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Official OTC RPG Request Topic

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487 replies to this topic

#481 Offline Riku Tryon

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Posted Jun 06 2015 - 07:11 PM

If you take a glance at the description, the Federation Armed Forces base is actually on the outskirts of the city. Given how much havoc would be wreaked, as you pointed out, if they started fighting in the city, you have messed up. Big time. Because it means you've let an enemy get a whole heck of a lot further than they should ever have gotten. The size of the mechs is very much intentional, and was decided with both the technology levels of the game, the military role they occupy, and the nature of this game in mind. :)


I can address the plot not quite easily as well; it isn't a cold war. The cold war already happened, for the past ten in-universe years. This is the point where the cold war goes hot, and while I am not stating exactly how soon to prevent it from being spoiled, the exact point of change occurs very, very shortly (OOC) after the game starts. It is called "Breaking Point" for a reason. :P


I can fix the Co-Host note quite quickly, just takes a quick edit.

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On this eve, the thirtieth anniversary of that first colony, many are left to wonder; is the world fast approaching a breaking point?

Breaking Point: An OTC Mecha RPG

#482 Offline Havelock Vetinari

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Posted Jun 06 2015 - 07:53 PM

And with any possible concerns addressed, I'll be happy to approve this RPG. I am impressed by the amount of effort that went into fleshing out the world...in particular the equipment. I've had a few long chats with Riku regarding the RPG which has addressed many of the concerns I've had. The world seems well thought out, functional.


And if the insane amount of activity the offsite chat is getting is any indication, there's one heck of a playerbase ready and raring to go. 


Breaking Point [1]

Edited by Havelock Vetinari, Jun 06 2015 - 08:18 PM.

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I believe you find life such a problem because you think there are the good people and the bad people. You are wrong, of course. There are, always and only, the bad people, but some of them are on opposite sides.

#483 Offline Wyrd Bid Ful Araed

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Posted Jun 07 2015 - 04:02 AM

If the fighting is supposed to be taking place around Horizon, it might be a good idea to add some information about what the area around Horizon is like. I'm assuming its not going to be particularly lush and verdant since a continent got snapped in half relatively nearby, and that its going to be somewhere equatorial since I believe thats where mass drivers work best. Would sort of help to know if the terrain is desert or mountainous or swampy or whatever.


That and the co-host bit are minor issues though so Breaking Point Approved [x2]

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#484 Offline Engineer Alexandra Humva

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Posted Jun 10 2015 - 08:40 AM

Seems well written, and it looks like there'll be some player dedication to it. Breaking point Approved [x3]

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"In short, my English Lit friend, living in a mental world of absolute rights and wrongs, may be imagining that because all theories are wrong, the earth may be thought spherical now, but cubical next century, and a hollow icosahedron the next, and a doughnut shape the one after." -Isaac Asimov, responding to a letter he had received saying that scientific certainty was false, The Relativity of Wrong

#485 Online Luke Schwarz

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Posted Jun 17 2015 - 09:19 PM

approved x4


if you flake out on marvel we're not friends anymore



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the hero we...deserve? most interesting man of our...huh? i think you got the wrong guy here...

#486 Offline Makaru

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Posted Jun 22 2015 - 08:59 AM

Breaking Point Approved

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Spoiler Alert

#487 Online hollow( )moon

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Posted Aug 27 2015 - 08:36 PM



Space, the final frontier.


Words uttered time and time again by captains and crew across the quadrant, for each the phrase holding a different meaning.  For some, it hearkens back to a simpler time where space was but another land to explore, the next mountain to climb.  And yet others see the vast, unclaimed territory as a place to be conquered and ruled.


Regardless of their motives, each is drawn to the unknown, discovering and fighting, living and dying, in their ceaseless trek among the stars.


The game takes place in 2399, approximately 20 years after Star Trek: Nemesis for the Trekkies around.  The United Federation of Planets, a galactic coalition of a countless number of worlds such as Earth, Vulcan, and Andor, is in high gear.  The Federation has begun pushing its explorative branch, Starfleet, out into the deepest unknowns.  Once again, the Federation is returning to its roots as the premier force for peace and justice for sentients everywhere.  However, conflict still reigns in the quadrant.
The furtive Romulan Star Empire, once a power to be reckoned with, has been crippled after the destruction of its capitol of Romulus 13 years prior.  The Star Empire has been effectively broken up into factions, with individual branches of the once powerful empire grabbing for whatever power can be found.  Any attempts at peace with the Federation have been shattered with their homeworld.
The Klingon Empire, following a political fallout with the Federation, has dissolved all diplomatic ties with its counterpart, and taken an aggressive stance on expanding their claims in the quadrant.  While official war has not quite begun, attacks and retaliations between the Klingons and the Federation are not uncommon.  The Klingon lust for conquest and combat has done little but fan the flames.
Elsewhere, the Borg, a vast race of hivemind cyborgs which forcefully assimilate individuals into their Collective, have returned to the edges of known space, quietly keeping to themselves and waiting for an opportune moment to begin their enigmatic quest to perfection once again…
Then there are those who answer to no one, from pirates to thieves, merchants willing to pay for anything, or young races just making their way to the stars.  Some are friends and some are enemies, some should have been avoided and others need help.
The Ship:
Our city among the stars is the U.S.S. Endeavour, NCC-76230, and will be the primary setting where the RPG takes place.  A Sovereign class cruiser, she’s nearly seven hundred meters long, and armed with enough phasers and photon torpedoes to deal with the worst that the void can throw at her.  The ship is comprised of the standard saucer – secondary hull – nacelles configuration of most Federation vessels.  Crew quarters and labs are located within the saucer, with engineering and cargo bays in the secondary hull.
The Bridge is located atop the saucer section, and accessible via turbolift.  As per usual, the captain’s chair is positioned at the center, with the Operations and Conn stations directly ahead.  Officer’s seats are to the left and right of the captain’s chair, and have access to multi-use consoles.  The main view screen is mounted on the forward bulkhead, with the main systems display opposite it in the rear.  Science and Tactical is positioned on the left and right, with additional stations running the length of the wall.
Inversely, Engineering is buried within the heart of the secondary hull, and contains the matter-antimatter warp core which powers the entire ship.  Emergency force fields can be raised should the core suffer a critical failure, and the core ejected from the ship.  Monitoring consoles are positioned off to the side.
Sickbay, positioned on the portside of the saucer, is home to the Chief Medical Officer (CMO), and is outfitted with the latest medical equipment on offer.  A mark-II emergency medical hologram provides additional medical assistance should the need arise.
Crew quarters run along the saucer, with Officer quarters positioned in the upper decks closer to the bridge, and crew quarters further down.  As the ship is primarily a vessel of exploration, even the most spartan quarters are fully equipped, and customizable according to its occupant’s desires.
The mess is located opposite to sickbay on the starboard side of the saucer, and other than Ten-Forward located at the very tip of the saucer, is generally where the crew congregates.
The Crew:
Chosen from the best of the best, the crew of the Endeavour is comprised of one of the most diverse groups in the Fleet, with species across the quadrant filling its ranks.
To avoid too much character drift, especially the kind in a space RPG, characters will be the Senior Staff of the Endeavour.  Of course, this is subject to change as the story progresses. Character positions are on a first come first serve basis, though the below list is only a loose guide.  Feel free to be creative and make your own.  The only position not up for grabs is Captain, which will be explained below.

  • First Officer: Right hand man, gets things done.
  • Second Officer: Gets things done, generally another position and second officer.
  • Head of Security: Leader of Redshirts.
  • Chief Medical Officer: Get them heals.
  • Chief Engineer: The miracle worker.
  • Conn Officer: Makes the ship do donuts in space.
  • Chief Operations Officer: Tells you how many people died from decompression.
  • Chief Science Officer: Tells you about the life signs on that planet.
  • Chief Tactical Officer: Does the pew pew stuff.


  • Crewman
  • Ensign
  • Lieutenant
  • Lieutenant Commander
  • Commander

Character profile, fields can be added as seen fit.  They only require a single okay from staff.
Name: (As long as it makes sense for the species, go wild.)
Species: (Species will be approved on case-by-case basis.)
Gender: (Or sex, however you prefer to identify them.)
Rank: (From Crewman up to Commander, bear in mind you position.)
Position: (Chief Medical Officer?  Head of Security?  Conn Officer?  Etc.)
Appearance: (Enough detail for others to have a good idea of who they are.)
Personality: (As much or as little detail as is needed.)
Skills: (What can they do?  What are they good at?)
Bio: (However much is needed.)
The Captain:
There’s no playing favorites here, the captain of the ship will be an NPC, and the position initially unavailable for PCs.  The captain will serve as a true NPC, and will primarily be used to move plot along.  In terms of decisions affecting the ship, such as in combat, it can generally be assumed that he’s a-okay with whatever his Officers do.  The game staff, as well as the current GM, will have the last say in what he does, though.
In order to replicate the weekly misadventures within each episode of Star Trek, this RPG will handle plots somewhat differently from most.  Rather than having a large, overarching story as decided by the staff, each player has the chance to create their own story for the crew.  These plots are submitted in a profile similarly to characters, only they require other players' approval rather than just the staff’s.  The player who creates the plot then acts as the “Game Master” for the duration of the plot, allowing them control over NPCs, including the captain, and events.
The profile for this plot is as follows, though fields can be added as needed.
Plot Name: (Every episode has a name.)
Creator(s): (Who worked to bring this story together?)
GM(s): (Who’s going to run the plot?)
Summary: (A general idea of where the plot takes us.  While specific details aren’t needed, do try and include enough information for players to say yay or nay on it.)
Factions: (Who’s involved, what NPCs will be present?  If it’s just a character story, then nothing more than our ship is needed.)
Resolution: (How are some ways that this plot can end?  Will the ending be set in stone, or dependent on character choices?  Just… try not to blow up the ship.)

  • Keep it classy, folks, we’re still on BZP.
  • Personal Characters are the sole property of their creators, and we can only start chopping off arms after they give us the go ahead.
  • Staff is staff for a reason, listen to them if they speak, and they do have the ability to chop off arms with good cause.
  • I think we all know what Star Trek is, but keep the fantasy knights in the holodeck.



Gravity (It's-a me, Grav.)
Snelly (Bones McCoy)

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this is how an angel dies


#488 Offline Wyrd Bid Ful Araed

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Posted Aug 29 2015 - 01:25 PM

Yeah looks good to me. Star Trek: To Boldly Go Approved [x1]

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