower rules of course.) UPDATE RULES 1. Follow all BZPower rules 2. Maximum of two words. 3. You can put a dash - between words as a way to get around the two word limit. 4. If you have something extra to say use either "quotations" or (parentheses) Besides that have fun!
  7. It exists only in my memory now... but I really wanna revisit it, and none of the things I remember yield me a successful google search. I'll list them in hopes that someone saved it from the void. Here they are: 1. 2D platformer game with sprites. You avoid enemies and obstacles to get through to the end of the level. 2. You play as Toa Mata 2001 and enemies/bosses are Rahi. 3. Toa Mata each can use their mask's ability to progress and levels are build around it. 4.You start off as Tahu and he can shield to avoid getting hit, then Gali has a water level, and then Lewa has to fly and glide from tree to tree over large distances, but then Pohatu has a high-speed track with loops like Sonic the Hedgehod, and then Onua pushes blocks to make paths like a puzzle. Don't remember what Kopaka does, I think scans for invisible traps in the snow? All I remember is that he fights Muaka at the end. 5. After first 6 levels you have 5 more, much harder, and this time with golden masks. Onua is missing though probably unfinished. Does anyone remember anything like it? Thanks
  8. Okay, so I played this once, and I think it's pretty fun. Basically, someone makes a wish, and you corrupt it, then make your own wish. For example: User1: I wish I had a puppy. User2: Granted, but it's an ugly Bulldog-Schnauzer mix. I wish I had a hot dog. And so on. Without further ado, Let's get started! I wish I had a 3DS.
  9. Seen a movie recently and thought it was atrocious? Think you've just witnessed the best piece of cinema on this fine planet? Well, say how you feel about it! Example (needn't be followed to a T but a good format): I recently saw Geostorm in theatres and despite going into it knowing full well that it would be like most other disaster films it blew me away by it's complete and utter lack of story. World ending events can only be done so many times in movies before they become old and this movie would qualify for a seniors discount. Pros: CGI Okay acting Cons: What is time!?! No comprehensive story Hamfisted comedy What is character development Overall: 4.9/10
  10. Recently, @Vahkiti on Twitter posted the 3d models for Bionicle: Legend of Mata Nui. I decided to take the liberty to convert those to .stl files and post them on Thingiverse for ya. I uploaded all six toa (4 without masks), all the in game kanohi, the Toa Kaita, The Chronicler, tohunga without mask, all the ingame rahi, and the elemental bosses in the game (which are... very interesting looking). Additionally, I did the same for the Bionicle: The Game models and a life size fan Bionicle mask/armor cosplay by PunkDrunk-182. I'm particularly excited about the Rahi's because there's a number that I've never heard of and some unnamed rahi. You can see the models here: https://www.thingiverse.com/Clyce/designs I recommend adding custom supports and 10-20% infill. Let me know if you have any problems printing any of them. I've printed Gali and tahu this far without problems. Enjoy'!
  11. I wrote a story similar to the official Mata Nui Online Game walkthrough. This one is for the GameBoy Advance game, "Quest for the Toa". It's not as good but hopefully it's OK. As Quest for the Toa is a more action-oriented game than MNOG I've taken certain liberties with the story. Obviously this does not include every detail of fighting every creature and jumping every gap that Takua finds. Additionally, I've a few other changes, especially in the last half. Most notably, I gave the Le-Matoran and Matau a little treespeak. It's very minor compared to what is in MNOG. I also made Nuju speak in his clicks and whistles, so Matoro needs to translate for him. Ta-Koro has the most drastic changes - Vakama asks Takua to enter the lava surfing competition to prove himself instead of asking him to cure the water supply (which was immediately forgotten about in the game and has no proper conclusion - the player can beat the game without ever getting the antidote). This was done to line up with Vakama telling Takua that he gave him the lavaboard in MNOG. I also made Takua find Vakama's mask, which doesn't happen in the game - this is, again, done to make the story line up with MNOG. There are various other changes too numerous to list, but I tried to keep as much of the in-game dialogue intact as possible. If people notice mistakes, errors, or even things they think can be ironed out, please let me know so I can correct them. Quest for the Toa "In a time before time, the island of Mata Nui was a tropical paradise. Then a shadow fell across the island-- A shadow known as Makuta. In the dark years that followed, the islanders put their faith in a legend... ...a legend that forsaw the arrival of six mighty heroes: the Toa. For only the Toa will have the strength and courage to bring peace and light back to the world. As Mata Nui awaits the arrival of the Toa, a lone islander unknowingly begins a quest... ...a quest that will change Mata Nui forever." Chapter 1 "Good morning, Takua!" a villager greets me. "I've heard that Turaga Whenua wants to see you. Head up this beach and talk to everyone you see. You'll eventually come to the cave entrance to our underground village, where you'll find Whenua!" I run up along the beach, past the water and between some shrubbery, and jump over a rock in my path. I reach the ocean, leaping across the shallow water onto a sandbar that leads to the other side of the bay. I see a blue Ga-Matoran in the distance. As I approach she shouts "You're quite the athlete -- I saw how well you jumped over those obstacles!" I keep running, and soon I find another river I must cross. This one is too far for me to leap, but fortunately there is a Hoi Turtle swimming by. I leap onto its back and over to the other side. As I head inland, I spot a black Matoran with a purple mask - probably an Onu-Matoran, from the colour. "Whenua is waiting for you, little one. He has a matter of great importance to discuss with you. Enter the cave ahead to visit Onu-Koro, our underground village. Good luck!" But why would Whenua want to speak to me? I head onward into the cave. A guard yells out "Halt! Who goes there!" Another guard mimics him. "Yeah -- who goes there!" The first guard replies "I already said that!" The second guard asks "Said what?" "Who goes there!" "Why are you asking me?" As the two guards confuse each other, I walk past to find Whenua. I head into the village of Onu-Koro. The village is a huge series of underground caverns that meet in a central area near the entrance I have come from. The villagers have built their homes out of huge, hollowed-out stones. As I approach one of the dwellings, a villager approaches me. "Our village is in desperate need of your help! We fear that the Vatuka Beast has Whenua and he is being held captive in the passageways to the East! You will need Vakama's Firestaff to see your way in the dark tunnels. It can be found in the village." I walk over bridge crossing a shallow stream and find see the firestaff propped up beside one of the larger homes. I'm not sure what it's doing here in the middle of Onu-Koro, but I know I will need it to rescue Whenua. I take it with me before heading further East. I enter a passageway into the cavern. The cavern is cold and dark. I pull out Vakama’s Firestaff and carry it with me. The staff has an orb on the end that generates flame at my will, and I use the staff to light up the cavern and keep me warm. As I walk through the cavern I see a number of small Fikou spiders charging at me. I use the power of the Firestaff to send a pulse of light through the cavern, blinding the creatures temporarily. While they are stunned, I fling some of the Madu Fruit I carry with me at them. The fruit knocks the masks off the spiders. Without their masks, they will no longer hunt Matoran. I press on further into the cave. Soon, I see a pile of stones. As I approach, the stones begin to move. They form into a large beast made of rocks. The stone beast flails its arms around aggressively! Surely this is the Vatuka Beast that captured Whenua. The beast calls upon smaller rock monsters, half my size, to attack me. Once again, I use the Firestaff to generate a sudden burst of light. The small creatures are stunned and unable to see, but the large one continues to press its attack. The huge beast swings its heavy arms down upon me, but I dodge out of the way and hurl my fruit at it. It roars in pain, I continue to lob fruit after fruit at it until it is defeated. The beast collapses, now just a pile of regular, lifeless boulders. I look around. The small beasts that chased me are now just regular stones. I look up, and I see Whenua, trapped in a cage hanging from the ceiling. There are also two heavy buttons, far too heavy for myself to press down. I use two boulders to help press the buttons down. Whenua's cage descends from the ceiling, and I open the cage door to set him free. "Thank you for rescuing me! You're quite the adventurer. We had better get back to Onu-Koro! There is much that I must tell you. Follow me!" I follow Whenua back to Onu-Koro, and he tells me his tale. "It is a time of great danger, Takua. The island of Mata Nui is under siege by the evil Makuta! Dangerous beasts wearing the infected masks of Makuta roam the land. Each of the six villages on Mata Nui are in danger! I have heard that some of my fellow Turaga are missing... and their tools, like Vakama's Firestaff, have been scattered about the island. Makuta has also stolen the sacred Toa Stones that used to tell the legends! You must seek out the Toa Onua Stone in the passageways north of here. If the Toa Stones are not recovered, the Legend of Mata Nui cannot be told." Whenua then hands me an object - a Volo Lutu Launcher. It’s a device that fires a Volo Lutu. The Volo Lutu is a small object that can stick to rocks and other objects. When activated, the launcher is attracted to the Volo Lutu. With this, I’ll be able to pull myself over large chasms to otherwise unreachable places. I head off to the caves in the North. I soon come to a deep pool, with no bridge to cross. But I pull out my Volo Lutu Launcher, and fire it at a stone jutting out on the opposite side. The launcher fires the Volo Lutu, and it sticks to the stone. I flick a switch on the launcher, and it is now being magnetically pulled to the Volo Lutu! I’m quickly pulled across to the other side of the pool. I retrieve the Volo Lutu and continue on. I continue through the narrow cave, and find the lost Toa Stone! I take it back to Onu-Koro. When I get there, Whenua thanks me for retrieving the stone. I decide to head on to the other villages. As I approach the exit of the caves, a Matoran stops me. "You have done well, Takua. To continue you must first race me, Onepu, the greatest of all the Ussal Crab racers! Collect all eight buried crystals to win." I suppose Onepu must be really eager for a race, so I accept his offer. We each climb onto our Ussal Crabs. Onepu announces that we are ready to go, and the race is on! The Ussal crabs scurry through caves and dig through the dirt to find the eight crystals. Onepu is faster than I am, and knows the caves better, so I stay close to him. His crab does most of the digging. Soon he finds the location of the first crystals and we each take one. We continue through the caves, Onepu collecting the crystals just before I do. Once we each have seven, I take note of the direction he is going and urge my crab on. Onepu’s crab is now worn out from all the digging, while mine is still fresh. I pull ahead and grab the last crystal! Onepu is impressed with my handling of the Ussal crab. True to his word, he now lets me exit Onu-Koro. Chapter 2 I walk out of the caves of Onu-Koro, and see the bright light of the sun bearing down upon me. The grass here grows plentifully, and the trees grow tall. A find a deep river blocking my path, but use my Volo Lutu Launcher to launch myself over a piece of coral to the other side. I leap across another river, and find near the beaches outside Ga-Koro. A blue villager blocks the bridge to the village. "Welcome to Ga-Koro! You may have access to our village by participating in our boat race. You'll race against me. I'm really fast!" The villagers are preparing for the boat race. The villager I spoke to earlier leads me to the boat I will be rowing in. Three more of the blue Ga-Matoran pile into my boat. I look to my right, and see the three other boats we will be racing again. The villager who spoke to me earlier waves at me - she is in the boat directly next to mine. All the boats are a similar design, holding four passengers, but painted in different colours - ours is predominantly red. A Matoran shouts “GO!”, and our leader shouts commands at us. We begin rowing, slowly picking up speed, and head out into the bay. Our leader skillfully guides us around the rocks and sandbars, and seems to have an excellent eye for the currents that will help us toward our goal. We are soon far ahead of the other racers, and over the finish line. My teammates cheer together in victory. We row back toward the village. Ga-Koro floats on the water, made up of many large lilypads tied together by bridges. Slightly smaller lilypads serve as the main material for their homes. When we reach the lilypads, we tie the boat ashore and I walk toward the center of the village. I approach one of the villagers, and she tells me "Greetings, fellow islander. Our Turaga, Nokama, is missing! We think that she has been captured by the Makika that lives in a cave across the harbor. Will you help us rescue Nokama?" Of course, I answer in the affirmative. She points me toward the harbor, where the Makika nests. I head out of the village toward the harbor. I make my way up past the reef, until I find a cave. I slowly enter. Deep inside the cave, I see a huge, long-armed Makika Toad. Behind it, I spot Nokama, tied up and struggling to get free. The Makika notices me, and hops over toward me! I run backwards, towards a boulder I have spotted. I lift the heavy boulder up over my head. As the Makika comes in to try and grab me, I throw the boulder at it. The boulder lands on its head, and the Makika is too stunned to move. I take the opportunity to scramble over to Nokama, and carry her out of the cave. When we return to Ga-Koro, Nokama tells me "Thank you for rescuing me, little one. The island of Mata Nui needs your help! As I have learned, some of the sacred Toa Stones are still missing. Our own Toa Gali Stone was taken by a creature that lives in the cliffs across the harbor." I head out of the village, toward the cliffs that tower alongside the harbor. A huge river divides the land, but once again I use my Volo Luta launcher to fly through the air to the other side. As I explore the cliffs, I soon find a giant grasshopper guarding the second Toa Stone. Before the grasshopper notices me, I throw a series of my Madu Fruit at it. The grasshopper falls over on it’s back, and I grab the Toa Stone. When I return to Ga-Koro, Nokama thanks me again. I leave the village, to walk around the bay and onward to Po-Koro. Chapter 3 I leave Ga-Koro, heading toward the stone canyons of Po-Koro. As I tread through the canyons, I head down a path to the East, and stumble upon a drill - I believe this belongs to Whenua. I take the drill with me. The canyons are a long maze, but I find a Po-Matoran who tells me "You can use the drill to dig under some enemies and knock them over or to dig under walls like this one." Taking his advice, I use the drill to dig under the ground. The drill is surprisingly powerful and can dig tunnels very quickly, and soon I have made a shortcut by digging under the canyon wall. I step out into sandy plains, and spot the Stone Gate of Po-Koro in the distance. I begin walking toward the gate. When I arrive, I'm stopped by a guard. "Stop! Who are you!" His companion chimes in. "What do you want!" "Why are you here!" Demands the first. "How do we know you aren't an ally of Makuta?" "What's the password?" "There isn't a password" "That's right. Ok, you can pass." "I already live here!" The second guard has clearly confused himself. I walk in to Po-Koro. It's a well-protected village, built up against one of the walls of the canyon. The homes are all built out of stone. As I wander through the town, I stumble upon a hammer. I pick it up - it looks like the one that belongs to Onewa, the Turaga of this village. However, after searching I cannot find him anywhere. The villagers do not seem to know where he is either, but tell me of a canyon that he may have visited. I leave the village toward the canyon, and find a bridge that takes me higher onto the natural stone walls. I find Onewa's Hammer useful to break through some boulders that block my way. I take some of the shattered remains of the boulder with me - I will surely find the rocks more powerful than the Madu Fruit I have been using to defend myself with. While searching through the winding path, I think I spot a cage in the distance. It looks like Onewa is trapped in the cage! As I approach the cage, a number of insects burrow up from under the ground and charge at me. I try to escape, but I cannot dodge them all. They begin biting at my feet, and I run back, shaking them off. Once I have retreated a short distance, the insects stop following me and burrow back beneath the earth. I slowly walk up to the cage again. As I approach, a single insect burrows up and rushes toward me, but I throw a rock at it. The insect is knocked out. I repeat the tactic, taking slow steps until an insect burrows up to stop me, and hitting it with a rock. After about a dozen times, all the insects are defeated. I walk up to Onewa's cage. It's surrounded on each side by small, metal towers, and I cannot free him with the towers in the way. I cannot move them by hand, no matter how hard I try. I search for another way to free Onewa. I notice there is a pattern etched into ground, and a few small mounds where it looks like the sand has been dug up. I try to dig up these mounds using Whenua's drill, and find a small switch in each one. When I flick the switches, the metal towers sink down into the earth. I open the cage, and Onewa tells me "It was so hot in that cage! Let's go back to the village, it's much cooler there." I follow Onewa back to Po-Koro. "You're the best, Takua!" says Onewa. "The desert just won't be the same when you're gone." I ask about the Toa Stone, and he says he believes a giant scorpion that lives in the desert may have stolen it. I leave town once more, toward the nest of the giant scorpion. Along the way, I find a discarded Bamboo disk - the preferred weapon of Matoran guards. These disks hit hard and return when thrown. Soon I am at the nest, and have spotted the Giant Scorpion. I see the Toa Stone in it’s claw. The Scorpion is huge - as tall as I am, it’s stinger towers over me. It notices me and quickly moves in to attack. I throw my new Bamboo disk at it, but even a direct hit hardly fazes it. I try to dodge as it thrusts its stinger at me, but it’s too fast and it grazes my arm. It thrusts it’s stinger at me again, this time I pivot and manage to dodge. The beast continues to press the attack, cornering me against a stone wall. It attacks with its stinger again, this time I dodge and the stinger gets stuck in the stone. I know even my bamboo disk will not faze it, so I dig into the ground with Whenua's drill, underneath the fierce rahi. When I am sure I am underneath it, I ram my drill up into it's belly. The beast is wounded - it's belly is clearly it's weak point! But it comes at me again. Again, I dive into the tunnel I have already made, and attack with the drill from underneath. This time, the blow is fatal. The beast cries out in pain, and collapses. Now, I can easily retrieve the stone from its grasp, and head back to the village. When I return, Onewa thanks me once again. As I head to the gate to leave the village, one of the Po-Matoran stops me. He says "I am the village Koli champion! Let's play!" It's been awhile since I have played Koli, and I'm eager to test my skills - but surely it is Huki, not this strange Matoran, who is the village champion? Regardless, we head to the field, where the Po-Matoran finds two more players. In Koli, there are four players and four goals. The players must kick balls into their opponent's goals to score a point for themselves, and deduct a point from the player the goal belongs to. When the game starts, I quickly run to my goal, and kick the balls near my goal away. The other players are fast, but they follow the balls to the other quadrants of the field. I run toward the other goals, and score a number of points. I then return to defend my own goal from any balls that have come near my quadrant of the field. When all the balls on the field have entered the goals, I have the most points of all. I bid the other players farewell, and leave the village to head toward Le-Koro. Chapter 4 After some travelling, I find myself amongst the enormous trees of Le-Wahi. I meet a Le-Matoran, who informs me "Every time I try to play with the others, I get knocked off the ledge! There must be some way to get my own Kewa Bird!" I am unsure what he means, but I spot a set of stairs leading up one of the trees, and climb up. The stairs lead to a hollowed out section of the tree. Suddenly, a bird carrying a Matoran rider flies in and knocks me out of the tree! I fall down onto the hard ground. I pick myself back up and climb the stairs again, this time ducking behind a stone obelisk when the rider flies by. He comes in to land, and I prepare my volo lutu launcher. I fire the volu lutu at the bird, and launch myself at the rider! I kick the Matoran off the bird, and climb on top. Taking the reigns, I direct the bird out of the tree and into the air. Three other Matoran riding birds are out here, flying among the trees. They seem to be playing a game where they throw fruit at each other. I fly towards them to join in, throwing my own fruit. Before my target sees me, I have hit him right in the back of the head! Now he has noticed there is a new player, and he directs his bird towards me. He pelts his fruit at me, but my bird dives, making me difficult to hit. The aerial battle rages on, with the four of us diving, banking and throwing fruit at high speeds. The other riders are clearly more adept at handling their birds, but their aim and throwing distance does not compare to mine. Whenever one comes in to attack, I hit him first. Soon, I am declared the victor, and we all fly back to Le-Koro. Le Koro is a village built into the tree-tops, with wooden platforms built onto the trees and bridges between platforms everywhere. The villagers live in houses made of numerous tree branches. One of the villagers approaches me and says "Your skill at wind-riding the Kewa Bird is impressive! I must ask for your help. Matau, the Turaga of our village, has been kidnapped. Only Matau ever-knows the secrets of the Toa Lewa Stone! You must rescue him if you can..." He gives me the directions to the place he thinks Matau has been taken. I climb down the bridges to the surface in search of Matau. When I approach, I see a huge bird’s nest in a tree! Even far away, I can hear the squawking of birds. As I approach the tree, a giant blur of red flies from the nest toward me! I run away, but huge talons pick me up and carry me back to the nest. I look up, and see that my captor is a wild Kewa Bird. I struggle to escape, but I can’t break free of it’s grip. It drops me into its nest where it’s hungry chicks await. I look around. Matau, wrapped up in a vine, is in the nest with me - I wonder if he is a snack for later? One chick hops over - it’s as tall as I am - and pecks at me. I scramble away and use my Volo Lutu launcher to fly out of the nest, onto the branch of a nearby tree. I climb to the ground, and try and think of a way to rescue the Turaga. I see a large stone nearby. I hold it above my head, and walk back toward the nest. This time, the Kewa grabs the stone instead of me. When it returns to the nest, it drops the boulder in. I repeat the process a few more times with different boulders I find. Once the bird has taken five boulders as “food”, I listen hard - I can no longer hear the squawking of the baby chicks. I approach the tree without a boulder, and let the eagle carry me back to its nest. It drops me in. I can now see that the babies have all been crushed by the stones the eagle has taken. I help to untie Matau, and he tells me "Oh, Takua -- you saved me! Time to quick-return to the village." When we return to Le-Koro, Matau says "Once again you have proven that a small stature does not prevent great deeds! As a reward for rescuing me, here is Matau's Kau Kau Staff. With it you can clear trees from your path. Use it wisely! Only the late-knowing use the Kau Kau Staff without good purpose. Once you find the Toa Lewa Stone, you must go to the ice lands to the northeast. I've heard that a strange tree deep-wood may provide the answer to the location of the Toa Lewa Stone. Seek-find wisely, and may Lewa look out for you!" I gladly take Matau's staff. I head down to the surface to search for this strange tree. As I head away from the village, I notice something on the ground. It looks like Turaga Nuju's Ice Pick! I take it with me. I continue searching Le-Wahi, until I stumble upon an unusual gear. I take it with me. Shortly after, I find the tree Matau told me about. It has a huge mask carved into its trunk, and four branches which have had the top half cut off, with a protrusion coming up off each branch. I find another gear on the ground nearby. The gears seem to fit the carved branches of the tree, but I need two more. I hunt around the area, and find another gear tucked under a fallen leaf. I spend some more time searching for the last one. Eventually I come to a ravine. It looks as if the last gear is on the other side. Seeing no way across, I use the Kau Kau staff to cut down a nearby tree, and use it as a bridge to cross the ravine. I walk across, grab the gear, and head back to the carved tree. I place the last two gears on it’s branches. The carving on the trunk slides downwards to reveal the hidden Toa Stone! I take it back to Matau. Matau thanks me for finding his village’s Toa Stone. I leave Le-Koro, toward the icy peak of Mount Ihu. Chapter 5 After trekking through the snowy plains of Mount Ihu, I approach Ko-Koro. The village sits between two glaciers. Outside the gate, I spot a Ko-Matoran. He tells me "I'm always in the mood for a good snowball fight! Get ready!" He leads me to an icy field where two more Ko-Matoran are waiting. Soon, the snowball fight begins, and I am sliding around, pelting snowballs at the other three. They are good, but I dodge almost every snowball they throw at me. At the end of the fight, I can barely tell where their white bodies end and the snow begins! I am barely touched by snow at all, and am declared the victor. I head through the gate into the village. There are two guards stationed here. The first guard says blocks my path, saying "Go back, or you'll be frozen in ice!" His comrade replies, "No, you'll be buried in snow." "Frozen in ice is better." Argues the first. "I like buried in snow!" "Let's compromise: go back or you'll be really-really cold!" I walk past the guards and enter the village. The villagers have hollowed out sections of the glaciers to make some of their homes. More dwellings are littered around the snowy plains, built out of ice. As I walk through the village, a Matoran runs up to me and says "You've arrived just in time! Turaga Nuju has been kidnapped by a horde of evil beasts! My friend Matoro has been injured! The best trackers of our village have been unable to reach Nuju. You must rescue Nuju!" He tells me where the trackers believe Nuju has been taken. I head out of the village in search of Nuju. Shortly after, I find a herd of Mahi goats blocking my path! Whenever I get close, they begin growling and charge at me. There are many of the beasts, and I am not fast enough to run past them. The goats have made their territory at the base of a small cliff covered in snow. I throw an explosive Madu Cabolo fruit at the cliff, and the explosion causes an avalanche, burying the creatures in snow. While they are stuck trying to escape, I run past. Shortly I find Nuju. He appears unscathed. I walk up to him, and he speaks to me. Nuju only speaks in whistles and clicks, and I do not understand him. Regardless, he returns with me to his village. When we enter the village, Nuju leads me to a Ko-Matoran I recognise as Matoro. Nuju speaks to me in his strange language, and Matoro translates for me. "Now that you have proven your ability, I must ask you for your aid. The sacred Toa Kopaka Stone has been stolen from Kini-Nui. It must be found and returned so the Legend of Mata Nui can be told." Matoro tells me where Nuju believes the Toa Stone has been taken. Once again, I leave the village. I reach the cliff where I was told the Toa Stone would be. I don’t see the Toa Stone, but there is an arrangement of three regular stones. I think I see movement under one. I take Onewa’s Hammer and swing it at the stone. The stone shatters, and underneath I see an angry Ice Hikaki! This is a dragon-lizard that can hurl shards of ice from it’s mouth. Clearly it’s mad that it's home has been destroyed. It immediately starts spitting ice at me. I run away, trying to make myself a hard target, and throw my disk at it. It's stunned for just a moment, but almost before I catch my disk, it attacks again. I dodge, duck and weave its ice attacks, while taking every chance I get to throw my disk at it. The Hikaki hits me with more than a few painful shards of ice, but after I hit it with my disk for a fourth time, the dragon-lizard has had enough. It runs off into the snowy fields. I inspect it's nest - it has left behind the fifth Toa Stone! I take it back to Ko-Koro. When I return to Ko-Koro, Matoro thanks me on behalf on Nuju. I am ready to leave this icy mountain, and head toward Ta-Koro - my old home. Chapter 6 Ta-Koro is built into the Lake of Fire, a huge pool of lava that sits in the Mangai Volcano. I cross the stone bridge that leads to the village, but when I reach the gate of Ta Koro, the two guards stationed outside start shouting at me. "There he is! Let's get him!" "We can't let him get away!" says the second. "Stop where you are!" the first shouts. "Ok!" replies the second. "Not you, silly!" I walk through the gate while they bicker. Ta-Koro is a huge fortress that sits on a stone island in the middle of the Lake of Fire. I see Turaga Vakama outside one of the buildings. I am not eager to speak to him after so long, but I need help to find the last Toa Stone. I walk up to him, and he tells me "I've heard about you, Takua. You're just a villager! You've come very far for one so small. I've heard about how skilled you are, but I am not convinced. Are you strong enough to recover the lost Toa Tahu Stone? I don't think you're up to the task! But I am willing to give you a chance." He hands me a lavaboard, and tells me that I must enter a lava surfing competition before he will help me find the last Toa Stone. I head over to the Trem Krom Break where the Ignalu Lava Surfing competition will take place. Four of us line up, ready to surf down the lava flows. The referee shouts “Go!” and we jump on our boards, surfing down the river of fire. I stay to the fastest flows of lava, and quickly take the lead. I reach the finish first, and return to Ta-Koro to tell Vakama of my victory. But when I return to where Vakama was earlier, I cannot see him. In his place, I see one of the Ta-Matoran guards. He tells me "It's about time! Where have you been? Vakama has been taken by a band of hot-headed Fire Maha! Only you can save Vakama, as I must stay here and guard the village." The guard tells me where he thinks Vakama has been taken. I head out of the village in search of Vakama. As I trek through the plains, I stumble upon what looks like his mask. I take it with me, knowing I must be on the right path. I continue through the warm, rocky mountainside. Soon, I see a cage. When I approach, I can see that Vakama is locked in it. He yells to me "Help me! Those Maha over there have the key to this cage. You must knock them all out to get the key!" There are four Maha. I walk up to them, but when I get close they all flee! I chase after them across the mountainside, hurling my disk at them. Soon, I have knocked them all out, and find the key on one of them. I return to Vakama’s cage and unlock the door. I return both his mask and firestaff to him, and we head back to Ta-Koro together. When we return, Vakama says "Well, I guess you've passed the test, but I think you were lucky! There is little time remaining to find the Toa Tahu Stone! You must find it quickly before it is lost in the depths of the Mangai Volcano forever. Now get going!" Before I leave, the guard I spoke to earlier tells me "Good luck, Takua. The path ahead is a dangerous one! Now go! And may Tahu protect you..." I leave the village and head up the mountain to where I will find the last stone. It’s in a cave that crosses with rivers of magma. After trekking through the cave, I see the last stone in the distance, on the other side of a river of magma. I leap onto my lavaboard to get across. Once I am on the other side, I take the final Toa Stone. But after I take the stone, the ground beneath me gives way. As I’m falling, I pull out my lavaboard and manage to land on it - I am lucky I did so, as I have landed in a chamber full of magma. The lava flow pulls me along, and I begin surfing down through the magma-filled chamber. I quickly build up speed. I see a light at the end of the cavern - I’m approaching the exit!. As I get closer, I can see the lava ahead of me is falling down a cliff. When I reach the end of the cavern, I go flying through the air. I am unhurt when I land. I believe I am near Kini Nui. I see the six Turaga together. I walk up to them. Onewa greets me. "Thanks for dropping by, Takua!" Nokama tells me "You are our hero, little one... you have recovered the Toa Stones!” Vakama says "Hmph! I guess you did. Not bad for an amatuer... Whenua says "Now that the Toa Stones have been returned, we can once more tell the Legend of Mata Nui, and prepare the way for the arrival of the Toa." Matau smiles and says "Good work! Now please return the Toa Stones to their proper places in the temple." I return each of their staffs to them, and head up to the temple. I place the stones on the Amaja-Nui. They begin emitting bright, colourful lights. There is a huge explosion, and I am flung, high into the air. The light around me is a powerful collection of colours. I begin falling, the beach of Mata Nui gets bigger and bigger. I land hard in the sand.
  12. Hello good Sir. You have stumbled apon my rhyming abode. I hope you don't get your words in a slur. For its time to get into your poetry mode. Rules 1.Follow all BZP Rules or else! 2.All post will be at least 4 lines 3.A form of rhyme must exist in your stanza it could be any format Examples: abab, aabb, abac, and any other. 4.Write about whatever you like. 5.Have fun.
  13. Bionicle 1000 years later, when space travel has become widespread, a period of peace has weakened defenses, toa are rare and widespread, and you must guide the life of a matoran. Give commands to this matoran and help him survive and protect the Bionicle universe! This is an experimental project I'm working on, so the days I update this will variate until I find a nice interval. Please leave commands as replies to posts. Chapter 1-1 You wake up. It takes only a second of that stale air to remind you you've been on a cargo ship for the past two weeks. Then, the sudden realization, despite only a thin wall between you and the boiler room, it's cool... and quiet. You must have finally arrived. You force your lazy eyes open for a view of the delightfully dull steel bed bunk above you. What should you do now?
  14. Hectic Hoi: The Game Download link: https://www.dropbox.com/s/mxjdjkgki636fww/HecticGame.zip?dl=0 Download for Mac: https://www.dropbox.com/s/k9fbjrd54ddb0iv/HecticMac.app.zip?dl=0 I came up with a silly idea for a small multiplayer game to try out the Unity 3D game engine. After many hours of network coding and head-scratching, it mostly works! You play as a Bionicle shore turtle trying to eat the most bula berries. Watch out, because other players can run into you and knock you both in opposite directions! There is a power-up you can grab that provides a little bit of protection. You can join a multiplayer match online over the Unity-provided server, or you can play over a Local Area Network. Instructions are at the bottom of this post. As my first game (and as a multiplayer game), it is a bit glitchy, but I hope you can enjoy it for what it is, and have fun! Here are a few images: Known issues: Players can desychronize when moving too fast or an internet connection is slow, leading to different final tallies for players. Players cannot join a game already in session. Players listed as still in match even after they left. Players that idle in a match lobby get kicked after a few minutes. High scores might occasionally be recorded as one less than they should be. If running on an older machine, the start screen might show only a blank, blue screen? If you run into problems with being unable to rejoin or completely leave a lobby, just start a new match. INSTRUCTIONS: INSTALL ------------------- Extract both HecticHoi.exe and the HecticHoi_Data folder from the zip archive to a new folder. TO PLAY ------------------- 1. Open HecticHoi.exe 2. Check 'Windowed' on the Config popup to switch between Fullscreen and Windowed mode as desired. Set the resolution and graphics quality to desired setting and click 'Play'! NOTE: If prompted by your antivirus to give permission to bypass firewall, don't bother. It should probably work regardless. 3. You can either play online on the Unity-provided server, or offline on a Local Area Network. Click Online Play or Offline Play to show your options. To host an online game server: Enter a match name in the text box under 'Host a Game' and click the 'Create' button. To join an online game: Click the 'List Servers' button. Find a server you want to join on the list, and click 'Join'. If you see "No Servers Found", try clicking 'Next' to refresh the list, or host your own. To host an offline game server: Click 'Play and Host'. To join an offline game over LAN: In the text box under 'Join a Game', enter the IP Address of the computer which is hosting a game and click 'Join'. 4. On the Lobby screen, your character will be highlighted grey on the list. Click the box under 'Color' to choose a color for your character. Click the text box under 'Player Name' and enter a name for your character. Click 'Join' when ready to start the game. Once every player in the room is marked as 'Ready', the game will begin. At any point in this process you can click 'Back' at the top of the screen to go to the previous screen. 5. Use the arrow keys or the WASD keys to move your turtle around. Walk over a red berry to eat it, and walk into the floating mask to put it on. Running into another turtle will cause you both to bounce back. Wearing the mask will give you limited ability to repel other turtles for a short time. Eat as many bula berries as you can! To change your name in-game, click the text box at the bottom left of the screen, enter a new name, and click 'Change'. To turn off the music, click the square button at the bottom right of the screen. Once all the berries are eaten, the final tally screen will appear. You can clear your high score by clicking the 'Clear High Score' on the main menu screen. TO QUIT -------------------- Click red 'X' button at top right of the screen to quit the application. If in-game: Press the ESC key to bring up the green header and either click the red 'X' button to quit the application or the 'Back' button to go back to the lobby screen.
  15. For a long time, I've been thinking about making a Bionicle RPG game that would accurately depict the storyline, from the beginning. Recently, I finally began to work on the idea, using RPG Maker VX Ace and stuff I already had in place from my Voyage of Fear game to create a retelling of the 2001 story. I decided to pick Kopaka as a sort of main protagonist, so the game follows canon story events from his perspective. The game is still under development, fully playable from start to finish. It contains about 3 hours of gameplay as of now, and goes through all the important story elements. DOWNLOAD THE DEMO (VERSION 2) (updated 30.5.2017) You can view screenshots below: Now, this is still very much a work in progress, and if you feel like you can contribute somehow, please let me know. All help would be appreciated. If you have and know how to use VX Ace, even better, but it's not necessary. For example, I'm always in need of sprites and other graphical things, cause I'm not very good at them myself. So I will gladly accept help on those departments. Play the demo, and let me know what you think. All feedback is appreciated, and possibly used to improve the next version of the demo.
  16. In this game posters write abiut what alternate universes would be like, the rules are simple, the first poster (me) writes an alternate universe, and the poster below writes what that universe would be like, at the end of their post they write another alternate universe, the next poster writes about that and the cycle continues. I shall start with: Alternate universe where 2009 had great sales and Bionicle continued.
  17. Just over a month ago, I got my very first smart phone. Once everything had been properly set up, one of the first things I wanted to do was play the two mobile games from Bionicle G2: Mask of Creation (from 2015) and Mask of Control (from 2016). I was able to find the latter and install it on my mobile device, but I couldn't find the former anywhere. Apparently, that game was removed from the app store at some point. Does anyone know where else I can go to play the Mask of Creation game? If so, would the other mobile game, Mask of Control, also be found there? (I ask the second question mostly for the sake of future access because if the first game was removed only a year after it came out, I fear the same might soon happen for the other one.)
  18. DOWNLOAD FROM DROPBOX (version 2.5) Quite some time ago, I posted the newly created Voyage of Fear - The Game here on Bzpower. It was mostly complete, but still had many bugs and sloppy game design, as well as a critical glitch. Now, the game is back with improvements and bug fixes! Changes to the original include having all six Toa in battle at the same time and improved battles in general, as well as many bugs fixed. So the Voyage of Fear: The Game, is a fan-made game using the RPG Maker VX Ace engine. It follows the canon storyline of BIONICLE Adventures #5: Voyage of Fear, and remains very story accurate. You can see a playthrough of the game here. Of course, you want to see some screenshots to determine whether the game is worth your time before actually downloading it. So here you go (please note that the battle screenshot is outdated, as all six Toa are now in battle at once): Of course, despite all the bug fixes, there are always things to improve with the game. Please let me know what you think of the game and any improvements you would like to see in the game.
  19. What's up BZPower, here I'm bringing to you a dream. A dream I've had ever since I first got hooked to Bionicle. Waking up in the world of Bionicle, doesn't matter where, when or how, pulling yourself together and embracing the journey that waits ahead of you. Be it fighting the villains alongside heroes, beating up nasty Rahi, fighting in the arena against the Glatorians or rewing up that sweet Cendox V1 and smashing things up - it all sounded so great. The idea of such a game in wich you immersed yourself into the world of Bionicle, not filling up anyone's shoes but going in as you. This idea has been going in my head for a long time and then... it hit me - Why not make it myself!? Thus we get to this. Introduction Bionicle: Spherus Magna is a 3D open-world explorer-adventure game. It lets the player embark on his own journey without any real limitations allowing him to explore the world of the reformed Spherus Magna. Think Skyrim, now take away the budget and add Bionicle to it. Setting Yes, it will have plot! No, it won't be canon. The whole game takes place some time after the end of Mata Nui saga (RIP G1) on the, now once again glorious, planet of Spherus Magna. The 2 societies - Matoran and Agori - are integrating each other and have gotten used to the different world that surrounds them. Since Greg completely ditched the serials and all the side stories I have decided to forget them too. So, no Lewa isn't trapped by the Agori, Velika isn't a Great Being, there are no Mega-Vorox on Bota Magna and so on. Basically, Teridax was defeated and Mata-Nui sacrificed himself so everyone could live happilly ever after. Gameplay As I said, this will be an adventure/explorer game. The player will have the entirety of the new world of Spherus Magna to explore, including all the locations we know of and some original ones I came up with to make the world even richer. The player will have the full freedom to go wherever he wants to whenever he wants to. See those White-Quartz Mountains over there? Go climb them. See that volcano on the other side? Go dive in. Whatever you want, whenever you want. The player will also be able to interact with many characters from the universe. For the full list of characters that will appear check below. Toa: - Tahu - Gali - Lewa - Pohatu - Onua - Jaller - Kongu - Nuparu - Hewkii - Hahli - Takanuva - Turaga (all of them) - Matoran (all known and more) Glatorian: - Gresh - Tarix - Strakk - Malum - Vorox - Kiina - Ackar - Vastus - Gelu - Perditus - Surel - Agori (all known and more) - Rahi (various types, still didn't get to them) - Bota Magna beasts Locations: Everything. I mean everything. From Canyons and deserts to swamps and snow. I want this game to be as broad as possible and grasp every important location in the Bionicle universe. Features: - Exploration Many places to go, many things to do and many items to find. The journeys you take will lead you all over Spherus Magna. You'll go to places from wich you won't want to leave and those from wich you will want to run away. Some of the locations will include the famous White Quartz Mountains, individual elemental districts of the world and some original locations such as The New Atero! - Combat Arena fights Once a symbol of divide between the villages, the arena matches are now a sport event in wich finest fighters come to battle and grab a drink or two after the match is over. The player will be able to participate in matches against the famous Glatorian in both ground duels and vehichle matches! Enemies: Fighting against Rahi, Vorox, Bone Hunters and the very leader of the Dark Hunders - The Shadowed One himself! The player will need to think twice before waving his sword at some of the characters here. - Interaction As the player progresses through the game, he will witness the reformed world and be able to talk to a lot of characters, both well-known and those that are original to the game. I want to make this game really full of places to go and things to see. - Items Many things you can find. - Travel methods Vehichles. All your favourite vehichles from Axalara T9 to Thornatus, up for a ride. "Say hi to familiar faces" "Parts? Food? Weapons? - We got it all!" "I found Strakk. Strakk didn't find any money on me. Strak is mad..." "Don't go to the Wastelands unarmed kids..." "Gali asks how are ya?" "Temple of Mata-Nui - one of the original locations set in the heart of New Atero. The Matoran built it in honor to the Great Spirit." Now that you've seen the screen-shots, NO I DID NOT MAKE THE MODELS! I got them from all the corners of the internet. The credit goes to: - Glatorians: ripped from Glatorian Arena (this is non-commercial use, please don't sue me xD) - Rahi: ripped from Bionicle: the Game (reffer to the above ^^) - Agori and mischellanious go to their respective owners: here and here - The Matoran Masks and some aspects of the enviroment go to these guys. They said they'll be glad if someone would use their models so I didn't ask them directly, but if they have any objections please do say, and I will remove them if you wish. Now that we got the description out of the way, I'll get to something else. Basically, I need help with this. The project, as I imagined it, is going to be a medium sized game. Not too big, but not small. I can indeed finish it on my own, but it would take a loooong time. Time by wich I and probably you, would already get fed up with. So since I'm doing everything on my own, I would need a few people to help me out with some things. I myself, can handle the characters, and have handled the majority on my own. I would need help with these things: - level design - Rahi 3D models - a tiny little bit of code These 3 I could definitelly use help with. If any of you are interested in this please message me. u.u Now, I have mentioned budget (or rather lack of one) at the beginning of the post. This is a fan-made game. Not even clasified as indie as I'm just one guy who doesn't even have much of a background in the field of game-development. That said, this won't be the prettiest game ever. It won't be the most stunning game ever either. I'll list all the cons here: - visuals (evident from the screenshots above. Not the prettiest game ever) - animation - animating 3d is hard. Animating 3d in games is insanely hard. To get around this, I completely discarded all animation. Wait! Don't go yet! What I mean by this is that there will still be characters moving around and stuff BUT they will be doing pretty much just that. The model will simply drag around without any body movements. (For instance characters won't move their hands and feet while walking etc.) - combat - the combat will be left-click attack, right click block with additional items you can use. Nothing original and with a lack of animation, nothing eye-attractive either So there you have it. Those are the 3 biggest downsides of the game, but, IF pulled out the way I intend to, it will make up for it with a big number of things to do. So, is anyone interested in anything about this game? Regardless of wether you want to play it or help me work on it, or neither of that, everyone's comments are highly appreciated. I repeat, if anyone is interested in helping with this please let me know. _________________________________________________________________________________________________ Spherus Magna: White Quartz Mountains Demo Update: 2/5/2016 Alright everyone, at long last here it is! The first demo that gives you a peek at how the game will look like.Taking on the role of a mysterious traveler, you will explore a small area of White Quartz Mountains and face off against its Rahi and a band of mercenaries called the Ice Bandits! The demo features 3 locations: - New Atero (Gate, Avenue, Mata-Nui Temple) - New Atero Outskirts (Waterfall) - White Quartz Mountains (Snowy planes, Cave, IcePeak) Part of those atleast. Featured characters: - Ackar - Kiina - Surel - various Matoran - various Agori Featured enemies: - Ice Bandits (difficulty: Easy, creep level) - Iron Wolves (difficulty: Easy-Medium, cool level) - Ice Bats (difficulty: Annoying, don't fight just ignore and run level) - Ice Bandit Boss (difficulty: Medium-Hard, Boss level) The demo is short but serves its purpose and will show you the direction the game has taken. Now a few things are worth noting. Main one is the Battle System. It's a unique system that works despite the already mentioned lack of animations on the characters. I'm gonna explain it here as the game will offer no such help. The combat works in a bit weird but non the less original manner. It revolves about a concept of "Ranges". Basically, every enemy has an "Enemy Range", a distance from which it can deal damage to the player. Likewise, the player has a "Player Range" from which it can deal damage to the enemy. The key thing in the combat is to position yourself in just the right spot in which you're out of "Enemy Range", but the enemy is within your "Player Range". This way you can attack the enemy without suffering any damage. The catch is both you and your enemies are on a constant move. Your enemies will be chasing you and you'll have to run from them, retreat, jump and attack just at the right time. The system will allow flexible movements so the player will be able to move in all directions at various speeds and will be able to jump over certain enemies. All enemies have different movement speeds and ranges so some will be able to attack the player from long distances and the player will need to use ranged weapons, some will have a small range but will be a lot faster than the player, etc. When the player and enemy begin to fight a "Combat Initiated" box will appear. The disappearance of the box will mean that the fight has ended either through enemy dying or the player succesfully running away. The other thing is how to start the game. The game is still in its early phases and as such isn't optimised for every display. For now it would be the best to run the game in 1024x720 resolution with Windowed box checked (you shouldn't play full-screen). The reason for this is that the GUI doesn't work correctly on other resolutions so for the time being just play like that. This is how your settings should look: A couple of other things: - you move with (W-A-S-D + shift for running and Space to Jump) - you attack with Left Click and will deal damage only when enemy is in range - you talk to characters by coming close to them, no other action is necessarry - the huge blue/gray/red walls in the scenes are colliders preventing the player from going where he shouldn't go. Blue ones are standard colliders, gray ones indicate that there is an area that isn't in the demo but will be available in the later phases of the game while the red walls are an indication that you have to kill an important enemy in order to pass through them Link to the Demo: https://mega.nz/#!S4IU3a6T!cR_SC6iHD4vMKN7KbdQV0NzVN8a88vxcY6pGarhYC_k Download the Rar file and extract it. Start the game by clicking on the "MountainsDemo.exe" (a cube looking icon). Credits: - Iron Wolf and Ice Bat models were made by an awesome BZP member Aho. Be sure to thank him for his hard work. - Ice Bandit, Matoran, Agori and weapon models were ripped from various places already mentioned in the OP - Songs belong to the Bionicle movies - SFX is downloaded for free all over the internet xD
  20. Hello , I recently felt some nostalgia for bionicle and I remembered a game I used to play many years ago called Bionicle Paracosmos:Map of Mata nui but I can't seem to find any links to download it. If anyone can help me it would be nice.
  21. So I am making a bionicle game in the style of The mata nui online games and I have the programing skills, all I need some help with the art. This is kind of a competition to see whom will get some art into my game every week I will post a new assignment for anyone that is willing to try it. Anyone that gets in will get credit for their work, so good luck and Godspeed. Before I give the first assignment, I wanna see how many people are interested in this, so just follow this topic so I can get a good count. I am looking for anything that looks like it could easily fit into one of the mnog games, so use any means you are comfortable with.
  22. we are discussing about the game based on phinto, after the dark709 game years ago. my old game (my first game) is about platforming, jumping on or blasting red Rahkshi it had 3 bosses. and its the far as i go. if you don't know game before. try it now of this link below. ( http://gamejolt.com/games/phinto-first-games/68248 ) i mean it... we need ideas... first question... in this a platform game we need some moves, like some flipping twisting in mid-air in combat style. (UP+UP) double jump (UP+A) mario spin (UP+UP+A) sonic spin anyway it will be like dark709 remake game. but this time, it will be 3d, or 2.5D. with puzzles.. and also music choices (I think daiki kasho will do) (a boss theme like (daiki kasho - survive) (that will do fit with DBZ sound FX) (voice acting dialog along with text boxes and mugshots)
  23. ANIME RAZOR MAKER the game project that helps you make your sprite character look at example. to get it, downloadable available on game jolt here http://gamejolt.com/games/anime-razor-sprite-sheet/69680 -phinto.
  24. I have been working on a powerpoint game and have recently completed MNOG 3 It is not a flash game - only powerpoint, but I have still managed to create graphics similar to those found in MNOG 2 You have probably never heard of a powerpoint game - well this is one. Read the instructions below Animations such as moving water or tohunga also work. It is a point and click game, in which you explore Mata Nui and help others! There are many scenes in all six Koros! Here are some screenshots: I take no credit for the 'images' or objects in the scenery, as I extracted these from MNOG 1 and 2, and changed them to create a new landscape To play: 1. Download the Powerpoint in the link below 2. Open the Powerpoint and start the presentation 3. Click the arrows to advance to new locations 4. To move on with the speech bubbles, click on them. If no more speech bubbles come, then you are done with that conversation 5. Enjoy and explore! Here is the link: http://www.filedropper.com/mnog8 I take no credit for the 'images' or objects in the scenery, as I extracted these from MNOG 1 and 2, and changed them to create a new landscape! Please comment/criticise below!
  25. Bionicle Hello I'm ToaTimeLord and welcome to Big Brother. This is the largest social experiment ever done. 8 Protectors, each from one of the six regions of Okoto will be lock inside of a house for a chance to win the grand prize, the Mask of Creation! How to Play: There will be a main PM title the "Big Brother House" with everyone in it. You can have private PMs and I strongly encourage you to create them. For that will help you build bonds in the game. Competitions will be held in a 3 day pattern. There are two competitions the HOH and VETO. The HOH or Head of Household competition determines the HOH. The HOH then chooses Two people to be put on the block for eviction. There is a way to save your self from the block. The Golded Mask of VETO. Which brings us to the next competition the VETO competition. Who ever wins the Golden Mask of VETO can do two things. They can leave the HOH's nominees the same or remove one of them. If you are a nominee you can use this power on yourself. Once a nominee is off the block the HOH must put someone else in there place. This will then lead to the eviction ceremony were the house will vote to send one of the two nominees home and out of the game. All forms of voting will be sent to me by PMs I send out. Rules: 1.all Bzpower rules apply 2.when evicted from the house you have no say in the game. 3.HOH once you pick two people there is no second chances. 4.if a HOH dose not give me two people as nominees in the 24 hour time frame I will use a RNG to determine the nominees for that week. 5.If the VETO holder dose not make a decision then I will use a RNG to determine how to use the VETO. 6.Have fun it's a game after all Also Expect the Unexpected Player List. 1.Destined Blade 2. 3. 4.Toa Smoke Monster 5. 6. 7.Ghidora131 8.
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