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  1. Please note that this actually has nothing to do with the BZPRPG, other than subject matter. 1. "Swag" is not an element. 2. A character's weapon of choice cannot be longer than the character is tall. 3. There is no Kanohi mask of Partying. 4. Under no circumstances am I to say the words "choo choo". 5. Sadly, I cannot name a character after myself. 6. "The Truffle Shuffle" is not a specialized combat maneuver. 7. Explosives are bad. 8. Thrown combustibles are bad. 9. Caustic grenades are bad. 10. Incendiary kunai are bad. 11. Fireworks are bad. 12. Bags of rocks are bad. 13. I cannot use the Kanohi mask of Stealth to turn on all the water faucets in a building and remain undetected. 14. My Matoran cannot best a Skadi in a fistfight, no matter how awesome that would be. 15. Dogs are not a playable species. 16. My characters are not skilled in napping. 17. Snipes do not exist, and I am not to go on a quest to search for them. 18. If I do find a Snipe, I am to kill it discreetly before it lays eggs. Preferably in the wilderness, next to a body of water. 19. I should avoid archers and Electricity Toa. Or Electricity Toa archers. 20. If I cooperate with another PC, I will not completely ruin their agendas in the most embarrassing ways possible.
  2. Peace has come to the land of Albion! At last, after near three decades of shedding blood and vicious infighting the land has once again fallen under the rule of a king, finally putting an end to the Great Civil War of Succession. The war was begun when the old King Leo Mathias died with no clear heir, his only son killed in a battle with the trolls in the west. As soon as his head could no longer bear the crown it seemed every house, clan and banner-lord leapt up to nominate a head of their own, as years of marriage and breeding had left many with a just and equal claim to the throne. Knight fought knight, man-at-arms fought man-at-arms. Crops died untended in their fields, homesteads burnt, great castles were broken to rubble. For some thirty years great Albion was cursed with this madness of greed and rage but the cure has come, and his name is Lionel. Lionel Caerwyn of the ancient and noble house of Caerwyn, was but an infant babe when the Great War first started. An infant babe with a claim through his mother's blood and a father callous enough to believe he could control the crown through his son if only that son could inherit. However the father did not anticipate how long the war would drag out for, nor that a wasting sickness would take him before his plans could come to fruition. His training of the child left Lionel a cunning adversary in the field of battle and in political manoeuvring, and his early demise meant the boy inherited none of his coldness. The ability to both charm and strategise twinned in one champion made him a force to be reckoned with; what rivals he could not rally to his own cause with words of flattery he could crush with sheer military might. It took thirty years, but with the signing of the Treaty of Aldendan removing the last of the legitimate claimants Lionel Caerwyn could truly call himself King. Officially recognised by all major parties, he began reinstating the Crown's Peace, the ancient Pax Corona, an attempt to restore peace to the land and remove any last threats to his reign. For you see, signing a treaty does not make every problem magically vanish. Bandits that swarmed the lands in times of war still prey on the weak, the remnants of broken armies roam far and wide in search of conquest, the ever-present threat of the trolls looms as it always will in west…and in his last mountain fastness the vengeful Bat Lord plots the downfall of all Caerwyns... Lords of the Realm Lionel Caerwyn, King of the Realm, Lord of Gold and Glory. He claimed the throne through the blood of his mother, the old king's cousin, and secured it through conquest. He rules the realm now from the great citadel of Watsmaet, his mind turned to the task of enforcing the Pax Corona and ensuring his own succession so a second war will not break out should his rule be ended. Upon taking the throne he dropped his own house sigil of a green fire-drake and took up that of the old king; a lion, proud and crowned. It is this sigil his house-knights and bodyguards wear, while the knights who bear the lone crown sigil are dispatched across the land to bring law and peace. Willem Caerwyn, the Earl Wyvern, Lord of Plain and Plunder. Younger brother of King Lionel, and inheritor of the green fire-drake sigil that lends him the title Earl Wyvern. Always considered 'the spare' by the elder Lord Caerwyn he did not receive as much instruction in conduct and warfare, making him a more impetuous and reckless sort of fellow than his reserved and calculating brother. Lionel is smart enough to recognise such traits as useful and effective in some circumstances, making the two close companions despite their differing humours. For his aid in the Great War Lionel awarded Willem lordship over the flatlands of Estfallan, famed for both its extensive farmlands and occasional piracy from the port town of Darkharbour and its castle, Dragonsmouth (ancestral seat of the Caerwyns) Hossler Vahnn, the Black Falcon, Lord of Storm and Snow. A hard man, hard and cold like the northern mountains over which he holds sway. He was one of the few great lords not to lay a claim to the throne of Albion, instead lending his support - and army - to Lionel. Since the men of Gryshire, Hossler's province, long ago mixed with the Viking raiders of the far off icy islands they are strong and doughty warriors, and their support was key in several of Lionel's earlier victories. Yet he has asked for little reward, still content with keeping his own province safe. His castle is Falcon's Roost, high in the Gargrim mountains bordering the Blasted Wastes. Danaus Milkweed, Warden in the West, Lord of Stone and Shield. The Milkweed clan have always held in the harsh lands of Marsokk, where the Marbrantt mountains both limit troll attacks to simple raids but turn the lands in their shadow to swamp and marsh with floods of meltwater. Danaus was one of the first lords to claim Albion as his own in the War of Succession, and in truth probably has the better claim than Lionel, but his heart went out of it when his eldest son was killed in a skirmish with the Black Falcon's troops. He withdrew to his fortress of Aenkia until swayed to join Lionel's cause through bribery and homage. This may make he and Hossler allies, but in truth he has never forgiven the Falcon for his son's death. There is just little he can do about it at present. He holds the title Warden in the West as it is his armies that stem the trolls from advancing over the mountains into Albion proper, a constant state of warfare which makes even the youngest man in his legions a grizzled veteran. Anyone bearing his blue fire-drake sigil will receive honour and respect wherever they go. Felix D'Warrow, Earl of the Under-Hall, Lord of Steel and Silver. In ancient times the D'Warrow house were the butt of every joke. Their territories at Nethcross were risibly worthless, full of rocky outcroppings, steaming bogs and land salted by sea winds. These jokes stopped when attempts at digging to fertile ground beneath the salt and bogs uncovered vast seams of mineral wealth. Iron for swords and armour, silver for coins and wealth, coal for fires and forges, even clusters of gems like the eggs of some terrible bird. The D'Warrows became rich and powerful off this, adopting their current sigil of the double axes to symbolise the mining efforts and weaponry it produced. Since the wetland moors of Nethcross could support no castle above them, they built the Under-Hall within their mines and tunnels. No army has dared to siege it in the hundreds of years it has stood. Heironymous Basil, the Bat Lord, Lord of Wrath and Ruin. The house of Basil has always claimed direct descendant from an ancient line of kings that predated Leo Mathias and his kin, and it was this former glory Heironymous sought during the Great War. It is believed this was down to the urgings of his consort Willa, a witch rumoured to be from the Blasted Wastes, whose words were like poison into his ears. His radical claims gained no support amongst the other lords, and his own province of Nichtblud, squeezed between the warriors of Gryshire and the veterans of Marsokk, stood little chance against the forces arrayed against it. While Heironymous himself still lives, most of his lands and holdings were given away to Danaus Milkweed as part of Lionel's settlement with the Warden in the West, leaving the self-styled Lord of Wrath and Ruin largely powerless and forgotten. That is, until he hit upon the notion of gathering the scattered bands of forgotten armies to his sole remaining fortress of Dunnor, arming them under his black bat sigil and sending his so-called Fright Knights to pillage and loot… The Realm of Albion Watsmaet: Where the Kings have ruled since time immemorial. A great citadel or marble and granite standing on a mighty spar of rock where the Dragon River running from Darkharbour and the Broadwater from the Gargrim mountains cross each others' paths. Dragonsmouth: A fortress originally built to guard against attacks from the river, and to launch piratical attacks on the continent beyond, Dragonsmouth actually gets its name from the immense carving of a dragon's head over the main entrance which was used to spew boiling water on any would be attackers (which also spawned the Caerwyn crest). Confusion over time, however, has led to the belief that it is because it sits at the mouth of the Dragon River, never mind that the Dragon River wasn't called as such until this belief. Falcon's Roost: A construction of impenetrable stone built into the very mountains it sits on. Few in history have been foolish enough to attempt to storm the Roost, and their idiocy has been remembered long after their names have been forgotten. It looks out over the Blasted Wastes, but what exactly it was supposed to guard against in those long forgotten days has been lost to the annals of time. Aenkia: Also known as the Shield-Fort, for a pair of reasons: its is the greatest bastion of defence against troll incursions from the western lands, and long ago one of the Milkweed lords started the tradition of hanging the shields of the fallen upon its eastern wall as a sign of respect and defiance. Said eastern wall is now entirely covered with shields, a dazzling array of blue fire-drakes glaring towards the troll lands. The Under-Hall: After years of renovations, extensions and improvements, nobody is quite sure where the Under-Hall ends and the Nethcross mines begin. The surface entrance is not much to look at though, being a simple motte and bailey. A determined army would have no trouble breaking into the Under-Hall proper. No, the real problem would be getting out again Dunnor: In the craggy lands of Nichtblud, there was never going to be much space for a castle on the scale of Watsmaet, so the forts there were always very tall and oddly narrow. Dunnor is no exception, looking like some strange rocky arm reaching for the sky. While not the ancestral home of the Basils, it has always been their fall-back and last refuge. You can feel the paranoia leaking through the architecture, as any wall or floor could be a trap to discourage invaders. Blasted Wastes: Lying north of Gryshire and Falcon's Roost, legend says this was the home of a mighty sorcerer, king of all he surveyed. It is this sorcerer the Basil family claims descendant from, as it happens. He ruled with black magic and necromancy, which slowly poisoned his land until nothing living remained that wasn't sustained by his dark power. It is said a good wizard came and challenged the sorcerer, and that their battle reduced the land to nothing more than the scorched and toxic wasteland it is today. Nothing dwells here but the dead and, it is said, the vanquished sorcerer's apprentices. While there are mages and hedge-wizards still left in the world, no-one equals the power of the two titans that fought here. The Troll Lands: Nobody quite knows how the trolls, green in skin and long in fang, came to dwell to the west of Albion, whether they came in boats or walked across a since-sunken land bridge. Nor does anybody particularly care; they're more focused on how to keep them there. The trolls are too many and too dug-in to be driven out if all the armies of Albion were gathered together, but they can at least be stopped by the Marbrantt mountains and the long line of Wardens in the West. Lost Clans The Black Bulls: While the land was without king, the fortress of Watsmaet was held by Cedric the Bull, old king Leo's Marshall-at-Arms. While the infighting began, Cedric saw how petty and quarrelsome these lords were, and how pathetic their claims, and decided to simply take the crown himself through strength of arms. It was essentially what the rest of them were doing anyway after all. His ruthlessness and strict discipline in his troops won him many victories, but were in the end what cost him everything. When seeking to conquer the province of Banteras, swathed as it was in the Old Forest, he decided that he wouldn't risk being bled dry in constant ambushes and skirmishes and simply ordered the forest set alight, razing the city within. The Burning of Banteras became infamous, and more gratuitously violent with each retelling, drawing the ire of every noble family in Albion. Cedric was lured into a battle which turned out to be a trap which left him outnumbered and outmanoeuvred. His army was broken and Cedric himself hanged from the blackened remains of the oldest oak in the Old Forest. The remains of his army took up a black bull as their design, a remind roof Cedric's great strength and famed horned helmet, and wander the land as swords-for-sale or vicious marauders. The Wolfpack: In times of war, thieves and bandits grow brave through the absence of law. In the midst of battle a soldier's heart might be so gripped by fear that he turns from his friends and flees. These are the fellows who make up the Wolfpack; courageous thieves and cowardly warriors. Lost souls who joined swords because the alternative was no home or food. In the Wolfpacks you might find a exile from Nethcross rubbing shoulders with a deserter from Marsokk while breaking bread with a criminal from Gryshire. They are of all provinces and yet none, as mismatched in skills as they are in clothing and weapons. A raggedy band of outcasts who prey on the weak like the wolves they take their name from. The Forestmen: On the surface the forestmen who fight under the stag sigil seem to share many similarities with the Wolfpack. They originate from many provinces, follow no lord or king and occasionally rob and raid from others. But they are no wandering band of misfits, instead they believe that the forests of Albion are rightfully theirs, that they should be allowed to dwell in them unmolested and tax whomever they wish for passage through them in what they consider a noble cause. They hold this to be true as, for the most part, the Forestmen are the survivors of the Burning of Banteras. The forests are the home they have taken since their own was lost, and no king or his Pax Corona will drive them out. Rules 1. All BZP Rules apply. Obviously. 2. No godmodding. This means no killing whole cities of enemies in a single go, no pulling deus ex machina solutions out of nowhere, no developing sudden skills never displayed before, and so on. 3. Don't have your character somehow know something that he would only have learned if you, the player, had told him, aka metagaming. 4. I realise this is a game where pretty much everyone is going round with a variety of very sharp and pointy objects with the intent of hitting other people with them, but try not to get too graphically violent, okay? 5. Related to the above, don't kill someone else's character without their permission 6. To play, use IC, meaning In Character to describe events happening to your character, and OOC, meaning Out Of Character, for things you as the player are saying 7. There are currently no limits on characters. Its a big world, go nuts Profiles Fill 'em out and post 'em here Name: Gender: Appearance: Personality: Alliegance: (If any) Weaponry: Skills: Biography: Thanks to Sisen for approving!
  3. RPG: The ProeliumContents:I. PlotII. Laws of the Proelium (General RPG Rules)III. LocationsIV. Rules of the Arena (Battle Types and Rules)V. Character CreationVI. Staff I. Plot: A giant, mechanical flying island, which also happens to house a grand arena for fighting tournaments. Everything on the Proelium centers around the arena and the combatants inside. Every year, the island's Mayor holds a tournament in the arena to find the best fighter in the world- one worthy of being called a true champion. Many fighters gather from throughout the world to fight for the title- and two types stand out from the rest. One kind of fighter is the ideal champion- one of those who works tirelessly to win, and always follows the rules of combat. The other kind of fighter is the one who is just in it for the title- and they don't care how they get it. As the fighters clash in the arena, they will all have to struggle to get on top- so how far will you go?II. Laws of the Proelium: [*]Follow the BZP Rules - This one's a no-brainer, but following the BZP Rules will ensure everyone has a good time while playing the RPG[*]Get your profile approved before playing - Post your profile in the Discussion Topic, and wait for it to be approved by the RPG hosts before you start playing. A list of approved profiles is in the post below, sorted by player name.[*]Keep it realistic - Yes, your character may be faster than normal people, but that doesn't mean they can just jump from one side of the city to the other. This also means that you can't instantly defeat your opponent in one blow, and your character won't know everything that you know.[*]Rules on Killing - Due to the nature of the fights in the arena, it is very, very unlikely that you will kill anyone there. However, killing outside the arena is permitted, however, killing a random NPC will be much easier than killing a player character. Also, due to the small, single-city scale of the RPG, remember that you might, and can be found out.[*]Settle your fights - Undoubtedly, there will be a fair amount of fights between players in the arena. However, these fights can't last forever, so know when you've been beaten. Remember to be fair and reasonable, or a Referee might come in and end the fight.[*]Have Fun - The success of this RPG depends on everyone enjoying it, so enjoy yourself Repercussions: [*]Bad things happen if you don't follow the rules. You get three chances, but there are still consequences whenever you break the rules.[*]Strike 1- you will be given a warning, and all your characters will be placed in prison for a period of time (at most, a week for the first strike), harming their reputation in-game and you cannot post while all your characters are in prison.[*]Strike 2- your characters will be placed in prison for a longer time than the first strike, having the same consequences. You will also be given a temporary ban from entering any official battles for a while.[*]Strike 3- you get banned from the RPG, and your characters are either shipped back home to the surface or marked for assassination. III. LocationsThe Proelium: OverworldThe Fighting Arena - This is where combatants go to participate in their official matches. A large round building in the middle of the town square, the Proelium Fighting Arena is the main attraction of the Proelium. Inside, there are many stands for spectators, a huge field in the center where the fights take place, and huge screens so everyone can see the action. The arena also features an environmental simulator, so that different environments (i.e., Jungle, Snow Fields, Urban, etc.) can be replicated in large-scale battles This is also where the Mayor resides. You can contact him through his secretary, who has her own desk in the lobby. The Proelium Fighting Arena also houses the regular combatants locker rooms and their special training arena, although this part of the Arena is sealed off to normal civilians and new challengers.The Town Square- The town Square is where shopkeepers tend to set up shop, as it is the most frequented area on the Proelium. With direct access to many great attractions such as the Proelium Fighting Arena, and the Proelium Gym the Town Square is the place to be if you own a shop of your own.The Proelium Gym - The Gym is where the rookie challengers train. Frequently visited by both trainers and Arena Challengers, this is also a great place to set up shop if the Town Square is too mainstream for you.The Living District- The living district is where most of the Proeliums inhabitants reside. In fact, only the Mayor and regular combatants are legally allowed to live anywhere else. The Living District is a huge place, filled to the brim with skyscrapers. Libraries, and other places of knowledge are located in this district.The Proelium: UnderworldThe Underworld Arena- The Underworld Arena is a gigantic arena deep underneath the Proeliums Surface with chains dangling precariously from the roof, and hundreds of lights pointed at the fighting ring. Spectators may watch the ongoing battles from the bleachers just outside the fighting ring. There are metal fences that surround the circular fighting arena, separating the spectators from the combatants. The only way to reach the Underworld Arena is to go through one of the many doors in the Town Center Station of the Dark Line Subway.The Underworld Living District- The Underworld Living District is nothing more than an abandoned passageway with some nooks and crannies carved into the wall for people to sleep in. There is a few small prototype Living District buildings that apparently didnt make it all the way to the surface during the Proeliums creation, but those are reserved for those who live in the Underworld and not for those who only go down there to watch the matches. The Underworld Living District is only accessible through one of the many doors in the Living District station.The Dark Line Subway -The Dark Line Subway is one of the few actually legal locations in the Proelium Underworld and provides quick transport from the Living Districts to the Town Square. There are two stations, the Living District station, and the Town Center station, and both are identical. Other than the subway trains, the only other things of note are the many doors. One of the doors in the Living District Station leads to the Underworld Living District, and the same door in the Town Center Station leads to the Underworld Arena. The rest of the doors lead to the maintenance Tunnels, and thus are off limits to civilians.Proelium Maintenance Tunnels-The Proelium Maintenance Tunnels are off limits. Nobody is allowed but Maintenance Staff, and Guards are posted at all entrances to keep dangerous people from messing with the mechanics that keep the Proelium afloat. There are many tunnels, each separate tunnel connected to a different door in both the Living District Station and the Town Center Station. The Maintenance Tunnels are closely guarded by many guards, and are almost impossible to penetrate. Anyone that even attempts to break into the tunnels is immediately branded a terrorist, and hunted down by both the Overworld inhabitants and the Underworld inhabitants.Other Locations:While the Proelium is currently the only place where the RPG will be taking place, the fighters all come from different places around the world. There are many countries where your character can come from, and they will act as a sort of faction system. The Countries are: Nextaria: The most advanced country, and because of the abundant technology, also the wealthiest. The people from this country have an air of superiority about them, and they are the favorite to win the tournament. Siskarun: Originally part of Nextaria, but it peacefully split away years ago because the technology in Siskarun was not advancing as fast enough as the technology in Nextaria. As a result, they aren't as wealthy, but their fighters are just as skilled. They are Nextaria's main rivals. Suharto: A militaristic country that runs like clockwork, and also the major goods manufacturer of the world. Even though the world is currently at a shaky peace, this country is constantly strengthening it's military- and producing some outstanding fighters in the process. The Fernalian Kingdom: The last Kingdom in the world, this is the most peaceful country, and it acts as a mediator between countries to prevent wars from breaking out. Despite being peaceful, there are many fighters from here with a strong sense of honor. Pantagria: The least advanced country, far behind the rest of the countries. The technology there is only slightly ahead of modern earth, but their lack of technology is balanced out by their large amounts of farmland, and they are the largest food supplier in the world. This country is the only one that hasn't yet won a tournament. Artelia: The smallest country, the size of a few large cities. This country is home to the council and acts as the capital of the world. The Proelium is part of this country, and all types live here.IV. Rules of the Arena:The Arena is where the combatants of the Proelium will duel. All of the combatants have had their bodies enhanced through the use of enhanced medical technology, allowing them to recover incredibly fast from any kind of injury and making them nearly impossible to kill. This enhancement process also gives the combatants enhanced abilities by allowing a larger amount of energy to go to a certain part of the body, but not without taking away from another part. Because of these enhancements increasing both safety and action, fighting in the arena has grown to become a massively popular sport, going from originally being 1-on-1 matches to full team battles. This is a list of the types of battles that take place in the Proelium Arena:1-on-1 Knockout MatchThe most basic of matches, taking place in a ring in the center of the arena, and it is also the only type of match that doesn't use the arena's environmental simulator. Like the name implies, the goal of this kind of match is for one combatant to make the other unable to fight.Last Man StandingThis type of match takes place throughout the whole arena, and requires at least 3 combatants. The goal of this kind of match is to be the last combatant able to fight.Team PointsThis is a timed match in which the goal is for one team to take out as many combatants of the opposing team as they can within the allotted time.Team DeatmatchThis match is almost exactly like Team Points, however, the goal is to completely take out the opposing team, and there is no time limit.Capture the FlagThis type of match is the most strategic, where the goal is to capture the opposing team's flag and return it to your base instead of trying to defeat the other team in combat. The game cannot be won until the flag is retrieved, even if an entire team gets wiped out.V. Character Creation:When you create a new character, be sure to fill out the form below with the character's characteristics and post your profile in the Discussion Topic, and wait for it to be approved by the RPG hosts before you start playing: Name: Put the character's name here. Applicable to all characters.Username: This is here to make it easier for us staff to file your character. Yes, your username is just to the right. Just put it here anyways. Applicable to all characters.Biography: Tell at least something about the character. Maybe include their history, or how they got to the Proelium. This can include things like age, height, weight, etc. if you want. Because the Proelium is set in a futuristic world, integrating technology into your character's body (i.e., nanotechnological implants, cyborgs) is allowed, but these integrations need to conform with the abilities (i.e., regenerative implants might give you increased vitality). Minor rule, your character must be within reasonable size limits. No characters that are too small to hit, or big enough to tank everything. Applicable to all characters.Attribute: Choose one attribute(attributes listed below) to have your character gain the benefits of that attribute. However, if you choose to give your character an attribute, you must choose another attribute, and keep the disadvantages listed. Applicable to combatants/guards. Choose one for strength and one for weakness. Optional for guards.Weapon: Weapon that your character will use. You can use any kind of weapon you wish, but keep in mind that, as the Proelium's fights are for sport, Combatants are not allowed to use weapons that would give them a large advantage over other Combatants (i.e. Exo-Suits, Teleportation Devices, One-Hit KO weapons). Applicable to combatants/guards. Use of a weapon is optional.Occupation: What is it that your character does on the Proelium? Is he a combatant? A guard to keep civilians from getting hurt? A shopkeeper that provides items that combatants can use in battle? Whatever they do, write it here. (Please note that maintenance workers are not allowed as of now.) Applicable to all characters.Country of Origin: Where did your fighter come from? It will most likely be easier for you to relate to characters from the same country, while others you might see as rivals. Applicable to all characters.Attributes:If you want your character to gain an attribute, you have to pick one benefit from the list below, and one disadvantage, and list both in your character's profile. VI. Staff:Strong Arm BioBeastTerminus24
  4. The votes are in and it's time to congratulate the winners of our twenty-eighth Bionicle RPG Contest: [*]Sunken Cities - The Fourteenth Doctor[*]Trapped in a Map - Toa Kovolta[*]The Voyage of the Requiem IV - Toa Levacius ZehvorThe winners are free to start their RPGs at their leisure. Winners from the previous contest will have a week or so to wrap up, should they choose to do so.Thanks to everyone who entered and to everyone who voted and answered the questions about the future of the RPG Contests.An overwhelming number of you wanted to see us give other RPGs a chance should any of the winners become inactive. Taking that into consideration - for the winners of this contest, if the RPG has no posts for three weeks, it will be closed and the next runner-up will be allowed to start their RPG. We'll see how this time period works out and reevaluate during the next contest. Also, should a runner-up get to start their RPG, they will still have to enter and win the next contest to continue. Again, we'll see how that goes and possibly change it in the future. I'm hoping none of the RPGs get inactive, personally.The majority of you also want to see the RPGs last longer and have fewer contests per year. I will be mulling this over but am not announcing any changes to the timing of the contests right now.Most people voted to keep just three winners for the contest, but there was a sizable group that wanted to increase it to four. Definitely something else to think about for the next contest.Finally, things were very split on the topic of contests versus judging. This surprised me, honestly, but it's good to know. For the time being we will keep running contests but I'll try to keep the results in mind.Thanks again everyone! Hope you had fun.
  5. RPG Forum Text-Based RPG Contest 28It's June! RPG Contest time! There's a theme: your RPG must feature a villain who turns out to be a puppet controlled by someone else.Any questions about the theme may be asked in this topic.Here's how these contests work:[*]The contest will be run every three (3) months, or four (4) times a year.[*]All members are welcome to enter the contest.[*]Each member can only enter one (1) Text-based RPG entry.[*]The only exception to this is that BZPRPG and RPG Contest staff will not be permitted to make entries.[*]There will be three winners selected in every contest. [*]The winners will be the three RPGs with the most votes after one or more rounds of voting (depending on the number of entries).[*]Whether or not a given RPG wins or not, it will be allowed to run in future contests, with the below conditions and restrictions. [*]For and RPG that lost a contest, the creator must make an attempt to alter and improve their entry before entering it in the next contest.[*]If an RPG has won four (4) consecutive contests that it has entered, it can not enter the next four contests. It does not, however, have to be altered before being entered again after its break, although the creator can do so if they desire to.[*]Example: A RPG wins two contests in a row. It is not entered in the next contest. It is entered and wins the fourth and fifth contests. At this point it cannot be entered into the next four contests.[*]Other restrictions as a result of other rules or administrative action may prevent a member from submitting an RPG. [*]At the end of the three-month interval between contests, if an active RPG does not win again, it will be closed. [*]If a former winner wins again at a later date, the creator of the RPG can choose to continue in the old topic where they left off or start over again in a new topic.[*]If the creator or members of a winning RPG break the RPG forum rules, that RPG will be closed. [*]The next runner-up from the previous contest will be allowed to run for the remainder of the term.[*]The offending RPG will not be allowed to participate in the next contest.[*]This system is designed to be more fair than the TBRPG approval process has been in the past, so absolutely no complaining. TBRPG EntriesThe following is what determines a Text-Based RPG entry. The creator of each entry must provide at least: [*]A brief introduction to the RPG.[*]A description of the setting, the time and place the events occur.[*]A history of what has happened leading up to the current situation.[*]The characters and creatures involved. Does this take place in the canonical Bionicle Universe, or is this your own island with its own heroes and villains?[*]A description on how you plan to further to story. [*]Does it follow the actual Bionicle story or take place in a setting of your own creation?[*]Is there an outline on where you plan for it go?[*]Will the players be allowed to choose the direction the story takes?[*]Is there an ultimate goal or quest, or is it merely a world for members to inhabit?[*]Requirements for those wishing to participate in your RPG. [*]Will members be taking the role of existing characters or characters you have created?[*]Can they make their own characters? If so, what sort of restrictions will be placed on them?[*]What sort of equipment, masks, stats, etc will members get when they begin?[*]Rules determining how players will interact with the environment and other characters. [*]How will the winner of battles be determined?[*]How will members buy and upgrade their equipment?[*]Will members level up? How will they gain experience? The above information can be submitted however the creator prefers. It does not have to be delineated in this way, as long as it is all there.Contest ProceduresHow the contest is going to be run. Here is the format the contest will operate under: [*]Members will have three weeks to draft and submit entries.[*]Entries will be posted in the Contest Submission thread. Any entries posted elsewhere or PMed will be disregarded.[*]At the end of this period, no further entries will be accepted.[*]The entries will be grouped into as few polls as possible for the initial round of voting.[*]Each round of voting will last for two to three days (48-72 hours).[*]The format of subsequent rounds of voting will be determined depending on the number of entries.[*]The three entries with the most votes in the final round of voting will be declared the winners. Any questions can be posted in the Contest Rules Thread or PMed to Contest Host Black Six.NOTE - All current TBRPGs must be submitted as entries if they wish to continue running.Entries can be SUBMITTED from now until 11:59 PM EST on Sunday, June 23rd.You can review other entries and discuss the reviews in the Review Topic.
  6. RPG Contest #28 PollView the contest thread here.View the full list of submissions here.Poll will run June 24 - 11:59 PM Eastern June 27.You can select THREE entries! [*]City in the Dark - The Lorax[*]The Voyage of the Requiem IV - Toa Levacius Zehvor[*]Tides - Legolover-361[*]Disruption - Canis Lupus[*]Trapped in a Map - Toa Kovolta[*]The Legend of the Thirteenth Island - Lord of Adders Black[*]Reborn in Red - ZakarOMEGA'D![*]SKY/FALL - MjolnirInTheFridge[*]The Trial of Nations - Shuhei Hisagi[*]Sunken Cities - The Fourteenth Doctor
  7. RPG Forum Text-Based RPG Contest 28 ReviewsYou know the drill. Read the rules here. Submit entries here. Review entries and discuss reviews here.
  8. Here are some additional questions to get your feedback on the future of the Bionicle RPG Contests. Your responses are appreciated.
  9. RPG Forum Text-Based RPG Contest 28 SubmissionsAll RPG Contest 28 Entries should be posted here. They will be added to the list as we get around to it; don't fret if your entry isn't on the list immediately after you post it.You have until 11:59 PM EST on Sunday, June 23rd to submit entries.NOTICE: If there is a note by your entry saying that it does not meet the requirements, reread the Contest Rules and then send Black Six a PM if you are still not sure of what is wrong with your entry. You have until 11:59 PM EST on Sunday, June 23rd to edit your post and fix your entry.Also, please be sure to check out the RPG Contest Topic for important updates and announcements.You can review others' entries in the Review Topic.[*]City in the Dark - The Lorax[*]The Voyage of the Requiem IV - Toa Levacius Zehvor[*]Tides - Legolover-361[*]City of the Dead - Grantaire Withdrawn[*]Disruption - Canis Lupus[*]Trapped in a Map - Toa Kovolta[*]The Legend of the Thirteenth Island - Lord of Adders Black[*]Reborn in Red - ZakarOMEGA'D![*]SKY/FALL - MjolnirInTheFridge[*]The Trial of Nations - Shuhei Hisagi[*]Sunken Cities - The Fourteenth Doctor[*]Title - AuthorTotal number of valid entries: 10NOTICE: if you have an entry that is in violation of the rules and edit it to fit, please PM Black Six to notify the staff. Similarly, if you add a title to an untitled RPG, do the same. We are only human (well, okay, the jury's out on that) and are liable to miss the changes.
  10. (Suggested OST: Two Steps From ###### – Strength of a Thousand Men) *** Radamir! Radamir the Blessed! King of the Wild Hunt! Your subjects call to you in the dark of night! Come to the world, and deliver it from evil! Wipe this evil scourge from our home realm! We ride, on our spectral mounts as the wind howls by! We ride, bearing the swords of destiny! We seek vengeance, we seek justice! We seek to unleash our wrath on the living world, to remind them that the dead live again! We seek glory, to remain immortal in songs of fear and terror! We seek freedom, we seek deliverance, we seek to die, this time for real! *** Our universe is in ruins. We have burnt it, burnt it to the ground with our own hubris and foolishness, caused chaos and war, destruction and wrath. Our cities have been razed to the ground, our lands turned to dust, our dreams lost in the wind and the darkness. The last remains of civilization remain locked in an eternal struggle with this dark fate. Our universe is dead. All is dead. We are dead. The darkness has engulfed our lands, the lands we died to protect. We died courageous: we met our death smiling and brave, with our king at our head, as the Makuta slit our throats and pushed our bodies off the cliffs of Destral. But even after death... We are alive, barely. A small pocket of Matoran, Toa and Skakdi refugees fled to the abandoned remains of the Makuta fortress of Destral. We came here, thinking this would be a suitable location to withstand the storms of fate. We tried many places before: the Southern Continent, from whence the rabid bandit gangs that would kill and and devour any living thing that could still be eaten chased us, and Daxia, where the swamp devoured the earth, and even looked on the ruins of once-glorious Artakha before coming dangerously close to being devoured by Crystal Serpents now with no master to control them. We dared not go to the southern islands, of whom now only a few atolls remained as the protodermis ocean devoured them... we dared not go north, where only chaos reigned. At Destral, we foolishly thought we found refuge... Even after death, our thirst for vengeance is strong. Once, our king Radamir the Blessed, the greatest Toa to walk this earth, led us to Destral to challenge the rule of the Makuta. Radamir took us across the sea to the seat of that savage race and laid siege to the beaches of this god-forsaken island. We burnt their watchtowers and fought them for justice and honor, freedom and liberty. The Brotherhood of Makuta's war upon the rest of the world was a devastating catastrophe. It left civilization in ruins and set loose such evil that it destroyed their war machine just as much as it destroyed the rest of the world, forcing them back into Destral as the world collapsed in a series of both natural and unnatural catastrophes. We had no idea what forced them out, caused their deaths, but we felt glad once we reached these shores, convinced that we were finally safe. We fought in the name of vengeance for the ones we loved. The Toa Code no longer mattered: we killed in the name of our king and in the name of those we loved. But in the end... we lost. We fought bravely: we fought all the way up to the highest towers, took down many famous Makuta: Krika, Chirox, Gorast, Antroz all died by our blades. However, ultimately it did not matter. Radamir was wounded in the assault on Mutran's quarters, and the Makuta took this opportunity to counterattack and push us back to the gates. Our king fell into the hands of the enemy. Our men, hard as they tried not to be, were demoralized. We had nowhere to run besides away, and that was something we would not do. We hopelessly observed as the Brotherhood's counterattacks and sallies made our siege pointless. The Makuta captured those few of us who remained alive and executed us, pushing us off their battlements into the sea of protodermis, Radamir leading us for what we thought was the last time. When the first deaths came, when the alarms in our camp went off at night, we realized something was wrong. But we live, even after death. We have sought the death of all the malicious and vile Makuta who still lived after our attack, and we have had it. But we still seek our vengeance and our freedom. Darkness rules this world, and we will not rest until we have slipped free of its grasp and broken free into eternity. We do not know why these specters hound us. But we are sick and tired of running. We will not run. We will not hide. We will have justice! We will not surrender and let death blindly take us. We will live! We are the Wild Hunt! Undying The Plot The elders say that it was the failure of the Toa Nuva to raise Mata Nui from his slumber that doomed the universe we dwell in. The Brotherhood of Makuta, especially its deputy leader Icarax, proved more clever than ever their own overlord Teridax. As the Toa rushed to the swamps of Karda Nui to awaken the Great Spirit, the Makuta opted for a completely unorthodox approach - the destruction of the dome of Karda Nui entirely by making the dome's ceiling collapse upon them, trapping the Toa within, and, judging by their failure to awaken Mata Nui, also killing them. It proved to matter little within a few weeks, however, as Icarax, at the head of a massive army - Teridax himself was nowhere to be found - assaulted the free peoples of the Matoran Universe. The war lasted a century, with both sides - the Order of Mata Nui, and its allies, and the Brotherhood and their allies - failing to gain any significant victory over the other. The weapons that both sides used grew more and more destructive and caused more and more collateral damage, to society, to civilization, to the world. On the hundred and sixteenth year of this horrible war, Metru Nui lied half-sunken into the Silver Sea, the Southern Continent was a terrifying, lifeless wasteland of ash and smoke to rival even Karzahni, and even the great city of Artahka was razed and transformed into ruin. The Makuta suffered similar losses. Gradually, they simply could not feed their armies trapped in distant realms - for the realms were horrific and desolate - and, leaving them there, they retreated to their fortress in Destral, too weak for any further conquest - not to mention, there no longer was anything left to conquer. Thousands upon thousands of refugees - hopeless, homeless individuals - wandered the lands, seeking some sort of refuge. This was a moribund existence on a dying world - there were few resources to feed them, and only a few Toa still left to guide them. Slowly, the universe settled into anarchy. A hundred years later, three shiploads of refugees landed on an island. An island crowned with a once mighty, now abandoned and derelict, fortress. A sole island, rounded by the vast protodermis ocean. It didn't take long for the refugees to discover that this was the island of Destral, once the home of the Makuta, and the place they had retreated to after their failed conquests. It didn't take long for the refugees to discover the source of the Makuta's demise, either. It was not old age that finally claimed them, no. It was their own pride, personified, that finally defeated them. It was the Wild Hunt - a host of ghostly Kikanalo-riding warriors, once followers of a mighty king named Radamir who once led them here to Destral to challenge the might of the Makuta, to no avail. Radamir and his kin, however, were not easily defeated, as the Makuta would discover - they returned to life as ghosts, as spectral riders haunting the ruins of Destral. These were not your ordinary visions of the dead; these were actual material creatures, actual people that could, apparently, talk with each other, think, make plans, and most importantly, they could kill you. The refugees' contact with the Wild Hunt, who, despite the Makuta's deaths, did not seem willing to return to rest, went rather painfully. The Wild Hunt slew a number of refugees and torched their camp; it was only because then a curious little Skakdi, named Turag, discovered that the Wild Hunt feared the most - fire (as it was rather ignorant of them to come and torch the place) that the refugees even survived. Before long, they found themselves in a lose-lose situation. They could not flee from Destral: having camped within the fortress, they found making their way back to the old dock nigh impossible with the Wild Hunt rampaging 'round the island, and their old boats were now destroyed as well. Fighting the Wild Hunt proved difficult, even though the specters had a paralyzing fear of fire. For every time a specter was slain, they'd return again 24 hours later, upon a cliff that the Wild Hunt named the Sorrowcliff, and again they'd begin their relentless assault, again, again, and again. For the Hunt believed these refugees were merely servants of evil – for that was the only explanation they had for why they had not been put to rest even after their vengeance – and that vengeance they sought. There remained no way out for the refugees except to fight. And fight they did. TL;DR Long story short, this RPG is set on Destral, where a group of spectral riders called the Wild Hunt are waging an endless, unstoppable war against the living, in this particular case, a group of refugees fleeing a now desolate Matoran Universe. Will you break free of this haunted island, and lead the refugees away from this terrible place? Will you somehow smash the Wild Hunt's curse upon you? Or will you, as a Huntsman, claim your vengeance upon the living world and destroy it, in hopes of your redemption? It's up to you. Factions The Refugees. The Refugees are exactly that – a ragtag bunch of refugees. They can be of pretty much any origin you can think of (as long as they‘re not members of an outlawed race) and can be as old, pretty, powerful or wise as is reasonable according to the basic rules of the game. How your character joined the particular group of refugees that was heading to Destral is pretty much up to you – these people formed as packs of wandering Matoran, Skakdi, Vortixx, Toa, et caetera, grew and grew until they numbered a few hundred people wandering the Southern and Northern Continents before they came to this island. A few might even have arrived on their own. There are two things they all have in common: they are not undead, and they are enemies of the Wild Hunt (although that’s almost completely unrelated to their own choices). Most of them are settled in the Refugee Camp in the northeast of the island, which functions somewhat like an anarchist commune slash direct democracy – there are no actual leaders mainly due to the refugees’ differences and inability to decide on any, and decisions are made by camp-wide referendum. The refugees do appoint several notable offices – veterans of various wars are generally posted as leaders of military defence groups. When they need food or supplies, the refugees either loot the Destral Fortress or fish – with obscenely long fishing lines – off the cliffs of Destral. Sometimes, the more adventurous among them wander into the lower levels of the fortress dungeons and slay the scores of Rahi that roam them. The Wild Hunt. The Wild Hunt are a vast army of spectral riders – usually riding Kikanalo, that are just as spectral – of various species. Their one major unifying trait is that they are all former members of King Radamir’s army that he led to a hopeless, yet fierce assault upon the Makuta of Destral. Most of the Wild Huntsmen are Toa, but that’s not a rule. The Hunt is typically fiercely loyal to their king – even in this state of undeath, and usually – after a century of such a state – fiercely devoted to the goal of breaking this curse upon them, whatever its source. Radamir, and most of the Hunt, supposes that the curse comes from them having failed to fulfill their destinies – which they see as cleansing Destral, if not the world, of all evil. The Wild Hunt not only launches assaults on the refugees. Due to the refugees’ staunch resistance despite the rather unhealthy way the Hunt hugely outnumbers them, they have moved on from cannon-foddering the battlefield (and returning to life afterward), which has proven ineffective against strategic weapons such as barricades, spike and lava pits, and generally fire, to strategic attacks at key choke points and attempts to force through the refugees’ defensive lines. As a result, they have been forced to occasionally pull back, gather their strength, wait for their fallen fighters to be reborn, and wait for the refugees to accidentally make an opening. For this result, they have established the closest thing they have to a base – they gather at a field before Sorrowcliff, where they have established, around a flat stone named the Altar of the Fallen, a gathering point for the Hunt before they march to war. A notable feature of the Hunt is their appearance. They all look like normal people, except for one distinguishing feature: their eyes are filled with nothing but a cold blue flame. From one rim to the other, a Huntsman's eyes are bright blue. Their blood is also peculiar: instead of normal red, it is a ghastly, almost transparent blue liquid that is so unthick (compared to actual normal blood) that it seeps through your fingers. The Wild Hunt (gameplay specifics) Players may find the gameplay specifics of the Huntsmen rather unusual. First of all, communication between the Hunt and the refugees via traditional methods – namely conversation – is entirely frozen. Null. Void. It doesn‘t exist. Anything a Huntsman says will sound, apparently depending on the Huntsman‘s personality, as either a loud screech, a quiet hiss, or some other unintelligible sound to any common refugee. Moreover, no Huntsman can die – their unachieved destiny effectively bars their door to the afterlife, and unless said destiny – which Radamir, King of the Hunt, assumes is the wiping of all evil from the island – is achieved, the Wild Hunt will not have their rest. The specters can be slain – to provide brief respite for the refugees. However, this merely means that they will be reborn in a location called Sorrowcliff (further info in the Locations section) – from whereupon they will again begin their quest for vengeance. Thirdly, the Wild Hunt fears fire. Huntsmen can suppress this fear – this is less a rule than a guideline. Think of it this way: fire is something the Hunt wants to avoid, and the last thing it will do is intentionally come into contact with it – but that does not in any way mean that you should have your Huntsman immediately die upon such contact. It’s more a pathological fear than an actual susceptibility. (We will be expecting good RPing from you people. Don’t have your Huntsman as a tough macho specter guy who ain’t fearin’ no fire – I do not approve of hipstering, except when it’s my fellow GMs doing the hipstering.) Fourthly – Huntsmen do not feel pain (broken hearts and shattered dreams don’t count) and therefore attacks that are based on causing them pain rather than damage are pretty much doomed to fail. Stunning them is also impossible. They can’t go unconscious, either. Kill them or they’ll kill you. (And even if you DO kill them, there’s a distinct possibility they will kill you either way.) Last of all, the Wild Hunt cannot use their elemental powers. Elemental powers appear to have been inextricably linked with the biologies of their original bodies, rendering them impossible to use in the afterlife. UPDATE: Going to elaborate on a couple of things I forgot, neglected, or didn't think of but was later reminded of. Huntsmen are killed rather like normal people. They bleed, and if they bleed too much, they will die. If you pierce them through the heart, they die. Once they die, they vanish into thin air. The next day (in-game) goes with your character being just sort of out of the game, and then he reappears once 24 in-game hours (not "real life" 24 hours) pass. APPENDIX TO THE UPDATE: If you people find it difficult to play with having to go twenty-four in-game hours with your character wandering the paths of nonexistence, I'll probably make it less. We'll see how stuff works out. NPCs There are none. Yes. You heard that right.There are no NPCs. Well, nominally. Just so we're clear: I mean important, staff-controlled characters, not NPCs in general. Staff characters will be posted in the profile topic, and will be essentially treated as ordinary characters – at least on paper. They will only be played by their players and will be only as strong as any other characters. There is one exception – Radamir, the King of the Wild Hunt, who I will play, is pretty ###### invincible for any starting character, but that’s just so I have a potent tool to keep rulebreakers in line. Not to mention, it gives something for you people to strive for. Play well, play cleverly, and you might just become more powerful than him. If I feel like it. Locations Destral Fortress The old fortress on Destral has effectively become a frontline for the Hunt and the refugees. Because the only way from the southern to the northeastern courtyards (where the refugee camp lies) is via the fortress’ hallways, the refugees have mostly adopted tactics of barricading shorter hallways, littering longer ones with traps, and firing endlessly on the enemy as they made their way through, rather like a tower defense game. Throne Room The Throne Room, the heart of Destral, is a place none save maybe the King of the Hunt dare tread. First of all because it now lies pretty much empty, thus rendering it useless for scavengers – and then secondly because both the refugees and the Hunt share a myth that the darkness of Destral’s past - that they both understand as more an abstract, theoretical concept than a physical threat, hence why people who go in and out are not under any actual threat – still lies within. It’s a cold place – a long hall with just one entrance, where at one end lies an old throne – now slashed in two by a tact sword movement usually attributed to Radamir the Blessed. Nothing else remains in the Throne Room – the tables have been carried away to use for barricades by the refugees, and the masks that once hanged on the walls were taken and reused. Dungeons The ancient dungeons of the Makuta are another mostly avoided location, except for more major and larger ones that are often also used as a battlefield. Both the Hunt and the refugees have not as of yet properly examined the deepest levels of the dungeons, and monsters beyond imagination are said to lurk within. Well, that, or they’re just called by their usual name that is rather within imagination: Rahkshi. Their Kraata now lacking even a set of masters, they’ve retreated far from daylight, deep into the bowels of Destral. Similar fates have occurred to other Rahi that once served the Makuta. The higher levels, because they were used as repositories for food and supplies, are often looted by the refugees for useful tools and things. Laboratory And then there’s Mutran’s old laboratory. It’s also not particularly used to people visiting – but that isn’t because they don’t want to, it’s because they can’t. Everyone who has until now tried to access the laboratory has failed. The door is equipped with a voice recognition system and the need to enter a password of all things – and a lock that seems rather uninviting to any attempts to pick it. To elaborate, around said lock is a… decoration that happens to be shaped in the likeness of a takea shark’s jaws, and there’ve been rumors that some days they seem to just slightly move when foreign fingers are placed just a bit too close. Pity, too, because anything so protected must be priceless. Even more importantly, potentially useful. Courtyards Refugee Camp The Refugee Camp is in the northeast of the island, a huge makeshift village where most refugees opt to live, except in cases of misanthropy so extreme they’re willing to risk their lives to stay alone. Most of the makeshift huts they’ve set up are wooden lean-tos built upon foundations of buildings that were once used as barracks to house the thousands of servants the Brotherhood of Makuta had back then. Some more clever refugees have built more acceptable accommodations – accommodations they often share with other refugees, to save space. Sorrowcliff Sorrowcliff has, effectively, become the very pinnacle of the Wild Hunt’s unfortunate pseudo-existence. It is a cliff before the sea, where the followers of Radamir were once led for their execution – and it has become the place where the specters return to upon their deaths. Before Sorrowcliff lies the large, flat, meteoric stone named the Altar of the Dead, used as a marking point for where the Hunt gathers before they ride out to war. Sorrowcliff is the Hunt’s sorrow, the Hunt’s home, and the Hunt’s destiny. Profile Form Profiles ought to be posted in the Discussion Topic for approval, whereupon they can be moved to the Profile Topic. Any co-GM (Krayzikk or Tyler) or the head GM (Dovydas) can approve the profiles, but the head GM reserves a right to scream, “WAIT JUST A SEC” if his co-GMs approve a profile but he sees a problem. The head GM also reserves a promise to do this as rarely as you see a donkey passing through Manhattan. Below is the profile form. If you deem it necessary, you may add extra points at your leisure. Rules (designed by Krayzikk) 1. A. First of all, no gmodding of any kind. This includes but is not limited to autohitting, insta dodges, and metagaming. The first two should be clear, but in case they are not, I will explain. You cannot automatically hit a PC opponent. Nor can you dodge any attack of their's that you should not be able to. Metagaming is when your characters know something they should not, simply because you, the player, knows it. NOTE: Just because Wild Huntsmen can't die, doesn't mean that you can autohit them. B. I'm adding a subsection of this to directly address anyone thinking of playing as one of the Wild Hunt. You have some advantages, a fair amount of them. But to use one as an example, immunity to pain has disadvantages as well. You can't feel when you're hurt, can't know how badly you're hurt etc. Play in accordance with these inherent disadvantages. 2.Realism. Even in a Bionicle setting, there are ways that you cannot behave. You cannot, for instance, have a Toa of Ice freeze the island and then decide to make some ice sculptures while you're at it. Nor will you take on a swarm of NPCs and win just because you're a PC. You are not superior to everyone else. In fact, you're not superior to anyone at all. All powers have limits, as do your characters. Be wary of breaking them. 3. Use “IC” and “OOC”. IC stands for “In-Character:, and OOC stands for “Out-of-Character”. For example:IC:The Ko-Toa hurled a globe of ice at his pursuers, hoping to trip them up and make his escape.OOC: Anyone want to give him a hand? 4. OOC discussions should be taken to the discussion topic, or PM. No more than one OOC only post will be permitted in a row. 5. Respect the staff (Dovydas, Grochi, Krayzikk, KNI). I shouldn't have to make this clear, but this rule is broken an unfortunate number of times. The staff know what they're doing, and their job is to keep an eye on the game. If you feel one is being unfair, try talking to them. If you still feel they are, contact one of the other staff members or the Head GM. We'll sort it out. 6. We would rather not use it, but we have a punishment system in place. First offense is just a warning, and a slap on the wrist. Don't do it again. The second one will be accompanied by another warning, and a significant detriment to your characters occurring in-game. Depending on the severity of your actions, this could be either injury or death. The third offense will, depending on the severity of your offense, be either a temp or permanent ban. 7. Have fun. Staff Head GM - Eduard Bernstein (Dovydas)Co-GMs – The Snark Knight (Krayzikk), Bane of No Isles (KNI), Ilyusha Brokvey (Grochi) Thank You From an early age I’ve been taught that there are two things most important in life. One is lasagna. The second is saying “thank you”, when a thank you is necessary. This is one of those times. First, let me thank Krayzikk and Tyler for helping me run this thing. I’d go crazy, probably, if I tried running an RPG on my own. You two are also great friends and I appreciate your support. Second, thanks be to RAZGRIZ, Legolover-361, Kal Grochi, Kal the Guardian, KNI, Zarayna and the remaining host of people I have had the honor to roleplay and generally socialize with in my time here on BZPower. Also to all the old players of Gangs of Metru Nui, my first and classic TBRPG, which I still remember with a burning passion of mixed rage and affection – which is good, I guess, because that either means my players had a habit of inciting fierce and unadulterated rage or the thing was done very well to incite such feelings in me. Probably both. Last of all; let me thank the makers of the Witcher computer game, because god knows where I’d be without it.
  11. Desolation Life is harsh in Bara Magna. Ain't nothin' but sand and heat and decent folk can't live off either o' those. Head out into the wilderness and you ain't gonna find anything that wont try t' use your bones for toothpicks. Nothin' else out there but the sand and the heat… Oh, and a quiet little town called Desolation. The town was founded years ago by the Fire Tribe, metal-grubbin' hot-heads that they were, mid-way between the furnaces they called home and the great arena of Atero. Dropped it right on top of sinkhole sittin' on a rich vein of exsidian, with a lake nearby for drinkin' and powerin' water-wheels. That this put it in the ominously named Creep Canyons did not figure into their careful calculations. Nor did the Ice Tribe's interest in keeping their…whats that word…mono-polly on exisdian. The two almost had their Glatorian come to blows over ownership of the town afore making an agreement to share. With the two tribes backin' it the place became a boom town, flourishing as long as they were pullin' exsidian out the ground. Which, these last three years, they haven't been. The vein dried up. No more fancy metal. So no more interest from the hot-heads or the cold-hearts. The place has been gettin' by on passin' trade and the curiosity of travellin' folks but make no mistake, the town called Desolation is sick and dying. It has become infamous as a haven for those whose activities are of a…dubiously legal bent. Thieves and smugglers and crooks of every colour infested the town like a plague of black-hearted crows, and quickly established themselves as under no law. The old Sheriff used to stand up to them where he could, and did a lot to keep the town feelin' fresh and polished even if it were rustin' underneath, but this last month he were found lyin' in his office, stricken with a killin' blow to the head that was, accordin' to everyone, completely accidental. And if you buy that I got something that came out the backside of my Sand Stalker I'd like to sell ya. Thing is, we already got a new guy willin' to take up the sheriff's star. And he might even be able to give this town a bit of a fixin' up. Just one slight problem. This new sheriff? He be one o' them Skrall… The Setting Welcome to Desolation. Population: You. Its a small town on Bara Magna out the way of the other major settlements and, ever since it stopped mining exsidian, out of their thoughts. As such the honest folk who used to make a living there have become beset by outlaws who use the place as a safe refuge. And since the only person willing to act as the town's sheriff in the face of these rogues is a naturally suspicious Skrall, the townsfolk are between the devil and the deep blue sea. Will you play as a humble townie just trying to make their way in life? A noble swordswinger trying to clean the town up vigilante style? Or one of the outlaws themselves, growing rich and fat off the labour of others? Profiles Currently no limits on character creation. Just fill out a profile, get it approved and off you go. Name: Species: Gender: Appearance: Equipment: History: Example: Name: Black Buck Species: Skrall Gender: Male Appearance: He's…a Skrall. Long of limb and spiky of armour. Though he has replaced the black of his armour for dark red in an effort to fit in more, an effort that is somewhat negated by the long black coat he wears, complete with matching stetson Equipment: Skrall shield and longsword. Thornax launcher History: The Skrall with no name turned up in Desolation the very day the Glatorian previously holding the role of sheriff was killed. This, naturally, made people a bit wary of him. People tend not to believe in coincidence in Desolation. Even when he took up the mantle of town sheriff himself the suspicion barely lifted. People started referring to him as "that black buckethead" which became abbreviated into his informal name even when he ditched the black armour in favour of crimson. Despite the ill-will that surrounds him like a cloud he's actually been one of the most effective forces for good in the town, breaking up many cartels and crime-rings that would have driven the town all the swifter to its doom. Locations Desolation is only a small town, but it has many places that have become hubs for activity in one form or another... Madam Imadam's: A humble inn run by a Water Tribe Agori under the pseudonym of Imadam, it is a tavern and boozer to the regular locals, and a hotel and stables to the passing company who are only staying in Desolation for a day or two. It is one of the few places to remain consistently profitable in these hard times, enough to maintain the building which is twice the size of any other in the town. Imadam herself is a useful friend to have, as she and her staff often her many secrets spilled by tongues loosed by drink... Slim Sideways: Like Imadam's this is a place you can go to get a drink and play a round of cards with your pals. Its a bit more...low-rent than that establishment though, and refrains from offering rooms. It gets the name because it was one of the last places to be built in Desolation, and the competition for space forced it to be built on the sinkhole itself. As such, half the building is actually built vertically, clinging to the rock wall. Little porches are set into the walls for tables and chairs, with stairs running to and from them. This...unnerving situation puts off a lot of folk, so the place has become a mainstay for the shadier customers, who value the privacy. Sheriff's Office: A simple squarish box of a room in the centre of Desolation. This gives it a very sturdy look, only enhanced by the hefty stone work that went into constructing it. And what shows on the surface is only half the building, as there is another layer underground; a lock-up intended to more securely hold longer-term prisoners, at least before it became impractical to do so. Ghost Street: Four main streets spear out from the centre of Desolation, looking like a X from above, and Ghost Street is the one that runs north-west. It used to be the route people heading to Iconox would take, and as the exsidian business died out, so did Ghost Street. People living there either moved on or moved out, leaving the street a dusty shell of its former self. Its a bitter reminder of the fate in store for the entire town, so people rarely go there, leaving it for the silence and tumbleweeds. Church of the Beast: Nobody rightly knows who built the Church of the Beast, or why. It stands just outside the town, though can easily be reached by following the south-east road known as Church Street, a strange lopsided construction made of what appears to be wattle and daub...except where there should be rods and sticks to support it are glistening white bones. The bones are from any species living in the desert, no preference has been made, and the run through the Church as they would have done through their original owners. Most notably there is a skull of something huge and horned that nobody has been able to identify hanging on the lintel of the main doors, staring down at all who enter, which gives the Church its name. The townsfolk have left the Church standing as the tourism generated by curious visitors is one of the few things keeping the town alive. Rules BZP Rules apply, obviouslyNo god-modding (e.g. controlling someone else's character, having your character do something impossible). And if someone god-modes against you, don't do it back, tell a StaffieThis is a Text-Based RPG, so to join in you post what is basically a miniature story for what is currently happening to your characterDon't bunny (meaning control extensively) other peoples characters without their permissionNo silliness such as suddenly firing cream pies from your Thornax. Believe me, it's not as funny as you thinkDon't glory hog or continuously degrade someone else's characterUse IC for In-Character and OOC for Out-Of-Charactere.g:IC: The Agori leapt from ledge to ledge, trying to escape the enraged Rock SteedOOC: Hey Randommember1, care to join in? A big thanks to all who have RPed with me, making me better at it in the process, and everyone who has criticised and advised me to make my ideas better as well.
  12. STAR WARS: GALAXY AT WAR Introduction What would Star Wars be like without the Skywalkers? Would the story we know and love be different without The Chosen One? Step into Star Wars: Galaxy At War, and you'll soon find out how much things can change. It is an era of conflict and strife in the Galaxy. Agents of the CONFEDERACY OF INDEPENDENT SYSTEMS continue to strike at the clone armies of the GALACTIC REPUBLIC and at the ranks of the JEDI ORDER. The CLONE WARS have raged on for over twenty years and though the Confederacy has been forced to abandon many of its holdings within the galaxy, their hidden bases continue to elude discovery by the forces of the Republic. GRANDMASTER WINDU is certain that the war has entered its final years. The forces of the DARTH SCITUS and GENERAL GRIEVOUS have been reduced in recent years, as some of the last Confederate strongholds fall. The history of the galaxy is still troubled however. The death of COUNT DOOKU above his home world of Serreno should have, in the estimate of many Jedi, ended the war. Without its charismatic head of state, they hoped that the Confederacy would collapse. This did not occur, the Confederacy rallied behind the Jedi QUI-GON JINN, a student of Count Dooku. The war raged on for many years, the revelation that SUPREME CHANCELLOR PALPATINE was a Sith Lord threw the Republic into chaos, forcing the Jedi Order to take a much more active role in the defense and governance of the Republic, supplementing and eventually overpowering the SENATE. Eventually, the Confederacy was beaten back by the Republic, forcing it to take refuge in the RISHI MAZE, the UNKNOWN REGIONS and the GALACTIC VOID. In these isolated, dangerous locations, the Confederacy continues to fight a bitter insurgency against the gigantic Galactic Republic. The war has not gone well for the Confederacy, QUI-GON JINN perished at the hands of the Grandmaster and his council at the battle of Felucia. The Jedi and the Republic have tightened their hold on the galaxy, crushing or subverting many third parties. The HUTT CARTEL and the MANDALORIANS have all felt the wrath of the Galactic Republic. The Confederacy has come under new leadership in recent years however, and the SITH ORDER has experienced a resurgence not seen since the New Sith Wars. Under the leadership of the mysterious DARTH SCITUS, the Confederacy and the Sith Order have staged several successful attacks against Republic planets and fleets. Grandmaster Windu and the Jedi Order have vowed to crush the Confederacy once and for all, but many are skeptical of their abilities to do this. Factions: The world of Stars Wars is one teeming with conflict. This RPG is no exception. Pick a faction from the selection below! There are two major factions, the Confederacy of Independent Systems and the Galactic Republic. These two have a number of sub-groups you may join. Will your character wield the crimson blades of the Sith, don the white armour of an elite Republic clone trooper, smuggle spice under the Hutts, or lead the Republic into victory as a Jedi? CIS The Confederacy of Independent Systems is a rebellion against the Republic. They are allied with the Mandalorians and Sith in their fight against the Republic and the Jedi. The Confederacy of Independent Systems The CIS has fallen on hard times in recent years, no longer can they face the Republic on the battlefield consistently, having to resort to raids and hit and run strikes. What was once a galaxy-spanning war has degenerated into little more than a large insurgency. The CIS remains however, dedicated to its ideals of independence and freedom. The Confederacy still fields droid armies, but their numbers are a far cry from the legions that stormed worlds early in the Clone Wars. However, a new source of soldiers, agents and informants has stepped in to fill the gap. Many worlds groan under the heel of the Jedi, and the inhabitants of these worlds now fill the ranks the CIS. The CIS is allied with a number of groups. The resurgent Mandalorian military have bolstered its military strength. A new Sith Order, dedicated to freedom and emotion, has also arisen within the ranks of the CIS, drawing recruits from the military and star systems sympathetic to the cause. A few Jedi have also defected from the decadence of the Republic, joining the CIS while being branded by the Republic propaganda machine as Dark Jedi. It is a cultural mosaic. Humans serve alongside Geonosians, Jedi alongside Sith, cyborgs and organics mingle freely. The Confederacy is ruled by the Separatist Council, a coalition of admirals, exiled senators and other noteworthies, who dictate and set overall Confederate policy. Within any given fleet however, the local Sith and Admiral normally have a great deal of leeway, a result of the cell strategy pursued by the Confederacy. No one fleet knows where the other is at any given time and communications with Confederate bases and thus, the council, is sparse at best. Despite the losses suffered in recent years, the CIS remains ready to stand against the bloated and corrupt Galactic Republic. With shipyards, bases and fleets hidden in unexplored voids and regions of space, the Confederacy plans, it builds, and it attacks. The Republic is a great beast, but many small and quick beings can down even the mightiest dragons. This lesson has been repeated throughout countless species history and it is time the Republic learn this, at a long last. Then a new age of freedom and progress can finally-finally-rise from the ashes of the Clone Wars. The Republic The Republic. If anyone of you have seen Star Wars, you know the Republic well enough. If you want to defend democracy as an elite clone trooper, a member of the Jedi Order, or Senator, this is the faction for you! The Galactic Republic The Galactic Republic has stood as the bastion of democracy and freedom for the past 25 millennia. The Republic and the Jedi have protected the democratic ideal from threats, both internal and external. The Clone Wars saw the creation of the Grand Army of the Republic, a force of Kaminoan-created clone troopers numbering in the hundreds of billions. They are made from genetic material taken from the infamous bounty hunter, Jango Fett. While the clone troopers' source material was a headstrong, independent man, his "descendants" have had their genes and minds modified for obedience to their Jedi Generals. A select number of clones are not modified for obedience, and have enhanced cognitive abilities, acting as super-soldiers, top-level commandos, and officers. The Senate continues to be a place of political intrigue, with various politicians jockeying for positions under the Supreme Chancellor. The Jedi have taken a much more interactive role in the affairs of the Republic, with Jedi representatives standing alongside every group of Senators from each system and sector. This is done to better ensure the smooth enactment of the Republic's goals. In addition, the Jedi serve as military governors on most major planets. Grandmaster Windu and other members of the Jedi Council have the highest practical level of control over the Grand Army of the Republic, and meet with the Supreme Chancellor and his cabinet from time to time, in order to deliberate on the general aims of the conflict with the Confederacy. Jedi The Holy Order of the Jedi Knights is an ancient, monastic peacekeeping organization unified by its belief and observance of the Light Side of the Force. They are the guardians of peace, and justice in the Galactic Republic, and have combatted the Confederacy and the Sith over the years. They traditionally wield lightsabers, and tap into the Light Side to perform amazing feats. The Jedi Order Following Yoda's sacrifice to defeat the Sith puppetmaster, Chancellor Palpatine, the Jedi Council redoubled their efforts to root out the Sith and the CIS. Grandmaster Mace Windu has led the Jedi and the Grand Army of the Republic for nearly two decades, shattering the Confederacy of Independent Systems, and personally bringing down the treacherous Count Dooku. The Order remains the protector of the Senate, the shield of galactic democracy. Grandmaster Windu's era of leadership has seen the Jedi Order integrate better with the workings of the Republic, and the rise of many shining stars in the Jedi Council. The Jedi Temple on Coruscant remains the central hub of the Order. Thousands of younglings are brought to the Temple and various Enclave planets each year, in order to receive training in the ways of the Force. Some are selected by senior Jedi to become Padawans, and embark on a journey towards Knighthood, while others are enlisted into the Jedi Service Corps, working to better the galaxy in Agriculture, Medicine, Exploration and Education. The Order has maintained its close relationship with the Grand Army of the Republic, and Padawans and Knights are given officer-equivalent ranks within its command structure. Empowered by the Light Side, the heroic Jedi Order leads the charge against the Sith and the Confederacy. Most star systems and major planets are protected by the watchful gaze of Jedi Generals, their Padawans and the clone trooper army. Though they stand as guardians of the Republic, the Order's increased role in the affairs of state and the military has been criticized. Some Jedi have even abandoned the Republic entirely, defecting to the Confederacy and becoming Dark Jedi. Jedi Ranks Younglings are taken from their families at an early age, and are raised in the Jedi Temple, or a variety of conclaves. They have until the age of thirteen to impress a senior Jedi, and be taken on as a Padawan. When Padawans achieve certain successes and pass certain trials, they graduate to the level of a Jedi Knight. Only a few Jedi Knights are honoured with the promotion to Jedi Master (a prerequisite for promotion to the Jedi Council). Sith The Sith are a dark mirror to the Jedi. They are a sect of Force-Sensitives who utilize the Dark Side of the Force. Sith believe in the strengthening of the individual, the embracing of emotion, and the satisfaction of victory over one's internal struggles. The Order of the Sith The death of Darth Sidious early in the Clone Wars shaped the Sith Order into Dooku's image. The Rule of Two has been discarded, in favour of greater numbers and a more unified vision of bringing darkness across the galaxy. A close ally of the CIS, the Sith differ from the Jedi in many ways. Unlike the Jedi and many ancient Sith, who viewed love as a dangerous force, the Sith Order has embraced it. They take an active interest in the lives of their members and encourage them to make strong relationships and connections with others, be they relatives or fellow initiates. The theory here being is that it is much easier to care for the troubles of the galaxy. The enigmatic and calculating Darth Scitus has united scattered enclaves of Dark Side users into a new Sith Order. Many Dark Side organizations have been folded into it out of necessity. The Nightsisters, Dathomiri Dark Side witches with access to unique abilities, have joined the Sith Order in full. The Blackguard of Mustafar serve the Order as dedicated Dark Side archivists and researchers; while the Mercosa Order trains select Sith Apprentices in the arts of espionage and assassinations. These assassins are regarded as some of the finest in the galaxy, and many corrupt Jedi have fallen to their blades. The Sith are headquartered in the Renaissance, a massive and heavily modified Subjagator-class cruiser that is alive with the Dark Side. They roam across space, recruiting Force-sensitives and tutoring them in the ways of the Sith. Many secrets have been forgotten in the mists of time, weapons long dormant, spells long uncast, power long untapped lurking in the dark places of the galaxy. If the Sith Order could access these they would have a much needed advantage in this seemingly endless war. Sith Ranks The Sith Order is led the by the Cabal, a collection of thirteen Darths, who each control a different part of the Sith Order, which often translates into working closely with a similar part of the CIS or, indeed, even heading it. This Cabal reports directly to Darth Scitus, who has the final say in most matters. Darth is the rough equivalent of a Jedi Master, and is the minimum required rank to be invited to the Cabal. Below them are the Sith Lords, the equivalent to Jedi Knights. Each one of these beings could be selected to help oversee the training of Sith Apprentices, who, unlike Jedi Padawans, are primarily trained communally, to ensure they have a large breadth of experience to draw upon. The Sith Initiates, the lowest rank in the order, are recruited from across the Galaxy and put through a series of basic tests at the end of their education to determine if they are ready to become an Apprentice. Mandalorians Not interested in the orders of Jedi or Sith? The Mandalorians may be a choice for your character! The legendary armoured warriors are allied with the Confederacy of Independent Systems. The Mandalorian Protectors The Mandalorians are a proud people and they have been grievously insulted and demeaned throughout the past twenty years. First, the Republic raised an army of slaves with the face of one of their Mandalores, then occupied their planet, forced millions into exile and dismantled the traditional Mandalorian militaries. Only the Death Watch resisted them, fighting a long, bloody guerilla war against the Republic. The Duchess of Mandalore, Satine, collaborated with the Republic for a time, but developed misgivings as the more and more Republic industries filled the planet, as more and more farmlands were burned, more and more land strip mined for the valuable minerals within. The Republic saw this and the conniving Jedi staged a false flag operation, slaughtering members of the Death Watch, including Satines own sister, in an attempt to illustrate Confederate treachery to the Duchess and ensure her support. This ruse worked for some time, but the arrival of the soon-to-be Mandalore the Reclaimer changed this. Formerly a bounty hunter, the Reclaimer rallied the people of Mandalore and staged a revolt against the Republic. After the truth of her sister's fate was delivered to her by a Sith agent, Satine threw her support behind the revolt. She set up a trap for the Republic, luring many of their ships into the atmosphere.and into the range of atmospheric vessels, allowing the forces of the Reclaimer to hijack the entire fleet. From here, the Mandalorian forces fled into the void with a fleet of ships, throwing their weight behind the Confederacy. Today Mandalorian warriors serve as an elite force within the Confederacy, often working alongside the Sith Order in raids against the forces of the Jedi. They are commanded by Mandalore the Reclaimer, advised by the former Duchess Satine, who has at last taken up the arms she had long disdained. In many ways, the Mandalorian culture has thrived as a result of the war. They draw recruits from the most promising members of the Confederacy, allowing them to keep their numbers up even as they fight to defeat the Republic and retake their home. Crime Syndicates In addition to the main powers, there are a number of crime syndicates in the Galaxy. While their diversity has been stunted by actions taken by the Republic, there remain three major factions in the underworld. If you wish to create a bounty hunter, a smuggler, or a space pirate, they will fall under one of these two factions. Black Sun/Hutt Cartel Alliance Black Sun and the Hutt Cartels have an alliance, which is loosely aligned with the Galactic Republic. Black Sun Prince Xizor's crime syndicate has developed a working relationship with the Jedi Republic. In exchange for some financial benefits and access to the syndicate's vast network of intelligence, the Republic's representatives permit Black Sun to continue its operations. They operate out of Coruscant, and have a hand in almost every realm of shady business, from spice smuggling to slave trading. The syndicate has a reasonably sized navy of ships, and an atmospheric army that would rival a small planet. With the implied approval of the Republic and the Jedi Order, Black Sun works with the Hutt Cartel to manage most of the illegal activities in the galaxy, and maintain the official Bounty Hunters' Guild. Hutt Cartel The Hutts attempted to play a neutral role early in the Clone Wars, providing support to both the CIS and the Republic. Following the restructuring of the cartel during the Clone Wars, they eventually saw the Light, and threw their weight behind the Jedi. The Republic currently supports the leadership of Vedo Anjliiac Antirue and his three sons, whom have firm control over the remaining kajidics, and are loyal to the Republic. The Cartel is currently based in Nal Hutta and the Smugglers' Moon, Nar Shaddaa. They retain influence over much of what was once Hutt Space and some parts of the Outer Rim. In addition, they help manage the official Smugglers' Alliance. Zann Consortium The Zann Consortium is a relatively new member and rising star in the criminal lord. Their leader, Tyber Zann, was once employed by the Black Sun/Hutt Cartel Alliance, but soon struck out on his own, creating an underworld organization that operates without the tacit approval of the Republic. They have a secret base on one of the forest moons of Endor, and have a significant subversive presence in Hutt and Black Sun space. To avoid the exorbitant surcharges required to smuggle goods under the Hutts or Xizor, smugglers not affiliated with the Smugglers' Alliance are loosely aligned with the Zann family. The Zann Consortium also operates the payouts of bounties which are not approved by Black Sun/Hutt Cartel alliance. It is not uncommon for Zann Consortium ships to engage in acts of piracy against Black Sun and the Hutts, or the Republic. Starting Locations Coruscant: The capital of the Galactic Republic and home to over a trillion inhabitants. The entire planet is one big city, and is home to the Jedi Temple, the Galactic Senate, and the offices of the Black Sun crime syndicate. It has over 5,000 levels. Its lowest levels are a literal underworld of crime and danger. Located at the intersection of numerous major hyperlanes, Coruscant is a vital planet, both strategically and politically. Dathomir: Dathomir is an obscure planet in the Outer Rim, and is the secret stronghold of the Confederacy of Independent Systems. Before the CIS established their presence on the planet, the Jedi had invaded it, shattering a native clan of Dark-Side users, before leaving to address bigger dangers to the galaxy. It is a temperate and beautiful planet, with a wide variety of natural terrain. Aside from the CIS's presence, the planet is fairly sparsely populated. The Confederacy has turned it into a secret fortress. Renaissance: The Renaissance is a heavily modified Subjugator-class heavy cruiser, and the home of the Sith Order. It is a large vessel, over five kilometres long, and travels from star system to star system, avoiding the Jedi who hunt for it. Nal Hutta - Nal Hutta, the Glorious Jewel, is the capital of Hutt Space, located in the Mid-Rim. It is a planet that combines the beautiful with the decadent. Once a place of lush jungles, the Hutts have transformed the planet into marsh, blended with heavy industrial zones, strip-mines, and Hutt-run pleasure gardens and palaces. The Hutt Cartels are headquartered in the capital of Bilbousa, and the Guarja Shipyards are based here. Nar Shaddaa: Nar Shaddaa, the Smugglers' Moon or Little Coruscant, is known for its beautiful stench and decay of desperate living. It is the largest moon of Nal Hutta, and is entirely urbanized. It is a dangerous place, a hive of scum and villainy, where the most diverse groups of smugglers and bounty hunters gather. Crime is everywhere, and the thriving spaceport is ruled by the Hutt Cartel. Many of the galaxy's most advanced technologies are developed on Nar Shaddaa, as companies avoiding regulations often run their tests there. The Forest Moon of Endor: The forest moon of Endor is home to the Zann Consortium's secret base of operations. Nestled within the trees is the heart of a growing criminal empire that could rival the Hutt Cartels and Black Sun. Its native inhabitants, a race of teddy-bear like creatures, has largely been exterminated by the Consortium. None remain left in the wild, though a few are retained for entertainment purposes. Gameplay Gameplay takes the form of OOC (Out of Character) and IC (In Character) posts. Here are the basics. Beginning - Upon the approval of your character, you will start out in one of several locations. Jedi begin their journey in the Jedi Temple on Coruscant. Sith begin on the Renaissance, the mobile base of the Sith Order. CIS characters and Mandalorians begin on the Confederacy stronghold of Dathomir, and Republic characters will start on Coruscant. Characters involved in the crime syndicates will generally start either on Nar Shaddaa (the Smuggler's Moon), or its planet Nal Hutta. Black Sun operatives have the option of beginning on Coruscant or Nar Shaddaa, and playing with the Zann Consortium allows one to have the option of beginning at a certain moon of Endor. If you want to splay as a spy, your character will start on his/her true faction's planet (you'll have to play out the infiltration). Once you begin, and have spent as much time as you need on the starting planet, you may travel out to the vast number of planets and star systems that make up the Star Wars galaxy. Travel - Travel is facilitated through hyperdrives, which shunt ships into hyperspace and reduce intersystem travel time significantly. Due to the impracticalities of writing out two weeks of in-character time in hyperspace, we will be relying on your discretion as players. There is some differentiation between different forms of travel. Big ships (be they battleships, capital ships, cruisers, heavy freighters, etc.) will take anywhere from three days to two weeks (in-game) to travel from location to location in hyperspace. These would be used more for military campaigns, or as settings for secondary plots (Murder on the Venator express, training while traveling etc.). Because PCs will not be commanding big ships (at least initially), it will not have any direct implications on players. Small ships, which are settings less likely to be plot-heavy, will have shorter travel times, down to a minimum of a few hours in-game. Travel in small ships would be facilitated by three hyperspace travel posts with a mandatory total minimum of six paragraphs (spaced out at your discretion). If you want to stretch out a bit of a plot in your light freighter, feel free to add additional non-mandatory travel posts (your total travel time of a few hours will not be affected). Please label your IC with its Hyperspace Post Number. If you have any further questions on travel, pop one of us staffers a PM, and we'll explain things further. Combat - Combat will be loosely turn-based. Here is an example below. Quote Quote IC (PC 2 - Alderaan) The massive Trandoshan Jedi sprang to his feet, executing a force-assisted backflip that took him out of harm's way. "An assassin. Fitting! Scitus is not man enough to face me himself!" Raising his right claw, PC 2 struck out with the force, raising various pebbles, rocks, stones and other debris from their resting places and hurling them at the PC 1. Keep the rules in mind, and try to follow a code of etiquette. Remember, even though you are a PC, you are not invincible. Death Because Qui-Gon Jinn's death occurred much later in the timeline (following his break from the Order), the Jedi have not learned how to turn into Force Ghosts. Doing so will require the discovery and careful study of an artifact which has long been lost to the Jedi. As a result, once your character is dead, they will not return as a Force Ghost. Extraordinarily powerful Sith have been known to tie their spirits to a single location with their hate and rage, but this technique is limited, and only the most powerful of Darths can hope to retain a semblance of their former identities. Rules The galaxy is a wild place, but we have to have some rules, otherwise itd be utter chaos. 1. All BZP rules apply. 2. If you have a problem with another RPer, inform a staff member immediately, dont cause a disturbance in the OOC topic or the main RPG. 3. This game is based on a sci-fi series, emphasis on the '-fi', and there are a number of things with the physics of Star Wars which do not necessarily line up with our own rules (for instance, the inexplicably equivalent levels of gravity found on most planets). Being overly nitpicky in the application of our world's physics to the game will be frowned upon. 4. Though you can play a force user, you wont, in general, be able to start out as a Master or a Darth. These are positions that need to be earned through IC actions. 5. Label in character posts IC, label any out of character comments OOC. We have an OOC thread for discussing the RPG in solely OOC terms. 6. No controlling other peoples characters without permission. 7. No autohitting, but by the same token, dont expect to dodge your enemy forever. PC vs PC battles are always tricky, and the staff will be watching to ensure they are played out fairly. 8. No G-modding, if you think your character can take over a ship or a base singlehandedly, you are sadly mistaken. Your character is mortal and they have limits, push those limits too far and there will be consequences. 9. From time to time, your characters may be summoned back to their faction starting locations. You will be notified in an OOC post by a staff member. If summoned, have them travel back to your faction's starting location. Failure to do so will have consequences. Consequences A first offense will generally incur a warning from a staff member (either over PM or in an OOC post). Second offences may result in some form of in-game punishment from your character or a temporary ban from playing the game (between one and two weeks real-time). Third warnings will result in the death of one or more of your offending characters and a three week ban from playing. A fourth offence will result in a permanent ban from the RPG. If rule number 7, 8 or 9 are broken in particularly spectacular fashions, we reserve the right to maim or kill offending characters. Staff Creator & Host - Madara: Mangekyou Master Co-Host - Basilisk Co-Host - Ymper Trymon Profiles Here are the forms you'll need to submit a profile. Once you've completed a form, post it in the discussion topic, and wait for approval from two staffers. Blatant expies from the Star Wars universe, or other franchises will not be tolerated. If I see a Raiden, Solid Snake, Schlook Skystrider, or Yolo Swaggins, they will not be approved. While custom species will not be accepted, a character may be a (reasonable) hybrid species. You may make up to eight profiles. Name: (What is your character's name? How do they refer to themselves?) Species: (Is your character an alien, a droid, a human, or near-human? There are many alien species within the Star Wars universe, pick one for your character. No custom species will be accepted.) Gender: (What is your character's applicable gender?) Faction: (Which faction is your character affiliated with?) Rank: (This is for Jedi, Sith, or military characters) Occupation: (What kind of work do they do? Grand Army of the Republic medic? Droid repair technician? Jedi Commander? Sith assassin?) Skills: (Have they picked up any skills throughout their life? For Jedi and Sith lightsaber wielders, please specify which of the Seven Forms of Lightsaber combat your character specializes in.) Force Abilities: (If your character is a Force-sensitive, what kind of abilities have they specialized in?) Equipment or Weapons: (What kind of equipment and weapons do they have? Armour? A holdout blaster? If they're a Jedi or Sith, what kind of lightsaber do they wield?) Appearance: (How do they look? Do they have any distinctive features?) Personality: (Self-explanatory. Describe a bit of your character's personality.) Home Planet: (From where do they hail?) History: (Give a brief background of your character's life.) A character has to have some way of getting around the galaxy, no? If your character is a soldier, they'd likely catch rides on great capital ships. However, there are smaller ships, freighters, fighters available for your transport needs. Ship Name: (The Bonny Bunny, Sentinel's Kiss, Gertrude etc, etc. Does your ship have a name?) Model: (What make and model is your ship? A trusty YT-1300, or maybe a sleek Lambda-class shuttle. Bear in mind, the size of your ship will be limited by its crew. There'll be no giant Star Destroyers for players, at least not yet.) Function: (Is it a starfighter, an old freighter, or a personal shuttle?) Weapons: (What kind of weapons, if any, is your ship outfitted with? Please, keep it reasonable. There'll be no planet-killing superlaser on a starfighter) Modifications: (Have you modified your ship's cargo space? Weapons systems? Is there anything unique about the ship?) Background: (Give a brief background of the ship. It can be as mundane as a bargain from the used spaceship guy, to something inherited from your character's ancestors, to a stolen ship) If you have any questions or need some additional information to get started, feel free to shoot a PM to one of the staff.
  13. STAR WARS: GALAXY AT WAR Introduction What would Star Wars be like without the Skywalkers? Would the story we know and love be different without The Chosen One? Step into Star Wars: Galaxy At War, and you'll soon find out how much things can change. It is an era of conflict and strife in the Galaxy. Agents of the CONFEDERACY OF INDEPENDENT SYSTEMS continue to strike at the clone armies of the GALACTIC REPUBLIC and at the ranks of the JEDI ORDER. The CLONE WARS have raged on for over twenty years and though the Confederacy has been forced to abandon many of its holdings within the galaxy, their hidden bases continue to elude discovery by the forces of the Republic. GRANDMASTER WINDU is certain that the war has entered its final years. The forces of the DARTH SCITUS and GENERAL GRIEVOUS have been reduced in recent years, as some of the last Confederate strongholds fall. The history of the galaxy is still troubled however. The death of COUNT DOOKU above his home world of Serreno should have, in the estimate of many Jedi, ended the war. Without its charismatic head of state, they hoped that the Confederacy would collapse. This did not occur, the Confederacy rallied behind the Jedi QUI-GON JINN, a student of Count Dooku. The war raged on for many years, the revelation that SUPREME CHANCELLOR PALPATINE was a Sith Lord threw the Republic into chaos, forcing the Jedi Order to take a much more active role in the defense and governance of the Republic, supplementing and eventually overpowering the SENATE. Eventually, the Confederacy was beaten back by the Republic, forcing it to take refuge in the RISHI MAZE, the UNKNOWN REGIONS and the GALACTIC VOID. In these isolated, dangerous locations, the Confederacy continues to fight a bitter insurgency against the gigantic Galactic Republic. The war has not gone well for the Confederacy, QUI-GON JINN perished at the hands of the Grandmaster and his council at the battle of Felucia. The Jedi and the Republic have tightened their hold on the galaxy, crushing or subverting many third parties. The HUTT CARTEL and the MANDALORIANS have all felt the wrath of the Galactic Republic. The Confederacy has come under new leadership in recent years however, and the SITH ORDER has experienced a resurgence not seen since the New Sith Wars. Under the leadership of the mysterious DARTH SCITUS, the Confederacy and the Sith Order have staged several successful attacks against Republic planets and fleets. Grandmaster Windu and the Jedi Order have vowed to crush the Confederacy once and for all, but many are skeptical of their abilities to do this. Factions: The world of Stars Wars is one teeming with conflict. This RPG is no exception. Pick a faction from the selection below! There are two major factions, the Confederacy of Independent Systems and the Galactic Republic. These two have a number of sub-groups you may join. Will your character wield the crimson blades of the Sith, don the white armour of an elite Republic clone trooper, smuggle spice under the Hutts, or lead the Republic into victory as a Jedi? CIS The Confederacy of Independent Systems is a rebellion against the Republic. They are allied with the Mandalorians and Sith in their fight against the Republic and the Jedi. The Confederacy of Independent Systems The CIS has fallen on hard times in recent years, no longer can they face the Republic on the battlefield consistently, having to resort to raids and hit and run strikes. What was once a galaxy-spanning war has degenerated into little more than a large insurgency. The CIS remains however, dedicated to its ideals of independence and freedom. The Confederacy still fields droid armies, but their numbers are a far cry from the legions that stormed worlds early in the Clone Wars. However, a new source of soldiers, agents and informants has stepped in to fill the gap. Many worlds groan under the heel of the Jedi, and the inhabitants of these worlds now fill the ranks the CIS. The CIS is allied with a number of groups. The resurgent Mandalorian military have bolstered its military strength. A new Sith Order, dedicated to freedom and emotion, has also arisen within the ranks of the CIS, drawing recruits from the military and star systems sympathetic to the cause. A few Jedi have also defected from the decadence of the Republic, joining the CIS while being branded by the Republic propaganda machine as Dark Jedi. It is a cultural mosaic. Humans serve alongside Geonosians, Jedi alongside Sith, cyborgs and organics mingle freely. The Confederacy is ruled by the Separatist Council, a coalition of admirals, exiled senators and other noteworthies, who dictate and set overall Confederate policy. Within any given fleet however, the local Sith and Admiral normally have a great deal of leeway, a result of the cell strategy pursued by the Confederacy. No one fleet knows where the other is at any given time and communications with Confederate bases and thus, the council, is sparse at best. Despite the losses suffered in recent years, the CIS remains ready to stand against the bloated and corrupt Galactic Republic. With shipyards, bases and fleets hidden in unexplored voids and regions of space, the Confederacy plans, it builds, and it attacks. The Republic is a great beast, but many small and quick beings can down even the mightiest dragons. This lesson has been repeated throughout countless species history and it is time the Republic learn this, at a long last. Then a new age of freedom and progress can finally-finally-rise from the ashes of the Clone Wars. The Republic The Republic. If anyone of you have seen Star Wars, you know the Republic well enough. If you want to defend democracy as an elite clone trooper, a member of the Jedi Order, or Senator, this is the faction for you! The Galactic Republic The Galactic Republic has stood as the bastion of democracy and freedom for the past 25 millennia. The Republic and the Jedi have protected the democratic ideal from threats, both internal and external. The Clone Wars saw the creation of the Grand Army of the Republic, a force of Kaminoan-created clone troopers numbering in the hundreds of billions. They are made from genetic material taken from the infamous bounty hunter, Jango Fett. While the clone troopers' source material was a headstrong, independent man, his "descendants" have had their genes and minds modified for obedience to their Jedi Generals. A select number of clones are not modified for obedience, and have enhanced cognitive abilities, acting as super-soldiers, top-level commandos, and officers. The Senate continues to be a place of political intrigue, with various politicians jockeying for positions under the Supreme Chancellor. The Jedi have taken a much more interactive role in the affairs of the Republic, with Jedi representatives standing alongside every group of Senators from each system and sector. This is done to better ensure the smooth enactment of the Republic's goals. In addition, the Jedi serve as military governors on most major planets. Grandmaster Windu and other members of the Jedi Council have the highest practical level of control over the Grand Army of the Republic, and meet with the Supreme Chancellor and his cabinet from time to time, in order to deliberate on the general aims of the conflict with the Confederacy. Jedi The Holy Order of the Jedi Knights is an ancient, monastic peacekeeping organization unified by its belief and observance of the Light Side of the Force. They are the guardians of peace, and justice in the Galactic Republic, and have combatted the Confederacy and the Sith over the years. They traditionally wield lightsabers, and tap into the Light Side to perform amazing feats. The Jedi Order Following Yoda's sacrifice to defeat the Sith puppetmaster, Chancellor Palpatine, the Jedi Council redoubled their efforts to root out the Sith and the CIS. Grandmaster Mace Windu has led the Jedi and the Grand Army of the Republic for nearly two decades, shattering the Confederacy of Independent Systems, and personally bringing down the treacherous Count Dooku. The Order remains the protector of the Senate, the shield of galactic democracy. Grandmaster Windu's era of leadership has seen the Jedi Order integrate better with the workings of the Republic, and the rise of many shining stars in the Jedi Council. The Jedi Temple on Coruscant remains the central hub of the Order. Thousands of younglings are brought to the Temple and various Enclave planets each year, in order to receive training in the ways of the Force. Some are selected by senior Jedi to become Padawans, and embark on a journey towards Knighthood, while others are enlisted into the Jedi Service Corps, working to better the galaxy in Agriculture, Medicine, Exploration and Education. The Order has maintained its close relationship with the Grand Army of the Republic, and Padawans and Knights are given officer-equivalent ranks within its command structure. Empowered by the Light Side, the heroic Jedi Order leads the charge against the Sith and the Confederacy. Most star systems and major planets are protected by the watchful gaze of Jedi Generals, their Padawans and the clone trooper army. Though they stand as guardians of the Republic, the Order's increased role in the affairs of state and the military has been criticized. Some Jedi have even abandoned the Republic entirely, defecting to the Confederacy and becoming Dark Jedi. Jedi Ranks Younglings are taken from their families at an early age, and are raised in the Jedi Temple, or a variety of conclaves. They have until the age of thirteen to impress a senior Jedi, and be taken on as a Padawan. When Padawans achieve certain successes and pass certain trials, they graduate to the level of a Jedi Knight. Only a few Jedi Knights are honoured with the promotion to Jedi Master (a prerequisite for promotion to the Jedi Council). Sith The Sith are a dark mirror to the Jedi. They are a sect of Force-Sensitives who utilize the Dark Side of the Force. Sith believe in the strengthening of the individual, the embracing of emotion, and the satisfaction of victory over one's internal struggles. The Order of the Sith The death of Darth Sidious early in the Clone Wars shaped the Sith Order into Dooku's image. The Rule of Two has been discarded, in favour of greater numbers and a more unified vision of bringing darkness across the galaxy. A close ally of the CIS, the Sith differ from the Jedi in many ways. Unlike the Jedi and many ancient Sith, who viewed love as a dangerous force, the Sith Order has embraced it. They take an active interest in the lives of their members and encourage them to make strong relationships and connections with others, be they relatives or fellow initiates. The theory here being is that it is much easier to care for the troubles of the galaxy. The enigmatic and calculating Darth Scitus has united scattered enclaves of Dark Side users into a new Sith Order. Many Dark Side organizations have been folded into it out of necessity. The Nightsisters, Dathomiri Dark Side witches with access to unique abilities, have joined the Sith Order in full. The Blackguard of Mustafar serve the Order as dedicated Dark Side archivists and researchers; while the Mercosa Order trains select Sith Apprentices in the arts of espionage and assassinations. These assassins are regarded as some of the finest in the galaxy, and many corrupt Jedi have fallen to their blades. The Sith are headquartered in the Renaissance, a massive and heavily modified Subjagator-class cruiser that is alive with the Dark Side. They roam across space, recruiting Force-sensitives and tutoring them in the ways of the Sith. Many secrets have been forgotten in the mists of time, weapons long dormant, spells long uncast, power long untapped lurking in the dark places of the galaxy. If the Sith Order could access these they would have a much needed advantage in this seemingly endless war. Sith Ranks The Sith Order is led the by the Cabal, a collection of thirteen Darths, who each control a different part of the Sith Order, which often translates into working closely with a similar part of the CIS or, indeed, even heading it. This Cabal reports directly to Darth Scitus, who has the final say in most matters. Darth is the rough equivalent of a Jedi Master, and is the minimum required rank to be invited to the Cabal. Below them are the Sith Lords, the equivalent to Jedi Knights. Each one of these beings could be selected to help oversee the training of Sith Apprentices, who, unlike Jedi Padawans, are primarily trained communally, to ensure they have a large breadth of experience to draw upon. The Sith Initiates, the lowest rank in the order, are recruited from across the Galaxy and put through a series of basic tests at the end of their education to determine if they are ready to become an Apprentice. Mandalorians Not interested in the orders of Jedi or Sith? The Mandalorians may be a choice for your character! The legendary armoured warriors are allied with the Confederacy of Independent Systems. The Mandalorian Protectors The Mandalorians are a proud people and they have been grievously insulted and demeaned throughout the past twenty years. First, the Republic raised an army of slaves with the face of one of their Mandalores, then occupied their planet, forced millions into exile and dismantled the traditional Mandalorian militaries. Only the Death Watch resisted them, fighting a long, bloody guerilla war against the Republic. The Duchess of Mandalore, Satine, collaborated with the Republic for a time, but developed misgivings as the more and more Republic industries filled the planet, as more and more farmlands were burned, more and more land strip mined for the valuable minerals within. The Republic saw this and the conniving Jedi staged a false flag operation, slaughtering members of the Death Watch, including Satines own sister, in an attempt to illustrate Confederate treachery to the Duchess and ensure her support. This ruse worked for some time, but the arrival of the soon-to-be Mandalore the Reclaimer changed this. Formerly a bounty hunter, the Reclaimer rallied the people of Mandalore and staged a revolt against the Republic. After the truth of her sister's fate was delivered to her by a Sith agent, Satine threw her support behind the revolt. She set up a trap for the Republic, luring many of their ships into the atmosphere.and into the range of atmospheric vessels, allowing the forces of the Reclaimer to hijack the entire fleet. From here, the Mandalorian forces fled into the void with a fleet of ships, throwing their weight behind the Confederacy. Today Mandalorian warriors serve as an elite force within the Confederacy, often working alongside the Sith Order in raids against the forces of the Jedi. They are commanded by Mandalore the Reclaimer, advised by the former Duchess Satine, who has at last taken up the arms she had long disdained. In many ways, the Mandalorian culture has thrived as a result of the war. They draw recruits from the most promising members of the Confederacy, allowing them to keep their numbers up even as they fight to defeat the Republic and retake their home. Crime Syndicates In addition to the main powers, there are a number of crime syndicates in the Galaxy. While their diversity has been stunted by actions taken by the Republic, there remain three major factions in the underworld. If you wish to create a bounty hunter, a smuggler, or a space pirate, they will fall under one of these two factions. Black Sun/Hutt Cartel Alliance Black Sun and the Hutt Cartels have an alliance, which is loosely aligned with the Galactic Republic. Black Sun Prince Xizor's crime syndicate has developed a working relationship with the Jedi Republic. In exchange for some financial benefits and access to the syndicate's vast network of intelligence, the Republic's representatives permit Black Sun to continue its operations. They operate out of Coruscant, and have a hand in almost every realm of shady business, from spice smuggling to slave trading. The syndicate has a reasonably sized navy of ships, and an atmospheric army that would rival a small planet. With the implied approval of the Republic and the Jedi Order, Black Sun works with the Hutt Cartel to manage most of the illegal activities in the galaxy, and maintain the official Bounty Hunters' Guild. Hutt Cartel The Hutts attempted to play a neutral role early in the Clone Wars, providing support to both the CIS and the Republic. Following the restructuring of the cartel during the Clone Wars, they eventually saw the Light, and threw their weight behind the Jedi. The Republic currently supports the leadership of Vedo Anjliiac Antirue and his three sons, whom have firm control over the remaining kajidics, and are loyal to the Republic. The Cartel is currently based in Nal Hutta and the Smugglers' Moon, Nar Shaddaa. They retain influence over much of what was once Hutt Space and some parts of the Outer Rim. In addition, they help manage the official Smugglers' Alliance. Zann Consortium The Zann Consortium is a relatively new member and rising star in the criminal lord. Their leader, Tyber Zann, was once employed by the Black Sun/Hutt Cartel Alliance, but soon struck out on his own, creating an underworld organization that operates without the tacit approval of the Republic. They have a secret base on one of the forest moons of Endor, and have a significant subversive presence in Hutt and Black Sun space. To avoid the exorbitant surcharges required to smuggle goods under the Hutts or Xizor, smugglers not affiliated with the Smugglers' Alliance are loosely aligned with the Zann family. The Zann Consortium also operates the payouts of bounties which are not approved by Black Sun/Hutt Cartel alliance. It is not uncommon for Zann Consortium ships to engage in acts of piracy against Black Sun and the Hutts, or the Republic. Starting Locations Coruscant: The capital of the Galactic Republic and home to over a trillion inhabitants. The entire planet is one big city, and is home to the Jedi Temple, the Galactic Senate, and the offices of the Black Sun crime syndicate. It has over 5,000 levels. Its lowest levels are a literal underworld of crime and danger. Located at the intersection of numerous major hyperlanes, Coruscant is a vital planet, both strategically and politically. Dathomir: Dathomir is an obscure planet in the Outer Rim, and is the secret stronghold of the Confederacy of Independent Systems. Before the CIS established their presence on the planet, the Jedi had invaded it, shattering a native clan of Dark-Side users, before leaving to address bigger dangers to the galaxy. It is a temperate and beautiful planet, with a wide variety of natural terrain. Aside from the CIS's presence, the planet is fairly sparsely populated. The Confederacy has turned it into a secret fortress. Renaissance: The Renaissance is a heavily modified Subjugator-class heavy cruiser, and the home of the Sith Order. It is a large vessel, over five kilometres long, and travels from star system to star system, avoiding the Jedi who hunt for it. Nal Hutta - Nal Hutta, the Glorious Jewel, is the capital of Hutt Space, located in the Mid-Rim. It is a planet that combines the beautiful with the decadent. Once a place of lush jungles, the Hutts have transformed the planet into marsh, blended with heavy industrial zones, strip-mines, and Hutt-run pleasure gardens and palaces. The Hutt Cartels are headquartered in the capital of Bilbousa, and the Guarja Shipyards are based here. Nar Shaddaa: Nar Shaddaa, the Smugglers' Moon or Little Coruscant, is known for its beautiful stench and decay of desperate living. It is the largest moon of Nal Hutta, and is entirely urbanized. It is a dangerous place, a hive of scum and villainy, where the most diverse groups of smugglers and bounty hunters gather. Crime is everywhere, and the thriving spaceport is ruled by the Hutt Cartel. Many of the galaxy's most advanced technologies are developed on Nar Shaddaa, as companies avoiding regulations often run their tests there. The Forest Moon of Endor: The forest moon of Endor is home to the Zann Consortium's secret base of operations. Nestled within the trees is the heart of a growing criminal empire that could rival the Hutt Cartels and Black Sun. Its native inhabitants, a race of teddy-bear like creatures, has largely been exterminated by the Consortium. None remain left in the wild, though a few are retained for entertainment purposes. Gameplay Gameplay takes the form of OOC (Out of Character) and IC (In Character) posts. Here are the basics. Beginning - Upon the approval of your character, you will start out in one of several locations. Jedi begin their journey in the Jedi Temple on Coruscant. Sith begin on the Renaissance, the mobile base of the Sith Order. CIS characters and Mandalorians begin on the Confederacy stronghold of Dathomir, and Republic characters will start on Coruscant. Characters involved in the crime syndicates will generally start either on Nar Shaddaa (the Smuggler's Moon), or its planet Nal Hutta. Black Sun operatives have the option of beginning on Coruscant or Nar Shaddaa, and playing with the Zann Consortium allows one to have the option of beginning at a certain moon of Endor. If you want to splay as a spy, your character will start on his/her true faction's planet (you'll have to play out the infiltration). Once you begin, and have spent as much time as you need on the starting planet, you may travel out to the vast number of planets and star systems that make up the Star Wars galaxy. Travel - Travel is facilitated through hyperdrives, which shunt ships into hyperspace and reduce intersystem travel time significantly. Due to the impracticalities of writing out two weeks of in-character time in hyperspace, we will be relying on your discretion as players. There is some differentiation between different forms of travel. Big ships (be they battleships, capital ships, cruisers, heavy freighters, etc.) will take anywhere from three days to two weeks (in-game) to travel from location to location in hyperspace. These would be used more for military campaigns, or as settings for secondary plots (Murder on the Venator express, training while traveling etc.). Because PCs will not be commanding big ships (at least initially), it will not have any direct implications on players. Small ships, which are settings less likely to be plot-heavy, will have shorter travel times, down to a minimum of a few hours in-game. Travel in small ships would be facilitated by three hyperspace travel posts with a mandatory total minimum of six paragraphs (spaced out at your discretion). If you want to stretch out a bit of a plot in your light freighter, feel free to add additional non-mandatory travel posts (your total travel time of a few hours will not be affected). Please label your IC with its Hyperspace Post Number. If you have any further questions on travel, pop one of us staffers a PM, and we'll explain things further. Combat - Combat will be loosely turn-based. Here is an example below. Quote Quote IC (PC 2 - Alderaan) The massive Trandoshan Jedi sprang to his feet, executing a force-assisted backflip that took him out of harm's way. "An assassin. Fitting! Scitus is not man enough to face me himself!" Raising his right claw, PC 2 struck out with the force, raising various pebbles, rocks, stones and other debris from their resting places and hurling them at the PC 1. Keep the rules in mind, and try to follow a code of etiquette. Remember, even though you are a PC, you are not invincible. Death Because Qui-Gon Jinn's death occurred much later in the timeline (following his break from the Order), the Jedi have not learned how to turn into Force Ghosts. Doing so will require the discovery and careful study of an artifact which has long been lost to the Jedi. As a result, once your character is dead, they will not return as a Force Ghost. Extraordinarily powerful Sith have been known to tie their spirits to a single location with their hate and rage, but this technique is limited, and only the most powerful of Darths can hope to retain a semblance of their former identities. Rules The galaxy is a wild place, but we have to have some rules, otherwise itd be utter chaos. 1. All BZP rules apply. 2. If you have a problem with another RPer, inform a staff member immediately, dont cause a disturbance in the OOC topic or the main RPG. 3. This game is based on a sci-fi series, emphasis on the '-fi', and there are a number of things with the physics of Star Wars which do not necessarily line up with our own rules (for instance, the inexplicably equivalent levels of gravity found on most planets). Being overly nitpicky in the application of our world's physics to the game will be frowned upon. 4. Though you can play a force user, you wont, in general, be able to start out as a Master or a Darth. These are positions that need to be earned through IC actions. 5. Label in character posts IC, label any out of character comments OOC. We have an OOC thread for discussing the RPG in solely OOC terms. 6. No controlling other peoples characters without permission. 7. No autohitting, but by the same token, dont expect to dodge your enemy forever. PC vs PC battles are always tricky, and the staff will be watching to ensure they are played out fairly. 8. No G-modding, if you think your character can take over a ship or a base singlehandedly, you are sadly mistaken. Your character is mortal and they have limits, push those limits too far and there will be consequences. 9. From time to time, your characters may be summoned back to their faction starting locations. You will be notified in an OOC post by a staff member. If summoned, have them travel back to your faction's starting location. Failure to do so will have consequences. Consequences A first offense will generally incur a warning from a staff member (either over PM or in an OOC post). Second offences may result in some form of in-game punishment from your character or a temporary ban from playing the game (between one and two weeks real-time). Third warnings will result in the death of one or more of your offending characters and a three week ban from playing. A fourth offence will result in a permanent ban from the RPG. If rule number 7, 8 or 9 are broken in particularly spectacular fashions, we reserve the right to maim or kill offending characters. Staff Creator & Host - Madara: Mangekyou Master Co-Host - Basilisk Co-Host - Ymper Trymon Profiles Here are the forms you'll need to submit a profile. Once you've completed a form, post it in the discussion topic, and wait for approval from two staffers. Blatant expies from the Star Wars universe, or other franchises will not be tolerated. If I see a Raiden, Solid Snake, Schlook Skystrider, or Yolo Swaggins, they will not be approved. While custom species will not be accepted, a character may be a (reasonable) hybrid species. You may make up to eight profiles. Name: (What is your character's name? How do they refer to themselves?) Species: (Is your character an alien, a droid, a human, or near-human? There are many alien species within the Star Wars universe, pick one for your character. No custom species will be accepted.) Gender: (What is your character's applicable gender?) Faction: (Which faction is your character affiliated with?) Rank: (This is for Jedi, Sith, or military characters) Occupation: (What kind of work do they do? Grand Army of the Republic medic? Droid repair technician? Jedi Commander? Sith assassin?) Skills: (Have they picked up any skills throughout their life? For Jedi and Sith lightsaber wielders, please specify which of the Seven Forms of Lightsaber combat your character specializes in.) Force Abilities: (If your character is a Force-sensitive, what kind of abilities have they specialized in?) Equipment or Weapons: (What kind of equipment and weapons do they have? Armour? A holdout blaster? If they're a Jedi or Sith, what kind of lightsaber do they wield?) Appearance: (How do they look? Do they have any distinctive features?) Personality: (Self-explanatory. Describe a bit of your character's personality.) Home Planet: (From where do they hail?) History: (Give a brief background of your character's life.) A character has to have some way of getting around the galaxy, no? If your character is a soldier, they'd likely catch rides on great capital ships. However, there are smaller ships, freighters, fighters available for your transport needs. Ship Name: (The Bonny Bunny, Sentinel's Kiss, Gertrude etc, etc. Does your ship have a name?) Model: (What make and model is your ship? A trusty YT-1300, or maybe a sleek Lambda-class shuttle. Bear in mind, the size of your ship will be limited by its crew. There'll be no giant Star Destroyers for players, at least not yet.) Function: (Is it a starfighter, an old freighter, or a personal shuttle?) Weapons: (What kind of weapons, if any, is your ship outfitted with? Please, keep it reasonable. There'll be no planet-killing superlaser on a starfighter) Modifications: (Have you modified your ship's cargo space? Weapons systems? Is there anything unique about the ship?) Background: (Give a brief background of the ship. It can be as mundane as a bargain from the used spaceship guy, to something inherited from your character's ancestors, to a stolen ship) If you have any questions or need some additional information to get started, feel free to shoot a PM to one of the staff.
  14. OOC Discussion and Profiles for The Proelium go here. My Profiles: Name: Logan CarterUsername: Terminus24Biography: Logan is a young man of 20 who recently moved to the Proelium to compete in the tournament. He lives with his older cousin, Lisa, a shopkeeper and former fighter. He helps around Lisa's shop often, but he also spends a lot of time exploring the city. He has short, brown hair, is a little under 6 feet tall, and is usually seen wearing a black shirt and a red windbreaker.Attribute: Strength: Upper Body Strength, Weakness: AgilityWeapon: Large Battle HammerOccupation: CombatantCountry of Origin: ArteliaName: Lisa CarterUsername: Terminus24Biography: A top fighter 15 years ago, Lisa, now 37, owns a shop in the Proelium. She was one of the strongest fighters, however, an accident that destroyed both of her legs abruptly ended her career. She eventually got mechanical legs, but by then she had lost interest in fighting in the arena, instead choosing to open a shop to supply up-and-coming fighters with any supplies they might need. She has long, brown hair, usually kept in a ponytail, and is about five and a half feet tall.Occupation: ShopkeeperCountry of Origin: Artelia
  15. Which of these themes would you want to see as the next LEGO RPG? Currently, there are four RPGs: -Alien Conquest by avmatoran -Lego Universe by Jacks and Brikman Schulz -Ninjago by Canis -Castle by Lord of Adders Black Two RPGs are being planned: Chima by Zakaro Exo-Force by Bulik and Floridian Citrus
  16. Ōkami RPG Discussion Topic Good day to you all, OTC Roleplayers. This is the Discussion Topic for the Ōkami RPG. Post all characters here for approval. Once they are approved by a staff member, you may begin playing from that point. Keep in mind that all rules that are abided by upon the main topic must be followed through here. Oh, and while this isn’t a rule, I suggest that if you have multiple characters you stick them all in one post somewhere on here; preferably, the first one. It makes life easier for everyone. While I doubt an FAQ will ever be necessary, here is an AQ, where more questions will be added over time – Q. What technology would/would not be allowed? A. To clarify from the main topic, anything from 1000 AD or before then is allowed, regardless of location in the world. Cannons are also found, though it’s unlikely a person will be found carrying them around. The Cannon Namahage has theirs, but it’s more magic than anything. They’re demons. What is not allowed would be anything from after 1000 AD – however, something may slip past the radar and get approved by accident, and I doubt I’ll end up retconning it. Don’t expect miracles. As numerous demons are shown during the story, or NPCs are given more description, I plan to keep short write ups and profiles here. The format will typically be as below, though with actual unique beings rather than common demons – I would like to remind you to have respect for the staff. And by the staff, I mean my Co-GM, :Advent Aeternale:, for volunteering to fulfill the position. I couldn’t honestly care less about any special courtesies given to myself, because I’m known for going a little overboard. On the subject of staff, I may end up having to get other people at some point. But not ATM. Oh, and product placement – if anything you see interests you and you have a PS2, PS3, or Wii, then for the love of Amaterasu get your hands on a copy of this game. If the visuals, soundtrack, or story don’t amaze you then I don’t honestly know what will. Those who have played the game - no spoilers unless you've put 'em in tags. Thanks Clover. Thanks Capcom. And thank you. Levacius Zehvor
  17. Ōkami RPG Host: Toa Levacius Zehvor Co-Host: .:Advent Aeternale:. 200 years ago, the land of Nippon was freed from the great evil of the lord of darkness, Akuro, once and for all. His vessel Yami was gone, as were his greatest servants. The forces of good were victorious. Or at least, that was what people thought… Setting – Story The land of Nippon is the mortal realm sitting between the heavens above and the netherworld below. One hundred years ago, the evil eight-headed serpent Orochi was freed from his imprisonment and attempted to use his evil powers to gain control over Nippon as he had once possessed. Fortunately, he was defeated before such events could come to pass, just as he had a century in the past. But Orochi was not the only demon of Nippon, and other threats emerged – though all would meet the same fate as he, reputedly defeated by the sun-goddess Amaterasu. As the demons were slain, there was a great renaissance of faith in the gods that, though it had a small faltering in the months to follow, would grow greatly in strength over the next few decades. People had faith once more, and with faith, came a lack of fear. From a lack of fear came a people able to fight against the lesser demonic threats that roamed the world. From this came confidence; from that, pride; from that, a loss of faith once more. Today, there remain people of every variety of faith in the gods. But there is a sense of danger that lies beneath the surface – as faith is lost in the gods, the demons of the world grow power once more, and areas of Nippon are swathed in darkness, becoming cursed zones. Out of a desire for power, or perhaps sheer desperation, there are those who turn to the reverence of the darkness – and desire to restore power to the great demons of the past. This is the story of Nippon, and the conflict between those who serve the powers of the gods, and those who serve the powers of darkness. Do you choose to take a side, or are you neutral to the affairs of immortals (or, perhaps, do not truly believe in them at all)? Make your choice, and enter into the world of Ōkami. Setting – Places Map, of a sorts ---> [Link] The country of Nippon is divided into three areas – Eastern Nippon, Western Nippon, and the Northern Lands. Eastern Nippon is a land that is fairly rock and mountainous, with many open areas in the valleys. There are numerous locations here, but the most important are – Shinshu Field is rightfully called the most beautiful field in Nippon. It is a large area in the northern area of Eastern Nippon. There are two large human villages that can be found; Kamiki Village and Yakushi Village. The former of the two is known for its historical importance as being the village from which the great demon Orochi once demanded a maiden sacrifice annually. Shinshu Field is dominated by Lake Harami, which is connected to a river leading to the Hana Valley.Agata Forest is a lush forest inhabited by few people, of much smaller size than the Shinshu Field, and located between that place and Taka Pass to the west-southwest. There is a holy spring here called Hitoshio Spring, along. There is a massive ruined structure located in the forest called Tsuta Ruins, along with a tower called Five-Story Pagoda.Taka Pass is a large plain surround by mountain ranges covering a large stretch of southern Nippon, giving it a mountain pass like terrain. It is the largest area in Eastern Nippon. Along the southern mountains rises Mt. Kamiji, where Kusa Village – second only to Sei’an City in size – can be found atop a quite level peak. Kusa Village is also home to the massive windmill known as the Gale Shrine.The Moon Cave may be a singular location, but takes special precedence over other areas due to its importance. It is where Nagi and Shiranui (the past incarnation of the goddess Amaterasu) defeat Orochi, and sealed the demon away three hundred years ago. The cave was turned into a shrine containing the sword Tsukuyomi, which maintained the seal until Orochi was finally freed a century later, only to be defeated – this time, presumably, for good – once more. The cave itself isn’t particularly large – save when Orochi is awake – but it does have a large system of tunnels underneath, and a massive cavernous area where the entire place is coated in ice. It is worth noting that the Moon Cave had been left as nothing but crumbled ruins up until about six months ago, when it mysteriously returned… Eastern Nippon is inhabited mostly by humans, but demons are also quite prevalent. It is rumored that there is even a Demonic Market found here, but the truth is debated. Western and Eastern Nippon are divided by the City Checkpoint. There is a massive river-canyon cutting through the country, and this space, between Taka Pass and the Southern Ryoshima Coast, is the location of one of the only crossings; a massive drawbridge guarded on the western side by a huge fortress enforced by the soldiers of Sei’an City. Western Nippon is an area mostly coastal by nature, though most of the northern or central areas are mountainous and harder to navigate. The highlights of Western Nippon are – The Southern Ryoshima Coast is a large landscaped mountainous areas further inland, harboring a beach connecting to the ocean. In the cliffs can be found a large temple known as Ankoku Temple, from where one can look to the south and see a tower called the Moon Turret.Sei’an City, the capital of Nippon, lies at the edge of Lake Beewa, a large lake found in a deep hollow, surrounded by mountains to provide a natural defense. The only access to the city is a long path between two cliffs, leading down from a high ledge of Rysohhima Coast. The city spans the surface of the lake, held by large pillars staked to the bottom of the lake. Its lowermost layer is bedrock, with a plug as a means of channeling the water of Lake Beewa into the cities many canals. The main inhabitants of the city are middle-classed, residing in the Commoner’s Quarter. The upper-class reside instead in the Aristocratic Quarter. The most significant structure of the city is the Imperial Palace (seat of the Emperor himself).The Northern Ryoshima Coast is a massive coastal area. Its main features are a set of ruins elevated on a plateau known as Watcher’s Cape, and a massive tower known as Catcall Tower. There are numerous islands along the northern coast, with the Tower being one of them. A large area of the coast was almost completely destroyed by an explosion a couple of centuries back. Western Nippon is inhabited mostly by humans, along with some powerful demons. The Dragonian people, a type of mermaid-folk, are known to reside under the waves of the ocean in a place called the Dragon Palace, and are defended by a might Water Dragon. The Northern Lands are found on an island separate from the rest of Nippon to the north-east. It is coated in snow and ice, and far from a pleasant location. It’s highlights are – Kamui, a large snowfield that makes up the majority of the land. The furthest northern regions of Kamui are home to the twin volcanoes Ezofuji, along with the large, frozen over Laochi Lake. There is a large gate known as Affun Gate that can be found here leading Wawku Shrine, a large shrine infested by demons and coated in ice and clockwork. Within Kamui can be found Wep’Keer, a large village which is home to the Oina people.Yoshpet, a large and dark forest where few travelers can navigate its confusing landscapes and strange path – made no easier when an animate, cursed tree can attack at any moment. It is a dark and treacherous place where one finds it almost impossible to escape. The Poncle village of Ponc’tan can be found here, and it is said that an ancient structure called the Spirit Gate is hidden in the deepest parts of the forest. The Northern Lands are inhabited by virtually no humans, being home to the Oina tribe and the mysterious Poncles. The greatest of demons are known to reside in these snowy wastes, as it was here where all demons in Nippon first began their spread. Setting – Inhabitants There are three major races in Nippon which players are likely to encounter. These are also the only playable races allowed at this time, though others exist. Humans are the most common inhabitants of Nippon, with nothing particularly special about them.The Oina are a tribe of human-like beings who inhabit the Northern Lands. Their appearance is similar, though all members of the Oina tribe where a mask over their face at all times. All possess the ability to transform themselves in wolves, with the exact appearance of the transformed state being based upon their personal nature. Most Oina wear clothing similar to the fur of their wolf form.Poncles are a race of inch tall humanoids also hailing from the Northern Lands. A bioluminescent glow constantly emanates from them, and they wear large helmets in the shapes of parts of insects. This, and their size, often leads to them being confused as such by humans. All glow a different color, but this color changes depending upon their emotions. Unlike Humans and the Oina, Poncles are very long lived, able to live for almost three hundred years. Poncles are known for their artistic talent, and the majority are highly loyal to the gods. The highest position a Poncle can obtain is as Celestial Envoy, an artist of the highest caliber and greatest faith who uses their paintings to remind the people of the gods. They can speak with most animals, and possess incredible strength for their size; enough to lift and toss an entire bottle of sake or leap many feet in the air. There are other inhabitants of the land of Nippon; playing as them is a possible reward for excellent roleplaying across the game. However, not all the races of Nippon are so peaceful. Over four hundred years ago, the first Demons began appearing, first in the Northern Lands and then across all of Nippon. Imps are the most common form of demon, and reside primarily in Eastern Nippon. The weakest Imps are Green, followed by Red, Yellow, Blue, and Black. Most Imps once served as followers of Orochi, and are considered by many to be cheeky and monkey-like musicians. All wear a piece of paper that acts as a mask over their face. They are not very bright. Guardians are quite similar to Imps, though much more powerful. They are only found in the regions of Western Nippon. All appear as desecrated Buddha statues without heads, with the most common therefore being called Headless Guardians. Bell, Halo, and Executioner guardians are stronger, in that order. Namahage are a category of demons native to the Northern Lands of Kamui. They all have straw raincoats and masks, but with variations in design and color. They are far more dangerous than Imps or Guardians, but legends say one may be safe by playing dead; they are friends of the lazy. While even the most common of the Namahage are a threat, there are greater variations in the order of Blade, Bucket, Umbrella, and Cannon Namahages. There are many other varieties of Demons that exist; for further information on these or other demons, feel free to contact the staff or do some self research. However, even the majority of the demons presented here are a major threat to players, if not on boss-like levels of power. Combating more powerful ones is a much tougher task for a non-divine being. Rule of thumb – if the creature is a unique being in the game (such as bosses), or if the area is inaccurate, or even if you think one of these applies, it’s not there. Players who are familiar with Japanese mythology, or just saw something cool from it, can shoot a PM if they desire to face a particular creature; the beasts appearance will then be approved or not allowed. If the creature actually has a beast from Ōkami that is based off of it, I’ll direct over to that. When demons are destroyed, no body is left - typically, a patch of flowers or something along those lines can be found, as the corruption has been purified. Setting – Gods & Major Demons Most of the demons in the realm are powerful, yes; few, however, possess much beyond a slight or average level of intellect, and none are particularly legendary in power. At one point in time, many demons of great power threatened the land; with the actions of Amaterasu and her son Chibiterasu, however, most of these demons were successfully banished or destroyed. It is with Amaterasu that we are lead to the only creatures of power equal to or greater than these demons – the thirteen Celestial Brush gods. Each of these gods represents a power of the Celestial Brush (magical implements capable of altering the world via art). The celestial brush gods are – Amaterasu – The most powerful of the brush gods is the sun-goddess Amaterasu, who takes on the form of the wolf. Her signature brush power is Sunrise, the power to make the sun rise. Yomigami – The brush god of restoration, who takes on the form of the dragon. His brush power is Rejuvenation, the power to repair broken objects. Tachigami – The rending brush god, who takes on the form of the rat. His brush power is the Power Slash, which can cut through solid stone. Hanagami – The Hanagami are technically a trio of gods which take on the form of monkeys, known as the flora gods. Their brush power is Greensprout, divided into three separate techniques – Bloom, Water Lily, and Vine. Bakugami – The brush god of explosions, who takes on the form of the boar. His brush power is Cherry Bomb, which creates a powerful explosive. Yumigami – The brush goddess of the moon, who takes on the form of the rabbit. Her brush power is Cresecent, which brings forth night by causing the moon to rise. Nuregami – The brush goddess of water, who takes on the form of the snake. Her brush power is Waterspout, which allows the manipulation of water. Kazegami – The brush god of wind, who takes on the form of the horse. His brush power is Galestorm, which summons forth gusts of wind. Moegami – The brush god of fire, who takes on the form of the phoenix. His brush power is Inferno, which allows the manipulation of fire. Kasugami – The brush goddess of mist, who takes on the form of the drunken sheep. Her brush power is Veil of Mist, which summons forth a mist capable of slowing down time. Kabegami – The brush goddess of walls, who takes on the form of the cat. Her brush power is Catwalk, which allows one to make a wall climbable whilst in the proximity of a statue dedicated to her. Gekigami – The brush god of thunder, who takes on the form of the tiger. His brush power is Thunderstorm, which allows the manipulation of lightning. Itegami – The brush god of ice, who takes on the form of the ox. His brush power is Blizzard, which allows the manipulation of ice. Depending on the balance of good and evil, some gods may die or be reborn to keep it. At the current moment, a number of the gods here were previously dead, but brought forth again in order to aid in combating the rising evil. Others, which previously held their places, are gone. Two of these are Michigami and Kyokugami. The major demons mentioned before are as follows – Orochi – The eight-headed serpent banished 300 years ago by Shiranui and Nagi, then defeated once more by Amaterasu and Susano 200 year ago. Each head had an elemental power: earth, wind, fire, water, thunder, poison, light and darkness. The bell on its back tolled 108 times – one for each desire of its sacrifice. Ninetails – The Dark Lord of Oni Island, Ninetails was a demon so powerful and arrogant as to call himself a god. Appearing as a nine-tailed fox wearing a mask, he was defeated by Amaterasu 200 years in the past. Lechku & Nechku – The gold and silver clockwork owl demons who once threatened the Oina people from their lair in Wawku Shrine. Though individually not as strong as other major demons, the two together possessed power greater than any save Akuro himself. Akuro – The demon Akuro was the source of all evil in Nippon, having been the source of all other major demons power. His dark energies previously inhabited the form of the demon Yami, who was defeated by Amaterasu; her son Chibiterasu would succeed in destroying the demon himself. At the moment, none of these demons possess enough power to have physical form; it is arguable if they actually possess any powers at all. Only time will tell. Setting – Allegiance There are two major organizations in Nippon which players may choose to align with. Others may exist, but they are generally much smaller and/or cannot be joined. Disciples of the Gods – This is a general term that refers to those who serve the gods of Nippon. As a collective, they outnumber their adversaries – the Demon Cults – but are at a disadvantage due to the lack of support by demonic forces to bolster their manpower. The faction, though composed mostly of humans, has solid support from almost all races. They are based as follows – Numerous disciples can be found in Hana Valley, the location of two shrines – one to Amaterasu, and another to the Hanagami. Priestess Mitsuko is the primary caretaker here.The largest gathering of disciples can be found in Gale Sanctuary, a shrine to Kazegami, and the source of a powerful Divine Wind that guards Kusa Village from demonic forces. The holy knight Takeshi is the primary defender here.Catcall Tower, a massive tower that acts as a shrine to Kabegami, is another large disciple base. The only way to reach the shrine at the top is by climbing the permanent Catwalk path, which allows any who are faithful to the gods to climb. The primary caretaker here is Priestess Yumi.The Poncle village of Ponc’tan is another major base of the disciples. At the moment, the Poncles are attempting to figure a person to become the 9th Celestial Envoy; the 7th Envoy, Issun, acts as the elder of the village, and the 8th has mysterious vanished. For obvious size reasons, only Poncles are found here. Siding with the Disciples allows players the potential gain access to the brush technique of the god they follow after they have proven themselves as roleplayers. Over time, they may also gain access to improved versions of the brush techniques. Certain brush techniques may work differently than in game; do not be surprised. Demon Cults – This general term refers to those who work alongside the demons that terrorize Nippon, and are attempting to bring the major demons back to their former power. Though they lack numbers, their alliance with demons puts them at even footing with the disciples. Demonic allies and leaders aside, this faction is composed almost entirely of humans; few Oina or Poncles would even consider working with demons. Wawku Shrine acts as the largest cultist base in the Northern Lands. The cultists here are attempting to bring back the major demons Lechku & Nechku, but with no success. The leader of the group is a Great Tengu demon named Taimatsu-Maru.Ankoku Temple was once a holy place; however, it has been desecrated and turned into a powerful base for the cultists attempting to restore power to the major demon Ninetails. The cultists are led by Priestess Takara.The Moon Cave mysteriously reappeared completely intact six months ago after being seemingly destroyed for over two centuries. This is the largest cultist base in Nippon, with the cultists here working to restore power to the major demon Orochi. The cultists are led by a powerful Bandit Spider demon named Jorogumo. Siding with the Cultists eventually allows players who have proven themselves as roleplayers to negate the brush techniques of their adversaries (exception – Sunrise). Over time, they may also gain access to other brush techniques; certain brush techniques may work differently than in game, so do not be surprised. Important Note – Morality among the gods and demons is white and black; the gods are good and demons are evil, without exception (though many of the gods have the occasional cruel tendencies, and not all demons are complete monsters). Their followers are a different matter, and there are shades, there are those among the disciples who are less than moral and those among the cultists who have them. Players may also choose neutrality to these two major factions, perhaps due to loyalty to another group; perhaps due to unwillingness to side with either. Perhaps another reason, even, but the reason is not important. Siding with neither of these factions does not stop players who have proven themselves as roleplayers from gaining access to brush techniques, and over time they may even learn many; however, they may never gain access to advanced techniques or the ability to negate other brush techniques. Character Creation To join the Ōkami RPG, a player must fill out the form below – Name: (It is advised you pick a name that is Japanese or otherwise Eastern in origin) Gender: (Obvious) Species: (Human, Oina, Poncle) Appearance: (Description of character appearance) Equipment: (Any equipment or weapons a character has; the currency of Nippon is Yen) Allegiance: (From above; please specify where your character is based from) Personality: (Character personality traits, preferably with flaws) Background: (The characters past life in Nippon) In terms of equipment, the technology of Nippon is probably close to 1000 AD in real world terms at this point, just for ease. However, it pretty much goes all over the place in the games, so I might make exceptions if you can point to ones from in-game. One final note – the Celestial Brush. This is the reward to players who have roleplayed well, and it can grant numerous abilities as listed above. How it works is that players who have been taught the proper technique, either through divine or demonic intervention, or through discovering old scrolls or whatever, make use of a magical Celestial Brush and enchanted ink. When the brush is held, time comes to a stop for the wielder and all around; however, their consciousness are still freed. The entire event lasts for only a few seconds, during which the Brush holder can draw on the world as if it were a canvas. However, it is also during this time that the technique can be interrupted by others; others can also put their brush techniques into use, and if one is completed first, time immediately returns to normal. To wrap it up, note that the brush itself is all that is needed; the ink is immediately applied while the technique is being used. This means that a much greater amount of ink than usual may be used up, especially if a technique is particularly powerful. You do not have unlimited brush use. RPG Rules & Regulations These are the rules that must be followed - 1. Do not godmod (bunnying, using a power you do not have or using it in away contrary to the technique itself, having equipment you didn't have before, avoiding all attacks or hitting somebody else without permission, etc.) Even if someone else did it to you, that's what the staff is for. -- 1a. I want to elaborate on a few more things. For starters, if you let your character get hit by an arrow, you'd better be willing to actually play it realistically. If you just shrug it off, that's not good. Otherwise, you're not better than the guy who just dodged three of them with ease. If you come into possession of a celestial brush, you had best also keep in mind your exhaustible supply of ink. Finally, the biggest thing of all - don't break character. You have an established personality section and backstory. Play it straight. 2. You are not your character; if you know something, that doesn't mean your character does. No meta-gaming. This applies to character interactions with newcomers - unless something on their profiles expressly states who they are aligned with or the like 3. There is a discussion topic for a reason. If you post, it must have an IC element to it. You may be spared once for doing this, but only once. 4. You may have disagreements with another player or staff member. If it's a two person thing, settle it via PM. If it involves more, then you may use the Discussion Topic, but it had better be civil. Any namecalling or the like will not be tolerated, without exception. If it goes on too long I will personally get involved, if I'm not already. -- 4a. There is slightly religious subject matter inherit to any RPG where having gods and demons is a primary plot point, though I will try to stray away from it. This is not the place to discuss it. Any theological arguments or debates will result in immediate punishment. 5. Be realistic with travel times. Oina can typically move much quicker overland than humans, while Poncles move much slower. In the cases of all three, travel will take some time. Getting from Western Nippon to the Northern Lands will take time. 6. To get characters approved - post them in the Discussion Topic for approval by a staff member. They may then be played. No character limit at the time, but I might impose one later. 7. Follow all BZP Rules and OTC Forum Rules. This should go without saying, but these rules are particularly deadly - break them, and it's not me you have to worry about. Tri to also oose propar speleng, grammer, and the lyke like aswel. It gets really annoying reading incomprehensible posts. No emoticons in IC posts. Punishments - First Offense: Warning for your actions. Second Offense: You are likely to lose some (if not all) rewards you have been dealt. One or more of your characters will be removed from the game temporarily, and return with serious injuries. Third Offense: One or more characters will be lost, permanently. You are banned for a weeks length from the RPG, and I'll figure out something to make sure you missing doesn't interfere with the plot. If you have any characters remaining, that's all you have now. If you don't, you have one more character you can create - that's it. Fourth Offense: You are banned from the RPG forever, and all characters are lost. Goodbye. If enough players advocate your return after a fortnights time, you may be considered for a weeks return with a limited character to attempt to regain good graces. Fifth Offense: You're out forever. Players who have been banned from the RPG by the third offense may use the Discussion Topic, but once the fourth offense has been made, they may not use the Discussion Topic until (and only if) they are given a final shot. Special Thanks I have a few people I should thank. First off, I thank Clover Studio for coming up with such a great game. Hard work was put into Ōkami, and it shows. I would also like to thank another user, MT (full username Toa Zehvor MT) for introducing me to the game a number of years ago. Otherwise, I probably never would have heard of it, and would be sorely missing the background music I’m listening to right now. I would like to thank Basilisk for encouraging me to try my hand at this and for listening to whatever rambling I came up with over this. I'd like to thank .:Advent Aeternale:. for agreeing to co-host this RPG with me. That way, I can actually put it up for approval. Thanks to the judges for approving this, and for Makaru giving permission to post it on here. Finally, I’d like to thank everyone I’ve RPed with. Here's to a good RPG, Levacius Zehvor
  18. Congratulations to the winners of the 27th RPG Forum Contest. There were a lot of great entries, but only three could make it to the end.Here are the new RPGs: [*]The Best Laid Plans - Tyler Durden[*]Desolation - Lord of Adders Black[*]Undying - Eduard BernsteinAs per usual, current RPGs have a week or so to wrap up and the winners can start whenever.Thanks everyone who entered, and I look forward to giving you all a theme for our next contest!
  19. RPG Forum Text-Based RPG Contest 27It's that time again. No theme this time, just give us your best Bionicle RPG!Any questions about the theme may be asked in this topic.Here's how these contests work:[*]The contest will be run every three (3) months, or four (4) times a year.[*]All members are welcome to enter the contest.[*]Each member can only enter one (1) Text-based RPG entry.[*]The only exception to this is that BZPRPG and RPG Contest staff will not be permitted to make entries.[*]There will be three winners selected in every contest. [*]The winners will be the three RPGs with the most votes after one or more rounds of voting (depending on the number of entries).[*]Whether or not a given RPG wins or not, it will be allowed to run in future contests, with the below conditions and restrictions. [*]For and RPG that lost a contest, the creator must make an attempt to alter and improve their entry before entering it in the next contest.[*]If an RPG has won four (4) consecutive contests that it has entered, it can not enter the next four contests. It does not, however, have to be altered before being entered again after its break, although the creator can do so if they desire to.[*]Example: A RPG wins two contests in a row. It is not entered in the next contest. It is entered and wins the fourth and fifth contests. At this point it cannot be entered into the next four contests.[*]Other restrictions as a result of other rules or administrative action may prevent a member from submitting an RPG. [*]At the end of the three-month interval between contests, if an active RPG does not win again, it will be closed. [*]If a former winner wins again at a later date, the creator of the RPG can choose to continue in the old topic where they left off or start over again in a new topic.[*]If the creator or members of a winning RPG break the RPG forum rules, that RPG will be closed. [*]The next runner-up from the previous contest will be allowed to run for the remainder of the term.[*]The offending RPG will not be allowed to participate in the next contest.[*]This system is designed to be more fair than the TBRPG approval process has been in the past, so absolutely no complaining. TBRPG EntriesThe following is what determines a Text-Based RPG entry. The creator of each entry must provide at least: [*]A brief introduction to the RPG.[*]A description of the setting, the time and place the events occur.[*]A history of what has happened leading up to the current situation.[*]The characters and creatures involved. Does this take place in the canonical Bionicle Universe, or is this your own island with its own heroes and villains?[*]A description on how you plan to further to story. [*]Does it follow the actual Bionicle story or take place in a setting of your own creation?[*]Is there an outline on where you plan for it go?[*]Will the players be allowed to choose the direction the story takes?[*]Is there an ultimate goal or quest, or is it merely a world for members to inhabit?[*]Requirements for those wishing to participate in your RPG. [*]Will members be taking the role of existing characters or characters you have created?[*]Can they make their own characters? If so, what sort of restrictions will be placed on them?[*]What sort of equipment, masks, stats, etc will members get when they begin?[*]Rules determining how players will interact with the environment and other characters. [*]How will the winner of battles be determined?[*]How will members buy and upgrade their equipment?[*]Will members level up? How will they gain experience? The above information can be submitted however the creator prefers. It does not have to be delineated in this way, as long as it is all there.Contest ProceduresHow the contest is going to be run. Here is the format the contest will operate under: [*]Members will have three weeks to draft and submit entries.[*]Entries will be posted in the Contest Submission thread. Any entries posted elsewhere or PMed will be disregarded.[*]At the end of this period, no further entries will be accepted.[*]The entries will be grouped into as few polls as possible for the initial round of voting.[*]Each round of voting will last for two to three days (48-72 hours).[*]The format of subsequent rounds of voting will be determined depending on the number of entries.[*]The three entries with the most votes in the final round of voting will be declared the winners. Any questions can be posted in the Contest Rules Thread or PMed to Contest Host Black Six.NOTE - All current TBRPGs must be submitted as entries if they wish to continue running.Entries can be SUBMITTED from now until 11:59 PM EST on Sunday, March 24th.You can review other entries and discuss the reviews in the Review Topic.
  20. RPG Contest #27 Final PollView the contest thread here.View the full list of submissions here.Final Poll will run March 29 - 11:59 PM Eastern March 31.You can select THREE entries! [*]The Best Laid Plans - Tyler Durden[*]Desolation - Lord of Adders Black[*]Transformation - The Lorax[*]Undying - Eduard Bernstein[*]MYSTERY - Toa Levacius Zehvor[*]The Spherus Magna Social Observation Experiment - Clockwork Kineticist[*]It's All in Your Head - Elrond of Rivendell[*]Dystopian - Replicant
  21. RPG Contest #27 Preliminary Poll PaulView the contest thread here.View the full list of submissions here.Preliminary Polls will run March 26 - 11:59 PM Eastern March 28.You can select FOUR entries! [*]MYSTERY - Toa Levacius Zehvor[*]We Live. For Now. - Canis Lupus[*]The Dead World - ToaOfAwesome[*]Transformation - The Lorax[*]It's All in Your Head - Elrond of Rivendell[*]Riddles of War - Dual Matrix[*]The Best Laid Plans - Tyler Durden
  22. RPG Contest #27 Preliminary Poll StormView the contest thread here.View the full list of submissions here.Preliminary Polls will run March 26 - 11:59 PM Eastern March 28.You can select FOUR entries! [*]Shadows of Fate - ninjamonkey3000[*]Undying - Eduard Bernstein[*]Reborn in Red - Zakar0%[*]Dystopian - Replicant[*]Desolation - Lord of Adders Black[*]The Spherus Magna Social Observation Experiment - Clockwork Kineticist
  23. This is where all OOC discussions should be taken for the RPG, Clad in Iron. This also where your profiles should be posted. List of Approved Profiles:
  24. RPG Forum Text-Based RPG Contest 27 ReviewsYou know the drill. Read the rules here. Submit entries here. Review entries and discuss reviews here.
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