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  1. Synopsis: One week has passed since the events of Six Kingdoms: Escapement. Past, present, and future collide in the Time Between Time on an island called Zakaz. Broken worlds drift closer as paradoxical alternative timelines collapse, and island denizens live short and violent lives seeking out a meager existence. Thousands of years ago the skakdi migrated to a new island after utterly destroying their homeland. They drove the local populations of matoran and toa nearly extinct and named their new island Zakaz as homage to their original home. Now, the desecrated wasteland tribes of the Skakdi-Xa ride their scrap-built vehicles and Advanced Combat Rigs through the dunes in search of Energy Sources to keep powering their machines. Miserix, an elder Aspect, guides the wastelands from his containment sphere prison. The Barraki Pridak and Ehlek seek to rebuild their once great empire. The refugees who fled the apocalyptic crash of Mata-Nui’s skull into Zakaz seek a new life and the answers hidden within ancient temples scattered across the island that show predictions of their arrival. The Aspects of Makuta scheme and plot from their cursed homes in the Kumu Islets... How To Play: Like many "Play By Post" RPG games on BZPower, we use a system of Out Of Character (OOC) and In Character (IC) for notifying readers when our writing is as ourselves or from our characters' perspectives. Please be patient between posts, allowing everyone else involved in the scene a chance to reply before continuing. The main focus of this game is a compelling narrative written together. This places more power in the hands of the players: you may describe the environments as you see fit, as long as pre-established in-game descriptions by other players, the GM, or Bionicle canon is not broken. By contributing our individual ideas we create a beautiful living world together. If you have an idea for a plot, write it because I believe in you. If you get greedy I'll step in and bring things back into perspective. The Reliable Narrator: When interacting with the world of Six Kingdoms: Rebirth (SKR), you may find your character is responded to by the Reliable Narrator. This is a game master describing the actions of your character and the responses to them by the rest of the world. Examples of the Reliable Narrator include descriptions of new locations your characters enter, rising tension, or sudden commentaries on events to shed new light on the story. As of 04/11/2020, UN and Veef are revamping the locations of SKR to include more details. Check back each day this coming week for a new location expansion! All Playable Locations Are In This Single IC Topic: Art by Rube (@art_rube) GSR Head/Metru Nui Ruins: Split off from its body by asteroid impacts and the wear and tear of millenia adrift in space, the head of Mata-Nui plunged into a rapidly decaying orbit, eventually entering the atmosphere and impacting on the Western half of the island of Zakaz. Metru-Nui, contained in the cranium, already ravaged by the Barraki’s invasion, was devastated by the impact. As the head fell, the entire island was flung forward and the combined force of the outer and inner impact cracked open the skull of the GSR, causing the silver sea to leak out and parts of the island to jut out of the opening. Ta-Metru, already damaged by a terrorist attack and deliberately sabotaged to halt the league’s advance into the city of legends, has been reduced to slag after the impact. The great forges and refineries exploded or ruptured, spilling molten steel like lava, destroying what was left of the once-great Metru. Whatever wasn’t utterly destroyed has been salvaged or scavenged by the survivors. Consider this Metru dead. Onu-Metru and its great archives had already been a dangerous place that was impossible to monitor properly. After the league invasion and subsequent massacre, this was even more true. Now, after the impact, the area has become an underground maze of collapsed tunnels, rifts, and all manner of Rahi freed from their stasis tubes by the loss of power. Only the brave or foolish venture here to salvage what little is left. Nobody lives here. Po-Metru was devastated alongside Onu-Metru when the massive underground archives collapsed for the most part. Broken statues reflecting broken dreams litter its ruins. Consider this area dead. Ga-Metru was left mostly intact during the invasion, thanks to the non-violent manner of Takadox’ takeover. Most of the damage here occurred during the sudden draining of the silver sea after the impact, causing many structures to collapse, though a number of the scholarly buildings remain. The great temple somehow managed to survive as well, serving as a refuge for a great number of survivors. However, it is now sitting on dry land, at a slant on the massive pillars that held it aloft in the sea. This is where most of the Barraki’s forces have made their new home. Le-Metru and Ko-Metru took the brunt of the impact and are now a massive tilted maze of fallen skyscrapers and broken chutes, jutting out of the ‘wound’ in the GSR skull. Effectively forming the entrance to the remains of the city, the league’s forces have begun fortifying the region and are slowly trying to salvage and rebuild these Metru to be habitable once again. They have managed to activate one chute, connecting the still functional Metru and Coliseum. Coliseum: What used to be the center of Matoran civilization is now largely defunct, but remains one of the only parts of the city that settled level after the impact. In addition, the Barraki managed to reactivate one of the Vahki hives contained within and several of the major functional rooms, including the Cortex are intact. This is where Pridak has set up his throne and is planning his next moves. Pridak's throne room is specifically in Dume's old office on the Private Floor 50 (of the 100 floors above ground). The broken glass floor to ceiling windows have been replaced in the past week, but construction continues on a section of the roof that caved in. Pridak moved the piloting chair from the Cortex into this space, and uses it as his new throne. The throne room sits level with where the pupil would be in the empty eye socket of the GSR skull, allowing Pridak a view of the world beyond. Zakaz Zakaz once represented a beautiful tropical island, but thousands of years of conquest, disregard for the environment, and the crash of the GSR's skull changed things. The Northern half is a desolate wasteland of dunes and rocky plateaus. The deserts of the North are easy to get lost in, and the skakdi who live there in warbands live in fear of giant, burrowing sand worms and other monstrous rahi. The Southern half of the island is scraggly plains, toxic bogs, and putrid marshland. Banyan trees and other plants grow in a massive forest over the marshes. The center of the island is home to an active volcano whose magma runs to the East. A forest of charred trees remains in the cooled magma. The entire Western side of the island's mountain ranges were flattened by the crash of the GSR from space, and now a great moat of toxic liquid from the Silver Sea surrounds the impact zone. Underneath the island are warrens and caverns of rahi and Masi. Each region, of which there were once six, has two temples. These are built in the matoran style the Refugees remember from their lives in the GSR. Find and explore them for more details to be posted below. A shortlist of locations on Zakaz are listed here. See below the short list for an expanded description of each region. Refugee Camps: small camps have popped up across Zakaz housing refugees from Metru-Nui. These are places to regroup, survive, and find a new place to call home. Metru Koro: one of the refugee camps, led by Turaga Sans. Ruins of Ice (511): this ziggurat is on the western side of Zakaz. Irnakk’s tooth: Named after the nightmare creature, the tallest mountain towers over the center of the island. Being volcanic in origin, it is honeycombed by cave systems containing all sorts of mysteries. The Nightmare Pits are located within this cave system. (See Ash Barrens) The Rig: Located just off of the eastern coast, accessible by a ramshackle bridge, this assembly of scrap metal is home to one of the major Skakdi factions. Half anchored to the sea floor by foundational pillars and chains and half floating on massive pontoons, the Skakdi use jury rigged wave energy generators, underwater turbines and other scrapper tech to power their habitat. As a recent addition, salvaged forge tech from Ta-Metru now dumps slag and waste into the coastal waters. Beings unfortunate enough to wind up on the Riggers bad side hang from chains or spend the end of their days in cages suspended from outriggers, until they expire. Their remnants are left as warnings. Fort Nektann: The Warskaks desert stronghold in the far North. Built into the natural terrain surrounding the oasis supplying the warband with water, this Skakdi village could be called almost quaint, if it weren’t for the spiked metal walls surrounding it and the fleet of wasteland raiding vehicles they operate. The Under Hive: deep below the surface of Zakaz are the Mesi’s fungal caverns and villages. These tunnels extend the length of Zakaz, and surface dwellers can be seen caving in entrances regularly to try and shun the Mesi away. Mesi also pose a problem to the Barraki as they can access the underside of the broken GSR’s skull. The Fau Swamps: the Southern half of the island is covered in a toxic bog. Ancient temples and ruined towers extend above the canopies of massive banyan groves. The Kumu Islets: these islands are the home of the Aspects of Makuta. Ruined temples dot the landscape, with labyrinths below. The skakdi dare not venture to these islands, instead performing the rites of desecration when Aspects visit the mainland. Natural hot springs of liquid antidermis exist in the islets. Aqua Sphere: a strange floating glass sphere hangs above the island of Zakaz, high above the cloud line. It can be seen glinting far away on sunny dies. It travels in a mysterious pattern that defines normal weather and provides rain to the island below. The rain, however, makes anything living younger. A trail of sapling plants and baby rahi is often left behind the rain's path from the Aqua Sphere. Treasures undoubtedly exist in this broken floating sphere for those brave enough to venture into the sky. The Ash Barrens: The desolate region to the East of the Zakaz’s active volcano, nothing grows in this hospitable land. The steam of constantly cooling lava fills the air with noxious vapors, and burned and petrified forests cover the view. No skakdi lives here, not even a very stupid one. Notable locations include: Dead Forest: a once massive forest now petrified and covered in the ash of countless eruptions. The Dead Forest contains many mysteries, and even more corpses. Fire Suva Temple: located in the center of the lava rivers flowing from Irnakk’s Tooth to the eastern coastline and cooling on the seaside. Irnakk’s Tooth: named after the nightmare creature, the tallest volcano towers over the center of the island. It is honeycombed by cave systems containing all sorts of mysteries, including the infamous Nightmare Pits where skakdi perform the Rites Of The Tahtorak. Ruins of Fire: a crumbling ziggurat ruin is located deep within the Dead Forest, and is one of the many ancient structures remaining from a time before the skakdi’s arrival. Untold mysteries are hidden within. Valley of Bones: near the Southern edge of the Dead Forest lies a deep valley where the soldiers of a great conflict were buried in a mass grave. It is here Kal has made his new home and created his Blood Keep. Many hazards present themselves to travelers braving the cruel Ash Barrens. Irnakk’s Tooth is prone to frequent eruptions, leading to lava rivers flooding their banks. In the aftermath a poisonous smoke lingers for days, causing severe nausea and dizziness in acute mild exposures and anaphylactic shock and death in chronic and prolonged exposure. Beyond the terrain, mounds of Charcoal Beetles house colonies of fist-sized relatives of the hoto bug who are dangerous, deadly, and extremely territorial. Beyond the physical, the Ash Barrens are rumored to be haunted by dead forest spirits, and it is said they lead travelers to their death with sounds of chimes and childish laughter. The Fau Swamps: The Southern end of Zakaz is covered in the bogs, marshes, and toxic waterways making the Fau Swamps. The waters are murky, filthy, and full of garbage. The marshland northern border of this region quickly becomes a blossoming fungal jungle clouded in acid rains, and toxic spores fill the air. Large trees with massive sprawling roots act as the solid base for much of the ecosystem. The rahi in the Fau Swamps are dangerous, mutating with successive generations, and mostly giant insects. Locals know to make as few sounds as possible so as to avoid gathering the attention of an insect swarm. Large conical nui rama hives dotting the Fau Swamps are best avoided. Notable known locations include: Mar-Koro: the secretive village of Gaius and other indigenous matoran villagers living in hiding from the warring skakdi of the rest of Zakaz. By the owning player’s request, Mar-Koro is not a playable location at this time. Sorilax’s Village: an Aspect living in the Fau Swamps has assembled a small village of under fifty refugees from the fallen head of Mata Nui. Sorilax teaches the refugees how to survive in the Fau Swamps, but how long his project will last no one can say. Radiation Zone: after the fight with the gargantuan manas crab, Giruga, the hex (6,11) became full of toxic radiation. Simply passing through this hex will give your characters radiation poisoning. They will need to seek immediate medical attention once exiting the hex. Grand Temple Ruins: Ancient temples and ruined towers extend above the canopies of the Fau Swamps as part of a massive ancient complex of unknown purpose. No one, not even the indigenous population, can remember when these structures were built. A hive of territorial nui rama built their nest inside a portion of the ruin, posing as a threat to visitors. Toa Stannis spent a short period of time looking at the ruins on his own after the Great Impact, and what he deduced from the temple walls greatly disturbed him. Explore these ruins to learn more! Suva Temple: hidden somewhere in the Fau Swamps is the Suva Temple for the region. Explore to find it! Desecration Rock: a spit of dark granite that juts into the sea from the southernmost point of Zakaz and has a view of the Kumu Islets. The surface of the rock is covered in the carvings of Skakdi prayers and wishes, as well as various religious symbols. It is Zakazian custom for those seeking to form a pact with an Aspect to make the dangerous trek to Desecration Rock and fast there until an Aspect forms a pact with them. Some Aspects will wait until a Zakazian is delirious with thirst and hunger before approaching. Very few make a life in the Fau Swamps, and are destined to succumb to a multitude of illnesses from their toxic environment. Two of the most common are Corodi and Brachel Spurs. Corodi is caused by breathing in toxic spores and turns organic tissue to glass over a process of several years. The glass breaks and shatters inside the body, killing those suffering from the inside. Brachel Spurs are painful growths that form on the inorganic matter of a protoderm, most commonly on the soles of the feet. Some healers say the spurs are actually polyps for an infectious worm that lives in the marshy waters. The only known alleviations for Corodi are regular healing sessions using a kanohi kiril or slowing but not stopping the transformation by chewing the root of a plant found in the Fau Swamps. The only known cure for Brachel Spurs is a mask of healing and avoiding the waters of the Fau Swamps. ... And so with all the fiddly bits out of the way, let's play! HEX MAP: each hex is equivalent to 77km, or the approx distance of a toa walking for 24 straight hours. and with hex numbers:
  2. Happy April! This is where you can post out of character about the Six Kingdoms: Rebirth (SKR) game until the end of August, 2020. Please see the general rules, common sense guide, and BZPRPG rules of play for how to behave in this and all SKR topics. Lastly, remember, your characters are part of a collectively told narrative and no one has plot armor. There are no "plot post." Please make sure to chat with friends about what stories you want to form together, be they faction quests or personal journeys. Your GMs are Unreliable Narrator and Vezok's Friend I look forward to playing with you all! Conduct: Conduct is defined as anything requiring GM intervention for resolution. This can be facilitating the resolution of a scene or handling reports of rule-breaking. Please note, we only handle conduct for BZPower specific issues. We do not handle conduct related to 3rd party sites like Discord or Google docs unless the conduct directly involves the GMs (i.e. harassment in private message threads). If you have an issue with a player on those platforms please contact the appropriate support team. While we hope players can be kind and collaborative, we understand sometimes not engaging is the best solution. Reporting Conduct: To report Conduct issues, please submit a single PM on BZPower to the GMs. In the subject line please include “SK CONDUCT” along with the type of isse (dispute, rules violation, etc.). We will read and reply to these PMs on a weekly basis. Thank you for your patience in advance. Gameplay and Lore Questions: Please post all questions regarding gameplay, planning, and lore in the OOC Topic for the game. For visibility, tag both GMs in your post. We’ll answer these questions as they come up, or during the weekly news roundup on Mondays. P.S.: I couldn't NOT have a character demographics spreadsheet...
  3. Six Kingdoms: Rebirth Welcome to the second game in the Six Kingdoms Story! This is the Character Profile and Rules Topic. Please see this first post for rules amendments, and post your Player Character (PC) profiles in this topic thread. By posting you are agreeing to follow all rules and guidelines of BZPower, the BZPRPG gameplay rules, and the Six Kingdom's rules amendments. The Game Masters (GMs) for SK:R are @Unreliable Narrator and @Vezok's Friend. Please reach out to either or both of us for rules, dispute resolution, or general questions. Synopsis Past, present, and future collide in the Time Between Time on an island called Zakaz. Broken worlds drift closer as paradoxical alternative timelines collapse, and island denizens live short and violent lives seeking out a meager existence. The wasteland tribes of the Skakdi-Xa ride their scrap-built vehicles and Advanced Combat Rigs through the dunes in search of Energy Sources to keep powering their machines. Miserix, an elder Aspect, guides the wastelands from his containment sphere prison... Rules Amendments: Auto-Hit Amendment: What’s an auto-hit in a Six Kingdoms RPG? An auto-hit is defined in the Six Kingdoms RPGs as: "any action that occurs to a character, character’s belongings, or characters property not owned by the writing player without the permission of the owning player and causes harm, damage, or otherwise impacts that character." “I pat them on the shoulder and say ‘nice job,’ after our characters complete making a tent,” is not an autohit. “I steal their canteen and throw it into the sea while they’re asleep,” is an autohit. If players are engaging in PVP they will assume their character is already dead for the narrative purposes of the story. They will not engage in actions they are uncomfortable placing their character in. Do not make the “biggest meanest skakdi of them all” for PVP if you refuse to let your character be hurt or die because “they’re the best.” If a GM observes this behavior they will ask you, the player, to shift gears and return to a collaborative mindset. If you do not… See the three strikes rule. A GM may auto-hit in these exclusive circumstances: facilitating in resolving a dispute between players, reminding players their characters are in a dangerous situation if players stop engaging with the world as a living and breathing system, or if an Environmental Effect or other game-changing effect takes place and affects all characters in a region. “Waffling” Amendment: Dead characters remain dead until actual in-game effort is put into raising said dead character. Do not delete your post because you killed your character and regret your actions. In short: “people die when they are killed.” Be honest with yourself before placing a PC into a situation where they may be killed: are you okay with your character dying? Death is a part of the game and should not be cheated or cheesed. "Happy Chat" Amendment: Approach other players with empathy and expect differences in opinion regarding locations, character actions, or game lore to be stemming from a miscommunication or lack of primary documents for either participant in the conversation. Do not immediately allege another player is incorrect and demand them to see your side. Instead, express a desire to work through whatever miscommunication exists. If you have a hard time understanding this concept Six Kingdoms is probably not the right game for you, and you should seek out another RPG on BZPower or another website. Three Strike Rule Amendment: GMs will reward poor player behavior with strikes. If you collect three strikes you are banned from Six Kingdoms. The rest of the Six Kingdoms RPG community has no responsibility to recognize or respond to any communication from banned players in Six Kingdoms RPG topics (OOC, Character Creation, and IC). Continued negative behavior by banned players will be passed along to BZPower staff for site moderation. Conduct: Conduct is defined as anything requiring GM intervention for resolution. This can be facilitating the resolution of a scene or handling reports of rule-breaking. Please note, we only handle conduct for BZPower specific issues. We do not handle conduct related to 3rd party sites like Discord or Google docs unless the conduct directly involves the GMs (i.e. harassment in private message threads). If you have an issue with a player on those platforms please contact the appropriate support team. While we hope players can be kind and collaborative, we understand sometimes not engaging is the best solution. Reporting Conduct: To report Conduct issues, please submit a single PM on BZPower to the GMs. In the subject line please include “SK CONDUCT” along with the type of isse (dispute, rules violation, etc.). We will read and reply to these PMs on a weekly basis. Thank you for your patience in advance. Gameplay and Lore Questions: Please post all questions regarding gameplay, planning, and lore in the OOC Topic for the game. For visibility, tag both GMs in your post. We’ll answer these questions as they come up, or during the weekly news roundup on Mondays. Character Creation Please see the general rules, common sense guide, and BZPRPG rules of play. We will abide by those along with any changes, amendments, and addendums listed above. Post your character profile in the “Character Profiles” topic for the game. Please await an approval post from the GM before joining the story. If an alteration request is made by the GM, please see to it before continuing to post with the character in question. The “No” of Character Creation: Characters must be approved by a GM in the Character Profiles topic before playing. This is to provide a fair narrative storytelling environment in a game with an elevated power ceiling. Note: If you have a character from SKE and you are porting them to SKR you do not need approval for that character even if they have custom abilities, so long as those abilities do not change. Legendary kanohi are banned unless GMs have given written approval for the use of a legendary kanohi. If other kanohi prove they are being abused in a way that destroys the overall player enjoyment they will be added here. Play nice. The Order of Mata-Nui is a secretive society known to very few. To join the faction, find a recruiter and roleplay the rites of passage discovered in-game. You cannot start your character in the Order of Mata-Nui unless they were recruited in SKE. Nova blasts are banned, unless you message the GM and explain why it’s absolutely necessary for plot reasons to blow up your character and both GMs say yes. Nuva characters are not allowed at this time. This is a growing list of protoderm breeds unavailable in Character Creation at this time: canon bionicle makuta (Aspects are this world's version), rahkshi, most rahi... The “Yes” of Character Creation: All canon bionicle protoderm breeds not mentioned above are playable. Custom breeds from the BZPRPG that were approved are also available without need for further re-approval. New custom breeds need approval of the GMs before playing. Kanohi are not moral or amoral in this alternate universe. They are tools. Some tools are more feared than others based on famous users. All elements are available for play. Think about how your character’s element would be viewed by those around them. All beings are lightly resistant to psionic powers. Attempts to use psionic powers requires player consent in the same way as landing any elemental power. Dasaka are just matoran, toa, and turaga of psionics again. If you want to keep the powers as specified in BZPRPG, you certainly may. Player characters may have a personal vehicle, and any amount of technological items that fit the character narratively. For mechs, ACRs, please see their section in Character Creation. Please make sure to address any character approval questions from the GMs within 24-48 hours. You may not continue to play with the character in question until the approval issues are resolved. If you need more time, please let the GMs know as they are happy to accommodate. Remember, your characters are part of a collectively told narrative and no one has plot armor. This is a game with altered lore from canon. Do not assume anything is the same. The canon of SKE supersedes the official Bionicle canon. Please remember this is a team game. We are all telling a story. What do you want your characters to contribute to that story? There will be an IC forum thread, an OOC discussion thread, and a character profile thread. Please post character profiles in the character profiles thread and tag me in them for a quick approval! Character Profile template: Name: if a matoran, have they passed the rite of naming day Breed: canon or approved custom breeds of protoderms Faction: Aspects, Barraki, Refugees, Zakazian, etc. Brief Description: what’s their everyday or current appearance Background/Occupation: what do they do, where did they come from Flaws: character traits that hold them back, or where they break Powers/Equipment: stick to canon for what your character’s species can and cannot do We’re going a little different this time with character creation in order to encourage role playing and collaborative storytelling. All characters have the following system of powers and limitations: 1x Primary Element/Power 1x Secondary Power (i.e. Masks) 1x Breed quirk(s) 1x Psychological issue they struggle with 1x Physical limitation For example let’s take a character from Bionicle Canon in 2001, Tahu. Tahu has control over the element of fire (primary element/power), the mask of shielding (secondary power), and heat resistance (breed quirk). Tahu also consumes nutrients in foods by absorbing them through his hands rather than eating them like a skakdi would (another breed quirk). Tahu’s psychological issue is being a rage-aholic, his community supporting and validating his bursts by telling themselves, “he burns hot like fire.” Tahu’s physical limitation is he atrophied over time in the toa canister and needs to rebuild his strength. Kanohi Masks: Characters who’s races allow for wearing and using a kanohi may have one kanohi at the start of SKE2. The masks of Six Kingdoms are not divided into moral and amoral. For example, the beings of this world understand a mask of mutation can be used for healing or for creating terrible abominations. Masks are tools, some more dangerous or deadly than others. Banned Kanohi are as follows: All legendary masks Golden/Silver masks (at this time) Kanohi Olmak, mask of dimensional travel Masks of a single element, unless otherwise approved by a GM (please list this approval in your profile) Kaita Fusion: Three willing PCs of a similar breed (three matoran, three skakdi, three toa, etc.) of differing elements may form a kaita. A kaita is a Lesser Spirit, and governs a domain of its cultural ethos. All three players may post as the kaita, but they can only post once per interaction or in combat. Do not use the advantage of multiple players to double post as a Kaita. Kaita Fusions follow all the same rules as PCs and require an approved profile. GMs are actively watching for Kaita Fusion abuse. Kanohi Crafting: This content is not yet unlocked. Explore SK:R to unlock this content. Kanoka Disk Crafting: As seen by Gaius in Mar-Koro, kanoka disk crafting requires purified protodermis ores of several types to create the base nine disk types. Creating more complicated disk types needs the forging and prayer of a master smith, as well as the correct recipe through trial and error. More to come as explored. Airships, Vehicles and Watercraft: Please provide a name for the vessel and a general description. You may have a small NPC crew of five per each PC aboard the airship, vehicle, or watercraft. The NPCs cannot assist in combat except to keep the airship, vehicle, or watercraft moving and in operational condition. It is preferred to replace NPC crew with PC crew ASAP. Currently, airships are smaller than the cargo airships of Metru-Nui and cannot go above the cloud line. Watercraft are not well built enough for extended deep sea voyages. Feel free to make it a personal quest to improve your ship to break through these limitations. Advanced Combat Rigs (ACRs): Advanced Combat Rigs (ACRs) are personal mechs, which come in all sorts of shapes, colors, and designs. ACRs are unaffected by elemental attacks, as they have onboard elemental nullification technology. They still take the physical damage of an elemental attack. One ACR per Character: a warband or crew can own several ACRs, but each is limited to a single pilot. All ACRs require a heartlight to function, as they are akin to a body without a consciousness/soul. The exception to that are semi-sentient ACRs built with the central processor of a salvaged Vahki, which can act as an onboard AI and operate independently. Only the Barraki faction has access to Sentient ACRs at the beginning of the game. All other factions must find a vahki neuro-core. These are a limited resource. Most heartlights are kept in cylindrical canisters and carried like keys by the ACR’s pilot. Piloting is done via thought. Pilots sync their mind to the ACR via neural plugs implanted into their own bodies. This effectively makes the ACR an extension of their own body: their brain impulses is what makes it move. Due to the nature of the interface with the ACR, pilots do not have access to elemental abilities while plugged in. An ACR’s size is limited roughly to between a Canon Bionicle Boxor and an Exo-Toa. ACR shapes are as diverse as the pilots at the controls: bipedal, quadrupedal, tracked, hovering, and whatever else the pilot can imagine. You may display any patterns, heraldry, and weapons systems (see profile) that make sense for a desolate wasteland. Weapons: It's tempting to strap a lot of Dakka to your mech, but again: This is a wasteland. Where did you get that many blasters, reasonably? Also remember: The more dakka and shinier your mech, the more interested other wasteland dwellers will be in taking it from you. If you strap 10 Midak to your mech, you can be sure a bunch of Skakdi will drop by during construction and ask you to share your toys - and they don't ask nicely. Rule of thumb: Stick with the Exo Toa: High degree of protection, with one projectile launcher and one melee weapon. All ACRs require a simple profile as follows and must have GM approval before being used in-game: Name of ACR: ACR’s Faction/Homebase: Pilot of ACR: Type of heartlight: Physical Description: Onboard Weapons Systems Options (pick two): 1x Primary (+weakness) 1x Secondary (+weakness) 1x Melee (+weakness) 1x Shoulder mounted (+weakness) The Aspects of Makuta, Their Rites, & Taboo: The Aspects of Makuta are a powerful breed of individualistic gaseous entities who originate from the Kumu Islets south of Zakaz. These dark beings who practice taboos of a world lost to time seek to accomplish a Grand Wish, and require desecrated followers to achieve their ends. These PC followers come from all walks of life, some of which are the sub-breed of Skakdi-Xa. Faction Breed: Aspect of Makuta Primary Element: shadow Secondary Power: pick a second stage kraata power from the kraa variation tables on BS01. This power is an innate power of your Aspect and will grow over time as your Aspect ascends through the narrative milestones of their Grand Wish (see below). Breed Specific Quirks: aspects have a Grand Wish and perform Rites of Desecration, but cannot form kaita or access kanohi powers. Psychological Issues: aspects are fiercely independent, valuing their earned consciousness after rising from the liquid pools of antidermis in the Kumu-Islets. They are manipulative, often selfish, and consider all other beings as possible vessels for them to assume solid form. All Aspects of Makuta desire a solid body as often as possible. Physical Limitation: aspects exist as a sentient green gas and require either a suit of armor or a willing host to take solid form. Aspects may start the game with one suit of armor the same height as a toa. When in a gaseous form Aspects cannot physically interact with their environment. Host Possession: To possess a host, an Aspect must receive verbal or written consent from the host to house their gaseous essence. Once consent is given, the aspect can freely enter the body of the host in a creative manner. A possessed host can be played by both its original player and the player of the Aspect. Both players must communicate with each other about who will act at a given time. Since their respective characters share a body, players cannot double post by switching consciousnesses. Please do not violate this rule. When the Aspect is in control, the host's consciousness is dormant but aware of what the Aspect is doing. The host's consciousness cannot interact with the game world while the Aspect is in control. When the host is conscious, the Aspect is dormant and unable to interact with the world but knows what the host is doing. An Aspect may choose to leave a host they find unsuitable at any time. A single host may only be possessed by one Aspect at a time. A single Aspect may only possess a single host at a time. Rites of Desecration: A being who hosts a kraata is considered desecrated. Desecrated beings cannot remove the kraata without dying and are compelled to complete the narrative milestones laid out by their Aspect to achieve the aspect's Grand Wish. A character can undergo desecration twice for a maximum of two bonded kraata. To become desecrated a willing host provides a still beating heartlight from a sapient being -- excluding Rahi -- to an Aspect and consents to complete an Aspect's wish. In return, the Aspect forms any one first stage Kraata of the 42 known kraata powers and grafts it to the host. This binds the host and Aspect, and the host is compelled to complete the wish if possible. Below is the preparatory poem for the Rite of Desecration, which may be referenced or used during the rite's performance. Taboo: Some rites and rituals of the Aspects of Makuta are lost to the ruins of the world. Exploring temple ruins and researching goals through trial and error may unlock new perks and abilities for Aspects who have the knowledge. Any discovered taboos will be listed below along with the name of the character who has knowledge of these taboos. Your character’s name here! Grand Wish: All Aspects have a Grand Wish, something they wish to accomplish in the time they have before they rejoin the antidermis pools of the Kumu Islets and lose their sovereign identity. Achieving their grand wish is a massive undertaking, for all grand wishes change the fabric of reality to the Aspect’s true desire by the end. This grand wish has seven narrative milestones which must be accomplished by the Aspect’s desecrated followers. The first step for all Aspects is gaining a desecrated follower. Please submit your Aspect’s grand wish and the necessary narrative milestones to GMs for approval. The narrative milestones do not need to appear in a character profile until they are achieved, but the Grand Wish itself must appear in the character profile along with a mention of which GM(s) approved it. If denied, GMs will work with you to craft narrative milestones. The Aspect may reveal each narrative milestone of their grand wish to their desecrated followers during the initial desecration rites either step by step or all at once. Each time a sequential narrative milestone is achieved, the desecrated follower’s kraata increases in power by one stage and their Aspect also grows in power by one stage. Additional Ascension Perks for Aspects: Telepathic audio communication with an individual desecrated follower currently on the same plane of existence. Kraata power stage 3, ascend to learn more Kraata power stage 4, ascend to learn more Kraata power stage 5, ascend to learn more Kraata power stage 6, ascend to learn more Kraata power stage 7, ascend to learn more Grand Wish achieved, ascend to learn more Creating a Grand Wish: Explain the following: what is the grand wish and why does the Aspect desire it to be completed in their lifetime. Next, explain the ascension process in seven easily identifiable narrative milestones that the followers of your Aspect will need to achieve. Below is an example of a Grand Wish and the ascension steps. Example: What: the Aspect wishes to become a god. Why: so that they may truly feeling in control of their own life and destiny How: Desecrate a follower Gain a village of worshippers who pray to the Aspect daily Consume the power of a toa kaita Desecrate a tahtorak Use the heart of the tahtorak to build a grand vessel for the Aspect to live within Consume the powers of another Aspect worthy of respect Drink of the Lake of The Sun Skakdi-Xa: Like all Zakazian Skakdi, the Skakdi-Xa have frills along their spine or behind their head instead of protruding spines. The Zakazian Skakdi will often raise their frills when experiencing intense emotions. All PC Skakdi-Xa were desecrated by an Aspect before SKR began and are native to the island of Zakaz. They have a grafted first stage kraata near the frills extending from their spine. For the most fun, it's recommended you find a PC Aspect to have performed the desecration. Primary Power: one skakdi vision power. Secondary Power: one 1st stage kraata power. Reach out to players who have an approved Aspect in-game if you want to connect your character to an aspect at the start of play. Breed Quirk: latent elemental powers. Skakdi may only access their elemental powers if they work in tandem with another skakdi. Factions and Population: Population of Metru Nui: The population of Metru Nui is predominantly soldiers of the League. This is an incredibly diverse group of all breeds, including the matoran and toa who renounced their faith in the Great Spirit for the overall betterment of an inclusive society focused on the individual identities of its citizens. Dark Hunters who have given up their old mercenary work and joined the Barraki also live in Metru Nui. Recommissioned vahki serve as front line troops, and Ehlek is looking for a way to make a mobile charging hive. Population of Zakaz: The population Zakaz is predominantly skakdi of all elemental variations. Some native matoran inhabitants remain, along with their toa protectors, and some other breeds of Protoderms who sailed from islands now lost to climate change also eke out a meager existence amongst the warbands. 90% of the population prior to SKR was skakdi, with the rest a mixture of all other breeds. Among the majority of skakdi is the elite breed of desecrated Skakdi-Xa. These skakdi contract Faustian bargains by sacrificing others to Aspects of Makuta who visit the mainland. In exchange they gain a kraata that becomes grafted to their body, often near their spine. These kraata not only provide additional powers, but show their backing from and affiliation with an Aspect. Culturally, hosting a kraata is also seen as a nurturing act. Those who host more kraata than others are considered more worthy leaders because they are stronger, ready to make a sacrifice for power, and willing to nurture something besides themselves. Aspects of Makuta: These powerful entities secret themselves from the rest of the world in the Kumu Islets. They slowly grow in power as they desecrate the natural population of Zakaz. Their faction goal is to raise one of their kind to the seventh stage of kraata power through repeated desecrations. Only at this final stage will an Aspect finally become whole. Playing an Aspect involves researching and discovering ways to perform higher stage kraata desecration rites. Barraki: Pridak, Ehlek, and Takadox are the remaining leaders of the League of Six Kingdoms. Takadox left the League, and now only Pridak and Ehlek remain in the destroyed skull of the Mata Nui robot, which they have turned into a stronghold, populated by the few soldiers and converted citizens who survived the crash. Ehlek has brought several vahki hives back online, using them as soldiers in his new world order, and Pridak schemes to recollect the Mask of Creation. Those who serve the Barraki are looking for the Mask of Creation, and the fabled resting place of a time machine somewhere in the Zakazian landscape. Pooling from their new and growing fortress is a large lake - a natural moat formed by the silver sea. Howling Untethered live in the lake and along its borders. Metru-Nui Refugees: The remains of matoran civilization within the Mata Nui GSR fled the crash, fracturing as large groups often do after an apocalypse. Small refugee camps have begun forming in the past week across the Island of Zakaz. These camps contain the bare necessities at the moment for the survivors to stay alive and regroup, in order to figure out what to do next. While exploring this new land, they found six regional temples that had strange hieroglyphics carved into them, predicting the arrival of the GSR and the “Children of The Stars”. Beneath these temples are complicated mazes full of traps and puzzles. The Hieroglyphs speak of a powerful transformation at the end of each maze. Other Player Factions: Player factions also exist! Check the OOC channel for how to become involved in those. Kal’s Blood Skakdi is one of them. A growing list of player factions will be available here. Untethered: The horde of undead from the GSR pooled out from the crash of Mata-Nui’s skull and swam through the newly formed lake that leaked from the destroyed skull. They formed strange abyssal kaitas, and now roam the island seeking more life to assimilate. Zakazian Warbands: Clans of roving warriors who live on war rigs. They protect their hidden oases, and their current goals are survival and the accumulation of territory and power. They recently learned the Rite of The Tahtorak from an elder aspect, and now race each other to find a worthy sacrifice to be fed to the Nightmare Pools in the frozen caverns of the tallest mountain: Irnakk’s Tooth. The following are different pre-established warbands your character can be a part of, but feel free to create your own warband with friends! Nektann’s War Skaks: a Skakdi-Xa chief who caught an Aspect of Makuta, Miserix, in a magic containment sphere and makes him perform divinations for his warband’s travels across the desert wastelands of the North. They have a permanent stronghold deep in the deserts from which they stage raids on the less fortunate. Riggers: a warband that lives near the coastline in a semi aquatic fortress. These pirates value the smokes from the mainland as a form of currency, and drive aquatic vehicles made from the scrap provided by the crashed GSR skull as well as other coastal wrecks. Mesi: mutated, pale, often eyeless or otherwise deformed, these underground dwelling skakdi once worked in refineries below ground. Moss and fungi grow on their backs, and their senses of smell and hearing are impeccable. They raid the surface of Zakaz at night, giving a howling and piercing shriek when they begin. Approved Characters: Updated approximately every week. Please do not PM me to update this list. You can find the GM-NPC Master List HERE. Azibo: Sans, Gaius, Amaru, Lrrthxx, Kokaliga Dane: Vent, Zai, Falh, Mega Snelly: Vashni, Skyra Daring, Varian, Taliesin Harvali: Kanohi, Collector, Bode, Mahrika Biological Chronicler: Pardehi, Tugarak, Changua, Balkan, Karai, The Ripple Tarn: Nale Vella, Datrox Karvan, Rose, Jutori, Korio Karasha, Triage, Nale Vella (UPDATED) Nato The Traveler: Sidra, Zaliyah, Xane, Corrivalis and The Raptor, Whisper, Reson Ance, Marrow, The Razorfish EmperorWhenua: Yumiwak, The Tactical Panda II, Stannis, Leklo Smudge8: Mazor, Jephro, The Janitor, Informant Keeper of Kraata: Skorm and V4 Muaka Interceptor, Fyura, Kaylus Bulik: Knichou and the Taku Burnmad: Barius and his ACR, Providence, Morangad, Ollem Toru Nui: Ulkarr, Ostrox, Achro, NU-8020S, Tekmo, Waveahk, Navu, Enra, Gnabol, Klawne, The Tranquility Onaku: Okuo, Arkius, Iradra, Zadred, Atka, Varah, Rangi, Ardoku, Kal, Druu Arkkan, The Inferno Conway: Irna the Sixth Born of Perror on The Northern Continent, Parnassus and The Horizon's Call Vezok's Friend: Zataka ~Xemnas~: Atamai, Kohara, Aurax and The Takea, Whira That Matoran With A Vahi: Varxii, Rek and Backstabber Pokemonlover360: Kilo-M9, Ysocla TL01 Nuva: Keitara XCCJ: Triki Eyru: Orieus, Taja, Tuakana, Dar Poroka Toden Kakoda Gan, The Wombat ZippyWharrgarbl: Yaushe Edelgard: Mahryo Jakura Nuva: Lueji Kal The Guardian: Seybo, Sorilax and Second Skin, The Eclipse, Viltia The UltimoScorp: Katherine, Legion, Toku Sparticus147: Zak-Yak, Uraborask, Sala, Vulimai, Apex, Drukarus, Gore Fury and The Grillmeister Crimson Jester: Korruhn A-Tak-Nid: Zsann Mr. House: Mons Shajs, Vestrix Toa Fanixe: Atzemio Kalen The Captain: TBD, welcome back buddy Banned Players: Azibo
  4. I've been making some art pieces based on some events inthe Six Kingdoms: Resurgence (I mean Rebirth... heheh) RPG. So I thought I'd share some of them here so y'all can see what I've been up to, and maybe even offer some critique of my work! I'll update this as I make more. 1. The surprisingly wholesome polycule comprised of my character Keitara, @Keeper of Kraata's toa of twilight Skorm, and @Conway's bigge stronk zyglak warrior Irna. Just imagine there's a couch there... Irna and Skorm's designs were based on @Onaku's frankly superb art! 2. A very rough WIP of Kei as a matoran. She rebuilt herself, you know! I bet she'd be totally jazzed if you complemented her on it! 3. Sad daughter is sad. Kei as she currently appears in the story. I altered her colour scheme a bit to signify that she's changed quite a bit throughout the campaign.
  5. Happy 2020! Metru-Nui is under threat from the League of Six Kingdoms and the brave Toa Mangia have been imprisoned after their betrayal alongside Lhikan. Turaga Dume searches for new Toa, offering to award the power of Toa to those lucky six who can retrieve the legendary Great Discs from each Metru. While the race for power begins across Metru-Nui, a war of intrigue and diplomacy brews as the great Barraki warlords gather their forces for a final assault after years of proxy wars with the last bastion of Matoran civilization. The Dark Hunters mercenary group led by the Shadowed One pit brother against sister for profit. The Great Spirit remains distant and uncommunicative save with their servants in the little known Order of Mata-Nui. TLDR: Fight for or against the armies of the six barraki warlords, assassinate POIs as member of the Dark Hunters with weekly posted bounties, search for the hidden great discs to gain toa powers, and try to uncover what dark secrets exist in the political web of Metru-Nui. Please note that during the first week this initial post might update frequently as I realize areas I've missed that would be helpful in telling our shared story. How To Play: Like many "Play By Post" RPG games on BZPower, we use a system of Out Of Character (OOC) and In Character (IC) for notifying readers when our writing is as ourselves or from our characters' perspectives. Please be patient between posts, allowing everyone else involved in the scene a chance to reply before continuing. The main focus of this game is a compelling narrative written together. This places more power in the hands of the players: you may describe the environments as you see fit, as long as pre-established in-game descriptions by other players, the GM, or Bionicle canon is not broken. By contributing our individual ideas we create a beautiful living world together. If you have an idea for plot, write it because I believe in you. If you get greedy I'll step in and bring things back into perspective. The Reliable Narrator: When interacting with the world of Six Kingdoms: Escapement (SKE), you may find your character is responded to by the Reliable Narrator. This is the game master describing the actions of your character and the responses to them by the rest of the world. Examples of the Reliable Narrator include descriptions of new locations your characters enter, rising tension, or sudden commentaries on events to shed new light on the story. Playable Locations In A Single IC Topic: Metru-Nui: all six metrus in their golden age, chute system and all, now stricken by the hardships of a prolonged war effort against the league of six kingdoms to the South. Somewhere in each metru is a legendary disc. Find it, and you can be rewarded with toa powers by Turaga Dume! Silver Sea: the protodermis ocean dotted with nameless islands is the theater of conflict between Metru-Nui's forces and the League's combined armies. Outstations on these islands are in constant flux between the League of Six and Metru-Nui. ... And so with all the fiddly bits out of the way, let's play!
  6. So... has anyone heard of this one? I absolutely love it! I'm mainly interested in the first and fourth ones, though. While it kinda looks a bit immature and doesn't offer much challenge whatsoever if you cheat (like me ) , I love to OP my character by enhancing and enchanting the living stars out of his equipment and giving him super stats by collecting boosters (Tarot cards that, when offered together, give your players extra stat points.) I also used to spawn the best of the precious stones to adorn the weapons I have to improve their stats to god-like proportions. I also like recruiting sidekicks to help me, and I never play with a regular pet; I always transform it to a monster from the game. What about you guys? Who plays it? And how do you play it?
  7. Hey guys! Go here! It's a fun new CoT RPG! It needs players! So yeah. On a completely different note, what version of Green Arrow should I build for BBC#62?
  8. Do you like adventure? Excitement? Sword-and-sorcery? Roleplaying? Treasure? A combination of those? Then you just might be interested in... Up the Carrion Stair! A CoTRPG hosted by yours truly and The Power That Is!
  9. Kothra

    Alkermpa Is Out!

    JOIN JOIN JOIN!
  10. This is the entry where I will post what Battle Machines are standard to which team; keep an eye on this entry for updates, as I will update it a lot. =) Note: At this moment, this is mostly only a placeholder so the link in the post doesn't break on me. =P *Work in progress*
  11. Got the first post totally finished. =D Given that there's no planning topic currently for the LGD RPGs; I'll post it here for people to look over if they wish, before I send it in to be approved or so. =) -RPG: Exo-Force - Return of Shadows- -=Table of Contents=- (Use Ctrl+F to get to the section you want; along with the codes!) Section 1: Story [001] Section 2: Sentai Mountain Locations [002] Section 3: The Mecha Factors [003] Section 4: Rules [004] Section 5: Punishments [005] Section 6: Profile Submissions [006] Section 7: The Code Brick Factor [007] Section 8: Factions [008] Section 9: Current Events [009] (Post Two) Section 10: Profiles [010] (Post Three) Section 11: Story Updates [011] Section 12: RPG News [012] -==Story [001]==- Five years earlier, approximately one week after the storyline of Exo Force 'ended'... "Hayato; quick joking around." Hikaru berated the red haired pilot, as Hayato was about to backflip the River Dragon once more. "Aw; what's wrong? It's not like the Robots are anywhere near us. Or could touch me." Hayato said with a smirk, as he stretched out in the cockpit of the jungle Battle Machine. "Besides; it's either that or we have to listen to Takeshi and Hitomi bickering again; and to be honest, I could use a break from that." Hayato said, as Hikaru shook his head. "It doesn't matter. We're supposed to be scouting the area, and I for one would like to make sure that there are no robots who are about to destroy us in a second." Hikaru said, and turned his head to the side with a frown, as he heard the snapping of a twig. "What was that?" Hikaru asked Hayato, as the playful pilot chuckled. "Probably just some random bear; I wouldn't worry about it." Hayato said, and Hikaru frowned, but nodded. "Yeah..." Hikaru said, as the two piloted their Battle Machines further into the Jungle, as a Robot Battle Machine slowly walked out of the jungle, it's eyes glowing bright red in the darkness of night. The two pilots eventually made their way back to their outpost in the jungle, as a black haired young woman, and a green haired young man walked toward them. "About time you got back." The green haired man said, and Hayato chuckled. "See? What'd I tell you Hikaru? Takeshi's getting annoyed by Hitomi again; am I right?" Hayato asked, a playful grin on his face, as he walked up to the two of them, but Takeshi simply frowned. "We've got a bigger problem... I'd recommend you get back to your mechs." Takeshi said, and Hayato paused, and looked at the pilot curiously, but nodded. Two Battle Machines slowly moved out of the jungle, as their robot pilots looked at each other, and then at their targets. Behind them, a large golden Battle Machine appeared from the jungle, and the golden pilot of that smiled, his crimson eyes flickering slightly. "It's time." The robot said, but then frowned, as a plasma beam just barely missed hitting him. He turned his head to see four Battle Machines gathered, and then smiled. "Fine then. I'll wipe you all out right here and now, and then finish my conquest of the mountain finally. You may have recaptured your leader, but... I will own the day." Meca One said and then had his Battle Machine run toward the Human Battle Machines quickly. ---- The battle lasted for quite a while; however, the battle ultimately resulted in the end of the first Human versus Robot war. The four heroes and the leaders of the Human resistance succeeded in pushing back the robots. Midway through the fight, Sensei Keiken appeared to give precious info about Meca One that resulted in Takeshi and Hikaru teaming up to finally defeat and destroy the golden robot. However; Meca One's words rang true. Even as the Robots retreated, broken and defeated, it wasn't without casualties for the humans. Meca One, when he had captured Sensei Keiken, had introduced a slow acting toxin, that the Exo Force had no known antidote to. When Keiken appeared in the fight, he exerted himself in such a way that the toxin sped up, and he succumbed to it shortly after the fight was over. Hitomi took over as the leader for the Human resistance, as they slowly began to return to their former lives. They thought the robot threat was finally gone. They were wrong. Now, five years later, the Robots have returned. There is no info on who, or what, is leading the Robots, but the Robots returned in full force, and pushed the humans back to their old bases and outposts. The robots have also gotten slightly altered appearances, though they kept the base portion of their old appearances. The main difference is that their optical sensors look like traditional eyes now; albeit glowing red eyes, but still. In the five years, however, the Humans had upgraded their bases in case of any sort of attack, and had separated their resistance group into multiple squads. The main of those squads, however, was the Exo-Force, which was nearly recreated when the Robots reappeared. The question is, however... Whose side will you be on? Will you fight to defend the mountain, or to capture it once and for all? -==Sentai Mountain Locations [002]==- Here you can find the different locations present on Sentai Mountain. -===Human Side===- ===Human Base, Mountain Location=== This is where new players for the Human Side will likely start out. This is the main base for the humans is located, and is approximately halfway down the Mountain, or up, whatever you consider it. New Battle Machines are created here, or upgraded and repaired. This is also where strategies are thought out, however meetings can be video linked between the other bases on the Mountain. Important locations in the Human Base: The Training Area; this is where people can practice their hand-to-hand combat skills, or even practice their mech battling skills. The Hangar; this is where the Battle Machiness are stored and worked on. You can usually find people in here, whether they be pilots or mechanics. ===Golden City, Human Side=== This is the Golden City, the location where the old Human versus Robot war reached a critical point. The technology is still relatively unknown, regardless of the time spent being analyzed. However, the records of the past fights has been chosen to be stored here, in a vault that has been locked by a Code Brick that has been cracked by the Human Side. Important locations in the Golden City(Human Side): The Golden Archives; this is where most of the battle records are stored from the fights of the past. After being retrieved, the records can then be sent to other bases to be analyzed, or worked into battle training simulations. The Golden Lab; This is where the Code Bricks are sent to be analyzed once they have been located and brought back to the base. This is also where technicians are taught how to work on computers, however that training takes place in a separate location than the main lab, for obvious reasons. ===Sentai Jungle, Human Outpost=== The Sentai Jungle... Mysterious, littered with streams and deadly plant life... And the subject of multiple fights. This war has revisited the Sentai Jungle, and has lead to the Humans and Robots both establishing outposts here. The Human Outpost isn't as technologically advanced as the Robots' Outpost, however, they use the technology they do have wisely. They have connections to the other bases on the Mountain, and can camouflage their base with Anti-Radar coverings, which are designed to look like plant life found in the jungle. Important locations in the Human Outpost: The Camouflage Area; this is the first stop for people who wish to learn how to blend into the jungle. Try and visit here first anyway, if you plan on heading into the jungle, it'll give you help to be camouflaged in, and will allow you to stealthily creep through the jungle, as this area can also camouflage your Battle machines. The Stealth Attack Area; Here, you can learn how to stealthily move through the jungle without attracting attention. This is not the same as the training from the camouflage area, as that merely lets you blend in when not moving. Here, you will learn how to sneak up on enemies, and dispatch them. Even if that's not exactly easy against robotic opponents. -===Robot Side===- ===Robot Base, Main Location=== This is the main Robot Base... You can spot it from a mile away, due to the huge head shaped like a robot's head that makes up it's front entrance. The head had been damaged from the fighting in the old war, and has not been repaired, instead leaving it there to note to the new generation of robots that they failed to claim the mountain once... And that they won't again. Important locations in the Robot Base: The Robot Creation Factory; This is where the new generation of robots are made. The enigmatic robot leader watches over this factory to make sure that everything goes as planned. The factory also has multiple guards posted all over the main production area, so attempts to attack it have failed so far. The Robot Programming Lab; This is where the robots that are created are programmed. ===Golden City, Robot Side=== After the return of the robots, the Golden City was on of the first things they attacked, to try and take it away. Though they didn't take the whole city, they took over a good chunk of the city, effectively splitting it in half. There is a stalemate at the moment, which is having the effect of neither side gaining any more of the city than the other. Important locations in the Golden City(Robot side): The Golden Databank; this is where all the important intelligence for the Robots is located... literally. Though the robots can transfer this data to their other bases quickly, it is the safest here, given the fact that they converted a normal code brick-opened safe into holding the databank's computers. The Golden Production Facility; This is where the Robot's Battle Machines are created. While they aren't Code Brick Battle Machines; they tend to have a yellowish tint to them to show they were created here. ===Sentai Jungle, Robot Outpost=== The Robot Outpost in the Sentai Jungle is located near the old Human Outpost, where their fallen comrades had once laid. As a tribute to their old leader, the Robots have decided not to camouflage this base; but instead make it stick out, giving everything in this base a golden tone to reflect Meca One's former colouring. Important locations in the Robot Outpost: The Robot Strike Headquarters; this is where strategies are laid out and sent from the leader of the Robots. This is one of the most important parts of the Robot outpost, and as such, all concentration went into making this the most guarded area of the outpost. The Robots also decided that this was all the Robot Outpost required. -===Neutral Areas===- ===The Sentai Caves=== This is a system of caves that are scattered around the island. While some have been captured by the robots as part of their base, there are some parts of the caves that are not linked to the Robot Base by tunnels; and have tunnels connecting them to other sections. It's rumoured that one of the bridges connects one cave to another, but further details are unknown. ===The Sentai Jungle=== While the Jungle has multiple outposts located in it, the Jungle itself is a neutral area. It may just hold many secrets; some surprising, and some just as dark as they are surprising... As more areas on the mountain are discovered, this will be updated accordingly. -==The Mecha Factor [003]==- In this RPG, you pilot giant Mecha known as 'Battle Machines' as in the normal Exo Force story. However, while the main models are available mostly, there are also new, technologically advanced, Battle Machine models that are always being created. That's where you come in. While you can create your own personal Battle Machine, you also have the opportunity to allow your team to use that as well. Not everyone will be able to have their own Battle Machine be used by their faction, but every week or so, a person will be chosen by the RPG staff to have their Battle Machine be part of the typical faction lineup. The RPG staff will use multiple aspects to make their choices, but creativity is definitely a big part of this. Link to an entry that has a list of Battle Machines that everyone can use. -==Rules [004]==- 1. Label your posts with IC and OOC, please. 2. Obey all forum rules. 3. No killing player characters without permission. 4. No "Leet". It's not allowed, and as such, shouldn't be in here. 5. God Mode isn't allowed all that much. There will obviously be exceptions given that this is a mech based RPG, there is still a limit to what you can and can't do. -==Punishments [005]==- Ok, I dislike to do this, but, these are what you get if you break the rules. 1. You get a simple PM warning, telling you not to do what you did, plus your Battle Machine is temporarily disabled somehow. 2. You get a public warning, and a medium wound on your character, and part of your Battle Machine is damaged. 4. You get a critical wound, and a suspension from the RPG for two days. Your Battle Machine is also damaged majorly, by missing an arm or something. 5. You get your character killed off, and your Battle Machine destroyed, and suspended from the RPG for a week, and when you get back you can make a new character. 6. You get one of your characters put on the most wanted list for the the opposite faction, and you are banned from the RPG until I decide you are fit to play again. 7. That was your last chance the last time. You are permanently banned from the RPG, and all your characters are put on the most wanted list for the opposite faction. You can argue your point, but there's not much hope you can get back. -==Profile Submissions [006]==- Please post the profiles in the topic in OOC. Username: (Your username) Character Name: Gender: Age: Bio: (Just a short Bio on your character's backstory and such) Faction: (Either the Humans or Robots for now) Character Appearance: (Either describe what your character looks like, or post a reference picture) Primary Battle Style: (Do you focus on close combat, or ranged? Do you try to go for speed attacks, or tank your way through fights?) Mech Name: (What is this called? It can even have names different from the official ones) Mech Model: (What is the Battle Machine itself?) Mech Weapons: (What is equipped to this Battle Machine? Try to keep to three handheld weapons, and two shoulder mounted weapons.) Mech Appearance: (What does the Battle Machine look like? If it's an official Battle Machine, it could have a different colour scheme or so.) Mech Characteristic: (If you're making a custom Battle Machine, this is stating what style this is; and is pretty much the same as your Primary Battle Style. However, if it's a 'Team' Mech, then you need to use the characteristic that's already stated there) -==The Code Brick Factor [007]==- In this RPG, although it's not mainly set in the Golden City, there are code bricks to find, and retrieve from the opposite faction. The Code Bricks will act partially as Power Bricks, in that they can be used to power your Battle Machines, or grant special powers, along with unlocking special areas in enigmatic places such as the Golden City. The Code Bricks, after their other uses are expended, can also be melted down to create brand new Battle Machines, though the person who's creating the new Battle Machine has to be extremely skilled for it to work correctly, since there are more factors at work than a normal Battle Machine's Creation. There's one thing about using Code Bricks to create battle Machines, however; the Code Brick Battle Machine would then have the Code Brick's properties, and wouldn't be able to be physically destroyed... However, it could still be captured by the opposite faction. This is to prevent destruction of a Code Brick simply to disallow anyone from ever stealing it away. In fact, it may turn out to be more disadvantageous to create a Code Brick Battle Machine, since it can be stolen away even easier than a simple Code Brick. This section will be used along with the Current Events section to show Code Bricks in effect, what Code Bricks have been obtained, who has them, and if the Code Bricks are in their normal state, or have been remolded into Battle Machines. -==Factions [008]==- -===Humans===- The Humans are, well, humans. They haven't got the sheer numbers on their side that the robots do, but they do have their advantages, such as not being as fragile as the robots are, despite their bodies not being as 'sturdy' as a Robot's. Humans have their own 'brand' of Battle Machines, but aren't as fast in upgrading or repairing their Battle Machines as Robots are. -===Robots===- Robots are the metal inhabitants of Sentai Mountain. Due to their mass production capabilities, they tend to outnumber the humans most of the time. However, with mass production comes problems. Robots are extremely easy to destroy, despite their steel exterior. For one, destroying their power core, or otherwise disabling it, will overload the rest of their body. Second, take out it's memory unit, and it'll be destroyed. On that same note, tampering with the memory unit of a Robot could make it be reprogrammed to not know what to do, or even fight against other Robots. Due to the fact that Robots are, well, robots; their battle machines can be created, repaired, and upgraded very quickly. -==Current Events [009]==- This section will normally be updated every day at a certain interval, typically at night. There are no events happening currently. There are no Code Bricks in play currently. The humans are not doing anything currently. The Robots are not doing anything currently.
  12. Alright, so. I mentioned in the Planning topic that I was planning an RPG. I am planning a COT RPG, yes. However. I'm also planning an RPG for LGD. To be precise... It'll be an Exo-Force RPG. It's got a story that could lead to some interesting things, and the 'missions' that it'll have should be very interesting as well; but I'll get into that later. I'm still working on some things involving the first post, but the majority of it should be done by later today. I'm putting all my knowledge of RPGs into this; from what I've run elsewhere, to what I've played on here. Some of the things that I've got planned for this, might also help with other RPGs that I think up, especially this way of handling missions.
  13. If so, check this out. And I'm seeking fellow human players for a team, so it would be appreciated if you joined that side.
  14. Kothra

    Space Sci-fi Rpgs

    If I ever make one, if anyone complains about something being unrealistic, I'm just going to tell them to get over it, because I don't care how unrealistic it is or what they think of it. It's my RPG and if they don't like it they can just go—
  15. Kothra

    The Spy Game

    It's a new CoT RPG. It's cool I guess. Also someone buy me Mike Append or Luka Append.
  16. Kothra

    Kaen: Guilds

    Everyone's hopping on the guild bandwagon. Woohoo. I'll only join one if it's either opposed to the current one, or has nothing to do with assassination and stuff. Also Karin should totally sue them or something for the whole mask thing.
  17. Kothra

    Kaen (yet Again)

    So apparently the name Karin (the name of my character) is a name in both Japanese and French, and with her background info, I had already drawn things from both cultures (the whole kitsune thing is based on foxes from Japanese mythology, kitsune is the Japanese word for fox, and Renard, Karin's surname is the French word for fox), I'll probably end up mixing alot of French and Japanese stuff for anything related where Karin is from (this will most likely not affect the RPG much, but it'll help me settle a lot of stuff for the story I'm writing concerning it).
  18. Kothra

    Kaen

    Exo's gone bleh. So I guess I'll start writing a story about my character's past, and her brother. Hopefully I'll be able to establish things with which I can do stuff (like create a domain, which would most likely be a Kamui colony on Kaen's northwest shore). I'll also probably take the whole kitsune thing, and turn that into it's own species (foxes, with the powers the mask grants, turn into humans, invisibility, fire, etc.). So the mask Karin has would be a device harnessing such powers for human use. Here's a drawing of the kitsune mask. I suppose it could be a bit thinner, but whatever. As for the blue lines, GET OVER IT. (I know it looks exactly like Demon Lord Nine-Tail's mask, but that's the look I was going for in the first place.) EDIT: Hmm. I guess I'll change the way it looks some, so it's somewhat more original. EDITEDIT: Turning the red to blue will make it look more original, and it'll fit Karin better.
  19. Kothra

    Rpg: Kaen #1

    Agh Exo. You and Spink hurry up with getting out of Silvain already. Imma go crazy sitting here waiting on this roof.
  20. Kothra

    New Reality Character

    Csarissa K-002 "Csara".
  21. Kothra

    Reality Characters

    I might make another Reality character to fit into the main story. Probably an Innovade-esque Kalarii super soldier. And/or some human guy.
  22. This just in: ++Dr. Bionicle Sighted in RPG Forums++ A Dr. Bionicle was seen around noon PST today wandering the RPG forums. The scientific community is in an uproar at this latest development. The Dr. Bionicle, for those of you unfamiliar with RPG history, was a creature that flourished in the year 2006, even winning the first ever RPG Contest and hosting the highly successful Academy RPG for nine months (after which it was merged into the official BZPRPG). In the following years, however, the Dr. Bionicle's activity declined, eventually disappearing altogether around late 2008 to early 2009. Until today, the Dr. Bionicle was thought to be extinct. "This is a miraculous development," a scientist excitedly said as he rushed to the lab to conduct tests. He and his colleagues of the RPG Science League are currently working to capture this Dr. Bionicle in order to raise it in captivity. Once its activity grows enough to get off of the endangered list, the scientists plan to release the Dr. Bionicle back into the wild. Any assistance on the capture of this legendary creature would be appreciated. Below is a picture taken with the iPhone of a passersby. If any creature you see resembles this appearance, stay away -- the Dr. Bionicle is suspected to be armed and extremely deranged. Instead, contact the authorities and they will bring it in. Regular members are encouraged to help with the rejuvenation of this creature. Some techniques suggested include restoring the landscape of the RPG forum to pristine condition and attempting to convince the Dr. Bionicle to stay with us this time.
  23. Congratulations to all the RPGC17 winners and a hearty thanks to those who voted!
  24. Kiotu

    Rpg Season 18!

    Voting this round was incredibly close, with the first ever tie for third. Since then, all of the RPGs have been posted and are moving at a quick pace. It seems like the slump in activity in the RPG forum has possibly ended. If you've been waiting to get into RPing, now would be the best time, since the new ones have just started (with the exception of Darkspace, but catching up shouldn't be a problem ). Returning RPers should check out the new ones as well: Early Days, by TPTI Darkspace, by Lloyd The War for Elementum-Nui, by Toa Levacius Zehvor And as always, congrats to the winners! -K
  25. Bad experiences balancing BZPower with Sophomore life? ... Check. Thinking ahead to two years in the future? ... Check. Revelation that Undergrad life will likely require an absence of a commitment to BZP? ... Check. Decision to make long-term plans to "retire" from BZP by the end of senior year? ... Check. Adamant about decision despite persuading and/or objecting from BZP friends? ... Check. Almost ready to retire? ... Check. "What is the meaning of this status on EW's AIM? I shall ask. Hello EW...what? Do I hear you right? Lady K's joining the BZPRPG?" *tosses out two years of plans*
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