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  1. Profiles Topic | IC Topic | OOC Topic | Game Rules The Desert is a hostile, unforgiving place. This is why we built walls to keep it out. This is why we stay together, in our Tribes, for no one can survive the Desert alone. This is why we do not wage war against one another: We are already at war with the Desert. When our differences cannot be resolved with words, we solve them in the arena: a Glatorian stands to represent each village, and to the victor go the spoils. These matches have become a crucial element of our culture, with bouts fought just as often for sport as for peace-keeping, if not moreso. This is the purpose of our Arena Magna, the pride of Atero, a monument of civilisation that has stood for time untold against the Desert’s brutality. It stood when water still flowed through the Skrall River, and it stands still now that we are perched above falls of liquid sand. It is in the Arena Magna that we hold our annual Grand Tournament, where Glatorian and Agori meet in glorious combat to decide our Champion. The preparations have already begun: as we speak, Agori are hard at work in Atero, refurbishing the Arena, and the exhibition matches in villages across Bara Magna have begun. It is sure to be a spectacle to rival all that came before. This year, we fight in honour of our cousins in the Iron Tribe, who are unable to join us due to issues in their village. We wish them well, and look forward to their return in next year’s games. Anyone travelling from their home village for a match, whether to Atero or anywhere else, should make sure to take extra precautions on the roads. Remember: always travel in groups, and keep a regular watch at night. Though there is no immediate concern over the reports of unusual Bone Hunter activity, it is always wise to exert caution out in the Wastes. Additionally, please refrain from Zesk-hunting during this time, as disrupting their habitats may result in difficulties on the roads due to unexpected migration. Worry not, though, as each village has guards and archers at the ready to deter any vermin that wander too close to our borders. With those announcements out of the way: Glatorian, Agori, gathered friends of all stripes… Let the Games begin! The Setting The Solis Magna System The Solis Magna system is the solar system in which Bara Magna resides. The life stage of its star, the eponymous Solis Magna, is unknown, as is the exact number of planets in the system. Bara Magna Bara Magna is the only known habitable planet in the Solis Magna system, orbited by two moons, Aqua and Bota Magna. The vast majority of Bara Magna’s landmass is desert, owing to some unknown disaster in the distant past; the ruins of the civilisation that came before, now known only as the Great Beings, are scattered across the planet, but most notably form the foundations of the cities Atero and Roxtus. Points of Interest Villages There are eight main settlements in the Wastelands of Bara Magna: Atero is the capital city and the site of the Arena Magna, a structure dating back to the Great Beings themselves. It is the closest thing to a melting pot on Bara Magna, welcoming to Agori and Glatorian of all backgrounds, although tribe affiliation is still expected. Though freelance Glatorian exist, they are still compelled to make deals to fight for tribes in exchange for food and board, which are otherwise largely inaccessible. Atero is managed by a City Council of representatives from each of the Exhibition Match villages: Kyry of Vulcanus, Kirbold of Iconox, Tarduk of Tesara, and the typically truant Kirbraz of Tajun. Vulcanus is home to the Fire Tribe. The nearby lava flow is harnessed by the expert craftsmen of the village; with its heat, they forge weapons, armour, and mechanical components from the iron and exsidian they trade from Ferrum and Iconox. Vulcanus once had its own supply of Exsidian; however, it proved too dangerous to mine, and one of Raanu's first acts as Tribe Leader was to shut these mines down. The Arena Vulcanus, built atop the lava flow, is among the most impressive on Bara Magna, with various mechanical functions; for instance, the ability to let the lava flow into the arena, creating islands separated by streams of molten rock, an environmental hazard suited only to the most expert of Glatorian. The leader of Vulcanus, and by extension the Fire Tribe, is Raanu. Tajun is the home of the Water Tribe. Built in shaded crevasses below surface level, this village is the site of the largest known oasis on Bara Magna, providing its citizens with the most readily available source of water in the Wastelands. It’s this water that they trade with other villages, in exchange for the foodstuffs of Tesara and the metalwork of Vulcanus. It is also home to the Arena Tajun. Tajun is also currently home to the workshop of Celrys, the famed artificer. Tajun is led by Scodonius, who covertly supports the village's thriving criminal element despite Berix being its face. The twin villages of Tesara are home to the Jungle Tribe. Built atop two gigantic tree stumps connected by a bridge, Tesara is surrounded by an incredible rarity on Bara Magna: a large swath of lush greenery. Thanks to this unique resource, Tesara is the sole export of non-animal agriculture and wood, which isn’t used for much construction outside Tesara itself as a result of its rarity. The Arena Tesara lies in the northmost reaches of the green zone, and just beyond that are the Hot Springs. Between the roots of its two great trees stands the statue known as the Lord of the Jungle, a lichen-covered giant believed to represent one of the six Element Lords, quasi-religious figures who are believed to have created the biomes in which the villages lie. Tesara is led by the Merchants Guild and its Chairwoman, Linnea. Iconox is the village of the affluent Ice Tribe. Its location in the White Quartz Mountains gives the Ice Tribe alone access to Exsidian, the most valuable metal ore on Bara Magna. Mined using slave labour, Exsidian is used in all cybernetics and other complex mechanical parts due to its unique properties. Relations between the Ice Tribe and other villages are tense, due to the universal reliance on Exsidian and their purchasing of slaves from the Bone Hunters. Another source of suspicion is the notable lack of Bone Hunter raids on Ice Tribe caravans despite their value, believed by some to be due to their trade relations. Iconox and its Tribe are led by Metus, who was buoyed to power by his discovery of the very Exsidian vein that has made Iconox so powerful in recent years. Ferrum, located at the far end of Iron Canyon, is home to the Iron Tribe. Despite its apparent proximity to Vulcanus, which has always helped the booming trade between the two villages – which trade iron and mining equipment, in a symbiotic loop – Iron Canyon is extremely dangerous to traverse, near impossible for those unfamiliar with the safest route. Trade with Vulcanus is currently halted as a result of this, with only the Iron Tribe’s traders – who haven’t been seen in some weeks – able to safely navigate it. This has also held back any outreach to discern the issues currently facing Ferrum. The leader of Ferrum and the Iron Tribe is the Agori Somnii. The city of Roxtus is the current home of the militaristic Rock Tribe. Though the Rock Tribe is known to the rest of Bara Magna only by its males, the Skrall, these are only the military wing of the tribe. The actual leaders are the females, known as the Sisters of the Skrall; they possess alleged psionic abilities, and are feared and hated by the males who serve them. Male Skrall are not entitled to names – unless they earn a title through some extraordinary act, they will be known only as Skrall. Additionally, Roxtus is not the original home of the Skrall; previously, they resided in the Skrall Fortress, north of the Black Spike Mountains, until they were pushed South by an unknown enemy. This fact is unknown to all outside the Rock Tribe, as the Skrall have led the rest of Bara Magna to believe that they are expanding South, not retreating. Like Iconox, Roxtus makes use of slave labour, supplied by the Bone Hunters. The Sisters of the Skrall live apart from the men, residing within Skull Mountain, immediately adjacent to Roxtus; none but the Sisters themselves are allowed entry, barring the occasions on which they select a male for breeding purposes. Such men return broken and mentally feeble, and are shunned by their peers. So great is the dishonour of laying with a Sister that those who do so are forbidden even from calling themselves Skrall, and are forced into exile. The Skrall military is led by Tirveus, and the Sisters by Visena. The Bone Hunter Stronghold, located in the eastern reaches of the wastelands, houses the greatest concentration of Bone Hunters. Other long and short-term encampments exist in order to enable their movements around the desert, but the Stronghold is, for all intents and purposes, their home base. Chief among these smaller outposts is the Gatherers’ Hideout, located beneath the Dark Falls south of Roxtus, and just north of Creep Canyon. The Bone Hunters, in fact, traditionally refer to themselves as 'the Gatherers', with ‘Bone Hunters’ having begun as a pejorative before entering common parlance. Though they operate in small groups with individual, disconnected leaders, a mysterious newcomer called 'the Ghost' is attempting to unify them under his banner, with the aid of his right-hand man, Crucius. Smaller villages are also scattered around Bara Magna, though these are often subject to Bone Hunter raids, such settlements being difficult to maintain in the brutal Wastelands. Natural Landmarks The Wastelands are the mapped area of Bara Magna, from the Black Spike Mountains in the north to the Sea of Liquid Sand in the south. Though this stretch of desert is, for the most part, barren and desolate, there are a few more hospitable areas from which the Agori settlements have grown. Little vegetation grows in the desert, Thornax plants being the most common exception, and the wildlife is frequently hostile. The Dunes of Treason are one of the largest regions in the Wastelands, bordered by the White Quartz Mountains to the west, the Green Zone to the north, and the Skrall River to the east, and stretching as far south as Tajun. This part of the desert is almost entirely composed of sand dunes, punctuated by some rocky outcrops, and is almost entirely uninhabitable. The Eastern Canyons (Creep Canyon & Iron Canyon) are perhaps Bara Magna's most hostile locations, thanks in large part to being the primary habitat of the Skopio: colossal insectoid beasts, who react aggressively to any intrusion upon their territory. If a traveller happens to be lucky enough to avoid them, they're still likely to fall victim to the Bone Hunters who patrol the area, or perhaps simply become lost amongst the twisting paths – infamously difficult to traverse without an experienced navigator – there to die of thirst. Iron Canyon is especially treacherous due to its extremely narrow paths being ill-suited for vehicles. Sandray Canyon is a smaller canyon located south-east of Tajun, named after the creatures who inhabit the Sea of Liquid Sand. Though not as treacherous as the others, there have been sightings of Skopio, so caution is still advised. The Sea of Liquid Sand is an ocean-like expanse of the same fluid sand that flows through the Skrall River. The Skrall River flows through the Wastelands; although it's known to have once been entirely made up of water, throughout living memory it has been a stream of liquid sand from the foot of the Dark Falls south until it enters the Sea of Liquid Sand. The White Quartz Mountains are a range of snow-capped peaks, rich in Exsidian ore. The main landmarks within the mountain range are Iconox, Elbow Peak (a canyon flanked by two mountain ridges) and Gatherer's Ridge, a line of mountains stretching further east than the rest, into the northern border of the Green Zone. The Green Zone, sometimes called the Tesara Green Zone, is an area of dense vegetation in the north-west of the Wastelands. Home to Tesara and the Hot Springs, it is the only source of wood and non-animal agriculture for the other villages. The Black Spike Mountains are the southernmost stretch of a large mountain range north of the Wastelands. The area is volcanic and unstable, and honeycombed with tunnels that appear to have been dug by the Great Beings. The treacherous terrain, and the presence of the Skrall, have prevented proper mapping of the mountain range and the regions beyond. The Culture Skrall Due to their isolation from the other Tribes, the Rock Tribe military has developed its own unique culture, based primarily around winning honour through feats of martial prowess, and thereby demonstrating Skrall superiority. All Skrall are nameless by default, receiving names only when they have proved themselves worthy. Though these worthy Skrall can be stripped of their names if they dishonour themselves, there is no greater dishonour than to be chosen for bedding by one of the Sisters of the Skrall. The Sisters are treated with superstition and fear, due in large part to their psychic abilities; it is using these unnatural abilities that they craft the cybernetics used by the Skrall, and through them that they detect and choose the few fertile male Skrall for procreation (almost all male Skrall are barren). Upon their return, these Skrall (psychologically broken by their experience) are banished from the Rock Tribe, and stripped of the right even to call themselves Skrall. The secondary colouration of a Skrall denotes his rank: red for regular Skrall, maroon for Special Forces Skrall, and green for leader-class Skrall. Likewise, the rank of a Sister is apparent by her secondary colour: yellow for a regular Sister, teal for Priestesses, and blue for the High Priestess. The Sand Tribe Little is known of the exact history of the Sand Tribe, except that they were once as intelligent as other Agori and Glatorian. For centuries now, however, they have been little more than animals, moving through the desert in packs and communicating with clicks and other strange noises that bare only the most tangential resemblance to language. Efforts have been made by some particularly determined anthropologists to establish communications with them, proving in the process that they still retain some basic form of intelligence; however, the people of the Wastelands still view the Vorox and the Zesk as beasts and vermin, respectively. Great Beings The Great Beings (dubbed as such by the Agori) are a long-extinct, technologically advanced race of four-eyed humanoids who ruled Bara Magna millennia ago. Their ruins and technology continue to be of great value to the Agori; both Atero and Roxtus are built upon the remains of Great Being cities, and modern cybernetics and vehicles would not exist if not for unearthed Great Being technologies and the major breakthroughs to which they led. Their appearance is known to the Agori primarily from statues in Atero and at other Great Being sites, although the remains of long-dead Great Beings have occasionally been discovered in decades and centuries past. Element Lords The six Element Lords are quasi-religious figures of myth. Each one is believed to have brought life to the Wastelands by creating a biome in which the Agori now live, and the six largest tribes (Rock, Jungle, Fire, Water, Ice and Sand) are named after them. A statue of the Lord of the Jungle can be found between the base of the two great trees in Tesara, a roughly humanoid figure with no head and unusually long arms, which twist upon themselves like vines and plunge into the soil amidst the trees’ roots. Though overgrown with moss and flora, the Lord of the Jungle is still treated as something of a religious monument. Trade The Tribes and villages of the Wastelands trade various valuable commodities with one another; though some are obvious, such as wood and foodstuffs from Tesara, water from Tajun, and iron from Ferrum, others are more unusual. Vulcanus, for instance, is the home of industry in the Wastelands; although it once had its own Exsidian mines, it now forges weapons, cybernetics and mechanical components using Iconox’s Exsidian and Ferrum’s iron, and trades these for both necessities and the materials required to produce more. Atero’s status as the capital city of Bara Magna is not just the result of its high walls and central position; every safe trade route in Bara Magna, as shown on the map, converges upon the city, leading to its bustling marketplace. Though the city is at its busiest around the time of the Great Tournament, merchants provide plenty of business for its inns throughout the rest of the year. Exsidian is by far the most valuable metal on Bara Magna; its unique properties make it ideal for cybernetics, circuitry and complex mechanical components. Though once provided by Vulcanus, before its mines were shut down by Raanu, the relatively recent discovery by Metus of a vein in the White Quartz Mountains has quickly made Iconox an economic powerhouse. The slave trade, distasteful as it is, plays an important part in the economy of Bara Magna; after all, Iconox’s Exsidian is mined using slaves provided by the Bone Hunters. Roxtus is also reliant on slave labour, and both it and Iconox have backdoor trade routes with the Hunters. It’s through these that the Bone Hunters receive Exsidian from Iconox, which they provide to Roxtus in exchange for Skrall supplies, weapons and cybernetics. The Bone Hunters don’t only trade in slaves, however; perhaps even more lucrative to them is the trade of Spice, a psychoactive drug. The ideal source of unrefined Spice is Skopio bone marrow; however, impure Spice can also be found in the soil in and around Creep Canyon, particularly in those areas in which Skopio reside. It is for this reason that the Eastern Canyons are their primary hunting grounds.
  2. FAN;ARC BALOM SKRI;ARC NO ARCS BUT FOR ARC 3 Makuta has returned. Of course, to the beleaguered remains of the Dasaka Empire, now bifurcated with an endless ocean between its pieces, there was no Makuta to return at all. All the citizens of the once-proud Kentoku Archipelago know is that their islands have been besieged, their clans have been decimated, and their very way of life is under assault by creatures unfathomable even in their darkest tales of demons and phantoms. Clan Umbraline, first mothers and sisters of the Dasakan people, have fled across the waters - seeking refuge on an island they once eyed greedily. As for said island, the return of the darkness is possibly the last thing that can churn their hardy stomachs. The people of Mata Nui, finally recovered from the uncertainty of the Dasaka's arrival and the bloody war to reclaim one of their own villages from Makuta's forces, must now contend with the prospect of their oppressor's reawakening. The petty ambitions of his lieutenants have cost Makuta dearly and bought his adversaries some time; the Akiri, friends as hardened individually by conflict as they were weakened collectively, have finally joined forces as a united government once again, and the Toa Maru, heirs to the First Toa and vanquishers of Makuta, grow restless in pursuit of their destiny. But Makuta will not stay cowed for long. And far to the north of either island, a third - a landscape that revels in the conflicts that weary its counterparts, one torn apart and stitched together a dozen times over - roils in excitement at the thought of more turmoil. Somewhere, beneath its core, Makuta roils too. He is not alone in that. ***** Yeah yeah, you don't need my introduction right now. I'll have a speech planned later - and maybe a BZPRPG podcast? For now, just enjoy. And thank you. -Tyler
  3. Profiles Topic | IC Topic | OOC Topic | Game Rules This is the dedicated OOC (out-of-character) topic for Ghosts of Bara Magna. Here, you can discuss anything and everything that relates to the game – ask questions, compliment each other's posts, advertise player run quest-lines, and more! The world is your very dry, very sandy oyster. You can also have OOC conversations in the official Discord server (link) if you prefer, although joining is not required in order to play and discussion is subject to that server’s rules. That said, please keep such discussions limited to here and/or the game's Discord server, in order to avoid crowding the IC (in-character) topic. For your convenience, the game's rules have been posted below.
  4. Class Is Out A (long overdue) Farewell To Corpus Rahkshi Welcome to the review topic for Class Is Out. For those just discovering this unique take on the Bionicle story for the first time, I hope you enjoy your stay in the weird, wacky world of sentient Rahkshi. Though there may be some inside jokes and references, these stories will largely be independent and self-contained, so prior knowledge of the game isn't required reading. For any old Corpus Rahkshi players who are seeing this and would like to contribute something, please feel free to reach out by comment, PM, or Discord message. Whether you want to write a full short story, or just contribute a few lines about where your character ended up, I’m open to any and all contributions. Just note that the Epics forum rules don’t allow for multiple authors to post in the same topic, so please coordinate with me rather than just posting something in the story topic without warning. I do have a clear end point already written for this project, but that will likely be at least a few months away, depending on how many additional contributors express interest. With all of that out of the way, settle in and enjoy this collection of tales from the surviving students of Corpus Rahkshi. Chapters: Part 1 - The Chronicler - in which our humble narrator is introduced. Part 2 - Sins Of The Father - a deformed daughter of Icarax faces her maker. Part 3 - The Illusion Of Control - Artakha falls to the armies of Teridax. Part 4 - Patience And Progress - the children of Chirox meet their maker's rival. Part 5 - Memoirs Of A Turahk - a letter from an old friend crosses our Chronicler's desk. Part 6 - A Caged Bird - there is no sweeter song than hope. Part 7 - Warrior, King, God - delusions and grandeur. Part 8 - Of Flesh And Faith - a family face their fate during the siege of Xia. Part 9 - Life And Death - two Rahkshi find their destinies during the fall of Destral. Part 10 - Sword And Shield - a family reunion takes an unexpected turn. Part 11 - Blizzard's Chapter - the past continues to influence the present. Part 12 - Letting Go - as one chapter ends, another begins.
  5. Class Is Out A (long overdue) Farewell To Corpus Rahkshi For those unaware, Corpus Rahkshi was a text-based RPG that ran on this site from November 2014 to December 2019, racking up nearly 28,000 replies before eventually petering out after its GM disappeared, despite the best efforts of a small, dedicated group of players to keep it going. The game played out in an alternate version of Bionicle canon where, for reasons unknown, some Rahkshi had begun to develop individual personalities and free will. In an effort to better understand and control this “new breed”, the Brotherhood Of Makuta sent these unruly new children to a school run off the coast of Nynrah, under the watch of headmaster Tridax (later replaced by Icarax). Set around 10 years after the events of the novel Time Trap, the game took place in a time period largely unexplored by canon, a time where Makuta schemed and squabbled amongst themselves and would-be conquerors consolidated their power in the wake of the Great Cataclysm, while the rest of universe waited with bated breath for the next disaster. Even before the game ended, I’d had plans to create some kind of epilogue post telling the tale of where some of my characters ended up after their time at the school, but between events in my personal life and -gestures vaguely at all of 2020- I never really found the time or motivation to get it done. Now, three years later, I’ve finally been struck by the right mix of nostalgia and inspiration to motivate myself to finish it off, and I reached out to some of the past players for their input in completing the tales of their own characters, to create one final, heartfelt farewell to Corpus Rahkshi. New entries will be added to this archive on a weekly basis, with descriptions denoting which author/s were involved, and what character/s the story is being told from the perspective of. While there will likely be some inside jokes and references that might go over the heads of people who didn’t play the game, these stories should offer plenty of excitement and emotion to appeal to any reader. Also, if any other former Corpus Rahkshi players happen across this and want to contribute, there’s still time to get something together. Leave a comment in the review topic, shoot me a PM, or message me on Discord if you’re interested in taking part in some way. Whether you want to write a full short story or just contribute a few lines about where your character ended up, I'm happy to include whatever you come up with. I do have a clear end point planned for this project, but that will likely be at least a few months away, depending on how many additional contributors express interest. With all of that out of the way, settle in and enjoy this collection of tales from the surviving students of Corpus Rahkshi.
  6. Profiles Topic | IC Topic | OOC Topic | Game Rules Here is where you post the profile, or profiles, for your Ghosts of Bara Magna character(s). Please make only one post in this topic; if you add more characters later, edit them into your original post, rather than making a new one. This makes it easier for other players to find your profiles. Also, please create your own original characters – that is to say, you cannot play characters from canon, at least not without mod permission. Within this one post, every character you play (barring special circumstances specifically approved by a mod) should have their own unique character profile before you begin playing as them. Each profile must include your character's species, appearance, equipment, cybernetics and/or vehicle, and a specific weakness. Obviously writing weaknesses is a right pain in the arse, but I encourage it not only for balancing but also as an important aspect of character development. A weakness doesn't have to be physical or combat-specific – it can be a bum knee or an old war wound just as easily as a phobia or a blinding ego. What's important is that you take the time to consider the flaws that hamper your character, and make them more human. Other optional profile sections, which I still heartily recommend, are your character's rough age, pronouns, gender, basic personality traits, and a biography (if relevant). Though there is no specifically prescribed structure for profiles, you can look to a goose and Bulik's profile posts for ideas on how you might format yours. Vehicles and cybernetics will need to be approved by a goose or Bulik. Please contact us by PM or on Discord to make approval requests. Species There are two, and only two, species available to players: Glatorian, or Agori. As you may already know, Glatorian are the warriors of Bara Magna, and Agori the villagers, though the gap in their powers is much smaller than that of Matoran and Toa since Glatorian have neither Kanohi nor elemental powers. Their advantage over Agori is their size and their strength, the latter being far more diminutive and ill-equipped for fighting. It is for this reason that Agori fighting in the Arena do so in vehicles. Although both Glatorian and Agori make use of them, only Agori characters have an automatic entitlement to vehicles. As this risks an unfair advantage for Agori characters, I still urge you to request vehicle approval for your Glatorian if you wish, with the caveat that there is a maximum of one Glatorian vehicle per player, which hopefully will still be plenty. The balancing factor is cybernetic enhancements: though all of Bara Magna’s residents have some form of technological augmentation, those of the Glatorian are specialised for combat purposes. Each Glatorian character is allowed two cybernetic enhancements, to be approved by a mod. You don’t have to take advantage of any of these things – feel free to create a Glatorian without cybernetics, or an Agori without a vehicle. These are just the options that are available to you, and you can always choose to add them to your character at a later point (with mod approval and sufficient IC explanation). Vorox and Zesk, which require specific approval (further details below), are considered a distinct species; however, for gameplay purposes, they follow the same entitlement rules as Glatorian and Agori, respectively. The Sisters of the Skrall are not available to play. It is important to note that, unlike in canon, Glatorian and Agori have roughly human lifespans, leaning at most only slightly longer than our own. Tribes The deserts of Bara Magna are unforgiving, and no one can survive them alone. With the exception of some freelancing Glatorian (who still have to take jobs from tribes, if they want food to eat and roofs over their heads), the people of Bara Magna largely belong to one of six tribes: Fire, Water, Ice, Rock, Jungle, and Iron. A seventh tribe, Sand, has long since devolved into barbarism; the Vorox and Zesk, as they are now known, display only animal intelligence. Split off from the Rock Tribe are the Agori known as the Bone Hunters, marauders who walk the desert in search of easy prey, raiding caravans and villages for resources and slaves. Though player creativity is encouraged, specific approval from a goose will be required for any character belonging to the Iron or Sand Tribe, with approval being especially difficult to attain for the latter (for, I hope, fairly obvious reasons). These two tribes are otherwise unavailable for play at present. In addition to the initially available five, custom tribes are welcome. Simply send a mod the name of the tribe, their leader, their colours, and the basic details of their village (name, location, etc) for approval, and boom, you’ve got a Gravity tribe. TL;DR: Agori and Glatorian Only Skrall are Glatorian/Agori Vorox and Zesk are a separate species Agori can have vehicles by default Glatorian vehicles are by request (each player can have one glatorian vehicle) Glatorian can have two custom cybernetic augments (each requiring approval) Most characters are in tribes Iron and Sand tribe characters require staff approval Custom tribes can be created (requires approval) Profiles should have at a bare minimum enough information for other players to understand their rough appearance and understand their capabilities and weaknesses. You are free to be as elaborate or as elusive as you want to format it.
  7. So my local college (+alma mater) is running a gaming convention soon enough and I'm thinking of making a one shot for it - specifically a Bionicle one where the party would be a group of Matoran who died and wake up in the Red Star as Toa and now have to get out (would be set around the same time as Kopaka and Pohatu would be there); and I'm looking for some advice on how I should proceed: 1) Is this really really a suitable game for people unfamiliar with Bionicle? Bionicle has a weird concept as it let alone been resurrected on an unknown space ship that brings back the dead. 2) What's a good set of masks for the party? I'm think Pakari, Matatu, Elda, Kualsi, Kiril; not sure what to do for the sixth mask. 3) Should I go with the standard array of elements, or should I switch out Stone for something like Iron, Lightning or Gravity to have more variety and accessability? Or just go with a completely random set of elements? Edit: I understand if this topic gets moved to a different board, I just placed it here as I didn't know where else to do so. Also I'm thinking of using either the Doronai Nui or a modified version of the RWBY fan rpg.
  8. If one had declared to the masses that, in the final years of the nineteenth century, this world was being watched keenly and closely by intelligences greater than that of man, and yet just as mortal, none would take such a claim seriously. None would believe that as men busied themselves about their worldly concerns they were being scrutinized and studied, perhaps almost as narrowly as a man with a microscope might scrutinize the transient creatures that swarm and multiply in a drop of water. With infinite complacency, the people of this world scurried to and fro across this globe, going about their little affairs, serene and ignorant in their assured dominion over the material- probably not unlike the infusoria under the microscope. No one gave a thought to the older worlds of space as sources of incontrovertible human danger; or, if they did, thought of them only to dismiss the idea of life upon them as impossible or improbable. It is curious to recall some of the mental habits of those departed days- a bygone age where terrestrial men of greater imagination pondered whether there might be other men upon Mars, perhaps inferior to themselves and ready to welcome a missionary enterprise. Yet, across the gulf of space, there brooded minds that are to ours, as ours are to that of beasts; intellects vast and cool and unsympathetic, appraising our world with envious eyes, slowly and carefully drawing their plans against us. And early in the twentieth century came the great disillusionment. The year is 1903, the Great Martian War rages on. Five years ago, mankind received a bloody and violent answer to the eternal question - "are we alone?". Indeed, the first cylinder falling from the heavens was a surprise to all, but markedly was only the tip of the proverbial spear. The merciless attack on humanity itself that soon followed was destruction the likes of which no person had seen - a terrible assault from cold, vile intelligences which shook even the greatest of human nations to their very core. Like lightning and rolling thunder the otherworldly invaders struck across Great Britain from the landing sites of their silvery vessels, sweeping south past the great city of London and up to the furthest reaches of Scotland in the north. In a matter of days, there was naught but destruction and desolate wasteland as far as the eye could see - that is, if any poor soul had managed to survive in the wake of the invader's advance. Even still, this was not the extent of the invaders’ insidious designs, and even now the Martians conspire to leave absolutely nothing for us. However, the mettle and resolve of humanity is poised to determine if our home is something that we shall give up so easily... To this day, the nations of the world push back! Equipped with unbroken spirit and boundless valor, brave soldiers make use of mechanical marvels reverse-engineered from the Martians’ own fighting machines. These mighty few, clad in iron and possessing prodigious courage, may yet turn the tide. Terrae Impetus Retro. The State of Things The British Empire Defeated! So said the headlines of newspapers across the world during the winter of 1898, not but a day after contact had fully and completely been lost with England. Only a few short months into the Martian invasion and one of the most powerful nations the world had ever seen was no more. Some nations celebrated, others quietly gathered their military forces, but many simply watched, unwilling to acknowledge or unaware of the danger that the otherworldly beings posed to them. This complacency was only compounded when the Martian’s advance simply stopped at the English Channel, and for two long years it seemed as though that was the extent of their assault on humanity. Of course, none sat idly by during this time. The remnants of the British Empire, formerly scattered across the world, lobbied for the retaking of their homeland. Others, such as France and Germany, made quick work of snatching up what precious few pieces of the Martian technology could be acquired for their own use. The lack of activity looked to some as though the Martians had simply left, gone to return to their planet. Some academics even went as far as to say that the Martians had been wiped out by the Earth’s own microscopic biosphere, for surely they could not have developed an immunity to Earthly diseases as mankind had over the millennia. Whatever the reason for the pause in action, it was not to last. In early Spring, after the turn of the century, the second Martian advance began with their fighting machines emerging from the waters of the channel onto the shores of Belgium and the Netherlands. There was little forewarning to prepare a defense, and in the time it took for the powers on mainland Europe to marshal their forces the aliens had made it far as the French and German borders to the East and West, leaving swathes of destruction in their wake. It has been three years since then, and while ironclad battleships from the world's nations hold the line from the Channel itself, landlocked defenses are slowly beginning to weaken as the Martians continue their unrelenting assault. But man has not been idle, and their newest weapon may be just what turns the tide of this war of worlds... Ferreis Induti No later than the first sightings of the Martian’s massive mechanical beasts did the minds of man begin to work, wildly speculating and postulating exactly how the various mechanisms by which the fighting machines of the otherworldly invaders operated. After the first of the tripodal giants were felled, its components were hurriedly collected and whisked away to nations that coveted them by enterprising individuals for these theories to be validated and amended. At first, various nations only received bits and pieces of the Martian’s strange technology, and information that could be gleaned from the disparate parts was fractured and incomplete at best. Indeed, it took the Martians’ second brutal assault for the inventors and engineers of the defending nations to come together and truly unlock the secrets of the Martians’ greatest weapon. Thus soon after, mankind saw fit to create fighting machines of their own. With boilers and reciprocating engines powering dynamos, these man-made titans leverage the magnetic-mechano limbs derived from the Martian technology to achieve motion. However, the more esoteric of Martian technologies have proven to still be beyond our grasp for the time being - the heat ray in particular vexing the brightest of minds. Though not as large as the hundred-foot tall behemoths they are designed to fight against, a dedicated and determined crew gives these machines an edge. Demons from Mars Much has been written of the men from Mars in the years since they landed in their gleaming pods, though as of yet no live individual has yet to be found. From the bodies recovered from their destroyed fighting machines, the true face of the enemy has been closely studied. The Martians themselves are large, with oily grey bodies about the size of a bear. They possess no limbs like the kind familiar to us - instead, a plethora of long, whip-like tendrils surround the area underneath their V-shaped mouths. Two large eyes, round and lidless, are perhaps the only familiar aspect of their peculiar biology. Internally they appear to possess no organs save an enlarged brain which occupies the majority of their body. How such an organism is able to live and function is beyond our science thus far. More striking, however, are the great machines they pilot. Approximately 100 feet tall, the machines stand atop three spindly legs with which they glide across all manner of terrain. These legs attach to a girdle of sorts that is secured to the body of the machine itself, with a mass of writhing tentacles extending down from the bottom of the machine. A hood caps the very top of the body, while the weaponry - such as the heat ray - that the Martians utilize is held at the ends of the tentacles. It should be noted that there are a secondary, distinctive subspecies of Martians, separate from those who occupy the tripods. While the large, cephalopoid creatures are undoubtedly the masterminds of the invasion, a second, subservient species has also been observed. Peculiarly, they are two-armed and two-legged, a form that at great distance could be mistaken for mankind itself. Indeed, it was initially thought that these creatures might be some twisted abomination of humanity, until specimens could be properly investigated. These are no humans - with brittle siliceous skeletons and long limbs which attach to an overly rotund body, it appears that without wearing the form-fitting, metallic space-suits provided to them by their masters, they would be crushed by the increased gravitation of our world. Beginning with the launch of the second wave of Martian assaults, the two-meter tall bipeds have been observed being deployed as foot soldiers, equipped with odd hand-held projectile launchers that fire metallic bullets without the use of gunpowder. To Hold the Line The time for action has come, for the first time in recorded history humanity’s fighting machines will clash with those from the red planet. The first generation of these colossi, built by nations around the globe, have been gathered along the French line to prepare to push the Martians back off the mainland. Housed in the mighty airship Thunderchild, this will be a deciding battle! Name: Age: Gender: Job: Country of Origin: Appearance: Personality: History: Equipment: Fighting Machine: Designation: Country of Origin: Crew: Description: Weapons: Traits: Rules of Engagement Listen to your GMs (krayz, grav). Don’t metagame, godmod, or otherwise exceed the limits of fair play. Get your profiles approved first. BZP rules apply. Arabella Fortunado and the Damocles Erich Volk and the König Arnault Mongouse and La Charlatane
  9. THE GAME It has been only months after the Battle of Endor and the destruction of the second Death Star battlestation, and with it the Galactic Empire’s head. Both the newly christened New Republic and the Empire are scrambling, consolidating power and swathes of territory as star systems pledge allegiance to one side or the other, only to turn at the slightest provocation (or threat of bombardment from the Imperial Navy). The Empire, hit the hardest from the death of Palpatine, has been struggling with infighting as power-hungry bureaucrats attempt to claim the throne for themselves. While the Council of Moffs have taken de facto control, the initial chaos has allowed the New Republic a number of victories to push the Imperials back from the Outer Rim and to their Core strongholds. Though facts are in short supply and rumors are everywhere, the ceaseless churning of the Imperial propaganda machine being of no help, news of the former Rebellion’s win has spread like a wild fire, kicking up smaller, local resistance movements across countless worlds. However, Darth Sidious’ demise has had far more affects than most of the galaxy’s inhabitants can sense, many of which could be devastating to both the fledgling New Republic and weakened Empire. As the waves of darkness, malice, and hate that the Sith Lord had been blanketing the galaxy with dissipate, the Force shines out into void once again, seeking out those who connect to it and igniting old beacons of knowledge. The first to hear this call, unfortunately, were those in the ranks of the Empire’s dark side adepts, the Inquisitors. With Sidious gone, the group of would-be Sith Lords have struck out on a crusade for power, far more than what the previous dark lord would have allowed. This search has led some of their number to the battered world of Taris, where they pursue a Republic agent, and the information which will lead them to the biggest repository of information available: a holocron. THE PLAYERS The New Republic is a fledgling government created from the reorganization of the Alliance to Restore the Republic. Spurred by the Empire’s defeat at Endor, and the subsequent mass of star systems rallying to their cause, the New Republic has transformed the fighting force of the Rebellion to a legitimate political power. Its seat of government is positioned on the world of Chandrila, with Mon Mothma serving as Chancellor. The Republic is still relatively small compared to the might of the Galactic Empire, though discord throughout the Imperial powerbase has worked to their advantage. Its military consists mainly of starships loaned by sympathetic and member world’s planetary security forces, though Imperial warships from both captures and defectors have been added to their ranks. The Empire is currently under the command of the Council of Moffs, with the even tighter military grip on member worlds forcing many to seek help from the New Republic. Galactic Empire, a name which sent dread and despair into the hearts of being across the galaxy. The Imperials were severely weakened command-wise with the death of Emperor Palpatine, the Sith Lord’s direct approach to government proving to be a weakness once the head was severed from the body. While theoretically they are still the reigning power in the Galaxy, infighting between Moffs and the slow breakaway of star systems from their iron grip has cut down the Empire’s effective strength immensely. However, an Imperial cruiser parked in orbit is still an effective deterrent to open rebellion. The Inquisitorius, on the other hand, was a name that scarcely few would recognize, and those that did would never speak it aloud. Originally a branch of Imperial Intelligence, the organization has since grown into its own distinct entity, some say even from the Empire itself. The organization is made up of Force-sensitive individuals, all trained in the dark ways of the Sith by the late Darth Sidious and Vader. These acolytes, while not full Sith Lords, are still brutally effective Jedi Killers, and the freedom from their dark master has only made them more dangerous. Their primary objective was to hunt down and either kill or convert the remaining Jedi after Order 66, though they also worked to gather artifacts of the Force and recruit Force-sensitive younglings to their cause. The Inquisitorius is lead by the Grand Inquisitor, and the organization is quite small compared to the other military branches of the Empire. Even so, they do have their own small fleet of black-armored Imperial ships to command, in addition to what power they can take from the Moffs. THE BOARD Your story begins on the Outer Rim world of Taris, a polluted, industrial planet that has been plagued by war over the millennia. The wrecks of starships and the glass craters of orbital bombardment sit side by side with massive skyscrapers of the rich and the battered huts of the poor. While still regarded as a major world, Taris’ influence has dwindled over the years, and suffered even more so under the rule of the Empire. It is technically an Imperial planet, not many Imperials would be caught visiting. The capital city is a gleaming mass of durasteel buildings, rising just above the yellow smog, positioned next to the planet’s major spaceport. Around the spaceport are clusters of ramshackle buildings, houses, and less-than-savory businesses. Every piece of available land that isn’t swamp, and some that is, is taken up by the less fortunate of the planet’s population. On the other end of the city is the Imperial Garrison, which has access to enough Stormtroopers, Imperial Army personnel, and TIE fighters to quell most public riots. The garrison’s commander, however, isn’t too picky when it comes to where the credits in his pocket come from. Is there a way off this dreary world, well, nothing's impossible. The Force is pulling the strings, and always in motion, the future is. THE PIECES Your heroes and villains. Fields in bold are required, others can be added and removed as needed. Name: Age: Gender/Species: Only rule is being sensible when it comes to species. Appearance: Description, picture, anything that accurately portrays them works. Skills: What are the good at? Do they have any natural abilities? Force Abilities: For those that are Force Sensitive. Includes both specific techniques and passive benefits (e.g., Force Lightning or a perception boost respectively). Do note, characters are not going to be throwing X-Wings around without proper training, and most aren’t even going to be aware of the Force to begin with. Equipment: Blasters, comlinks, old rusty knives, etc? Personality: What are some of their mannerisms, how do they carry themselves? History: Who are they, where are they from, how did they end up on Taris? This RPG is going to focus very much on the advancement of characters, so starting out as the most powerful ever may hamper interaction. Ship: Do they own a starship? Affiliation: Galactic Empire, New Republic, a lone mercenary, a Hutt Cartel enforcer, who do they call allies, if they have any? Rank: If part of a larger organization, do note that Imperial Moffs aren’t likely to concern themselves with these events, and the New Republic leadership is too busy trying to keep a government together to notice. Position: Say if they’re part of the crew of a cruiser or on a squad of soldiers. Alignment: Good, evil, justice, money, adventure, knowledge, what do they value? THE RULES BZPower general rules apply, as always folks.Game staff have final say, though the personal messenger system is a powerful tool that should be used if any disagreements form.Keep it classy, that includes OOC behavior and such. Don't be that guy.Your characters are your own and others' are their own, express permission is required by a player before anything drastic is done to their character.​However, NPCs, being non-crucial to the progression of story, do not require permission. It is common courtesy, and encouraged, to ask though.Profiles only require a single approval from staff.Metagaming is strictly prohibited, the most common of which is having characters know OOC knowledge that they shouldn't have IC.Deus Ex Machina, and other devices used to get characters out of situations via impossible means are not allowed.
  10. What goes up must eventually come down. But like a phoenix from the ashes, that which falls can sometimes rise again. Discussion Topic Discord Server The Story: Welcome to Skyrise: Ascent. In this world, after defeating Makuta, Mata Nui was unable to restore Spherus Magna to its former glory, and the Mask of Life was lost in the chaos that followed. Without the mask’s energies to properly repair it, the newly-reformed planet became unstable, prone to earthquakes and floods, the decades of natural disasters drastically reshaping the landscape and decimating many of the existing population centres. Over a period of several hundred years, Bara Magna was transformed into a maze of plateaus and canyons, with the seas of sand at the bottom being ruled by rabid bands of Zesk, Vorox, and vicious Rahi. In the process, Marendar was unleashed, wiping out the few Toa who remained before presumably being destroyed. The sentient races that were left made their homes atop the sturdiest of the rock formations, further reinforced by the efforts of friendly Skakdi and other powered beings. On the less secure plateaus, criminals and other outcasts still cling to life in settlements of their own, living in constant fear of the next tremor being the one to spell their doom. Two years ago, a war broke out between the settlements of New Atero and Fe, with New Atero constructing terrain crawlers and striders to covertly assault the aeronautically-superior Fe from below. While this attack seemed, at first, to be unprovoked, it was eventually revealed that the government of New Atero was being manipulated by Tuma, whose sole intent was to emancipate the hundreds of Skrall being worked to death as slave labour in the mines of Fe. With all of their defences pointed skywards, Fe was taken by surprise, and though they were they had the technological advantage, their people weren’t as battle-hardened as those of New Atero, and were gradually overwhelmed. In the face of imminent defeat, Fe’s ruling council threatened to unleash a horde of trapped Baterra upon the wasteland. The attackers were left with no choice but to destroy Fe, detonating the settlement’s stockpiles of ammunition, weapons, and machinery. The surviving citizens either took to piracy, or assimilated into the other settlements. In the years since, an unsteady peace has settled over the Wasteland. While most of those within the remaining settlements are content in their uneventful lives, toiling each day to ensure there’s enough food and resources to go around, there are those tasked with travelling between settlements to bear news, ferry resources, and most importantly, keep the peace. It is into these roles that players will be stepping, captaining airships or piloting scout craft across the hostile surface of the new Great Barren. Locations: The new Bara Magna is a dangerous, desolate place, with the various permanent settlements serving as the only real safe havens. (Map) Note that there are certain marks and notes on the map that do not appear in the list below. These have been included for player reference, but are currently not common knowledge to characters in-game. Tesara – Sitting astride a singular pillar of earth and stone in the centre of an immense crater, the roots of this jungle village’s immense trees have withstood the test of time, and have held it together for untold decades. The Tesara plateau is overgrown with vegetation, and is even home to a small population of various rahi species, suitable for use as livestock or even pets. Tesara supplies most of the Great Barren’s food, and maintains long-standing trade deals with the other settlements. Tesara is undoubtedly the most open and accepting of all the settlements, although there are some who would argue that they’re too trusting, a trait that was used against them to some extent during the war, which has led to lasting tensions. Tesara is ruled by a triumvirate of elected officials. New Atero – Originally little more than a shanty town built up at the foot of the remains of the fallen Great Spirit Robot, New Atero has endured the disasters that have lashed the planet, and coalesced into a singular, colossal fortress. Being in fairly close proximity to a freshwater lake and the open ocean, they’re becoming increasingly self-reliant, their more militant nature leading many to distrust and fear them. New Atero’s surrounding are strewn with shattered metal and rocky outcroppings, dotted with watchtowers and turrets. New Atero is currently suffering civil strife, with a newly-formed parliament struggling to soothe tensions within the different factions among the populace. Fe – Once the technological powerhouse of the Great Barren, this settlement was reduced to rubble in the war. While many of the survivors were able to assimilate into other settlements, the actions of Fe’s leadership before and during the war have led to many of these survivors being treated with suspicion and disdain. Cliffside – A precarious shamble of random structures with no coherent order or organisation, this is where the outcasts and rogues flock together for survival. Scattered across a number of small plateaus spanned by constantly-collapsing bridges, this village has no government or law enforcement, and is dominated instead by mob rule. Its populace is too small in number to pose a true threat to any of the major settlements, while simultaneously being too big to be easily destroyed, and as such this pirate port continues its uncertain existence, its citizens stealing or bartering for what they need. Aqua Magna – Volcanic eruptions and earthquakes have turned the oceans foul and polluted, with only the strongest, most vicious of creatures still able to thrive there. Despite this, the beasts that dwell there make for good eating, for those who have the means and the skill to hunt them. Rumours abound of ancient treasures and old-world artefacts being located somewhere in the depths, although the equipment to pursue such rumours is costly, and difficult to come by. Expeditions have attempted to search for lands beyond the shores, but none have ever returned. The Arena – No one is entirely sure who built this place, or when, or why, only that it is hewn from some seemingly indestructible stone, the strongest of earthquakes and most powerful of Kanoka alike having no effect on this mysterious structure. Given its proximity to The Chasm, most beings chose to avoid it entirely, but it is still occasionally used for trade meetings or impromptu tournaments. On some nights, a beacon issues skywards from a dais in the arena’s centre, though none have yet figured out to enable whatever mechanism the dais is intended to activate. The Chasm – While the planet slowly shook itself apart, the colossal corpse of the Matoran Universe remained where it lay, sprawled across the fragmented canyons. That was, until Marendar did battle with the last remaining Toa atop the long dead machine, and the ground gaped open like a hungry maw, swallowing the entirety of the Great Spirit Robot into the darkened depths. The resulting chasm’s edges still glow with unseen heat, frequently belching fetid smog into the air, and every now and again some kind of horrendously mutated rahi crawls up from below. Those who’ve attempted to explore what lies below have never returned. At least, not with their sanity intact. Aircraft: Travel between settlements, aerial combat, and scouting is accomplished using various vehicles, reverse-engineered from technology that was salvaged from Karda Nui before the evacuation of the Matoran Universe. In addition to these uses, it is strongly encouraged by the rulers of the settlements that those who feel the need for violence to take their altercations away from where innocent people can be caught in the crossfire, and fight their battles in the skies instead. Please note, each character is only allowed to have a single vessel/vehicle. Airships - Utilising a complicated system of levitation and weight increase Kanoka, each of the airships is controlled by pulleys that cause either the levitation or the weight increase Kanoka Disks to strike the Airship's framework, forcing the Airship to rise or fall. A modified version of a transport Chute, capped at both ends, is built into the back of the Airship, providing forward thrust by letting a small portion of pressurised air jet out from the back. These vessels are usually slow and unarmed, but often come equipped with a small number of Cargo Haulers to make the task of transferring goods easier. There are no set limits for what players can and can’t include in an airship, but please exercise common sense. Airships are already slow and heavy, so tacking on a whole heap of armour or weapons, for example, is going to weigh you down even more. Likewise, if you wanted to use your airship to carry a crew of other players and serve as a hangar for their aircraft, there won’t be much room left for any other special additions. Jetpacks - utilised solely by smaller races, these are simple, sturdy devices. With in-built parachutes and enough energy to stay airborne for several days, they can get up a decent amount of speed, and depending on the skill of the user, can be highly manoeuvrable. These are equipped with a built-in parachute, and have no proper weapon or customisation slots. However, they do double as backpacks, being able to store extra fuel, equipment, weapons, etc., so that the wearer is able to keep their hands free. Skyfighters - again only able to be used by the smaller species, these speedy, agile fighters are equipped with a single weapon. It is worth noting, however, that while these glorified gliders are able to stay airborne for much longer than most other craft, they’re far from the most versatile of aircraft, and a few well-placed shots in the right place could easily knock them out of the sky. (Pilot teleportation, 1 weapon slots, 1 customisation slot). Rockoh - used primarily by many of the larger races, these stocky, heavily armoured craft are equipped with enhanced engines, capable of putting on incredible, albeit brief, bursts of speed in order to ram targets. As well as their characteristic rams, these craft are usually equipped with two weapons. (Pilot teleportation, 2 weapon slots, 2 customisation slots). Jetrax - the perfect midpoint between speed, agility and firepower, these craft are also used by most of the larger races. Capable of carrying three weapons, the Jetrax model’s most noteworthy vulnerabilities are its two bulky wing-mounted engines. In addition, although most of the vehicle is armoured, the cockpit is not, leaving the pilot somewhat exposed. (Pilot teleportation, 3 weapon slots, 2 customisation slots). Axalara - the biggest and heaviest of the vehicles in the fleet, it’s not as fast or agile as the Jetrax, but is much more heavily armoured. It can carry only two weapons, as its primary purpose is to serve as a bomber, deploying explosives from a hatch underneath to drop onto targets. This aircraft’s main drawback is that its pilot is left even more exposed than that of a Jetrax. (Pilot teleportation, 2 weapon slots, 2 customisation slots, 1 bomb bay). With the exception of jetpacks and airships, which carry parachutes, all vehicles are equipped with teleportation devices that will automatically transport their pilots safely to the nearest stable surface if their aircraft is destroyed, or they’re severely injured. This system is in place to prevent the rampant murdering of PCs, and hopefully stop people from godmodding in order to save their characters from what would otherwise be inescapable deaths. All aircraft share a default cruising speed, which allows them to travel between any of the main settlements within 3-4 hours. While airships and jetpacks cannot accelerate much beyond this cruising speed, most other aircraft can make this trip in roughly half the time, making them ideal for use as messengers or scouts. The crew and pilots of airships, jetpacks, and skyfighters are still able to access their powers and use powered weapons. However, the unique energies that power larger aircraft (Axalara, Rockoh, Jetrax) also render the pilots unable to use any powers or powered weapons they might have, forcing them to rely solely on their vehicle’s capabilities. After the fall of Fe, the means to create new aircraft was shared with all three of the remaining settlements, with advances in development allowing for new innovations in regards to customisation and capabilities. New or replacement aircraft, as well as upgrades to existing ones, can be obtained from staff NPCs such as settlement leaders, usually in exchange for favours or as a reward for some kind of special quest or mission. Rules: Please use IC (in character) and OOC (out of character) tags in your posts. OOC-only posts should be limited solely to the discussion topic. This is a pet peeve of mine, but please put both your character’s name and their location in your posts. It’s confusing for other players seeking interaction, otherwise, especially in an open-world game such as this one. No god-modding, metagaming, fightbotting, autohitting, etc. In general, play fair. Please be considerate of other players, and recognise the distinction between OOC and IC. If someone’s character kills/injures/dislikes one of your characters, it doesn’t mean that their player has a personal problem with you. Most importantly, have fun. _____________________________________________________________________________________ Note: This is not an April Fool’s joke, and permission has been gained from site staff to restart this game:
  11. What goes up must eventually come down. But like a phoenix from the ashes, that which falls can sometimes rise again. Gameplay Topic Discord Server Welcome to the discussion topic for Skyrise: Ascent. All OOC-only conversations, as well as profiles, are to be posted here. If you've got any questions, this is the place for them, too. The first post of this topic includes links to a list of character and NPC profiles, as well as a noticeboard linking to plot-relevant GM posts. Returning characters and new players alike are all welcome. The gameplay and discussion topics for the original version of this game can be found near the bottom of this page, should anyone be interested in finding old profiles or reading up on past events (though this knowledge is by no means necessary to understand or enjoy this game). However, please don’t make the mistake of posting in the old topics. Please use the following templates for profiles: GM NPC Profiles Tesara - Jira & The Tesaran Breeze, Those Two Guards. Cliffside - Blackbristle & the King Irnakk's Revenge, Silvana & The Whisper. New Atero - Doctor K, Hakkzan, Coyle & the Mace of Roxtus. Other/Unaffiliated - The Overseer & the Faithless Wraith. Approved Characters Click - Mirror & the Ricochet, Garuda & the Sand Bat. Eoron & The Gavel. Kaenis & the Benevolence. Arkis. Laval - Akkitu & The Sight. Smudge8 - Paju & The Element. Rakin. Kane-Oma & The Mukau. Dane - Viann & the Helix. Taurek & the Deliverance. Voyin & the Flight. Juno & the Intrepid. Calidus Serpico. Ultimoscorp - Toruhn & the Indomitable, Temujin & The Orange Bandit. Tirkah & the Silver Star. Keeper. Onaku - Tacitus & the Blind Abaddon, Drukann & Irnakk's Inferno, Porangi & the Clunka-Clunk. Hadraeka & the Black Rose. Oko & the Virtuous Veil Ironfist - Hestala & the Vista Baby. Bacchus & the Horse With No Name. Catina. Grank & the First Collier. EmperorWhenua - Laryna & The Prodigal Goat. Darth Jaller - Tarutu & the Lucky Find. Kastir & the Huntress' Pride, Littiuu Alarei Toru Nui - Tekmo & Wings of Fire, Waveahk & The Aquarium Lipuret McKauKau - Vrokdann & the Stolara. Lontra Canadensis - Ikilwa & The Baterra. Bionic_ - Zeiral & The Scarab. Zippywharrgarbl - Armani & THESE Guns, and Matilda & the Trash of the Desert /Daddy Issues. Silo: Kathok Hann & Redshift. Azibo: Tyren & Sull. Toa Niretta: Tamaya CobaltGale: Kodran & the Daedelus TheLegoRoleplayer: Rakpazis & the Dweller in the Deep Community Noticeboard Welcome Back to the Great Barren The Word of the Wasteland _____________________________________________________________________________________ Note: This is not an April Fool’s joke, and permission has been gained from site staff to restart this game:
  12. Happy 2020! This is where you can post out of character about the Six Kingdoms: Escapement (SKE) game until the end of March 2020. Please see the general rules, common sense guide, and BZPRPG rules of play for how to behave in this and all SKE topics. Lastly, the hope is to have an elevated power level in this RPG when compared to the main BZPRPG, but not to reach final season fighting anime where blocks or cities are being demolished with a single punch. Remember, your characters are part of a collectively told narrative and no one has plot armor. I look forward to playing with you all! For the first week of January here are the narrative quests per faction: Metru-Nui: seek the great discs hidden somewhere in the regional metrus for toa power. Metru-Nui: explore the recently conquered island and plan the next assault. League of Six: Recover from the recent attack on your island base. League of Six: Take the merchant vessel to recover the lost tech. Dark Hunters: Assassinate
  13. Happy 2020! I am proud to announce Six Kingdoms: Escapement is officially live. This will be where we put all of our profiles over the next three months. At the end of the game's run, this topic will be deleted so if you have a character you particularly love make sure to have a backup before the end of March 2020. Remember, for discussions out of character about the narrative please see Six Kingdoms: Escapement - OOC Discussion topic. I look forward to watching how we all tell this story in character in the Six Kingdoms: Escapement - Gameplay topic. Please see the general rules, common sense guide, and BZPRPG rules of play (links incoming). We will abide by those unless otherwise stated here. 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 in the Character Profiles topic before playing. This is to provide a fair narrative storytelling environment in a game with an elevated power ceiling. At this time only Legendary kanohi are banned. 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. Nova blasts are banned, unless you PM the GM and explain why it’s absolutely necessary for plot reasons to blow up your character and they say yes. The “Yes” of Character Creation: All canon bionicle species are playable. Custom species from the BZPRPG that were approved are also available without need for further re-approval. New custom species need approval of the GM before playing. Kanohi are not moral or immoral 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. Metru-Nui is more technologically advanced than Mata-Nui. Player characters may have a personal vehicle, and any amount of technological items that fit the character narratively. Please make sure to address any character approval questions from the GM promptly before continuing play with the character question. There is an elevated power level in this RPG when compared to the main BZPRPG, but it is not final season fighting anime where blocks or cities are being demolished with a single punch. Remember, your characters are part of a collectively told narrative and no one has plot armor. This is an altered league of six kingdoms era in Bionicle lore. 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! Three Strike System: While this is a co-operative game, I expect there to be occasions where players disagree on how the story should go. That's fine and normal. However, if the GM is called upon to help facilitate, any participating player who is unwilling to listen to the GM or alter their posts or character to reflect requested changes will receive one strike. Once three strikes are met, the player is blacklisted for uncooperative behavior. Once the game ends in March, all blacklists will be lifted. If a player is listed in this section, players do not have to interact with their characters. TheLegoRoleplayer Character Profile template: Name: if a matoran, have they passed the rite of naming day Species: canon or approved custom Faction: Metru-Nui, League of Six, Dark Hunter, Untethered, 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: stick to canon for what your character’s species can and cannot do Approved Player Characters: Tarn: Jutori, Nale, Rose, The Obsidian Swordsman, Idlyx Haeve, Jutori (as toa) Xemnas: Atamai, Kohara Keeper of Kraata: Skorm Snelly: Vashni Nato The Traveler: Vyarik, Zaliyah, Sidra, Vyarik (Untethered) Darth Jaller: Varxii, Zecrillia, Jabali Dane: Thom, Kovac Krosfari, Leonn, Oryn Silvan Haven: Tallea Sunflower: Iona Conway: Irna Bulik: Knichou Click: Karista, Morah PokemonLover360: Kilo-M9 Emperor Whenua: Stannis, The Alpinist, Ambajes, Leklo (Alpinist as toa) XCCJ: Triki Smudge8: Mazor, Jephro, Informant, Paju and Ellie Baltarc: Aksa Eyru: Orieus, Taja, Taja (as toa) Toru Nui: Tekmo, Waveahk, Ostrox Crimson Jester: Cartographer, Fa'Atamai (Deceased), Fa'Amatai (Untethered), Korruhn (Carto as toa) Onaku: Arkius, Okuo, The Waif, Ardoku, Raz, Kal, Matrak, Aradra (Waif as Toa) Snelly, Skyra Azibo: Othorak, Sans, Mata-Nui Avatar (Untethered) Harvali: Kanohi, Ka Palm: Calia Biological Chronicler: Pardehi, Barak, Kareh, Tugarak, Amartakonen, Fenruki, Tinkerer, Vezok's Friend: Zataka Mr. House: Mons Shajs and Vestrixx For those interested in the player character demographics, I actively maintain a spreadsheet on Google Sheets.
  14. THE TALK General discussion, questions, out of character nonsense, and starship measuring contests here. Profiles are too be posted here for approval, or PM'ed to one of the staff. Bare bones profile here, recommend using the more detailed one in the main topic. Name: Gender/Species: Only rule is being sensible when it comes to species. Appearance: Description, picture, anything that accurately portrays them works. Skills: What are the good at? Do they have any natural abilities. Personality: What are some of their mannerisms, how do they carry themselves? History: Who are they, where are they from, how did they end up on Taris? This RPG is going to focus very much on the advancement of characters, so starting out as the most powerful ever may hamper interaction. Affiliation: Galactic Empire, New Republic, a lone mercenary, a Hutt Cartel enforcer, who do they call allies, if they have any?
  15. 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!
  16. This would be the Discussion Topic for the Corpus Rahkshi RPG. Post any all OOC stuff here, plus any profiles to be looked over and Approved. I'll also be keeping track of what assignments are ongoing and who's taking part just for the sake of convenience. Oh, and here's a blank profile in case you were in quick need of one. Name: Variation: Level: Gender: Gear: Appearance: Personality: Bio: Current Assignments Mob Rule:- New Headmaster Icarax has called a gathering in the Gym. Of the Rahkshi willing to attend, six have been picked as assassins and given the task of picking off the others, termed Civilians. They must work in secret to avoid detection, as if they are discovered the only way the mob can take them out of play is to beat them to as pulp... Approved Characters Akavakaku:- Vir, Mahrika, Outlash Alijar:- Hashan, Siren, Rotary, de-Rephic, Mutant, Cadwin ArcticFreeze17:- Toxin and Bullseye, Stronghold, Punch/Counterpunch, Discord, Alpha, Helix, Carapace, Law avmatoran:- Abyssium, Anubissium Banana Gunz:- Scoops Biomechanicuser:- Wither BionicMushroom:- Maarahk Bloody Nine:- Still, Blest Bubbles:- Blue CeeCee:- Tuhrahk Click:- Fang, Hoto, Tube, Root, Rain, Char, Tear, Call, Canvas Coconut Fanatic:- Sim Xire, Slif, Fate The Collector of Masks:- Disco, Phobia Dallior Nuva:- Dallior, Dakilik, Hakrii and Karzfire, Aka'Ri Daniel the Dwarf:- Holistic Dark_Stranger:- Sepulchral and Beat, Footwork, Kaboom, Nyarl, Shrapnel, Magnum Opus Dragon11603:- Vorzorak, Sanurahk, Shadow, Nightmare, Blade Dralcax:- Venge Dr Medic:- Kol, Arsenal and Swarm, Amalgamation Evex_Wolfwing:- Fall FallenAtlas:- Life, Augustus Funkydude527:- Phogen ghidora131:- Vaalku, Doubt, Flabbergaster, Frog, Moonlight/Sunshine, Spindle, Xi, Hollow, Fountain Gukko Lord:- Raptor, Mantis, Drift, Blitz, Silver, Murder, Eclipse and Pulse, Saber, "Ghost", Boombox, Swivel and Sigma Half-Dragon:- Blaze Jakura Nuva:- Slizer Johnrahk:- Jayar, Vlad, Shark, Lucid, Gaever, Thurisaz Kovika:- Sidonas, Haken le-toa_rock:- Zilnta, Kewlah, Biohazard and Pollution Leoxander Arktanus:- Cordak Liuth:- Zubarahk, Tangirahk, Fader, Ipartsa and Numlef, Feka, Botch, Bikraata, Maron, Carver, Swordplay, Necron, Liliate Loganto the Le-Matoran:- Cuutuk, Dajoks M!st:- Liquid MCGPY:- Taltrun meowmachine:- Hyaku Miras: Makuta of Awesome:- Nymph, Acinaces, Malady, Mu, Ilukiri Nik333:- Tesla, Slyer N.S.M.8:- Pounamu One-Eyed Construct:- Dodge-256, Green, Thespian The Otter:- Skia Petewa:- Foot PhoenixFireBlaze:- Pyre, Pestilence, Famine, Death and War, Zex, Edge, Radriarch Pohatu: Master of Stone:- Squid, Jodohnn Purple God:- Love Guurahk, Flash Rahkon Pyrolizard Prime:- Burst Rahkshi Lalonde:- Snap, Teeth, Rose, Kaita Relapse:- Carrion Proper RichardT1977:- Cravex, Zealot Roman Torchwick:- Exxan and Xara, Illusive and Silencer, Era, Sliver, Glaciem Ignis, Vyper, Bonegleam, Geuua, Sugil Shadow_Ignited:- Flash, Zelnos, Yuna Sil:- Snakey, Wraith, Torch The Skakdi Chronicler:- Coryn Smudge8:- Revenge, Melody, Booger SnowyAegis:- Arandahk Tenth Norik:- Glass, Floor Timageness:- Rail, Liar, Venom, Torc, Misery Tiragath:- Caoutchouc, Recherche, Wunjo Toa_Bomb:- Kardenex Toa Cykrom:- Jitters Toa of Dancing:- Metal, Short ToaDraconixMahvi:- Aeros ToaKapura1234:- Mangai, Hunter Toa Korkoa: Toa of plasma:- Kovinth, Blue Toa Onaku:- Dormirahk, Aerahk, Helkyre, Door, Vinna, Waiata, Orimnoc Tyler Durden:- Goldirahks The UltimoScorp:- Catatonic, Poly, Grim, Diode, Burn, Percy, Ezec and Aza Uncle Chael P. Sonnon:- The Snake-Faced Kid Unicode:- Clockwork, Shatter, Mar'jik, Vector, Fog, Kakarahk, Optis, Kavinav VahkiDane:- Omega, Recoil, Rider, Whakatio, Deadeye, Shield, Eps, Subject, Scout, Paladin, System, Utal, Hunter Wielder-of-Shadow:- Shock, Vitesse, Mortsia, Draco, Malattia, Leviathan, Chantant, Revenant, Pentalik Zakaro:- Chekquars Approved Kaita Tonitrui Dekako Sontiri Riptide Drowspark Kaitathulhu Kamanau
  17. Oh hey guys have OOC discussions and post your profiles here please and thanks. Probably won't be keeping much of a comprehensive list of characters, much like last time, so if you could edit your profiles into your initial post here that'd be great, cheers. Also, another reminder: every profile here needs two staff to go through it. Thanks, and it's great to be back. -Profile Form- Name: Codename: Age:Gender:Loyalties/Faction:Power(S): Appearance: Weapons: Skills: Personality: Weakness:Bio: -Tyler
  18. Pokémon Rise of the Rockets This linked introduction may be a bit confusing to new people due to how long the RPG has been running. Nevertheless, I will attempt to summarize what Rise of the Rockets is about here. Essentially, twenty years prior to current events, a group of Rocket Admins usurped Giovanni, killing him and gaining control over the organization. These Shadow Admins, as they call themselves, ushered in a new era for the world, revolutionizing Team Rocket's structure and managing to take control over the four original regions--Kanto, Johto, Hoenn, and Sinnoh, as well as the Orange Islands. Acting as the new government for the four regions, Team Rocket subdued or dismantled numerous other organizations, eliminating rebellion and criminal groups alike. Except for one: Team Liberty, a resistance group headed by Goldhawk, Blackskull, formerly Bluefalcon, and currently Silvermind. Acting from the Sevii Islands, Team Liberty has been at the forefront of the fight against Team Rocket's rule for the last twelve years, gaining power and recruiting others to their cause--something that Team Rocket has been hard at work to accomplish, as well. With both groups harboring huge amounts of Legendary Pokémon and famous trainers, their war continues to rage, though numerous other enemy groups--detailed in the section below--have thrown the conflict into an unstable struggle of wits and power. tl:dr it's a war RPG set in the Pokémon universe where Team Rocket is the main government and they're fighting a bunch of rebel groups and there may or may not be other stuff at play. Factions Team Liberty Established a little over a decade ago to fight against Team Rocket's rule, Team Liberty's primary goal is to achieve freedom for the four Kanto regions. Nowadays, their focus has shifted to include the fight against outside forces that threaten the very fabric of human existence--the Ancient Darkrai and Ford's Hojohsin League, in particular. Current Leaders: Markus Aleivy (Goldhawk,) Kane Umbra (Blackskull,) Selene Ashera (Silvermind.) Controlled Regions: Sevii Islands. Base of Operations: The Alamo: Team Liberty's main base, located on Four Island. Funded and constructed by Liberty Leader Blackskull, the Alamo is a massive facility, containing every conceivable asset required to maintain and create an army, from training and sleeping quarters to labs and Pokémon Centers. Boats and helicopters heading off from the base are a common sight, transporting agents to and from other locations. Until recently, the Alamo's location was hidden from hostile groups; however, actions by John Ford have revealed the base's position to Team Rocket and others. Nevertheless, it remains a highly-defensible position. Fallback Bases: Bases located on the other Sevii Islands. In operation at all times, though at a smaller scale than the Alamo, they are prepped for the possibility of a total invasion of Four Island. Other Information: Allied with Team Rocket as of the time skip. UPDATE: As of August 5th, 2017 in-game, Goldhawk is no longer a leader of Team Liberty, owing to injuries sustained during the evacuation of One Island. Team Rocket The governing body of Kanto and its sister regions, Team Rocket has risen above its past as a lowly criminal organization under the leadership of the four Shadow Admins. While many still view the group as scum--a justified opinion, considering their brutal method of gaining power--the Rocket regime genuinely cares for the well-being of its nation, improving many aspects of life and, in general, creating a safer, stabler environment than many people are willing to admit. They are determined to fight forces of chaos, such as Team Liberty and the Hojohsin League. Current Leaders: Sleight, Joker. Controlled Regions: Kanto, Johto, Orange Islands. Base of Operations: Chapel: Team Rocket's main base in Kanto, headed by Sleight, Chapel is located somewhere in the Indigo Plateau. Dwarfing even the Alamo in defensive capabilities, Chapel is not hidden from the world--its defenses are so great that it is able to stand tall where it is built, calling for opposition from any who think they can breach its walls. The local geography assists in these defensive abilities. Abyss: Team Rocket's main base in Johto, located underneath the Lake of Rage and headed by Joker. Abyss is the greatest hub of psychic influence and technology in the world, with many of its assets incorporating the use of psychic abilities into their inner workings. Paradise: Team Rocket's main base in Hoenn, located underground on Southern Island, was originally supervised by Ace, and then Buzz following her demotion and execution. While remaining a powerful and essential part of Team Rocket's power, Paradise suffered two attacks in the recent past, both at the hands of Team Liberty, rendering it the weakest of the remaining main bases. Following the Hojohsin League's rise to power in Hoenn, as well as Buzz's death at the hands of Soil Colossus, Inc., Paradise was shut down, and its remaining assets moved to Kanto and Johto. Purgatory: Team Rocket's main base in Oreburgh City, Sinnoh up until it was self-destructed by its overseer, Bounty. Purgatory was a powerful facility that had withstood many attacks in its time. The arrival of the Ancient Darkrai, however, necessitated its destruction as a precautionary measure to prevent the Ancients from gaining information that could be exploited in their war on humanity. Requiem: Team Rocket's main base in the Orange Islands, located on Mandarin Island, Requiem is controlled by Admin Viper. A massive underground complex, little is known about it at this point, though cloning experiments are known to take place there, under Viper's careful supervision. Other Information: Thus far, Team Rocket has endured both the largest loss of territory and power, and yet sustained the least amount of damage to its integrity as an organization. While it has experienced the losses of Ace, Bounty, Buzz, Hoenn, and Sinnoh, the group has yet to lose any of its primary firepower in the ongoing conflicts. TR Separatists The Sinnoh-branch of Team Rocket, the Separatists broke off from the main government when tensions between Sleight and Bounty reached a political impasse, tensions that rose due to the latter's belief that the war with Team Liberty would continue to go nowhere. Having formed his own faction, Bounty has allied himself with Team Liberty, assisting them in their war against Sleight's forces and helping them to combat other threats as they arise. Current Leaders: Bounty. Controlled Regions: Sinnoh. Base of Operations: Divide: With the defeat of the Ancients, Bounty has commissioned the creation of a new Separatist main base where Purgatory once stood--in Oreburgh City, Sinnoh. While the facility is not yet complete, six months have proven time enough to get the basic necessities down, and thus, the majority of Divide is considered ready for use. Hojohsin League A coalition between his own forces and three other, smaller organizations, the Hojohsin League was created by John Ford to be used as a vehicle for his own plans to roll out. Once encompassing the likes of Team Energon, Team Galactic, and the Searchers, the Hojohsin League's plans and methods range from the relatively simple--such as quietly taking over the vacuum of power in Hoenn--to the extreme, such as their bombing of Castelia City in Unova. Following the various dismantling and destruction of its three puppet groups, the Hojohsin League has revealed itself as its own single entity, utilizing its own forces along with those of Déoza to see its ends through. Current Leaders: John Ford. Controlled Regions: Hoenn; active in all other regions. Base of Operations: Hoenn Presidential Office: The main governmental building in Hoenn, formerly located in Lilycove City. President James Pierce, one of Ford's agents, assumed operation of the Hoenn government from here during the silent takeover of the region several months ago; however, the place was vacated following the Darkrai invasion. Even so, the place is well-equipped in terms of defenses, especially after the numerous additions that Ford and Pierce have made. Following the Ancients' defeat, the facility has been relocated to the more easily-defended city of Mossdeep. Current situation unknown as of Pierce's removal as president. Titan: Team Energon's former main base. It was headed by Michael Travis; however, he was eventually tricked and killed by Quincy Adams during their attack on Team Magma. Team Energon was soon liquidated and its remaining assets absorbed into the greater forces of the Hojohsin League. Nova: Team Galactic's former headquarters, Nova was controlled by Saturn. It was located near Eterna City in Sinnoh, though events involving the Darkrai temporarily made it inaccessible to all but the strongest of trainers. Following the Ancients' defeat, Team Galactic resumed operation within the facility; however, they and the base were soon single-handedly destroyed by a mysterious trainer named Envy, leaving Admin Jupiter as the group's only survivor. Ford's Hideout: Hidden away in some unknown part of the world lies Ford's main base of operations. A dark place, no one but his closest agents have ever gone there, and as such nothing is known about it. Other Information: While the Hojohsin League initially formed under a single, large-scale plan, Ford has placed all action regarding that operation on hold for the moment, due to recent developments--such as the loss of the Searchers and Madison Hayes, one of his top-ranked agents. This is not to say that they are completely inactive--quite the contrary; instead they have simply shifted focus to larger problems, such as the Darkrai, much like Teams Liberty and Rocket. UPDATE: As of Missing Zero's appearance, James Pierce and Quincy Adams are deceased, Ford and Madison Hayes are imprisoned by Team Liberty, and Tyler McKinley has been revealed as a traitor to Missing Zero. Team Magma A reformed extremist group that once sought to use the Legendary Pokémon Groudon to achieve world domination, Team Magma has performed a complete reversal of their previous philosophies. Having reconsidered his priorities, Maxie has opted to assist in the take down of Team Rocket, a goal he hopes to achieve with help from Team Liberty. Team Magma was destroyed following the time skip by Quincy Adams, under Hojohsin orders. Current Leaders: Maxie. Base of Operations: Havoc: Team Magma's main base, located within Mt. Ember on One Island. Specially designed to withstand the intense heat from the magma within the volcano, Havoc is an incredibly well-fortified facility, bearing powerful natural defenses and artificial constructs designed to protect itself from them--something that attackers, in general, do not boast. Access to Havoc is mediated by Magma teleporter Pokémon, which are constantly on stand-by. Havoc was eventually destroyed by Quincy Adams. Other Information: Currently allied with the Team Rocket Separatists and Team Liberty. DESTROYED. Team Plasma In another world, Team Plasma's rise to power could be seen as a more peaceful parallel to that of Team Rocket. While Sleight and the other Shadow Admins forced their way into positions of power, Team Plasma sought rule over Unova through legitimate political campaigns, using their reformed philosophies on the treatment of Pokémon as a means to gather support from the public. Since then, they have worked tirelessly to improve Unova's state of affairs, enacting both beloved and questionable laws in the process. Current Leaders: Gorm, Bronius, Rood, Zinzolin, Giallo, Ryoku. Controlled Regions: Unova. Base of Operations: Plasma Castle: Located in Black City, Unova, Plasma Castle is just as its name suggests: a large castle from which the Unovan government operates. Possessing highly futuristic technology, it is a primary hub of scientific development in the world, and is where some of the highest-ranked threats to Unova's security are held captive. From their council chamber at the top of the castle, the Six Sages govern Unova with a democratic debate-and-vote system. Other Information: While they are not actively antagonistic toward Team Liberty or Team Rocket, Team Plasma does not have high opinions of either organization, viewing the former as terrorists and the latter as tyrants. Nevertheless, the Sages consider the need to keep the news of war subdued in their region to be more important than getting involved in foreign conflict, and as such are entirely complacent with leaving the two enemy organizations to their own devices. UPDATE: Following the announcement of a peace treaty between Team Liberty and Team Rocket, and a six month reprieve and repair period, relations with Team Plasma have softened somewhat. While travel to the region is still monitored, it is no longer restricted, and much of the damage inflicted on the region has begun to heal. The Ancient Darkrai In ancient times, there lived ten powerful Darkrai, who were granted powers over time and space so as to serve as keepers of the world in the event that Palkia and Dialga became too injured to continue their own service. The Darkrai betrayed Arceus's trust, and were sealed away--until now. Having been imprisoned for thousands of years, the Darkrai have returned to seek vengeance upon the world, casting darkness as they slowly consume the world in their conquest. Led by Sombra, the Darkrai will stop at nothing until their plans are seen through. Through the combined efforts of Teams Liberty, Magma, and the Rocket Separatists, the Ancient Darkrai have been defeated, with all but Three, Five, Six, Seven, and Nine being killed. Current Leaders: Sombra/Ten. Controlled Regions: Sinnoh, Hoenn. Base of Operations: Sinjoh Ruins: Their place of gathering, the Sinjoh Ruins are located in Johto. While it is not exactly a true headquarters--for the Darkrai do not actually possess one--it is known to be the location where Sombra remains imprisoned, and thus serves as an important landmark for the remaining Nightmare Pokémon. Other Information: While there are officially ten Darkrai, their second strongest member, Ilios (Nine), no longer serves Sombra, seeing his plans as corrupt and based in folly--nothing good can come of them. As such, he is currently allied with John Ford, assisting him in his own affairs while the pair find a way to combat Sombra's growing abilities. Additionally, each of the Ten are nicknamed in descending order for their power level. UPDATE 3: Events in Opelucid have revealed that Six--Gaigan--survived the final battle against the Ancients, having appeared to slip away sometime before her brethren were absorbed by Sombra. Missing Zero During the Ancient Darkrais' conquest of Hoenn and Sinnoh, six trainers across various towns and cities were struck by stray shadow attacks. Instead of falling into a permanent sleep or dying, they were instead corrupted by the darkness, only to be found and collected by Nine (along with another similarly afflicted individual who had appeared in Ecruteak City) and placed into a temporary stasis until he could find a way to cure them. Following the Ancients' defeat, the trainers awoke, attacking Nine and finding their way back into the world. After the defeat of all seven, a blob-like creature called Missing Zero emerged into the world, slowly expanding and devouring everything in its path. This creature is currently spreading across the various regions, absorbing matter and recreating whatever it eats into strange, Pokémon-like foot soldiers called Instances. Current Leaders: Tyler McKinley Sins: Decaia Holts/Sloth: A male trainer corrupted in Lavaridge Town, who almost immediately proceeded to destroy the place and its surrounding location before falling into his own deep sleep. He "eats sleep," in his own words, and instigated the Sins' attack on Nine shortly after their awakening. Appeared to Sleight and Eileen Alaric in Missing Zero’s Egg, where he was defeated and boiled away to shadow. His death instigated Missing Zero’s arrival.Vidinia LeJauso/Envy: A female trainer corrupted in Oreburgh City. Envy first emerged in Galactic Base Nova, at the call of Mars' wistful desire for Saturn's position of power within the organization. manipulating her into killing her leader before destroying the base when Mars ultimately rejected Envy's "gift." James Pierce caught word of what had occurred and sent Fifth Child Van Harrison to investigate, who eventually engaged and defeated Envy in battle. As she was swept into darkness by the wind, Envy hinted at a connection between herself and Van, though did not elaborate before disappearing, her death marking the second passing within the Sins.Raimundo Rojo/Wrath: A male trainer who originally emerged in Ecruteak City from what appeared to be a side-dimension, nonetheless showing the same symptoms of shadow corruption as the other Sins. Wrath was responsible for the catastrophic damage to Ecruteak, earning himself a spot on Shadow Admin Joker's watch list, ultimately resulting in an organized counter-response against him when he later appeared in Goldenrod City in response to Ryan Hikari's deep-seated anger. Wrath and his team were subdued by Joker and her power-enhanced Golurk, Leviathan, and then finally defeated by Ryan, leaving naught but an ominous warning as he was consumed by fiery darkness, the first of the Sins to fall. His Instance Form, called Samurloch, appeared during the first official confrontation with Missing Zero on One Island.Melanie Garven/Lust: A female trainer corrupted in Fortree City, alongside her sister. Lust appeared in Team Liberty's R&D Department following a test gone awry, drawn by Executive Meghan Vert's lust for knowledge at the expense of those working under her. After a fierce double-battle between herself, Greed, Vert, and James Arthur, Lust was defeated by Vert. As dark lightning took the fourth Sin away, Lust could only smile, congratulating Vert on playing her part.​Melissa Garven/Greed: A female trainer corrupted in Fortree City, alongside her sister. Greed appeared in Team Liberty's R&D Department following a test gone awry, drawn by Executive James Arthur's all-consuming desire for victory against another test operative. Engaging James and Meghan Vert in battle, along with Lust, Greed was eventually defeated by James. Though quickly consumed by gears of shadow, she warned James to be prepared to accept the consequences of his victory, before becoming the third Sin to die.Gelar Stolz/Pride: A male trainer who was corrupted in Mossdeep City, Pride appeared during the conflict in Celadon City, spiriting away and challenging Hannah Wright, Dack Majors, and Aspen Seaton after having been drawn to all three by their varying expressions of pride and hubris. Pride was eventually overcome by all three of his targets after a primarily-mental conflict, causing him to begin to freeze and break apart into shadowy flakes of snow and ice, making him the sixth Sin to disappear.Albero DeLargo/Gluttony: A male trainer who was partially corrupted in Mossdeep City. Gluttony appeared in Fortree City to Ryan Sanders, feeding off of Ryan's desire for attention. After engaging Ryan in battle, over the course of which his corruption became complete, Gluttony was beaten. As shadowy leaves consumed him, marking him as the fifth Sin to vanish, Gluttony warned Ryan to watch his step, and to prepare for the future.Tyler McKinley/TreacheryOther Information: The Sins appeared drawn to individuals who strongly exhibit their specific attribute. In addition, Missing Zero is not a playable faction. Game Mechanics While some of the most pertinent game mechanics are detailed in this post, more in-depth information about different mechanics can be found here. Evolution Guide This chart details requirements for each evolution method. 1st Evolution: 7 battles. (EX: Charmander to Charmeleon) 2nd Evolution: 9 more battles. (EX: Charmeleon to Charizard) Evolution w/Stone/Item: Either use the stone/item or do 8 battles. (EX: Eevee to Flareon) Evolution w/Other Pokémon/Type: 7 battles, with at least one alongside the required Pokémon/Type. (You do not need to own it, nor does it need to be an ally.) (EX: Mantyke does a battle alongside a Remoraid; Pancham does battle against a Dark-Type Pokémon.) Evolution w/Trading: Either trade or do 7 battles. (EX: Haunter to Gengar) Evolution w/Trading and Item: Either trade while the Pokémon is holding that item or fight 12 battles. (EX: Scyther to Scizor) Evolution @ Certain Location: 8 battles with at least 1 at that location (EX: 1 battle at Moss Rock in Sinnoh for Leafeon or 1 battle in Chargestone Cave in Unova for Magnezone.) Evolution via Trade w/Certain Pokémon: Either trade those two Pokémon with each other or do 12 battles with at least two beside the other Pokémon (EX: Shelmet and Karrablast into Accelgor and Escavalier, respectively.) Evolution via Friendship: Befriend the Pokémon and fight 7 battles. (EX: Riolu to Lucario.) Evolution w/Specific Move: 7 battles, having known the move for at least 2. (EX: Tangela + Ancientpower to Tangrowth.) Evolution w/Specific Type Move + Friendship: Befriend the Pokémon, have the Pokémon know a move of that type, and fight 10 battles. (EX: Eevee to Sylveon--friendly to trainer and knows a Fairy-Type move.) Evolution @ Specific Time of Day: 7 battles, with at least 4 having been fought during that time. (EX: Tyrunt to Tyrantrum, 4 battles during the day.) Evolution w/Friendship + Specific Time of Day: Befriend Pokémon and fight 7 battles, with at least 4 being at the required time. (EX: Eevee to Umbreon, 4 of 7 battles at night.) Evolution w/Specific Weather: 7 battles with at least 1 in that weather condition. (EX: Sliggoo to Goodra.) Evolution w/Rotation: 7 battles, no special requirements. (EX: Inkay to Malamar.) Evolution w/Item @ Specific Time of Day: 7 battles, with at least 2 at the required time and at least 2 while the Pokémon is holding that item, or fight 12 battles with at least 4 at the required time. (EX: Gligar to Gliscor, 2 of 7 battles at night and 2 of 7 battles while holding a Razor Fang, or 4 of 12 battles at night without the item.) For those wondering what counts towards this: -Wild battles count for 2. -Battles against trainers count for 2. -Battles involving more than one opponent count for 3. -Battles where, at the conclusion, a Pokémon is caught count for 1 for each of the Pokémon -- the caught one and the one used to weaken it. -Training battles count for one. -Battles against "boss" characters (I.E. an admin of a group or a Legendary Pokémon) count for 3. -Invasion battles (I.E. battles instigated by one team to try to take out another team's base) count for 3 to 4 points, depending on the circumstances. Note that your Pokémon only gets experience if it participates in a battle. Mega Evolutions Mega Evolution in Rise of the Rockets works a bit differently than in the games. To lay out the most important detail first, Mega Rings and Stones are not a thing. Mega Evolution is instead powered by a natural, synergistic relationship between the Pokémon and its trainer. In order for a Pokémon to Mega Evolve, it must possess at least 25 EXP points, cumulative from all of the battles it has taken part in. Once a Pokémon has reached 25 EXP, they are capable of freely Mega Evolving once per battle, energizing them and providing something of a "second wind," although this will not fully heal any injuries that they have already sustained. Should they revert to their standard form during that battle, they will not be able to Mega Evolve again without resting. If a Mega Evolved Pokémon faints or is otherwise rendered unable to battle, it will revert back to its original form. Also different here is the fact that trainers are not limited to one Mega Evolution per battle. While individual Pokémon are, a trainer in Rise of the Rockets could, in theory, Mega Evolve six Pokémon throughout the course of a single battle. It is important to note, however, that this could potentially prove fatal for the trainer. Mega Evolution takes a lot of energy from the trainer in order to power the evolving Pokémon, and because of this, few trainers have been observed that possess the ability to last that long. The symptoms of "Evolution Sickness," as it has come to be known, are generally not permanent, and tend to disappear after a few days, though sometimes they last for a week or two. However, they do possess a patterned progression, which has been documented as follows. The number next to each symptom corresponds to how many Pokémon the trainer in question has Mega Evolved during the battle: No noticeable issues Minor headache, dizziness
  19. Disclaimer; I don't know where exactly I should place this thread, so if it gets moved/banned/whatever I understand. Anyway, so I found out about the Doronai Nui RPG by Red Star Games (Check out the idea here, and download the current version from here) from the Chronicles of one Asherano Nuva, about a Bionicle RPG campaign he is running (see here). Currently Doronai Nui is in a draft version with only the six main elements, so I thought I would make one of the less common elements as a personal expert in Bionicle RPG design. I did in all one evening and am looking for honest criticism of it. So without further ado, the element of Plasma: Plasma: Toa of Plasma are odd bunch, arising from waste lands, poisoned swamps and hyper-arid deserts far beyond the reach of safety and sanctuary. Ancient legends say that when the world was being made, Ta-Matoran were incapable of working in the hottest furnaces and caverns of that primordial age; so the Su-Matoran were forged in the most dangerous of conditions. Su-Matoran work as scavengers in their wastes, or as repairmen and emergency workers in the urban settings. In more modern times, Su-Matoran are survivors and extremophiles, although they sacrifice some of Matoran’s signature crafting ability in exchange for scavenging and survival skills. When they do live amongst other Matoran, the Su-Matoran pride themselves on their endurance and toughness. They are general friendly, although lack the social grace of Le and Po-Matoran, but they often see Ta-Matoran as over glorified ‘frenemies’. Ability Score Increase: +2 to Str and Wis. Craft Proficiency: You gain a proficiency in Mending Skill Proficiency: You gain proficiency in Perception and Investigation. Plasma (Su-) Tribe Rider: Target must make a DC7 + EP Spent Fortitude saving roll or else double all damage they receive in the attack; Inanimate objects automatically fail this roll. AoE Table: AOE1: 1d4 heat damage, Fortitude save or be blind for a turn. AOE2: 1d6 heat damage, Fortitude save or be blind for a turn. AOE3: 2d4 heat damage, Fortitude save or be blind for a turn. In addition, all affect must make a Reflex save or have their armour burnt – increase damage received by 2 for a turn. AOE4: 2d6 heat damage, Fortitude save or be blind for a turn. In addition, all affect must make a Reflex save or have their armour burnt – increase damage received by 4 for a turn. AOE5: 2d8 heat damage, Fortitude save or be blind for a turn. In addition, all affect must make a Reflex save or have their armour burnt – increase damage received by 6 for a turn. Elemental Armour: A swirling mass of tansparent mass of plasma wreaths the Toa, blazing into light and heat when struck. Armour1: Any attacker must pass a Fortitude test (DC of 14); on a failure the attacker suffers one of the following conditions for a turn: blinded, increase all damage by 2 or burned. Armour2: Any attacker must pass a Fortitude test (DC of 14); on a failure the attacker suffers two of the following conditions for a turn: blinded, increase all damage by 3 or burned. Armour3: Any attacker must pass a Fortitude test (DC of 14); on a failure the attacker suffers all three of the following conditions for a turn: blinded, increase all damage by 4 and burned. Armour4: Any attacker takes 1d6 heat damage and must pass a Fortitude test (DC of 14); on a failure the attacker suffers all three of the following conditions for a turn: blinded, increase all damage by 4 and burned. Armour5: Any attacker takes 2d6 heat damage and must pass a Fortitude test (DC of 14); on a failure the attacker suffers all three of the following conditions for a turn: blinded, increase all damage by 4 and burned.
  20. Breaking Point Rarely is progress, drastic progress, a linear and consistent process. It comes in fits and starts, inventions that spark a period of rapid advancement and revolution. The Industrial Revolution of the 19th century was one, the start of the Digital Age another. Progress, of course, continues after these revolutions; but they are the spark. Thirty years ago was such a revolution. The establishment of the very first colony outside of our orbit. It wasn’t very far, just near the Moon, but it was groundbreaking. The first success, funded in large part by private entities, was the start of rapid expansion. Colonies were springing up further and further away, each one more populated than the last. Within fifteen years there were several dozen self-sustaining colonies between Earth and Mars. Some funded privately, some publicly, but all several days beyond easy reach. At the minimum. The furthest colony to date takes weeks to reach. Once upon a time, it would have taken the better part of a year. Advancements in propulsion have cut that time down, but it still is a trip not to be taken lightly. This relative isolation, naturally, led the disparate colonies to band together. Eventually they sought recognition by the Earth Federation, the governing body established some seventy years ago, as an entity all their own. The Ark Union, as they called themselves, earned as much sovereignty as any member state of the Federation. Not that everything was perfect. Even now some states refuse to join the Federation, and small-scale border skirmishes occur every few years, if not months. None are large enough, or united enough, to engage in outright warfare with the Federation but the sentiment is there. Some took advantage of the relative autonomy found in space to establish themselves as roving bandits, fueling even further the development of arms for the new age. That field would experience its own revolution, however, when he Ark Union developed the Arsenal Walker. The term used to be just the project’s code name, but it was quickly adopted as the name of the new weapon system. A humanoid machine, roughly twenty five meters tall, controlled by a pilot seated in an interior cockpit. Multitudes of thrusters arrayed on its frame provided for exceptional maneuverability in space, and its humanoid design allowed for much more adaptability to situations. This machine, AW-001, was more a testbed than a true product. It lacked refinement, and it lacked for weaponry, but it was a powerful statement. The creator, the Dyson Foundation, had also funded the creation of the very first colony. AW-001 has its roots in equipment designed for heavy lifting and construction, both in and out of atmosphere, but one of their engineers saw its potential. Notably, the Dyson Foundation sold the framework for the AW-001 to anyone willing to pay. Independent engineering propelled the system forward rapidly, multiple corporations tweaking and improving upon the design. After a time, even the Earth Federation, seeing the way the winds were blowing, purchased several frames. Engineering them for use on Earth’s surface was a more difficult task, but one taken very seriously. For alongside the revolutions in engineering, news of certain other practices in the colonies was breaking. An inspector from the Earth Federation found that multiple government-funded projects were undertaking illegal genetics research into cloning and gene manipulation, using the results as an easy labor force for the colonies. Despite sanctions by the Federation, the work continued. Eventually the practices became widespread, leading to mounting tensions between the Federation and its member entity. Those tensions continue to this day, thirty years since the colonies were founded. The isolation of the Ark Union made investigations into its activities difficult, and its representatives, seeking space to expand upon the Earth itself, have become increasingly belligerent. As the sanctions mount, so too have tensions between the Federation and the Union. Tempers are running high. On this eve, the thirtieth anniversary of that first colony, many are left to wonder; is the world fast approaching a breaking point? Summary: To make a long story short, a wide range of colonies between here and Mars were established thirty years ago. The colonies invented Arsenal Walkers, the war machines currently in use by all factions, and began using cloning and genetic manipulation to both engineer their citizens and their work force. Tensions between the Federation and colonies are high, and may be approaching a breaking point. You will play as a civilian or soldier of the Federation, stationed in Horizon. As these events unfold, you will have your part to play. Setting: Miles from where a continent was cut in two, one of half a dozen pipelines to space has become the nucleus to a thriving city of around four and a half million souls. Horizon is one of half a dozen such cities, cities that sprang up around the sites of the most critical pipelines to space: mass drivers. The massive complex used to bring people into space is situated in the outskirts of the city, connected by a major highway to the heart of the metropolis. The complex, in addition to the mass driver, houses docking for ships leaving and arriving on Earth. In addition to the driver, Horizon plays host to a large harbor and airport, permitting travel across the globe as well as from it. Given its nature as a hub of transportation, Horizon plays host to outposts of major corporations, tourist services, and more trade than anyone could fathom. Items shipped through the city inevitably drop part of their wares with its stores, taking advantage of the city’s constant traffic to make sales. The urban sprawl is set up remarkably well, with parks interspersed throughout the city and pedestrian-friendly bridges over major roads. The corporate side of things, be they offices or warehouses, are located near the outskirts of the city, leaving the center free for residence and smaller businesses. The beach is a frequent attraction, especially for those coming from space, as it is situated close to the mass driver facility. A Federation Armed Forces military base is located on the outskirts of the city, as well, with its diplomatic offices closer to the city center. The base is a surprisingly large one, possessing extensive facilities for Walker maintenance and launch, as well as a large Research and Development wing. The facility has its own shipyard, though its vessels are (primarily) docked near the mass driver when not on business to the base proper. Horizon, situated within a Federation member state, is governed by its laws. With the cultural exchange of a largely open world, various regional cultures and traditions are intermixed under a fairly standard legal code. Mecha and Technology: The primary weapon of war, in this time period, is the Arsenal Walker. Though often supported by more traditional vehicles and soldiers, Walkers have revolutionized the battlefield. Standing, on average, about 20 meters tall, these mechanical humanoids possess roughly human proportions, though the details may vary. The average Walker is agile enough to outmaneuver the average main battle tank, and those not maneuverable enough are armored enough to take a shot from one and keep on ticking. Walkers are powered by miniature cold fusion reactors, usually secreted away in the torso, and piloted from a cockpit inside the machine. Primary sensor arrays are housed in head-like units on the top of the machine. All Walkers, no matter how complex they become, all have their roots in the original AW-001 frame. As a result of this, and the Federation’s work in keeping things consistent, most technology used by them can with a little work be used in most other Walkers. A few noteworthy exceptions aside. More information on individual units can be found in the Walkers tab. Space travel, similarly, has advanced. Mass drivers are used to propel large, space-faring ships (be they military or civilian) out of Earth’s atmosphere, and most vessels are designed to be capable of re-entry under their own power, as well as flight in-atmosphere. Ships are propelled by EM Drives, first discovered in the 21st century and refined in the modern day. These engines run on minimal fuel, and are capable of traversing the distance to Mars in roughly seventy days. They can reach, provided an uninterrupted flight, the furthest permanent colony in roughly fifty six days. Military ships are armored, and make use (primarily) of railguns and other projectile weaponry. Newer and larger ships brought out of drydock by the Federation are just starting to make use of focused beam weapons, and they are very much in the trial phase. Colonies have been established between here and Mars, the nearest being a few cities of varying size on the Moon, and the furthest being on Mars. Colonies established in space, rather than on a planet or planetoid, take the form of O’Neil cylinders or derivatives thereof; vast cylindrical colonies with panels arranged around a center axis. The colony spins on this axis to generate artificial gravity by way of centrifugal force. Arsenal Walkers: All Federation Walkers are, as a rule, equipped with additional protection around the cockpit and an effective ejection mechanism for the pilot. Most weaponry used is, due to a shared base frame, compatible across all Walkers with some effort. Almost all Walkers are also equipped with a melee weapon of some kind, in the event that their enemy closes to melee range. Most weaponry are either heated to aid in penetration, for large weapons, or modified to act as a vibroblade, for smaller weapons like knives. FAW-007[G] Warrior: One of the earliest functional designs still in service. While the machines are consistently upgraded to keep current, the base frame has not changed. 22 meters tall, slightly above average for a Walker, the Warrior is the workhorse of the Federation Forces. Something of a jack of all trades, the Warrior is reasonably armored and reasonably agile, excelling in neither area while performing adequately in both. The ground variant of the Warrior has been painted in every color from Federation Forces standard to camo variants for urban, desert, and jungle warfare. Possessing space for a number of additional systems and weapons, the baseline model is equipped with standard sensors and a combat rifle with shield. Cockpit is present inside the chest. Melee weapons vary, but commonly equipped with Walker-scaled machetes. FAW-016 Gunner: Designed to fill the artillery role, the stocky, 25m Gunner is one of the heaviest machines on the battlefield. It sacrifices its mobility for unusually durable armor, and unusually high levels of firepower. The baseline model’s power supply feeds directly into a pair of downsized railguns that angle over its shoulders, propelling various slugs at high velocities towards their targets. Various other weapon systems are constantly present, outfitted and changed based both on pilot preference and mission requirements. Its benefits, however, come at a cost; the railguns require most of the power core’s output when fired, requiring the machine to be completely still for its operation. Its abundance of weapon systems, as well, reduces its short range sensor options and the multitude of controls necessary for a pilot to operate in order to use both weapons and other functions is immense. For this reason, the original FAW-016 has largely been phased out in favor of the FAW-016A, redesigned for two pilots; one to control the suit’s primary functions, and the other to act as a gunner. The original can still be found in use, however. Both variants have their cockpits in the chest, while the FAW-016A has a fighter jet style two-seater cockpit. Melee armaments vary, both in type and presence, but often take the form of some kind of ax. FAW-014 Scout: Roughly 17m tall, the Scout is one of the smallest, in height and mass, Walkers fielded by the Federation. Its design clearly echoes its purpose, with more thrusters and less armor than any other design currently in service. The Scout, as the name implies, is meant to be an advance recon unit, responding to (and performing reconnaissance on) potential threats before they arrive. Its speed and agility are second to none on the ground, but it comes at the cost of armor and heavier weapon systems. Some Scouts have been modified to carry more potent weapons without the reduction in speed, but such designs are uncommon; they require ever further reduction of the already comparably frail machine’s armor. Cockpit is located in the chest, standard sensor array, Melee weapons vary, though commonly a small machete or set of knives. FAW-022 Raptor: One of the newest models, the Raptor is one of the most effective transformable Walkers. At 19.6m the Raptor is around the average Walker size, and every meter has been optimized for aerial combat. First developed from flight capable backpacks for other Walkers, Raptors possess a large array of powerful thrusters, with the most powerful embedded in the back. Smaller thrusters can be found in the legs for added stability. These thrusters grant the Raptor unparalleled speed in the air, at the cost of armor. However the most unique feature of the Raptor is it’s ability to transform into a high speed aerial fighter form. Capable of achieving incredibly high speeds, the Raptor is able to easily outperform the fighters of old. In terms of armaments, the transformable nature of the Raptor means that only possesses a single gun in Walker mode and small machine guns built into its head. Combat knives can also be added into holsters built into the legs, a variant with a missile system installed does exist. However said variant comes at the cost of some speed, and the missiles are most effective in aerial combat. However the main drawback of the Raptor is the high strain it places on the body, as such only the most able of pilots are capable of flying a Raptor in combat. Cockpit is located in the chest in Walker mode but becomes the nose cone in Flight mode. A slightly upgraded sensor array is built into the Raptor to allow for greater ease during dog fighting. Colony Mechs: Colony Arsenal Walkers tend towards a cleaner design than their Federation counterparts, resulting from their greater familiarity with the mechanics of the system. They also tend towards darker or neutral colors, reflecting the fact that their primary intended use environment is space and such colors aid in camouflaging their location. CW-018 Assaulter: The Assaulter is the Ark Union’s standard machine. Built around an updated version of the AW-001’s original frame, and thus sharing some similarities with the Federation’s Walkers, the Assaulter is nevertheless a very modern unit. It’s slightly smaller stature, compared to a Warrior, stems from the more efficient nature of its internal mechanics, requiring less room than its Federation counterpart. Designed for use both in space and on the ground without requiring modifications, the Assaulter uses its additional thrusters for maximum maneuverability on the ground. It matches the Scout’s maneuverability with the Warrior’s armor and adaptability. Generally deployed with a shield as well as an assault weapon, with a backup heavy-caliber sidearm stored on its hip. Heat blades are stored behind either shoulder. The Assaulter also sports vulcans in its cranial unit for use against lightly armored targets. CW-019 Behemoth: Built around the same core frame as the CW-019, the Behemoth is a heavy-assault type Walker. Featuring more armor than an Assaulter, putting it a ways above a Warrior in terms of defensive capabilities, the Behemoth also mounts a riot shield on its shoulder and a cannon attached to its back. The cannon fires 155mm rounds using the same magnetic technology as a Gunner. It boasts a more robust power core, enabling it to fire the cannon without need to stop moving. When deployed the cannon will swing under the arm to be gripped using a handle atop the barrel. The Behemoth generally deploys, additionally, with a heavy assault rifle with an underslung explosive launcher and heat-based melee weapons over the shoulders. Despite its more efficient nature, the Behemoth does sacrifice some of the Assaulter’s maneuverability; while capable of easily outmaneuvering a Gunner, a lightly-armored Warrior could match its speed. Profile: The profile form is included below. If there are headings that are not there that you wish to use, feel free to add them; these ones, however, are absolutely necessary for a character’s approval. If your character possesses a Walker, you must also fill out a profile for their machine. All military characters are part of the Federation Forces, and it is recommended that civilian characters have some kind of proximity, either socially or location-wise, to the military to avoid being too spread out to interact with the plot. Name: Self explanatory. Age: Also fairly self explanatory. Gender: I feel like I really don’t need to explain these first three headings; gender goes here. Occupation: What does your character do for a living? If they’re military, please note rank here as well, bearing in mind that most of your characters aren’t going to be very high ranked. Appearance: What does your character look like? Please be detailed. You don’t have to write a novel just about how your character looks, but please be more detailed than just jotting down a few characteristics. Equipment: What does your character carry? Weapons, medical supplies, things of that nature go here. Also use this spot to denote possession of a Walker. Skills: What is your character good at? Be reasonable, they’re not some unstoppable super-ace. Personality: While I understand that personalities are hard to pin down at first, please include an overview of your character’s general behavior. Bio: Every character has a history, and here is where you outline that. This can be incredibly detailed, or fairly basic; just please give a decent overview of their past, even if other characters will not know it. Weakness: No one is perfect. What is your character’s weakness, be it a fatal flaw or an insufficient skill? Profile for Arsenal Walkers: Base Model: Even customized, all Walkers have a base frame. The ones that players can start with are outlined above. If you wish to use a custom one, that is permissible; but you have to give a fairly detailed overview, and be aware that it must fit in with other mass produced models. Designation: Even mass produced machines need something to differentiate them. What is this specific unit called? Appearance: Describe its appearance, with particular attention to how it differs from a stock model. Armaments: What are its weapons? Be reasonable, and bear in mind what the model of your choice could feasibly use. Weakness: All machines have some kind of flaw. Pilot: Self explanatory. Who pilots it? Rules: Obey all BZPower rules. Listen to the staff. No godmodding; this includes, but is not limited to, autohitting, metagaming, and bunnying. I think most of you know what constitutes godmodding and what doesn’t, but if there is ever a question, err on the side of caution and take it to the staff. Do not kill another player’s character without their permission. If, however, a character is put in a position wherein their only option of survival is to godmod, that character will be killed. All profiles must be approved by the staff. While there is no hard character cap, we do reserve the right to deny approval if your number of characters is getting unreasonable. The staff will deal out punitive action as needed, though it will hopefully be unnecessary. Depending on the severity of the transgression, punishment may range from character injury to temporary or permanent ban of the player. Please maintain a degree of realism; yes, your characters are piloting robots that should not, technically, exist, but please stick to what would be reasonable realistic. Have fun.
  21. Marvel: Rebirth -The Story So Far- It’s been a year since the combined power of the American war machine, coupled with S.H.I.E.L.D.’s fledgling reboot of the Avenger Initiative, defended New York City from the HYDRA terrorist forces ravaging the metropolis. Recognized for their efforts and the tactical edge they offered, the surviving members of the Avengers were honored and acknowledged as heroes; for the first time in years, the limelight once again fell upon S.H.I.E.L.D., drawing it and its mysterious commander Col. Nick Fury out of the shadows and into a position of public defense befitting its original United Nations charter. In response, S.H.I.E.L.D. brass began collecting volunteers, America’s best and brightest soldiers, for another mysterious reboot of a previously successful project - the ARCHANGEL Initiative, a modern day spin on the infamous Super Soldier project that generated Captain America. However, after going through training, wave after wave of these recruits are vanishing into thin air, unable - or unwilling - to establish any further contact with the outside world. Meanwhile, on the mutant rights front, the wars no longer rage in American cities; they are waged in the courtroom and on Capitol Hill, where it seems every day that alliances, resolutions, and even Congressional views on the mutant issue shift and shatter like fine china - the political climate isn’t helped by the uneasy fact that there is still not a single mutant representative in any branch of government in the world, as protestors on both sides are increasingly fond of pointing out. The Xavier Institute, once a go-to talking point for mutant debates, has faded into relative political obscurity and now takes in mutants at a slightly declining rate. The X-Men had little-to-no representation in the counterattack against HYDRA, and with two of their most known public faces - known mutant rights crusader Dr. Hank McCoy, and Ashlynn Summers, oldest child of Scott Summers and the Phoenix, Jean Grey - apparently dead as a result of the aftermath of the battle, the team is considered all but disbanded, and many members have taken up supporting roles in the Institute itself. On the flip side of that coin is the increasingly-leftist, always growing Brotherhood of Mutants, which has undergone a seemingly radical shift in tone since the public execution of Magneto’s son and heir Pietro “Quicksilver” Maximoff over a year ago. Heading up the new organization is Dominik Lord, a former lieutenant of Pietro’s who survived the government purge of what Brotherhood forces remained on Genosha. As a charming, new age former thief from the streets of Chicago, he has become the face of the mutant equality movement, and pro-mutant activists have taken to Lord the way Internet freedom activists took to Edward Snowden or liberal arts students took to Che Guevara. Handsome, charismatic and well-mannered, he has utilized video broadcasts, “fireside chats” on Reddit, and public appearances in the mutant underground to garner support for the oppressed and the reviled before using his power of escapism through light sources to slip through the fingers of authorities like sand. Dominik’s movement gains more traction everyday; mutants and their supporters are massing more and more in cities large and small, circulating petitions, demanding change from Washington. Sitting on the sidelines of the entire conflict is the ubiquitous, powerful Hellfire Club. Over the course of the last year their public activity has boosted now more than ever, gaining more funds, forging more connections, and swaying more allies in a year than the previous Inner Circle could in seventeen. The considerable inflation in power comes courtesy of Alaric and Anberlyn Worthington, children of Warren Worthington III, or Angel, current headmaster of the Xavier Institute. In answer for their father’s real and perceived wrongs they led a coup inside the very power structure of the Inner Circle, assuming the roles of Black King and White Queen respectively as well as all titles and benefits inherent. The twins work as a solid unit, trusting no one else above each other, and have stuck now to biding their time until the right moment; Alaric in particular, as a former team captain of the X-Men thought dead by those at the Institute, has stuck to pulling subtly on the strings of the mutant rights debate raging throughout the country, inflaming and assuaging his political or business contacts where need be while Annie is left to her own devices, plotting her own, darker revenge against the Worthington name. Lines in the sand are drawn and erased every day; friends and enemies thought dead appear from thin air, and those whose loyalty once seemed unshakable can now be swayed with no more than the light breeze of vague promises and unproven words; mutants and humans are forced to take new sides every day, or even form their own sides. The conflict is coming to a head at last. -A Brief Refresher Course- Though a year has passed since the end of the darkest days, the ramifications from the events during them are still being felt heavily in the world at large. Eighteen years ago, the Phoenix Force returned and wiped out the vast majority of empowered beings, reducing the superhero, and villain, population to a shadow of what it once was. Seventeen years later, Hank McCoy, the then headmaster of the Institute, formed the next generation of the X-Men to counter the resurgence in Brotherhood activity, and the increasing abuse by the Enforcers. Though their skirmishes made headline news, they did not know that a more sinister threat lurked. Weapon X struck a surprise blow against the Institute, capturing the majority of its residents. The few that remained were forced to flee and hope to fight again another day. Eventually, they joined forces with the Brotherhood against the mutual enemy, storming and razing the Weapon X facility. Meanwhile, the Avengers Initiative began again in secret, it's roster filled with descendants from the original members. Thus, as the Hellfire Club began to reform, began a shaky, two month long peace. But it was not to last. In response to conflict in Las Vegas, the X-Men's temporary alliance with the Brotherhood, and the assassination of President Binder, MACE was formed to stop the mutant threat. They succeeded. The majority of the mutant population was rendered toothless, a fact that an old enemy quickly took advantage of. Hydra attacked New York City, quickly eliminating the SHIELD forces caught off guard within the city. The Helicarrier quickly fell, leaving the defense of the city to the assorted personnel nearby, including the fledgling Avengers and members of the Pantheon Initiative. Despite their efforts, defeat seemed inevitable, until the military successfully mobilized to give aid. Following the battle for New York, as it was quickly dubbed by the media, the world has not been the same. The X-Men were decimated, the Avengers sustained heavy casualties, and SHIELD's lack of readiness had been revealed. Hydra was a viable threat once more, the Brotherhood had scattered to the winds, and the United States was in political shambles. A year has passed since then. Factions S.H.I.E.L.D (Strategic Homeland Intervention, Enforcement and Logistics Division) – Founded to combat technologically advanced threats on world security (specifically the menace of Hydra), S.H.I.E.L.D. has, throughout the years, remained on the front lines fighting terrorism and extraterrestrial menaces as an international intelligence agency. Led by Nick Fury. UPDATE: After the resounding success of the Archangel Initiative in repelling HYDRA, SHIELD is riding a public relations high equal to that of their popularity with the first Avengers Initiative. Xavier Institute for Higher Learning - A preparatory school in Westchester, New York, the Xavier Institute is a safe haven for any mutant adolescents - or even adults - who feel the need to take refuge, learn to hone their own genetic abilities, and learn to manage themselves in social environments around other humans and mutants. Led by Headmaster Warren Worthington III. UPDATE: In the face of the HYDRA threat, the X-Men reunited for the first time in two years at the Second Battle of New York. The team's future is looking to be at its most solid since their shattering defeat at Las Vegas. The Brotherhood of Mutants – An increasingly public, but still enigmatic, organization of mutants organized to promote, at the very least, mutant equality, if not outright leadership over society. Their members are often outcasts from society due to their mutant status. They fight against the abuse and hatred of mutant-kind in all its forms, by whatever means necessary. Led by Dominik Lord. HYDRA - HYDRA is a criminal organization dedicated to the achievement of world domination through terrorist and subversive activities on various fronts, resulting in a fascist New World Order. Its extent of operations is worldwide; always attempting to elude the ongoing counter-espionage operations by S.H.I.E.L.D. At its height, HYDRA was the most extensive, powerful, and dangerous such organization in history. Led by Red Skull. UPDATE: After a final pitched battle with the forces of SHIELD and the resurgent X-Men, Red Skull has been killed. HYDRA is battered and broken, and what remains of the organization is now led by a splinter cabal that includes Ophelia Sarkissian, the Viper, and the resurrected Howard Stark amongst its members. Hellfire Club - A society for the rich and the prestigious, the Hellfire Club is a seemingly noble and ancient gathering of the world’s wealthiest or most endowed personalities to discuss world events and make connections. Their secretive Inner Circle, however, takes that purpose to a new and often sinister level, maneuvering governments, starting wars, and assassinating figures who pose a threat to their own agendas and interests as singular members or a group. Co-led by former X-Men deputy and Black King Alaric Carlisle and Romulus, former Emperor of Rome and White King. ??? - A mysterious splinter organization headed up by Norman Osborn, CEO of Oscorp. One of its operatives is Daken Akihiro, Wolverine’s eldest trueborn son and world-famous assassin, revived from near-death by mysterious means. Nothing else is known of their influence or agenda at this point in time. Profile Form: Name: (What your character calls him/herself) Codename: (Your character’s name on official missions; may or may not be used as a sort of nickname for your characters.) Gender: (No explanation needed, we’re all informed people here) Age: (It’s just a number, but try to include it anyway!) Loyalties/Faction: (One of the factions listed above, other faction, or unaligned. Can also list certain other characters important to your own character’s life here. ) Power(S): (What can your character do? Please try to make your character’s powers within reason and balanced and non-overpowered. No more than three powers per character; don't try and give your character as many powers as possible, because the primary reason we approve characters is not for how many powers they have, it's whether those powers are balanced fairly and able to fit into the game's setting.) Appearance: (What your character looks like.) Weapons: (Within reason please.) Skills: (Things your character is good at.) Personality: (Your character’s behaviors, how they interact with others, how they think about things.) Weakness: (Everyone has weaknesses, powers or no. Try to make them clear.) Bio: (Your character’s history. Can be almost anything really, try to make it at least a couple sentences.) Rules 1. No godmodding. This includes metagaming, autohitting, bunnying, and performing actions your character should be incapable of doing. 2. Use IC (In-Character) and OOC (Out of Character). 3. OOC only posts are forbidden. That’s what the discussion topic is for. 4. Profiles should be posted in the discussion topic for approval. The phrase “Darkest Days” must be included at the beginning of said post to prove that you have read these rules. 5. Respect the staff. 6. This game uses a tier outline for its punishment system. We do, however, reserve the right to skip over a tier if the offense warrants it. The first offense will result in a warning. The second in either in-game character injury/death, or a temporary ban. The third offense will result in a very weighty consequence, while the fourth and final offense will result in a permanent ban. The Staff's Guide to Common Sense This RPG is based around superpowered individuals, and there will always be a discrepancy between that and what we would call realistic. However, that does not give you free rein to toss realism aside. First of all, this game's science is the same as the real world unless otherwise noted. That means that fire will not form into a bullet like projectile, you cannot pull off feats beyond a normal human unless noted in your profile, you cannot shrug off attacks, and you cannot simply beat NPCs senseless. Nor are the police and military incompetent. A teenager is not going to easily beat a trained soldier, powers or not, without a good explanation. Especially in the Marvel world, where superheroes are a known occurrence. Expies and This RPG Expies are strongly, strongly, strongly discouraged. Don't come in here expecting to make Master Chief, don't come in here expecting to make Mass Effect characters, don't come in here expecting to expy Solid Snake. Don't come in here expecting to make Marvel characters, either. You do not get to play a generations xerox of Wolverine. If you want to do that, go play one of the video games. Which leads me to my next point... Healing Powers and This RPG Healing powers are not an insta-heal ticket. This happened a lot in the original game, and it will not be tolerated here. This section is divided into two major portions; Healing powers that target the self, such as healing factors, and healing powers that target others. I will begin by covering the latter, because it is simpler. Healing powers cannot instantly heal major injuries with no effort. This happened a lot last game too, even though the powers were supposed to have limitations to keep this from happening. They can start to heal a major injury, even heal it most of the way, given enough time, but never completely. Not unless you have plenty of time to work and a lot of energy. I expect players to use their judgement, but healing powers will be monitored closely in this game. Now, healing factors. Last game, healing factors were treated as miraculous powers that could heal anything as long as there was a single cell with intact DNA. And do it quickly. This is not even remotely the case. A healing factor is an increased speed of healing, which means that it cannot heal anything that the body could not heal from normally. It just does it much, much faster. Healing factors are going to be heavily monitored in this game, and their speed must be kept within reasonable limits. As it is most usually associated with healing factors, adamantium skeletons are explicitly forbidden. Power Levels and This RPG You may note that the profile sheet reads three or so powers. That is the guideline, but it is not the entire way that it works. Multiple powers will be approved if they are all reasonable, and not too powerful together. But you may be limited to one power, maybe two, if it is an extremely powerful one. We are not looking at numbers, we are looking at power balances. Which means that in addition to the above, if you have a powerful ability that might be approved on another character, but no real weakness, we reserve the right to disapprove it on the grounds of power imbalance. Staff -Aikuro Mikisugi [Tyler] -Riku Tryon [Alex] - Sam Vimes [Nick] -Lara Croft [stari] Staff NPC Profiles The staff control a variety of NPCs important to the plot. Though another staff member may make use of them if necessary, they will primarily be controlled by the named staff member. Daken Akihiro (Tyler) J. Jonah Jameson (Snark Knight) -Tyler
  22. Far far away, in a quiet Matoran village, Nomar and Cives were sleeping soundly in their beds. Well, Nomar was, Cives was wide awake. It was Christmas eve! Cives couldn’t wait for Santa to come and deliver presents. He rolled over and whispered, “Are you awake?” “Yes,” Nomar grumbled, amazed at his friend's stupidity. “I am now.” “I haven’t been able to fall asleep, do you think Santa has come yet?” “No” Nomar said flatly. “Why not? It’s past midnight!” “He won’t come until you fall asleep.” “But I can’t!” There was a hint of desperation in Cives’ voice. “I’m too excited” Nomar rolled over again, “Just relax and be patient.” “Ok,” Cives said sheepishly. He remained quiet and after what felt like hours of tossing and turning sleep finally crept into his eyes. He never expected what came next. --- THUMP! Both matoran quickly sat up in bed. “What was that?” Whispered Nomar. “Maybe it is Santa!” Cives said quite loudly. “Shhh!” Hissed Nomar. “Be quiet.” Bump, bump, bump. Something was walking across the roof, headed for the chimney. It descended into the house with a thump! “Let’s go check it out!” said Cives. “Ok,” Whispered Nomar, “But be quiet and stay behind me.” He pulled out a lightstone and they crept to the door. Both matoran peered out into the hall. Seein it was empty and completely silent, they tip-toed to the living room. In the dim light they saw a huge shape lying on the floor. Cives gasped, and the shape began to stir. It stood up slowly, it had large spines running down it’s back, a small snake like head, and a huge, muscular, hunchbacked body. Although they had never seen anything like it they knew exactly what it was. “Rahkshi!” They screamed as they bolted for the door, but their path was blocked by another, smaller Rahkshi. Before they could react it knocked them both out with it’s staff. “You need to be more careful Xara,” Hoto, the smaller Rahkshi said in a strange, hissing, language. “You must have woken these two up.” “It’s not my fault that they are light sleepers!” Xara snapped back. Hoto eyed a plate of cookies. “Do you think he has been here?” “Let’s find out.” Xara picked up a gift from under the christmas tree, shook it, then tore it open with one swift motion. Out fell a Kanohi Hau, it was a sickly green color with patches of orange rust, not the most impressive gift. “What a cunning plan,” Xara mused. “Place these infected masks under the tree. Then when the Matoran wake up they will rush out, tear open their presents, then you have your own personal army. “That’s why our friends are combing the village,” Hoto said. “”We will catch him.” “I know,” sighed Xara, “But do we really have to climb down every single chimney?” --- Meanwhile, down the street two more Rahkshi, with markings showing their powers of poison and teleportation respectively, were also going house to house, but they were having considerably less trouble. The teleportation Rahkshi was staring at a window. He screwed up his face, then suddenly vanished and reappeared inside the house. He then Reached into his bag and pulled out a package, placing it carefully under the tree before teleporting out of the house. “How much longer must we do this, Master Poly?” The teleportation Rahkshi said to his companion. “I am getting tired...” Poly gave him a cold stare. “I want an infected mask on every matoran in this village, so don’t stop until you have visited every house!” He slapped the other Rahkshi in the face. “Unless you want to be Floor in more than name.” “S-sorry, master,” Floor stammered as he knelt on the ground. “Good, now get back to work!” Floor turned and prepared to teleport into the next house. Poly’s face twisted into a cruel smirk. He scanned the sky. An ice bat flew past, but otherwise the night was silent. Little did Poly know that ice bat had a mission, and a name. Ivan fluttered across the rooftops away from the villains towards his master Vlad, who was struggling to pull himself out of a chimney. Vlad was a Rahkshi of hunger, although he didn’t look like it, since he had painted himself bright gold. He flopped out of the chimney and Ivan landed on his shoulder. “Vat is it Ivan? Have you found zem?” The bat made a chirping noise, shaking it’s head up and down. “Ok, lead the vay, just one zecond…” He turned to the chimney and helped pull out another Rahkshi who was armed only with a large shield. “Ivan has found the villains!” The other Rahkshi smiled, “Let's go get them!” They took off, soaring over the rooftop until… --- Poly heard the sound of something flying through the air. “Hide,” he hissed at Floor. Floor teleported into an alleyway and Poly hid himself in the shadows of a porch. Vlad and Shield came in for a smooth landing, “You said zey vere here?” Vlad asked his pet, “I don’t see anybody.” “Thy might still be nearby,” Shield replied. “I’ll go this way, you go that way.” The two Rahkshi spit up. Poly smiled and began to follow Vlad. Floor got the message and stepped out of his alleyway once Shield passed him. Floor smiled and shifted the weight of his bag, letting it slide off his back. The presents inside shuffled. Vlad’s ears picked up the sound and he spun shouting “Look out Shield!” Poly leaped at Vlad, not bothering to draw a weapon. Shield spun, and Floor smacked him in the face with the bag of presents. The fight was on. --- Up on the housetop Hoto paused, She heard banging and shouting. Looking around, she caught sight of the fight going down the street. “Xara, I’m going to check that out.” Xara was trying to haul herself out of the chimney. “Hoto wait!” It was too late, Hoto had already taken off. “Oh, well,” Xara mumbled, “I guess I may as well send the signal.” She pointed her hand into the sky and launched off a bolt of chain lightning. Meanwhile, the fight wasn’t going too well. Vlad and Poly were pretty evenly matched, considering both of their powers required physical contact, but Floor had already knocked Shield out with his bag of gifts. Vlad was outnumbered. The two other Rahkshi circled him, looking for an opening. Poly lunged, and Hoto dived, striking Poly in the head with her staff. Poly fell on the ground, and Hoto lunged to pin him. “Don’t” Vlad shouted, tackling Hoto to protect her from Poly’s poisonous touch. Floor decided it was time to make his exit, he turned and sprinted down the street only to find his path blocked by two more Rahkshi. Screwing up his face again he concentrated, and instantly teleported past them. Suddenly he felt a strange pain in his ankle. He stopped and looked down. A small Ussal crab had grabbed him with it’s pincher. “Get off you stupid animal!” He shook his leg, trying to dislodge the critter. “Hey!” Someone said, “Claws is not stupid!” Floor looked up just in time to get punched in the face by one of the Rahkshi. --- Poly and Hoto were engaged in an intense battle, Vlad was laying on the ground. When he had protected Hoto Poly had lunged and poisoned him instead, taking him out of the fight. The two Rahkshi were a blur of movement. Poly attacking viciously with his rapier, Hoto defending with her staff. Poly swung and Hoto blocked, but Poly followed up with a kick that sent Hoto sprawling. Before she could get back up she was already pinned, a poisons rapier pointed at her throat. “Give up,” Poly said, “these Motoran are mine.” “I wouldn’t be so sure about that,” Hoto said. Poly frowned, ready to make the killing blow. “I won’t waste words with you, AAAARRRG!” there was a bright flash and Poly crumpled to the ground. Xara descended, electricity still crackling from her hands. “It looks like I am just in time,” she said. Drawing her swords. “I recommend you don’t get up Poly.” Poly didn’t, the shock had knocked him out. Two more Rahkshi descended from the sky, one turned to help Vlad while the other walked over to revive shield. “Well,” Said Hoto, “What now?” Two more Rahkshi approached, dragging Floor and his bag of gifts, their Ussal crab chittering happily. “How about we throw these two in their own bag and haul them off.” One of them suggested. “I’m not sure if we could carry them that far.” Xara replied. Hoto stood up, “If we all work together it shouldn’t be that bad. I saw some rope over there. Tomorrow is Christmas, I am sure the Matoran won’t mind if we ‘borrow’ it.” The eight Rahkshi got busy and within minutes they were ready for take off. They had shoved Poly and Floor into the bag and tied the bag shut with the rope. Each Rakshi held a rope going back to the bag. “Ok,” Said Xara, “Three, two, one, GO!” The Rakshi shifted into flight mode and, in unison soared off into the night, laughing with joy at their accomplishment. Down in the village Cives began to stir. He stood up, looked outside, and thought he saw eight flying beasts pulling a sleigh full of goodies in the sky. “Nomar,” he shouted, “Santa was here!” --- Just a short story I wrote biased on my favorite RPG. Merry Christmas, I hope you enjoyed it! Constructive criticism is appreciated.
  23. Hello! I'm looking to form a group of Bionicle fans who know two things: Bionicle Lore and D&D Campaign building. Why? Because I'm looking to create and publish a Comprehensive BIONICLE D&D Setting Guide. And I don't mean a Google Doc that that we throw on a wiki, I mean a real guide. A guide with in depth explanations of Lore, a bestiary of Rahi with stats and abilities for each, custom Classes and Races, Feats, items, "Magic" items, expansive list of Kanohi, organizations and factions(Order of Mata Nui, Dark Hunters), deities and mythos, plants and diseases, and the geography of the universe. A COMPLETE conversion of the BIONICLE universe into the DND 5e ruleset. Complete with artwork. Here is what I need: Writers/Homebrewers Editors Proofreaders Artists(Interior art, cartography, cover art) Graphic Designers Bestarians(Sole purpose of converting Rahi to DnD 5e beasts) Please fill out this form if you are interested! I will email you if you got the position.
  24. Nato G

    Skyrise

    When the universe fell, we rose… [Discussion Topic] The Story: Welcome to Skyrise. In this world, after defeating Makuta, Mata Nui was unable to restore Spherus Magna to its former glory, and the Mask of Life was lost in the chaos that followed. Without the mask’s energies to stabilise it, the newly-reformed planet became prone to earthquakes and floods, the decades of natural disasters drastically reshaping the landscape and decimating many of the existing population centres. Over a period of several hundred years, Bara Magna was transformed into a maze of plateaus and canyons, with the seas of sand at the bottom being ruled by rabid bands of Zesk, Vorox, and vicious Rahi. In the process, Marendar was unleashed, wiping out the few Toa who remained before presumably being destroyed. The sentient races that were left made their homes atop the sturdiest of the rock formations, further reinforced by the efforts of friendly Skakdi and other powered beings. On the less secure plateaus, criminals and other outcasts still cling to life in settlements of their own, living in constant fear of the next tremor being the one to spell their doom. While most of those within the settlements remain content in their uneventful lives, toiling each day to ensure there’s enough food and resources to go around, there are those tasked with travelling between settlements to bear news, ferry resources, and most importantly, keep the peace. It is into these roles that players will be stepping, captaining airships or piloting scout craft across the hostile surface of the new Great Barren. Locations: The new Bara Magna is a dangerous, desolate place, with the various permanent settlements serving as the only real safe havens. (Map) Tesara – Sitting astride a singular pillar of earth and stone in the centre of an immense crater, the roots of this jungle village’s immense trees have withstood the test of time, and have held it together for untold decades. The Tesara plateau is overgrown with vegetation, and is even home to a small population of various rahi species, suitable for use as livestock or even pets. Tesara supplies most of the Great Barren’s food, and maintains long-standing trade deals with most of the other settlements (with the exception of Cliffside). Tesara is undoubtedly the most open and accepting of all the settlements, although there are some who would argue that they’re too trusting… New Atero – Originally little more than a shanty town built up at the foot of the remains of the fallen Great Spirit Robot, New Atero has endured the disasters that have lashed the planet, and coalesced into a singular, colossal fortress. Being in fairly close proximity to a freshwater lake and the open ocean, they’re becoming increasingly self-reliant, having abruptly severed many of their trade deals in recent months, and their militant approach to negotiations lead many to distrust and fear them. New Atero’s surrounding are strewn with shattered metal and rocky outcroppings, serving as a barrier against rahi and other dangers, while a number of watchtowers and turret fortifications have recently begun to appear in recent weeks. All signs point to New Atero preparing for war, but a war against who?Fe – An underground village nestled somewhere in among what remains of the Black Spike Mountains, this mining settlement supplies most of the Barren’s raw materials, weaponry, and aircraft. Its people are extremely reclusive by nature, and as such no outsider knows the exact location of the village itself. Those who attempt to find it are intercepted by Fe aircraft and turned around, or escorted to the village blindfolded. They send trade convoys to the other settlements every fortnight or so, bringing new vehicles, weapons, and equipment which they exchange for food, water, and other necessities. Cliffside – A precarious shamble of random structures with no coherent order or organisation, this is where the outcasts and rogues flock together for survival. Scattered across a number of small plateaus spanned by constantly-collapsing bridges, this village has no government or law enforcement, and is dominated instead by mob rule. Its populace is too small in number to pose a true threat to any of the major settlements, while simultaneously being too big to be easily destroyed, and as such this pirate port continues its uncertain existence, its citizens stealing or bartering for what they need. Aqua Magna – Volcanic eruptions and earthquakes have turned the oceans foul and polluted, with only the strongest, most vicious of creatures still able to thrive there. Despite this, the beasts that dwell there make for good eating, for those who have the means and the skill to hunt them. Rumours abound of ancient treasures and old-world artefacts being located somewhere in the depths, although the equipment to pursue such rumours is costly, and difficult to come by. The Arena – No one is entirely sure who built this place, or when, or why, only that it is hewn from some seemingly indestructible stone, the strongest of earthquakes and most powerful of Kanoka alike having no effect on this mysterious structure. Given its proximity to The Chasm, most beings chose to avoid it entirely, but it is still occasionally used for trade meetings or impromptu tournaments. The Chasm – While the planet slowly shook itself apart, the colossal corpse of the Matoran Universe remained where it lay, sprawled across the fragmented canyons. That was, until Marendar did battle with the last remaining Toa atop the long dead machine, and the ground gaped open like a hungry maw, swallowing the entirety of the Great Spirit Robot into the darkened depths. The resulting chasm’s edges still glow with unseen heat, frequently belching fetid smog into the air, and every now and again some kind of horrendously mutated rahi crawls up from below. Those who’ve attempted to explore what lies below have never returned. At least, not with their sanity intact. Aircraft: Travel between settlements, aerial combat, and scouting is accomplished using various vehicles, reverse-engineered from technology that was salvaged from Karda Nui before the evacuation of the Matoran Universe. In addition to these uses, it is strongly encouraged by the rulers of the settlements that those who feel the need for violence to take their altercations away from where innocent people can be caught in the crossfire, and fight their battles in the skies instead. Please note, each character is only allowed to have a single vessel/vehicle. Airships - Utilising a complicated system of levitation and weight increase Kanoka, each of the airships is controlled by pulleys that cause either the levitation or the weight increase Kanoka Disks to strike the Airship's framework, forcing the Airship to rise or fall. A modified version of a transport Chute, capped at both ends, is built into the back of the Airship, providing forward thrust by letting a small portion of pressurised air jet out from the back. These vessels are usually slow and unarmed, but often come equipped with a small number of Cargo Haulers to make the task of transferring goods easier. There are no set limits for what players can and can’t include in an airship, but please exercise common sense. Airships are already slow and heavy, so tacking on a whole heap of armour or weapons, for example, is going to weigh you down even more. Likewise, if you wanted to use your airship to carry a crew of other players and serve as a hangar for their aircraft, there won’t be much room left for any other special additions. Jetpacks - utilised solely by smaller races, these are simple, sturdy devices. With in-built parachutes and enough energy to stay airborne for several days, they can get up a decent amount of speed, and depending on the skill of the user, can be highly manoeuvrable. These are equipped with a built-in parachute, and have no proper weapon or customisation slots. However, they do double as backpacks, being able to store extra fuel, equipment, weapons, etc., so that the wearer is able to keep their hands free.Skyfighters - again only able to be used by the smaller species, these speedy, agile fighters are equipped with a single weapon. It is worth noting, however, that while these glorified gliders are able to stay airborne for much longer than most other craft, they’re far from the most versatile of aircraft, and a few well-placed shots in the right place could easily knock them out of the sky. (Pilot teleportation, 1 weapon slots, no customisation slots).Rockoh - used primarily by many of the larger races, these stocky, heavily armoured craft are equipped with enhanced engines, capable of putting on incredible, albeit brief, bursts of speed in order to ram targets. As well as their characteristic rams, these craft are usually equipped with a single weapon. (Pilot teleportation, 1 weapon slots, 2 customisation slots).Jetrax - the perfect midpoint between speed, agility and firepower, these craft are also used by most of the larger races. Capable of carrying three weapons, the Jetrax model’s most noteworthy vulnerabilities are its two bulky wing-mounted engines. In addition, although most of the vehicle is armoured, the cockpit is not, leaving the pilot somewhat exposed. (Pilot teleportation, 3 weapon slots, 1 customisation slot).Axalara - the biggest and heaviest of the vehicles in the fleet, it’s not as fast or agile as the Jetrax, but is much more heavily armoured. It can carry only two weapons, as its primary purpose is to serve as a bomber, deploying explosives from a hatch underneath to drop onto targets. This aircraft’s main drawback is that its pilot is left even more exposed than that of a Jetrax. (Pilot teleportation, 2 weapon slots, 1 customisation slot, 1 bomb bay).With the exception of jetpacks and airships, which carry parachutes, all vehicles are equipped with teleportation devices that will automatically transport their pilots safely to the nearest stable surface if their aircraft is destroyed, or they’re severely injured. This system is in place to prevent the rampant murdering of PCs, and hopefully stop people from godmodding in order to save their characters from what would otherwise be inescapable deaths. All aircraft share a default cruising speed, which allows them to travel from one side of the Great Barren to the other within a little under a day. While airships and jetpacks cannot accelerate much beyond this speed, most other aircraft can make this trip in roughly half the time, making them ideal for use as messengers or scouts. It is worth noting, however, that the unique energies that power these faster aircraft also render the pilots unable to use any powers or powered weapons they might have, forcing them to rely solely on their vehicle’s capabilities. New or replacement aircraft, as well as upgrades to existing ones, can be obtained from staff NPCs such as settlement leaders, usually in exchange for favours or as a reward for some kind of special quest or mission. Rules: Please use IC (in character) and OOC (out of character) tags in your posts. OOC-only posts should be limited solely to the discussion topic.This is a pet peeve of mine, but please put both your character’s name and their location in your posts. It’s confusing for other players seeking interaction, otherwise, especially in an open-world game such as this one.No god-modding, metagaming, fightbotting, autohitting, etc. In general, play fair.Please be considerate of other players, and recognise the distinction between OOC and IC. If someone’s character kills/injures/dislikes one of your characters, it doesn’t mean that their player has a personal problem with you.Most importantly, have fun.
  25. Welcome to the discussion topic for Skyrise. All OOC-only conversations, as well as profiles, are to be posted here. If you've got any questions, this is the place for them, too. Please use the following templates for profiles: This post will also hold links to all approved characters and aircraft, as well as the profiles of important NPCs,, and various other events and notes of importance. Approved Characters: Click: Ailun and The Moa, Fifteen and The Iron Hawk. Serka and the Thornatus VX. Mirror and The Ricochet. Garuda and The Sand Bat. Virse and Heremus' Revenge. Imrukii: Ezoba and The Terani. Aussie Bane: Taurek and The Deliverance. Voyin and The Flight. Wehtok and the Troubled Killer. SnowyAegis: Akita and the Jadikuu. Sayana and The Valati. Coconut Fanatic: Threiaa and Pakari's Maiden. Tveke and the Second Breath. Maxilos-042 and the Red Hydraxon. Bai Bai and the Babylon. Clos'utu and The Truth. Constructman: Antaine and the Kofo-Piraka. Erland and the Sky Spikit. Skrall/Sutrox and Fist. Ehksidian: Karanta and the Freefalling. Ennanas and the Ahab, Vanox and the Nynrah Bomber. permanentlyExtinct: Parii. Ektana and The Machete. Daronus: Zavon and the Sunset Rider. Timageness: Saffina and the Crimson Takea. The Silent King: Kathok Hann and the Sunmaker. Toa Onaku: Porangi and The Clanka-Clunk. Drukann and Irnakk's Inferno. Eiyu. FallenAtlas: Otho and The Erika. Ghidora131: Maldrakk and the Bloodbath, Dessimus and the Rie-Cahere. ZippyWharrgarbl: Rorohiko. Armani and THESE Guns. Matilda and Trash of the Desert. Young Wade: Vin Halett and the Lady Specter. Americana: Ezezko For Hire. evil_jaga_genius: Dedris Omekka and The Chieftain. Koala Kranan: Katana and The Rogue. porkypiny: Voturia and The Skyblade. capMARVELOUS: Tolo and the Initial Disappointment. Morga and the Rainbow Romeo. Hestela and The Vista Baby. A Forgotten Soul: Aukume and the Sand Shark. Important NPCs: New Atero: Varim and The Gravity Of The Situation. 'Slimy Joe', 'Bloat' and the Makuta Killer. Hakkzan. Doctor K. Cliffside: Silvana and the Whisper. Barlow. Blackbristle and the King Irnakk's Revenge. Tesara: Jira and The Tesaran Breeze, Those Two Guards. Other: Fe: Xaril and The Iron Fist Of Fe, The Overseer. Notice Board: Welcome To The Great Barren (Intro Post) The Settlements (Expanded Location Descriptions) Just Another Day (Ooh, plot!) From Skyrise to Nightfall (More plot) A New Dawn (some changes to how I'll be running things)
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