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  1. THE GAME It has been only months after the Battle of Endor and the destruction of the second Death Star battlestation, and with it the Galactic Empire’s head. Both the newly christened New Republic and the Empire are scrambling, consolidating power and swathes of territory as star systems pledge allegiance to one side or the other, only to turn at the slightest provocation (or threat of bombardment from the Imperial Navy). The Empire, hit the hardest from the death of Palpatine, has been struggling with infighting as power-hungry bureaucrats attempt to claim the throne for themselves. While the Council of Moffs have taken de facto control, the initial chaos has allowed the New Republic a number of victories to push the Imperials back from the Outer Rim and to their Core strongholds. Though facts are in short supply and rumors are everywhere, the ceaseless churning of the Imperial propaganda machine being of no help, news of the former Rebellion’s win has spread like a wild fire, kicking up smaller, local resistance movements across countless worlds. However, Darth Sidious’ demise has had far more affects than most of the galaxy’s inhabitants can sense, many of which could be devastating to both the fledgling New Republic and weakened Empire. As the waves of darkness, malice, and hate that the Sith Lord had been blanketing the galaxy with dissipate, the Force shines out into void once again, seeking out those who connect to it and igniting old beacons of knowledge. The first to hear this call, unfortunately, were those in the ranks of the Empire’s dark side adepts, the Inquisitors. With Sidious gone, the group of would-be Sith Lords have struck out on a crusade for power, far more than what the previous dark lord would have allowed. This search has led some of their number to the battered world of Taris, where they pursue a Republic agent, and the information which will lead them to the biggest repository of information available: a holocron. THE PLAYERS The New Republic is a fledgling government created from the reorganization of the Alliance to Restore the Republic. Spurred by the Empire’s defeat at Endor, and the subsequent mass of star systems rallying to their cause, the New Republic has transformed the fighting force of the Rebellion to a legitimate political power. Its seat of government is positioned on the world of Chandrila, with Mon Mothma serving as Chancellor. The Republic is still relatively small compared to the might of the Galactic Empire, though discord throughout the Imperial powerbase has worked to their advantage. Its military consists mainly of starships loaned by sympathetic and member world’s planetary security forces, though Imperial warships from both captures and defectors have been added to their ranks. The Empire is currently under the command of the Council of Moffs, with the even tighter military grip on member worlds forcing many to seek help from the New Republic. Galactic Empire, a name which sent dread and despair into the hearts of being across the galaxy. The Imperials were severely weakened command-wise with the death of Emperor Palpatine, the Sith Lord’s direct approach to government proving to be a weakness once the head was severed from the body. While theoretically they are still the reigning power in the Galaxy, infighting between Moffs and the slow breakaway of star systems from their iron grip has cut down the Empire’s effective strength immensely. However, an Imperial cruiser parked in orbit is still an effective deterrent to open rebellion. The Inquisitorius, on the other hand, was a name that scarcely few would recognize, and those that did would never speak it aloud. Originally a branch of Imperial Intelligence, the organization has since grown into its own distinct entity, some say even from the Empire itself. The organization is made up of Force-sensitive individuals, all trained in the dark ways of the Sith by the late Darth Sidious and Vader. These acolytes, while not full Sith Lords, are still brutally effective Jedi Killers, and the freedom from their dark master has only made them more dangerous. Their primary objective was to hunt down and either kill or convert the remaining Jedi after Order 66, though they also worked to gather artifacts of the Force and recruit Force-sensitive younglings to their cause. The Inquisitorius is lead by the Grand Inquisitor, and the organization is quite small compared to the other military branches of the Empire. Even so, they do have their own small fleet of black-armored Imperial ships to command, in addition to what power they can take from the Moffs. THE BOARD Your story begins on the Outer Rim world of Taris, a polluted, industrial planet that has been plagued by war over the millennia. The wrecks of starships and the glass craters of orbital bombardment sit side by side with massive skyscrapers of the rich and the battered huts of the poor. While still regarded as a major world, Taris’ influence has dwindled over the years, and suffered even more so under the rule of the Empire. It is technically an Imperial planet, not many Imperials would be caught visiting. The capital city is a gleaming mass of durasteel buildings, rising just above the yellow smog, positioned next to the planet’s major spaceport. Around the spaceport are clusters of ramshackle buildings, houses, and less-than-savory businesses. Every piece of available land that isn’t swamp, and some that is, is taken up by the less fortunate of the planet’s population. On the other end of the city is the Imperial Garrison, which has access to enough Stormtroopers, Imperial Army personnel, and TIE fighters to quell most public riots. The garrison’s commander, however, isn’t too picky when it comes to where the credits in his pocket come from. Is there a way off this dreary world, well, nothing's impossible. The Force is pulling the strings, and always in motion, the future is. THE PIECES Your heroes and villains. Fields in bold are required, others can be added and removed as needed. Name: Age: Gender/Species: Only rule is being sensible when it comes to species. Appearance: Description, picture, anything that accurately portrays them works. Skills: What are the good at? Do they have any natural abilities? Force Abilities: For those that are Force Sensitive. Includes both specific techniques and passive benefits (e.g., Force Lightning or a perception boost respectively). Do note, characters are not going to be throwing X-Wings around without proper training, and most aren’t even going to be aware of the Force to begin with. Equipment: Blasters, comlinks, old rusty knives, etc? Personality: What are some of their mannerisms, how do they carry themselves? History: Who are they, where are they from, how did they end up on Taris? This RPG is going to focus very much on the advancement of characters, so starting out as the most powerful ever may hamper interaction. Ship: Do they own a starship? Affiliation: Galactic Empire, New Republic, a lone mercenary, a Hutt Cartel enforcer, who do they call allies, if they have any? Rank: If part of a larger organization, do note that Imperial Moffs aren’t likely to concern themselves with these events, and the New Republic leadership is too busy trying to keep a government together to notice. Position: Say if they’re part of the crew of a cruiser or on a squad of soldiers. Alignment: Good, evil, justice, money, adventure, knowledge, what do they value? THE RULES BZPower general rules apply, as always folks.Game staff have final say, though the personal messenger system is a powerful tool that should be used if any disagreements form.Keep it classy, that includes OOC behavior and such. Don't be that guy.Your characters are your own and others' are their own, express permission is required by a player before anything drastic is done to their character.​However, NPCs, being non-crucial to the progression of story, do not require permission. It is common courtesy, and encouraged, to ask though.Profiles only require a single approval from staff.Metagaming is strictly prohibited, the most common of which is having characters know OOC knowledge that they shouldn't have IC.Deus Ex Machina, and other devices used to get characters out of situations via impossible means are not allowed.
  2. https://youtu.be/NMJtLuMkK48 Download Kastor is a short (2 month) project I worked on, without quite meaning to: it only dawned on me about halfway through development that I'd started creating it. It's a turn-based roguelite, with the emphasis on map completion and weapon customization. Oh, and monsters. Lots of monsters. It's available for download on Android, Windows, and Mac. If you want to play it on another platform, drop me a comment here and I'll see what I can do. There are no ads, no IAPs, and (hopefully) no bugs. Just a load of 8-bit goodness. Who am I kidding: There'll be bugs. [] You can report any that you find here.
  3. Soran

    The Road to Home

    A new year, a new adventure... -------------- Soran: "Ugh… Five more minutes…" Karoro: "KaaCaw!" Soran: "Fine, all right! I'll wake up! Darn Karoros, always so noisy…" Soran: "Sheesh... my head hurts. It must be from all the rocking on this boat…" Soran: "Wait a second, why am I on a boat?" Soran: "And more importantly, where am I?" Soran: "Huh... I see no landmarks. It's just clear seas in all directions… Well except those heavy clouds over there." Soran: "Hm, open seas in all directions, no idea where I am or how I got here and with no plan on the mind except just wanting to go home. I wonder what I should do…" Author's Notes' Howdy everyone, Soran here and welcome to the TRUTH series (The Road to Home). Let me explain just what this comic series is all about. This series is a comic that centers on the backstory of my character, Soran, in the BIONICLE universe. This comic is a combination of a CYOA (Choose Your Own Adventure) and an RPG (Role-Playing Game). Depending on the question I ask at the end of each comic depends on what type of answer I'm accepting. This first question is simply "What will you do?" which is very vague and literally means, suggest something for the character, Soran, to do. You can suggest literally anything but be warned that not all actions are viable (So you can't exactly have Soran play a tune on a harmonica if he doesn't have one). There are also some actions he will downright refuse if he feels that it places his life in danger. I'll explain more at a later time as certain aspects get more relevant but for now the question is simply, "What will you do?" You may send your suggestions in either a PM or as a comment down below.
  4. I currently got idea of making browser-based online multiplayer Bionicle game. I got a rough idea about programming stuff, but other than that, my design is lacking. I am also able to make strategy game with less visuals, close to board games. It would require dedicated server (or Hamachi or Tunngle) and separate client. So, first of all, we have two possible categories of such games. Competetive - each game takes some time (may be week or two in case of browser based game), but every time it starts, everybody has same opportunity to win. You can imagine CS:GO, Starcraft II, Dota 2, League of Legends. BZP Mafia would also fit here. Those game are skill-based. I would prefer to make this type of game. MMO-style - over a time, you gain experience, items and so. This kind of game is usually harder to get into, especially with lower playerbase. New players are most likely to not ever beat veterans, even when they get into game. You can imagine World of Warcraft, Metin 2, Ikariam. Then there is genre. Strategy - I think this needs no explaining. Strategies are Age of Empires, Starcraft II, Dota and much more. Those games would be most fitting browser and gameplay focused game I plan to do. RPG - Roleplaying games. Dungeons & Dragons, World of Warcraft, Heroes of Might & Magic, roguelikes. Action - This would require bigger development team - graphics, sounds, design and programming would all be much harder than for first to genres. Both strategy and RPGs have many examples of working turn based and real time styles. Turn based - much more suitable for browser, ie. better option. Eg. Heroes of M&M, most roguelikes. Real time - might work with client, but would be of course harder to make and to play. Those are just basic things I have to decide for. The game itself is another thing. Feel free to share any ideas you ever had for Bionicle game, but couldn't ever realize them!
  5. One of a new breed of fully sapient Kraata, Sepulchral is an ambitious Rahkshi of density control whose desire to prove himself has given way to a philosophical quest for a more meaningful identity. Alternate angle Front Side Unexpectedly unsettling Daemonic, yet dignified En garde! Sepulchral's page on the Corpus Rahkshi Wiki I started this MoC around six months ago with the sole purpose of building something to wear my trans-orange Mask of Fire. It wound up temporarily set aside due to a lack of the needed parts, but when I finally decided to join Corpus Rahkshi over the summer the half-finished model served as inspiration for the appearance of my first real RPG character. Eventually it more or less became what Sepulchral looked like in my mind. And now that I've finally Bricklinked the necessary pieces, he can make his proper debut at last. As always, comments and criticism are appreciated. Edit: Image linked; please keep embedded images in BBC to 640x640 pixels / 100 kB. -Wind- Edit: Image fixed.
  6. DOWNLOAD FROM DROPBOX (version 2.5) Quite some time ago, I posted the newly created Voyage of Fear - The Game here on Bzpower. It was mostly complete, but still had many bugs and sloppy game design, as well as a critical glitch. Now, the game is back with improvements and bug fixes! Changes to the original include having all six Toa in battle at the same time and improved battles in general, as well as many bugs fixed. So the Voyage of Fear: The Game, is a fan-made game using the RPG Maker VX Ace engine. It follows the canon storyline of BIONICLE Adventures #5: Voyage of Fear, and remains very story accurate. You can see a playthrough of the game here. Of course, you want to see some screenshots to determine whether the game is worth your time before actually downloading it. So here you go (please note that the battle screenshot is outdated, as all six Toa are now in battle at once): Of course, despite all the bug fixes, there are always things to improve with the game. Please let me know what you think of the game and any improvements you would like to see in the game.
  7. fishers64

    HF RPG 2.0

    Credit for the banner goes to Toa Onaku, who helped out overworked me. Characters: You are allowed three kinds of characters: Heroes – Heroes are the force of good in Makuhero city and across the galaxy. They have powers and weapons, and can get to any planet they wish via Hero Pod or Dropship. Hero Profile: Name: [Hero name here] Powers and Abilities: Please stick to one/two main powers and one/two minor abilities. Keep it simple. For example, your character might be able to fly and shoot fire from his hands (main powers) and was specially designed for speed and endurance (minor abilities). Weapon(s): The weapon or weapons of choice for your Hero. Please be reasonable. A bunch of small throwing knives or dual swords is good. Two machine guns or warhammers is bad – stick to one per character, please. Appearance: A MoC, picture, or a written description will do. Bio: Who is your character? What is their personal history and background? What are they like to be around? Do they have any hobbies or interests outside of crime fighting? ------------------------------------------------------ NOTE: All hero characters, unless specifically noted IC, have a feed from their optical sensors to Mission Control. This allows Zib to provide guidance and direction to Hero Characters, track their locations, and contact Zib and Mission Control for help. Characters can scramble these signals IC if they wish Mission Control not be apprised of a certain event, or if they want to go rogue or off the grid. ------------------------------------------------------------ Villains and Monsters – Wanted criminals for everything from theft to violence to just plain being a threat. Villains have powers and weapons – how mobile they are is up them and their wiles. Villain Profile: Name: [Villain name here] Powers, Abilities, & Weapons: The powers, abilities, and weapons that your villain employs. Your villain may have many weapons but no powers, or many powers but no weapons, or a mix of both. Please specify what powers your villain has and what weapons they have to start, if any. Appearance: A MoC, picture, or a written description will do. Bio: Who is your character? What is their personal history and background? What are they like to be around? Do they have any hobbies or interests outside of crime and nefarious schemes? Why does your villain dislike Hero Factory and/or he or she in the business of villainy? Location: Where is your villain when the story starts? Civilians – Civilians have no powers, but sometimes they have the best weapon of all – information. Mission control has access to Hero Factory’s extensive database, call center operators are the front lines on knowing what’s up, and the media has the power to influence thousands. But that’s not all you can be. Civilians are limited to one per player – we want to focus on the Heroes – but I’m opening it up to add interactions and flavor to the world(s). Civilian Profile: Name: [Name of Civilian here] Job/Location: Where is your civilian? What is their job? If you’re a call center operator, you live in Makuhero city, if you’re a prison guard, you may be on another asteroid. Bio: History and personality of your civilian. No GModding the information powers. You do not get to magically know everything if you are in Mission Control. A good yardstick: If it’s in one of the TV shows or the books previous to the mission, HF probably has it in the database. You are allowed to bring in characters from previous versions of this RPG if you like, but their interactions will not carry over. Alluding to them in your character bio is allowed. You may create as many hero or villain characters as you like. Please do not post like ten characters in one post when there are only like 5 characters created by everyone else in sum total. That’s just absurd. ALL CHARACTER PROFILES MUST BE APPROVED BY ME BEFORE POSTING IC. I WILL ENDEAVOUR TO DO THIS AS QUICKLY AS POSSIBLE. IF YOU FEEL THAT I MIGHT HAVE MISSED ONE, PLEASE REPOST OR PM ME. Canon characters are NPCs in this game. You are allowed to play as them to support your actions. However: 1. If a canon character is an integral part of a mission (their names are in the mission briefing at the top) they are under the control of the GM for the duration of the mission. You cannot play as them in this case. 2. All players, including the GM, may play as said NPC. Their actions cannot cancel each other in an unrealistic way. In the event of a conflict, the first player’s post will stand unless I indicate otherwise. 3.All NPC interactions must be in character for that NPC. Having Stormer suddenly start break dancing is not allowed. Surge, on the other hand… 4.Be realistic in all NPC interactions. 5.You are required to have at least one original character to join this RPG. You can’t randomly walk in here and start controlling NPCs. 6.No non-canon NPCs are permitted. If you want a new character, post a new profile for them. (general guideline) GM CHARACTER KEY: Locked NPCs: These characters' headers will be posted in red. These are canon characters only I can post as for the duration of the mission - standard players cannot post as these. If you need a response from a locked NPC, please wait for the 5 minutes it takes for me to type a reply. Unlocked NPCs: These character's headers will be posted in green. These are characters that all players with active characters can post as. If you're waiting for a response from an unlocked NPC, you can just post as them to decide what they would do. Or someone else can post as them. Or whatever. Player Characters: These characters' headers will be posted in black. These are my characters, including the secret gamemaster mysterious ones. If I need to dictate another player's character's discoveries or something like that, this will also appear in black. ------------------------------------------------------------------------------- Handy Profile Reference Blog Entry: HF RPG Profiles (defunct ATM) APPROVED PROFILE LIST: (H = Hero, V= Villain, CV = Civillian) GM fishers64's profiles: Traferous Diafianous (V - DEAD), Fravi (V - IN JAIL), Adam West (V - DEAD), Tracia Tartonles (CV), 78 East (V - IN JAIL), Dan Barker (CV), Jarrious and Rwer (The Brain Master) (V), Graven Dfer (V) Approved Profiles: Arnold Scharzenegger - Flare (H), Rock Raider (V), Jack Plasmid(V), Samantha Electro(H) Dina Sauyama - T. Pecs (V)Durahk: The Skull King - Mr. D (CV)Fallen Cor - Erik Jet (H), Darren Wolfe(H), Henry Flint (H), Helena Corona (CV), Dr. Xaal (V)Ghidora - Ghid Squidulus (H)Jayne Cobb - Dane Hellsend(H), Agent Epsilon (V), Blake Crosshair (H)Jiming - Reyna Pherae (H)Lugh - Coquelicot(V)Lucina - Matteo Focus (H)masterchirox580 - Kavok Quake (V)Makuta Luroka - Breaker (V)Nato Greavesy - Crowley(V), Mr. Vyle (V), Saracen Rune(H), Silva Raine(CV), Marcus Vex(H), Anamnesis (V), The Creator (V), Sir Reginald Buckley (H)OLISI - Agent Theta (H)Petewa - Smitty Slink (H)Pumpress Sumira (aka Shadow_Ignited) - Nevra Joyū (H)PyroLizard Prime - Arsenal (V), Jason Ferro (H), Scourge (V), Wilhelm Gorn (H) The Other Other Alex (aka Scorp) - Aza and Ezec (both V), John Striker (H), Kathrine Scarlet(H), Kaiba Blader (V), Jade Riley(CV), Max Vale (V)QuirkyTurtle - Amalagation (V)Rylinth Anderfel - Alex Drift (H), Echo (H), Cobra Shard (H), Marrow (V), Gabriel Bliss (H)Shard the Gemknight Toa - Azure Striker (H), Gadget Thompson (H), Ryker Bullet (H), Xiphias Billade (H) Some Random Phrase - Extrax(V), Marcel Bolt (H), Parcival Overflow (H)Smudge8 - Fred Stinger(H)Toa Onaku - Daxer Phyrus (H - dead), Jimmy Abacus (H), Nimius Ardor(H), Titanos Forticus (H), Delta (V), Captor (H), Franklin V. Stone (CV), Var Vicious (V), Lilith Specter - "The Wraith" (H), Necrissa (V), Andrea Plume (H)Timeimageness - Leighla Artemis (CV), Riot (H), Epix (H)Unit#phntk#1 - Jonathan Splint (H) Vicarath - Robert Shade (H)Vestak - Night Stalker (V)ZippyWharrgarbl - Eloise Thumper (H), Wilbur Flood (H), Mara Quiver (H), Dorothy Quark (H), Ken Render (H), Mona Selphi (CV), Orukam Amayika (V) Ship Profiles: Mission #3 update SHIPS --> SHIP RULES 1. All approved characters, whether Heroes, Villains, or Civilians, are allowed to own their ships to battle against the Brain Master. 2. Ships may be posted along with the characters that pilot them to battle, but they will not be approved if their drivers aren't approved. 3. Large Ships require three approved characters and two players playing them to be a thing. 4. No ship G-Modding 5. You are not required to own your own ship for this mission. You may choose to hitch a ride with another approved ship, use a standard dropship, or battle the Brain Master's forces and other villains on the ground. 6. See below. SHIP PROFILE: [Name of the Ship Here] Ship Size: You may specify Small (the size of a Hero Dropship, suitable for 1-5 passengers, small weaponry like guns and lasers), Medium (up to 10 passengers, can have a few large weapons such as a cannon or space for hauling cargo or torturing prisoners), Large (think the size of Traferous' ship). You may also specify the size of your ship in more specific detail if you want something in-between. Pilots (these are PCs onboard): Who is onboard? You may have more than one character aboard your ship. For any vehicle larger than Medium size, you must have at least three PCs on board to start controlled by no fewer than two players. This is to prevent G-Modding. (there will be no penalty if a character leaves the ship IC later) NPCs onboard (if applicable): Small vessels are not allowed to have civilian NPCs, medium vessels are allowed one or two. Large vessels can have up to 50. Please specify what they do - do they operate the weapons? the engines? Villains aligned with the Brain Master may have brains aboard ship as NPCs. IMPORTANT: Hero NPCs and Mission Control characters (Zib and Quadal) cannot be claimed for a ship here. If they join your vessel, your character will have to ask them IC, and they may turn you down. Communications Systems: Who can your vessel communicate with? Hero Factory? The Galactic Conspiracy? Traferous? The Brain Master? Nobody? Somebody else? Everybody? Navigation and Drive: For Heroes, this section may be brief. What sort of navigation information is available to the pilot? Are their 360 degree cameras? Extensive star maps? How is the ship piloted? Like a standard Hero Dropship? Multiple battle stations? Any special considerations should be listed here. Weapons Systems/Armor: What weapons does the ship have? Does it have thick armor plating, cloaking devices, or energy shields? Indestructible vessels will not be tolerated. Propulsion Systems: How fast and agile is this vessel, and how does it move? You don't need to go into oodles of detail, but please keep in mind the laws of physics - a heavily armored vessel is not going to be agile. Also, to be clear, propulsion is related to acceleration in space, not speed, considering the lack of friction in space. Land vs. Dock (Atmospheric): Can your ship land on a planet or asteroid safely? For most small and medium-size vessels, the answer will be an obvious yes. Large vessels is an open question. GM NPC PROFILE TAPE: I was asked after some confusion about NPC capabilities during the first mission to write this up. So here we go! tape Name: Mr. Makuro Job/Location: Mr. Makuro is Hero Factory's founder and main inventor of new technology. Bio: Mr. Makuro is a gentle, soft-spoken inventor with an air of charisma and dignity, especially when explaining his newest inventions to eager crowds. However, Mr. Makuro actually believes that new inventions and innovations are the answer to just about every problem and puts too much trust in them for his own safety. He also doesn't deal in politics very well, despite his charismatic polish, and frankly is more at home in his inventor's lab. * * * Name: Zib Job/Location: Zib is the overly-stressed out leader of Mission Control, responsible for keeping Heroes informed and on their way to their next battle. Bio: Zib has been in Mission Control for as long as anyone can remember - at least, from the day that Mr. Makuro decided that he wanted to focus on inventing new Heroes instead of directing missions. While Zib does have a whole group of other Mission Chiefs to assist him, for some reason he is often the one that other heroes refer to. Name: Zib Job/Location: Zib is the overly-stressed out leader of Mission Control, responsible for keeping Heroes informed and on their way to their next battle. Bio: Zib has been in Mission Control for as long as anyone can remember - at least, from the day that Mr. Makuro decided that he wanted to focus on inventing new Heroes instead of directing missions. While Zib does have a whole group of other Mission Chiefs to assist him, for some reason he is often the one that other heroes refer to. * * * Name: Jawblade Powers, Abilities, & Weapons: Jawblade has two blasters that he can use to blast fire, and nasty jaws. He is also capable of swimming really fast and limited on land movement, using a levitation power. (That's the only way the Breakout scene where he's punching Stormer makes any sense.) Appearance: Yarr. Bio: Jawblade has been in and out of Hero Factory containment. His original crime was trying to get into the power conduit to Hero Factory underwater to disable it (see book Legion of Darkness). He also escaped in the Villain Breakout and used Oxidium against the Alpha Team member Stormer. He also enjoys swimming. Location: Hero Factory Villain Storage, maximum security. His Blade weapons have been taken from him. * * * Name: Black Phantom Powers, Abilities, & Weapons: Black Phantom is a strong and muscular robot with a very large power reserve, something he has used to his advantage. He also has a combination blade/mace weapon and his collection of Aracknix drones, which can divide and combine with each other, fire energy blasts, and create fields of energy. Appearance: Yarr. Bio: Black Phantom was once the leader of the Legion of Darkness, a villainous organization that nearly destroyed the younger Hero Factory, and orchestrated the villain breakout. He is cunning, ruthless, and sadistic. On the extremely rare occasions when he is not plotting, he has played chess against computers and violent video games. He doesn't like the company of others, and when things aren't going well he is known to simply disappear. Location: Hero Factory Villain Storage, maximum security. His drones and the maceblade have been taken from him. The drones have been released back onto the planet where they are from, making it unlikely for him to get them back. * * * Name: Corroder Powers, Abilities, & Weapons: Corroder has the ability to create, control, and absorb acid. He's also a fan of gas bombs, which give off a nasty odor and can corrode stuff. Hence the name. He also has used a pair of claws to focus his acidic powers, and a shoulder blaster. Appearance: Yarr. Bio: Corroder once attacked a prison asteroid and was imprisoned along with Von Nebula. He escaped in the Breakout and was recaptured. Corroder has a reputation for acting arrogant and dim-witted, which is plenty dangerous given his power set. Location: Hero Factory Villain Storage, maximum security. His claws have been taken from him, and his cell is made of reinforced concrete in addition to laser bars all around him. * * * Name: Merrick Fortis Powers and Abilities: Merrick Fortis has powers similar to the Kanohi Volitak and strength capable of throwing Bulk across the room. He has telescoping, x-ray, and infrared vision. Weapon(s): Merrick carries a single grappling hook weapon. Appearance: So sloppy. Bio: Fortis is the leader of the Hero Recon team. He paid a visit to Quatros to spy on Witch Doctor and appointed Rocka to watch Villain Storage during the Breakout. He's also kept track of Vex's and Striker's recent adventures on Tranquis and Streptos, but left the actions to Zib. He also knows all of Hero Factory's systems better than even Zib, and installed a few of his own. (One of which flips the Hero Testing Area upside down.) * * * Name: Queen Beast Powers, Abilities, & Weapons: Queen Beast has the ability to create, control, and absorb acid. She also makes coccoons capable of imprisoning a Hero, Civilian, or even a villain in a state of stasis, unable to wake up until someone opens or destroys the coccoon. She wields a sharp-bladed staff, and has enough strength to knock over a Hero with one swipe. Appearance: Queen Beast is blue and orange in color, and has six limbs - four legs and two arms. Bio: Queen Beast is normally a benevolent and caring creature, living peacefully under Antopolis and caring for the evolution of new beast-like creatures. The evil brain controlling her, however, is filling her head with the idea that the inhabitants above at threats to be destroyed. She is resisting with a fair degree of success, but the other beasts aren't so lucky. Location: Below Antropolis. * * * Name: Julius Nex Powers and Abilities: Julius Nex is the poster boy for Hero relations, spending time on social media with the civilian population regularly. He carries a triage kit capable of healing, reviving, or modifying any hero in the field. Weapon(s): Plasma blaster, laser cutter, and Breakout-style Hero Cuffs. Appearance: This set looks ugly. Bio: As part of his programming for Hero relations, Nex is witty, charming, and a shameless flirt. He's been on a whole bunch of missions by now, revealing that he also is ambitious and goal oriented. When he's not checking Herofeed or Herobook, he can be found enjoying a game of roboball with Furno. ------------------------------------------------------ Mechna Mechna is particularly famous for three things: factory tours, mechanized theme park rides of various kinds, and manufacturing of various kinds of technology. Huge disparities exist from rich villain apartments filled with slaves to slum districts where low-level villains scrape by on petty crime to hotels to factories. The one thing that it all has in common is the slick metal plating, the robotic arms, and the incredible amount of other industrial equipment. 1. The Grunge District - Most classy villains would stay out of here. Everyone on the street will rob you blind or kill you to rob you blind. The area is famous for the excess of shady bars and female pleasurebots like what Fravi once was. This place is in terrible repair - the oldest section on Mechna, this place is filled with broken down technology that no longer works. Many bots scrape by repairing or disassembling these machines and selling them in the other districts or even off planet - for the highest price they can get the suckers to pay. 2. The Middle District - Many villains live on the lap of luxury here. Although this area actually isn't preferred by most rich - they usually prefer lush and green planets to the dingy smog of Mechna, the constant thrum of machine noise, and the threat of theft. Instead, this area is composed of apartments that middle-class villains live in with their modest slave holdings, and some that are rented to high-class villains in timeshares for when they have to be on the planet to conduct business. These two districts abutt and blend together and aren't distinguished by those names IC; the OOC distinction is just to show the difference. The Middle District is North of the Grunge district. 3. The Government Hall - This old yellow building - it used to be white - houses the council that runs Mechna's government. Rumors have been circulating that the Galactic Conspiracy has significant inroads here. 4. The Slave Market - These are underground in the Grunge District and the Middle District. Many villains in the Middle district will venture into the Grunge District for lower prices on slaves. 5. Factory Area/Slave Living Quarters - On the opposite side of the planet from the Tourist District, the Factory Area abutts the Middle/Grunge area. Conditions in this area make the Grunge district look like a nonstop party. Slaves are kept in cells with barred windows and are rarely allowed to venture out. Slaves are run on murderous four-hour rotations and punished mercilessly for any mistakes. Many dream of being a house slave in the Middle District as a better destiny. 6. Tourist District - On the opposite side of the Government hall from Middle/Grunge and the Factories is the Tourist district, filled with theme park rides like rollercoasters and ferris wheels. There are also five "clean factories" that the government uses for tours - ticket prices are the only thing making these operations profitable. GALACTIC MAP (WIP): Rules: 1. All BZPower and Lego RPG rules apply. No GModding, bunnying without permission, autohitting, or other RPG ills. Tennising is OK for the most part – with our small player base, two characters or players interacting with each other is fine. However, if a third character or player enters the situation, please acknowledge their interaction as well – that’s just common courtesy. 2. Heroes cannot perform Nova Blasts. 3. Powers involving food – i.e. donuts, cake, pie, ice cream, or other similar edibles are not allowed. 4. Unless indicated otherwise, I am the gamemaster of yonder RPG. If you have a problem with one of my decisions, please take it to a PM to avoid disrupting the interaction. Unless I indicate otherwise, all decisions are final. 5. Please use IC and OOC for your posts. 6. Please respect all decisions made by your fellow members in their choices of interaction. Unless it falls under rule #1, taking issue is a waste of space. If you must, take it to a PM. 7. Please respect all decisions made/warnings made by the Lego RPG staff. RPG Staff/Gamemaster: fishers64 Missions: Periodically, I will be bringing you, the players, assignments from Mission Control. If you are a Hero, you may choose to join the Mission, and if you complete the mission you will receive a reward. If you are a villain, you may feel free to oppose the mission in any way that you see fit, and if you successfully oppose the mission you will receive a reward. Unlike in the typical Hero Factory storyline, villains do have a chance of achieving your objectives. Play your cards well, and you may be the future crime master of the galaxy. You are not required to join or oppose a mission – you may choose to do your own thing. You may also allow your own thing to intersect with the mission at hand if the story allows. Current Missions: Mission #4: In the Mirror Canon NPCs involved: Mr. Makuro, Black Phantom, Von Nebula, XT4 The Valos system is a tortured place to be. Unlike the Streptos system, the Tranquis system, or the Makuro Belt, the star of the system is surrounded by an oddly crackling force ring, which seems to be responsible for the nasty changes that the inhabitants have to endure. Legend has it that several planets have passed through the star itself, only to reappear later - which would explain the planet that just appeared two years before. It is in this system that the planet Mechna can be found, home to robotic slavery, trafficking of said slaves, and sweatshop factories that make Makuhero City's factory district look like paradise. Crime runs rampant among the city streets - but the truth is, no civilianslive on Mechna. Everyone on the street is a villain - just some more nefarious than others. And all of the villains keep their slaves - civilian or not - locked up. Except for the public government of Mechna, who sweeps all of that under the rug and presents the gleaming metal hallways and robotic arms as a tourist attraction. None of the government sponsored tours reveal what that planet is really all about - selling goods for the highest profit imaginable. The latest sponsored tour, however, has included something that no other tour has dared to include - a sweet portal into the unknown. Except that no one has come back from the portal yet, and...it has grown so big that another planet nearby has called in to say that Hero Factory might be interested in investigating before the entire planet of Mechna...and maybe the entire Valos system...is sucked in. Hmm. Seems like a villainous plot if there ever was one. Or like...5? Hero Objectives: 1. Investigate the person who called in about the portal. 2. Go to Mechna and investigate the portal itself. 3. Investigate the planet of Mechna itself. 4. SECRET OBJECTIVE (this has to do with the portal) 5. SECRET OBJECTIVE (this has to do with Mechna, and some old friends) Villain Objectives: 1. If possible, destroy the Astral. 2. Conceal the true nature of Mechna, and the portal. 3. SECRET OBJECTIVE (again, having to do with the portal) 4. SECRET OBJECTIVE (this one is for the old friends) 5. Help Traferous fix his ship and get out of Makuhero City (this is more local). ------------------------------------------------------------------------------ CHARACTER PROFILE POSTING NOW OPEN! I will make every effort to approve or return profiles as quickly as possible. Character profiles must be posted IN THIS TOPIC. PLEASE SPECIFY WHETHER THE PROFILE IS FOR A HERO, VILLAIN, OR CIVILLIAN IN THE PROFILE UPFRONT. MAKES MY LIFE EASIER. THANKS.
  8. Reviews for XMDN here! Don't be too mean, I don't think my panda heart can take it. As time goes on, more of what happened here will be revealed. Have fun, hope you enjoy it!
  9. Now for ten years, we've been on our own. The radio in the corner was blasting out Don McLean. Part of a block party weekend or something. He rubbed his eyes, squinting at the light coming in through the window, licking dry lips. And moss grows fat on a rolling stone. He had a headache. But that's not how it used to be... The radio exploded, his headache receding after the intial spike from the sound of the detonating speakers. His toothbrush was somewhere around... He stumbled into the bathroom, nearly tripping over a drumset, splashing water on his face, reaching for his toothbrush. His mouth felt grimy. The toothbrush helped. He spat, watching the running water swirl down the drain, turning it off. His phone was buzzing. He ignored it, pouring some cold coffee from the pot he made the previous night and drinking it in one gulp, grimacing at the flavor. Some of his hair was falling in his eyes. He ran his hand through it, sending it into disordered spikes, pulling a black, rubber plated riding suit on, grabbing his helmet from where he'd dropped it when he came into his apartment the previous night. Plus side of a one-room apartment. Not many places to lose things. He paused at the door, looking back toward the phone on the counter and sighing, picking it up and sticking it into a pocket on his suit. He didn't turn the screen on, no reason to check the messages right now. The elevator creaked downward to the garage, pausing for a full twenty seconds at the bottom before the doors finally decided to screech open. He winced, the sound of the elevator bringing on a new throb of pain in his head as he stepped out, a plain black motorcycle sitting in a near parking spot. Well, it looked black. Bits of the original green paintjob still showed through, but repeated scorchings, scrapes, and general abuse had fractured it off. "This'll be the day that I die," he sang softly, the spark plugs deep inside the machinery of the cycle reattaching, the engine roaring to life. He got on slowly, pulling his helmet on, latching the airtight seal onto his suit. It was surprising how useful that seal was, especially because he could cut out a lot of sound if he wanted to. As the shout of the engine faded into blissful silence, he sighed-then grimaced at the smell of bad coffee on his breath. Oh well. Beast couldn't be picky. *** "Soundbyte and Remus will attempt to distract any enemy combatants while Errant tries to sneak in and free the hostages from behind. Errant, I'm downloading the blueprints for the building to your phone, along with my suggested route. Soundbyte, Remus: Be loud, be obnoxious, fight hard but not too aggressively. We don't want them getting worried and executing anyone before Errant can get to them." He nodded. True, a drunk didn't paint such a pretty picture... But Beast looked old, grey patches showing up in his blue fur, his catlike eyes weary from years of worry. Remus was immortal, so of course she looked the same. Alistair was still in his twenties, still looked good, their personal Knight Errant a tall, brown haired man with polite speech and smile. Might as well be the face of their little triumvirate. The X-Men. Down to a drunk, a knight, and a wolf. *** The X-Men. Down to a few seconds. He was running, his powers stretched to their absolute maximum, the entire universe creaking past him in slow motion, light starting to burst through the walls of the medical clinic- Reaching for the black-haired boy with him, gold brooch on his chest- Grabbing him, continuing on, dashing through the open door, glow melting through the room behind him. He had to go faster. His body started to tear under the strain of being yanked almost entirely out of the timestream. The light was burning closer. Faster. It was at his heels as he ran. FASTER. Time was disintegrating as the light caught up, burning him away, agonizing pain tearing through him so unmercifully slowly, tearing through his burden- The X-Men. Down to a few seconds. He was running.
  10. Revenge, the MOC Revenge is a character in Corpus Rahkshi. He was my first RPG character and I finally got around to making him a MOC. I had to make something up because I don't have a Rahkshi head in black which ended up being a good thin that way I could put his eyepiece in (yes that is supposed to be there). His weapon launches exploding Zamor sphere launcher with a small dagger-like attachment. Overall I am glad about how the MOC turned out. More Poses Fighting Stance No weapon Crossed Arms Flight Mode Action Pose Action Pose 2 A quick thanks for everyone at Corpus Rahkshi for all the fun I have had over there!
  11. Hello again. After the success of my first batch of Rahkshi posted here, a second batch was inevitable. The only question, as I kept promising they'd be here eventually, was when. Well, I'm finally posting them. Thirteen more characters from Corpus Rahkshi, a TBRPG run by Wyrd Bio Ful Araed over in Bionicle RPG. The premise, for those of you who've never heard of it, is that Rahkshi are beginning to manifest sapience, and to either train them as elite warriors or keep them under control the Brotherhood of Makuta has stuck them all in a school, known as Corpus Rahkshi. It's a load of fun to play. So with the obligatory intro out of the way, it's time to finally show the MOCs. * * * Gaever, played by Sergei Rahkmaninoff | Swiss Army Hands Gaever is my brilliant engineer with a slight superiority complex. She's extensively modified her own suit, implementing speedy spring-loaded legs, blades on her forearms, a Rhotuka launcher, binoculars, and all the tools you'd expect to find in a swiss army knife within her fingers. She shamelessly believes that by virtue of her incredible intellect and upgraded suit that she is superior to other Rahkshi, disdains the arts, and doesn't know how to speak in anything other than needlessly complicated words, though, so she's possibly not the most pleasant of Rahks. * * * Doubt, played by Ghidora131 Doubt may frequently to try to smash things with his oversized hands and the flail attached to his wrist, but mostly he's reasonably friendly, especially towards Matoran. He prides himself as being reasonably good at tinkering, and hanging from his chest on a short chain is a small watch. * * * Karzfire, played by Dallior: Rahkshi Lord Short, but strong, Karzfire is more than willing to crush anything that gets in his way with his two glowing purple hammers. Though he respects strength, his inclination for the smashing of smaller Rahkshi's heads into the living stone walls may lead to him being not particularly well-liked. * * * Blades Only | Abyssium, played by avmatoran | Staff Only Abyssium has the calculating mind of a strategist, and the combat-loving heart of a warrior. Though careful not to openly show it, he's also intent on either escaping from or rebelling against the Makuta along with his sister, Anubissium, and anyone else he trusts enough to have by his side. He's not gotten far with this, though, and unfortunately he missed out on Kat's escape entirely. * * * Kat, played by Chumpu | Action Kat is confident in her abilities and intensely loyal to her friends. She has become something of a leader, and as part of this role has revamped her suit, both repainting herself and adding extra protective armor to her upper body. Kat is one of the few level fives and most accomplished warriors in the school - and now, outside. For she has devoted her skill as a tactician to leading an escape, an attempt to bring her people out of the tyranny of the Academy to safety and freedom far away. * * * Steaming Vented Carapace | Fang, played by Click | Standing A strong believer in the virtues of freedom and morality for Rahkshi, Fang has worked alongside Kat to lead an escape for those he trusts. When Kat altered her armor to go unidentified, Fang followed suit, undoing prior modifications to his armor and replacing them with others, leaving him as lanky as ever but shorter than average and with vents along his carapace which eternally spew steam and heat. From these vents he took his alias, Vent. He may have lost his sword, but remains as dangerous as ever with his level four plasma blasts. * * * Flabbergaster, played by Ghidora131 Due to a prank played during his creation, Flabbergaster is an incredible glutton, said to be the fattest Rahk ever known. He also competed briefly for the title of most insensitive when he interrupted mourning over the death of Exxan with repeated complaints that it wasn't a real funeral, followed by a brief and easily refuted attack on Kat, but since then has managed to be fairly less annoying to most. * * * Exxan, played by Of Australian Origin... | Action A pragmatist, self-confessed nerd, and somewhere between grudging comrade and arch-rival for Fang, Exxan recently heroically sacrificed himself on the island of Visorak to hold back the hordes while his fellow Rahkshi retreated. ...Not. He survived, somehow, and made his way back to Nynrah in a plot twist every player seemed to see coming despite the fervent repeated denials of Nato (as Of Australian Origin... is known) and his confidant Click. Exxan wields the poisoned jian sword Rememberance (I think, he might have lost it on Visorak) in addition to his formidable level four Vacuum powers. * * * Poly, played by Chumpu | Action From the beginning, Poly was unstable. Which was understandable, for his Rahkshi suit - made from another New Breed Rahk - retained its intelligence, and often spoke to him mentally, urging him to violence. As time went on, though, he only became more unstable, with even a third voice manifesting in his head until finally he reached the creepily unified tranquility of three voices working as one with eery calm to preach a message of 'ascension' to all... and show those willing to listen the world through the eyes of an empty suit belonging to a Rahkshi not long dead. * * * Xara, played by Of Australian Origin... | Standing Xara is a warrior, through and through. She fights to win, and very reliably does - a fact she knows all too well. She's managed to open up out of her generally hostile, merciless manner as time goes on, though, making more than a friendship with Glass and coming to adore a Shallows Cat kitten named Sand he gave her. Her level four chain lightning and prowess as a warrior make her a valuable addition to the party of escapees lead by Kat. * * * Tangirahk, played by Lewa the Soaring Champion | Not Playing Tangirahk's unusual armor was devised by a a Makuta on a mission: create a feminine Rahkshi suit. The first Kraata to try the suit was Tangirahk, who proved satisfying to her mother, and the two grew close through music. Eventually, though, Tangirahk chose to go to Corpus Rahkshi, bringing with her only a violin as a reminder of her mother and her gentle and musical personality. * * * Recherché, played by Kaneo Takarada | Action Clad in the gloriously powerful armor of an apex predator and wielding a fearsome macuahuitl of darkest metal, Recherché is a force to be feared. In addition to his great strength and size, he possesses a positively sesquipedalian vocabulary, with which he eloquently communicates his claims of past grandeur in nearly any profession you might name. These claims are only of doubtful validity, though, for his talent would appear concentrated primarily in violence. * * * Lucid, played by Sergei Rahkmaninoff | With Plants Lucid's connection with reality is shaky. She converses with plants, walls, doors, her imaginary companion Jorflaz, and chairs. (Though never the floor - only someone really off their rocker would talk to the floor.) Her belief that the stars hold the wisdom of Fate is unshakeable, and she claims that she can tell a person's name by reading their palm. Don't be surprised when she warns you there might be Worflanges in the caves nearby, or Dervaki is planning on stealing your slipper, or something even more bizarre. But pay attention, and occasionally you might find that in coexistence with her absolutely loony worldview there lies great wisdom in her words. And if she hits her head and speaks of the future in a powerful faraway voice, take heed, for twice before her prophecies have come to pass. * * * Once again, you can check the full-size qallery (when it's public) if you want ridiculously large versions of these images. Anyways, there you have it: thirteen further characters from the Corpus Rahkshi RPG, as envisioned by myself. Regardless of whether you avidly play the RPG or haven't the faintest idea what it is, constructive criticism, comments, and of course upvotes are all very much appreciated. Even if you don't care to leave any of that, though, thanks for looking through my work. I hope you enjoyed it.
  12. Welcome to the discussion topic for Breaking Point. This topic is for extended OOC discussion for the game, as well as profile approval. The profile form can be found below and all profiles should be posted here for approval and archival purposes. Have fun. Name: Self explanatory. Age: Also fairly self explanatory. Gender: I feel like I really don’t need to explain these first three headings; gender goes here. Occupation: What does your character do for a living? If they’re military, please note rank here as well, bearing in mind that most of your characters aren’t going to be very high ranked. Appearance: What does your character look like? Please be detailed. You don’t have to write a novel just about how your character looks, but please be more detailed than just jotting down a few characteristics. Equipment: What does your character carry? Weapons, medical supplies, things of that nature go here. Also use this spot to denote possession of a Walker. Skills: What is your character good at? Be reasonable, they’re not some unstoppable super-ace. Personality: While I understand that personalities are hard to pin down at first, please include an overview of your character’s general behavior. Bio: Every character has a history, and here is where you outline that. This can be incredibly detailed, or fairly basic; just please give a decent overview of their past, even if other characters will not know it. Weakness: No one is perfect. What is your character’s weakness, be it a fatal flaw or an insufficient skill? Profile for Arsenal Walkers: Base Model: Even customized, all Walkers have a base frame. The ones that players can start with are outlined above. If you wish to use a custom one, that is permissible; but you have to give a fairly detailed overview, and be aware that it must fit in with other mass produced models. Designation: Even mass produced machines need something to differentiate them. What is this specific unit called? Appearance: Describe its appearance, with particular attention to how it differs from a stock model. Armaments: What are its weapons? Be reasonable, and bear in mind what the model of your choice could feasibly use. Weakness: All machines have some kind of flaw. Pilot: Self explanatory. Who pilots it? Approved Profiles: Chloe Antequil Frederick Hitcherson Patrick O'Sullivan Susan Dreary Ethan Flannery Christoph Lockheed Rejiva Fedorova Andrei Isidorov Samantha Aife Sofia Scarlett Benjamin Armbruster Lukas de la Rosa Casey Maxwell Guinevere Talal Kasper Harken Nadia White As Rojo Ayane Inoue Jason Ryder Maigo Koizumi Kam Siu Din Luna Marcus Johnathon Peters Vivianne Montanari-Favero Zale Less Natalie Martell Hassan Bin Ahmad October M. Brightbridge Robin Hartwell Staff:It's a Gundam MkIIAn/A BladeCosta Vespula
  13. Breaking Point Rarely is progress, drastic progress, a linear and consistent process. It comes in fits and starts, inventions that spark a period of rapid advancement and revolution. The Industrial Revolution of the 19th century was one, the start of the Digital Age another. Progress, of course, continues after these revolutions; but they are the spark. Thirty years ago was such a revolution. The establishment of the very first colony outside of our orbit. It wasn’t very far, just near the Moon, but it was groundbreaking. The first success, funded in large part by private entities, was the start of rapid expansion. Colonies were springing up further and further away, each one more populated than the last. Within fifteen years there were several dozen self-sustaining colonies between Earth and Mars. Some funded privately, some publicly, but all several days beyond easy reach. At the minimum. The furthest colony to date takes weeks to reach. Once upon a time, it would have taken the better part of a year. Advancements in propulsion have cut that time down, but it still is a trip not to be taken lightly. This relative isolation, naturally, led the disparate colonies to band together. Eventually they sought recognition by the Earth Federation, the governing body established some seventy years ago, as an entity all their own. The Ark Union, as they called themselves, earned as much sovereignty as any member state of the Federation. Not that everything was perfect. Even now some states refuse to join the Federation, and small-scale border skirmishes occur every few years, if not months. None are large enough, or united enough, to engage in outright warfare with the Federation but the sentiment is there. Some took advantage of the relative autonomy found in space to establish themselves as roving bandits, fueling even further the development of arms for the new age. That field would experience its own revolution, however, when he Ark Union developed the Arsenal Walker. The term used to be just the project’s code name, but it was quickly adopted as the name of the new weapon system. A humanoid machine, roughly twenty five meters tall, controlled by a pilot seated in an interior cockpit. Multitudes of thrusters arrayed on its frame provided for exceptional maneuverability in space, and its humanoid design allowed for much more adaptability to situations. This machine, AW-001, was more a testbed than a true product. It lacked refinement, and it lacked for weaponry, but it was a powerful statement. The creator, the Dyson Foundation, had also funded the creation of the very first colony. AW-001 has its roots in equipment designed for heavy lifting and construction, both in and out of atmosphere, but one of their engineers saw its potential. Notably, the Dyson Foundation sold the framework for the AW-001 to anyone willing to pay. Independent engineering propelled the system forward rapidly, multiple corporations tweaking and improving upon the design. After a time, even the Earth Federation, seeing the way the winds were blowing, purchased several frames. Engineering them for use on Earth’s surface was a more difficult task, but one taken very seriously. For alongside the revolutions in engineering, news of certain other practices in the colonies was breaking. An inspector from the Earth Federation found that multiple government-funded projects were undertaking illegal genetics research into cloning and gene manipulation, using the results as an easy labor force for the colonies. Despite sanctions by the Federation, the work continued. Eventually the practices became widespread, leading to mounting tensions between the Federation and its member entity. Those tensions continue to this day, thirty years since the colonies were founded. The isolation of the Ark Union made investigations into its activities difficult, and its representatives, seeking space to expand upon the Earth itself, have become increasingly belligerent. As the sanctions mount, so too have tensions between the Federation and the Union. Tempers are running high. On this eve, the thirtieth anniversary of that first colony, many are left to wonder; is the world fast approaching a breaking point? Summary: To make a long story short, a wide range of colonies between here and Mars were established thirty years ago. The colonies invented Arsenal Walkers, the war machines currently in use by all factions, and began using cloning and genetic manipulation to both engineer their citizens and their work force. Tensions between the Federation and colonies are high, and may be approaching a breaking point. You will play as a civilian or soldier of the Federation, stationed in Horizon. As these events unfold, you will have your part to play. Setting: Miles from where a continent was cut in two, one of half a dozen pipelines to space has become the nucleus to a thriving city of around four and a half million souls. Horizon is one of half a dozen such cities, cities that sprang up around the sites of the most critical pipelines to space: mass drivers. The massive complex used to bring people into space is situated in the outskirts of the city, connected by a major highway to the heart of the metropolis. The complex, in addition to the mass driver, houses docking for ships leaving and arriving on Earth. In addition to the driver, Horizon plays host to a large harbor and airport, permitting travel across the globe as well as from it. Given its nature as a hub of transportation, Horizon plays host to outposts of major corporations, tourist services, and more trade than anyone could fathom. Items shipped through the city inevitably drop part of their wares with its stores, taking advantage of the city’s constant traffic to make sales. The urban sprawl is set up remarkably well, with parks interspersed throughout the city and pedestrian-friendly bridges over major roads. The corporate side of things, be they offices or warehouses, are located near the outskirts of the city, leaving the center free for residence and smaller businesses. The beach is a frequent attraction, especially for those coming from space, as it is situated close to the mass driver facility. A Federation Armed Forces military base is located on the outskirts of the city, as well, with its diplomatic offices closer to the city center. The base is a surprisingly large one, possessing extensive facilities for Walker maintenance and launch, as well as a large Research and Development wing. The facility has its own shipyard, though its vessels are (primarily) docked near the mass driver when not on business to the base proper. Horizon, situated within a Federation member state, is governed by its laws. With the cultural exchange of a largely open world, various regional cultures and traditions are intermixed under a fairly standard legal code. Mecha and Technology: The primary weapon of war, in this time period, is the Arsenal Walker. Though often supported by more traditional vehicles and soldiers, Walkers have revolutionized the battlefield. Standing, on average, about 20 meters tall, these mechanical humanoids possess roughly human proportions, though the details may vary. The average Walker is agile enough to outmaneuver the average main battle tank, and those not maneuverable enough are armored enough to take a shot from one and keep on ticking. Walkers are powered by miniature cold fusion reactors, usually secreted away in the torso, and piloted from a cockpit inside the machine. Primary sensor arrays are housed in head-like units on the top of the machine. All Walkers, no matter how complex they become, all have their roots in the original AW-001 frame. As a result of this, and the Federation’s work in keeping things consistent, most technology used by them can with a little work be used in most other Walkers. A few noteworthy exceptions aside. More information on individual units can be found in the Walkers tab. Space travel, similarly, has advanced. Mass drivers are used to propel large, space-faring ships (be they military or civilian) out of Earth’s atmosphere, and most vessels are designed to be capable of re-entry under their own power, as well as flight in-atmosphere. Ships are propelled by EM Drives, first discovered in the 21st century and refined in the modern day. These engines run on minimal fuel, and are capable of traversing the distance to Mars in roughly seventy days. They can reach, provided an uninterrupted flight, the furthest permanent colony in roughly fifty six days. Military ships are armored, and make use (primarily) of railguns and other projectile weaponry. Newer and larger ships brought out of drydock by the Federation are just starting to make use of focused beam weapons, and they are very much in the trial phase. Colonies have been established between here and Mars, the nearest being a few cities of varying size on the Moon, and the furthest being on Mars. Colonies established in space, rather than on a planet or planetoid, take the form of O’Neil cylinders or derivatives thereof; vast cylindrical colonies with panels arranged around a center axis. The colony spins on this axis to generate artificial gravity by way of centrifugal force. Arsenal Walkers: All Federation Walkers are, as a rule, equipped with additional protection around the cockpit and an effective ejection mechanism for the pilot. Most weaponry used is, due to a shared base frame, compatible across all Walkers with some effort. Almost all Walkers are also equipped with a melee weapon of some kind, in the event that their enemy closes to melee range. Most weaponry are either heated to aid in penetration, for large weapons, or modified to act as a vibroblade, for smaller weapons like knives. FAW-007[G] Warrior: One of the earliest functional designs still in service. While the machines are consistently upgraded to keep current, the base frame has not changed. 22 meters tall, slightly above average for a Walker, the Warrior is the workhorse of the Federation Forces. Something of a jack of all trades, the Warrior is reasonably armored and reasonably agile, excelling in neither area while performing adequately in both. The ground variant of the Warrior has been painted in every color from Federation Forces standard to camo variants for urban, desert, and jungle warfare. Possessing space for a number of additional systems and weapons, the baseline model is equipped with standard sensors and a combat rifle with shield. Cockpit is present inside the chest. Melee weapons vary, but commonly equipped with Walker-scaled machetes. FAW-016 Gunner: Designed to fill the artillery role, the stocky, 25m Gunner is one of the heaviest machines on the battlefield. It sacrifices its mobility for unusually durable armor, and unusually high levels of firepower. The baseline model’s power supply feeds directly into a pair of downsized railguns that angle over its shoulders, propelling various slugs at high velocities towards their targets. Various other weapon systems are constantly present, outfitted and changed based both on pilot preference and mission requirements. Its benefits, however, come at a cost; the railguns require most of the power core’s output when fired, requiring the machine to be completely still for its operation. Its abundance of weapon systems, as well, reduces its short range sensor options and the multitude of controls necessary for a pilot to operate in order to use both weapons and other functions is immense. For this reason, the original FAW-016 has largely been phased out in favor of the FAW-016A, redesigned for two pilots; one to control the suit’s primary functions, and the other to act as a gunner. The original can still be found in use, however. Both variants have their cockpits in the chest, while the FAW-016A has a fighter jet style two-seater cockpit. Melee armaments vary, both in type and presence, but often take the form of some kind of ax. FAW-014 Scout: Roughly 17m tall, the Scout is one of the smallest, in height and mass, Walkers fielded by the Federation. Its design clearly echoes its purpose, with more thrusters and less armor than any other design currently in service. The Scout, as the name implies, is meant to be an advance recon unit, responding to (and performing reconnaissance on) potential threats before they arrive. Its speed and agility are second to none on the ground, but it comes at the cost of armor and heavier weapon systems. Some Scouts have been modified to carry more potent weapons without the reduction in speed, but such designs are uncommon; they require ever further reduction of the already comparably frail machine’s armor. Cockpit is located in the chest, standard sensor array, Melee weapons vary, though commonly a small machete or set of knives. FAW-022 Raptor: One of the newest models, the Raptor is one of the most effective transformable Walkers. At 19.6m the Raptor is around the average Walker size, and every meter has been optimized for aerial combat. First developed from flight capable backpacks for other Walkers, Raptors possess a large array of powerful thrusters, with the most powerful embedded in the back. Smaller thrusters can be found in the legs for added stability. These thrusters grant the Raptor unparalleled speed in the air, at the cost of armor. However the most unique feature of the Raptor is it’s ability to transform into a high speed aerial fighter form. Capable of achieving incredibly high speeds, the Raptor is able to easily outperform the fighters of old. In terms of armaments, the transformable nature of the Raptor means that only possesses a single gun in Walker mode and small machine guns built into its head. Combat knives can also be added into holsters built into the legs, a variant with a missile system installed does exist. However said variant comes at the cost of some speed, and the missiles are most effective in aerial combat. However the main drawback of the Raptor is the high strain it places on the body, as such only the most able of pilots are capable of flying a Raptor in combat. Cockpit is located in the chest in Walker mode but becomes the nose cone in Flight mode. A slightly upgraded sensor array is built into the Raptor to allow for greater ease during dog fighting. Colony Mechs: Colony Arsenal Walkers tend towards a cleaner design than their Federation counterparts, resulting from their greater familiarity with the mechanics of the system. They also tend towards darker or neutral colors, reflecting the fact that their primary intended use environment is space and such colors aid in camouflaging their location. CW-018 Assaulter: The Assaulter is the Ark Union’s standard machine. Built around an updated version of the AW-001’s original frame, and thus sharing some similarities with the Federation’s Walkers, the Assaulter is nevertheless a very modern unit. It’s slightly smaller stature, compared to a Warrior, stems from the more efficient nature of its internal mechanics, requiring less room than its Federation counterpart. Designed for use both in space and on the ground without requiring modifications, the Assaulter uses its additional thrusters for maximum maneuverability on the ground. It matches the Scout’s maneuverability with the Warrior’s armor and adaptability. Generally deployed with a shield as well as an assault weapon, with a backup heavy-caliber sidearm stored on its hip. Heat blades are stored behind either shoulder. The Assaulter also sports vulcans in its cranial unit for use against lightly armored targets. CW-019 Behemoth: Built around the same core frame as the CW-019, the Behemoth is a heavy-assault type Walker. Featuring more armor than an Assaulter, putting it a ways above a Warrior in terms of defensive capabilities, the Behemoth also mounts a riot shield on its shoulder and a cannon attached to its back. The cannon fires 155mm rounds using the same magnetic technology as a Gunner. It boasts a more robust power core, enabling it to fire the cannon without need to stop moving. When deployed the cannon will swing under the arm to be gripped using a handle atop the barrel. The Behemoth generally deploys, additionally, with a heavy assault rifle with an underslung explosive launcher and heat-based melee weapons over the shoulders. Despite its more efficient nature, the Behemoth does sacrifice some of the Assaulter’s maneuverability; while capable of easily outmaneuvering a Gunner, a lightly-armored Warrior could match its speed. Profile: The profile form is included below. If there are headings that are not there that you wish to use, feel free to add them; these ones, however, are absolutely necessary for a character’s approval. If your character possesses a Walker, you must also fill out a profile for their machine. All military characters are part of the Federation Forces, and it is recommended that civilian characters have some kind of proximity, either socially or location-wise, to the military to avoid being too spread out to interact with the plot. Name: Self explanatory. Age: Also fairly self explanatory. Gender: I feel like I really don’t need to explain these first three headings; gender goes here. Occupation: What does your character do for a living? If they’re military, please note rank here as well, bearing in mind that most of your characters aren’t going to be very high ranked. Appearance: What does your character look like? Please be detailed. You don’t have to write a novel just about how your character looks, but please be more detailed than just jotting down a few characteristics. Equipment: What does your character carry? Weapons, medical supplies, things of that nature go here. Also use this spot to denote possession of a Walker. Skills: What is your character good at? Be reasonable, they’re not some unstoppable super-ace. Personality: While I understand that personalities are hard to pin down at first, please include an overview of your character’s general behavior. Bio: Every character has a history, and here is where you outline that. This can be incredibly detailed, or fairly basic; just please give a decent overview of their past, even if other characters will not know it. Weakness: No one is perfect. What is your character’s weakness, be it a fatal flaw or an insufficient skill? Profile for Arsenal Walkers: Base Model: Even customized, all Walkers have a base frame. The ones that players can start with are outlined above. If you wish to use a custom one, that is permissible; but you have to give a fairly detailed overview, and be aware that it must fit in with other mass produced models. Designation: Even mass produced machines need something to differentiate them. What is this specific unit called? Appearance: Describe its appearance, with particular attention to how it differs from a stock model. Armaments: What are its weapons? Be reasonable, and bear in mind what the model of your choice could feasibly use. Weakness: All machines have some kind of flaw. Pilot: Self explanatory. Who pilots it? Rules: Obey all BZPower rules. Listen to the staff. No godmodding; this includes, but is not limited to, autohitting, metagaming, and bunnying. I think most of you know what constitutes godmodding and what doesn’t, but if there is ever a question, err on the side of caution and take it to the staff. Do not kill another player’s character without their permission. If, however, a character is put in a position wherein their only option of survival is to godmod, that character will be killed. All profiles must be approved by the staff. While there is no hard character cap, we do reserve the right to deny approval if your number of characters is getting unreasonable. The staff will deal out punitive action as needed, though it will hopefully be unnecessary. Depending on the severity of the transgression, punishment may range from character injury to temporary or permanent ban of the player. Please maintain a degree of realism; yes, your characters are piloting robots that should not, technically, exist, but please stick to what would be reasonable realistic. Have fun.
  14. UPDATE 08/19/15: First version of the Bestiary has now been released. More Rahi and other creatures will be added in the future. UPDATE 06/25/15: Kanohi completely reworked. Added many extended universe Kanohi and now almost all Noble versions are available. I'm going to try and keep this short because, let's face it, you've got plenty of reading ahead of you. What you're about to see is a true labor of love. Never you mind how far back the changelog goes, I've been working solo on this project off and on for well over a year now. I have easily poured more than a hundred hours into the R&D of this project (big shout out to BS01). Now that I've graduated from college and, ergo, have more time on my hands, it's time to release this thing into the wild. I only hope that people enjoy what I'm presenting here. Truth be told, I was hoping to have a video demonstrating the system when I posted this but, while that's still coming eventually, too many people have been asking for this. It's time. Lost Chronicles is my homebrew for a (G1) Bionicle tabletop RPG system. I drew a lot of inspiration for the system from sources such as Fantasy Flight's 40k series of RPGs (e.g. Rogue Trader, Death Watch) and Star Wars KOTOR while obviously adding my own unique ideas. I wanted to make a system that was comprehensive enough, but at the same time not too complicated. Yes, it looks like there's a staggering number of rules, but you're only going to use so many all that frequently. Truth be told, this project isn't fully complete yet, though incredibly close. I still have things that need tweaking and polish, as well as a few things I'm just not sure how to implement properly. It is, however, in a playable state. The reason I'm releasing it in this "beta" version is because I've simply reached a point where it'll benefit more from people actually testing it out and giving me feedback/suggestions. That said, if you have any criticisms about rules, suggestions for new features, questions regarding rules that aren't clear, or maybe a request for some particular piece to be finished (e.g. a stat sheet for a specific creature), let me know and I'll get to it ASAP. So, gather your IRL friends around a table or get a group together online using Roll20.net or some other solution. Tell stories, have fun, and be sure you tell me all about it. Click here to download the latest version of the rulebook. Click here to download the latest version of the bestiary. Takuma Nuva
  15. Greetings, everyone! Today, I bring you an array of characters from Corpus Rahkshi, GMed by I Am Ultron Six over in Bionicle RPG. If you're not familiar with it, the premise is that some Kraata have begun to exhibit Matoran-level sapience. In response, the Makuta put them in a school known as Corpus Rahkshi to study them, and if possible, train them as the Brotherhood's elite force. It's great fun. I've posted a few of these in the discussion topic before, but I've also got some revamps to show, and I decided it was probably time for a dedicated topic. (I do hope no one minds that I represent their character here; if anyone does, PM me and I'll remove them.) But enough exposition, you all want to see the MoCs! * * * With Staff | Jayar, played by Johnrahk | With Book My first and primary Rahkshi, Jayar is a noble warrior and secret poet Rahkshi of Quick Healing. He values learning and knowledge equally to fighting prowess. Noting numerous Rahkshi with abilities which impaired sight, he decided it would be profitable to learn to fight blind, and enlisted Hoto as his teacher. She soon became a friend, and not long ago surpassed even that. * * * Hoto, played by Click | Running Obviously I must demonstrate Hoto next. Hoto is blind, but she makes up for it with her level 4 dodge powers and clickers in her joints, which when moved provide sound she can use for echolocation. She loves running, as moving faster allows her to 'see' more clearly. Extremely gentle, she grows considerably distressed if she hurts anyone, especially her numerous friends, including Kat, Era, Fang, and Jayar. * * * Vaalku, played by ghidora131 Of perpetually enigmatic personality, Vaalku sometimes annoys his fellow students with spontaneous barrages of unmerited insults or sympathies. But not enough for them to take his leg and arm, that was done by vengeful Matoran with net launchers. * * * Toxin, played by ArcticFreeze17 | On Ice Toxin's weapons and battle style have a samurai/ninja flavor to them. He's one of Arctic's triplet Trinity Brothers, the other two being Stronghold and Bullseye (who has his own MoC here further down). The 'on ice' picture depicts him after an unfortunate tangle with several Matoran which resulted in his body being turned half to ice by Freeze and Reconstitutes at Random disks in conjunction. Yeah, these Matoran are not to be trifled with. * * * Axes | Omega, previously played by SharkyDane | Goodbye Omega used to be a violent but good-natured Rahk who enjoyed fighting immensely. When he allied with two opposing factions, he felt himself a traitor to each, unknowing how valued he was by his few friends, like Fang and Kat. Before he had the chance to resolve these feelings, though, he picked a fight with his rival Exxan - a fight which ended his life. The 'Goodbye' picture features a quote from Fang, during Omega's funeral. * * * Caoutchouc, played by Tiragath | He's Stretchy While not the brightest of the Academy's students, Cao is a top contender for the best fighter. He practices martial arts avidly (assisted by his Elasticity powers), and his prowess has paved the way for him to be one of the first batch of level 4 Kraata in the school. A believer in honor, especially honorable combat. He carries a sword named Faithful, which is enchanted to return to him when thrown, hence the boomerang shape. * * * Shark, played by Johnrahk With his incredible memory and endless vigilance, Shark constantly prepares himself to carry out his life goal: end the lives of as many other beings as possible. Between his brilliant mind and his brute strength, he's a formidable opponent; already he's managed to end the life of one Rahk, and he's dead set on repeating the feat as many times as possible. * * * Kat, played by Chumpu Confident and responsible, Catatonic goes by her full name in serious situations, but a more casual Kat among her friends. A team player, she does what she can to help her fellow students improve themselves, and would never ask anyone to do something she would be unwilling to do herself. * * * Fang, played by Click Fang is quick to anger, and as a Rahkshi of Plasma his fury is often literally blazing. But nevertheless, he adheres fervently to his moral code, and will devote himself to defending those who cannot defend themselves. The school and everything it stands for infuriate him, but despite his solitary inclinations, he has managed to find a few close friends among the student body, especially Kat. * * * Short, played by Toa of Dancing Don't let Short's small stature fool you; by strategically her slowness powers and miniscule size, she's capable of defeating much larger opponents (even Shark once). She has a short complex and, while slow of speech, is also rather loud, a trait exacerbated by her intense Southern US accent. * * * Era, played by Roman Torchwick Like her close friend Hoto, Era is blind, and her faceplate lacks eyeholes, making her look somewhat eerie. She used to feel a need to prove herself to those gifted with vision, but as one of the first level fours, she's pretty much done so. Even so, she remains proud and stubborn, preferring not to ask for or accept help. * * * Bullseye, played by ArcticFreeze17 Bullseye is friendly to more or less everyone. He's also a self-made hunter and survivalist, capable of creating jerky from whatever sort of Rahi you care to supply him with. Eternally upon his head rests a cowboy hat. * * * Vlad, played by Johnrahk | Generic Action Pose For humans, who live in light, vampires are creatures of darkness. But if Rahkshi live in darkness, does that mean their vampires thrive on light? It does in Vlad's case. A Rahkshi of Hunger, Vlad speaks with a Transylvanian accent and constantly fights off urges to sink his fangs into other students' Kraata. He wields the double-dagger Avenger, which is capable of releasing bursts of blinding light and returning to him when thrown. He also wears a cape with lightstones woven into it called the Cloak of Umbra (in-game, at least, not in this MoC). * * * For when it's public, full-size (that is to say, ridiculously large) images of all these can be found in this Brickshelf folder. Anyway, there you have it: my interpretation of thirteen Corpus Rahkshi students. Whether you're a player in the RPG or you've never heard of it before, feedback and upvotes are greatly appreciated. And if you don't care to leave any, thanks nevertheless for taking a look at my work.
  16. persona ~ sea of djinn : game topic Persona, Persona, please come here! Master Persona, Master Persona, please come to us! --- On the coast of Rub Al Khali lies a beautiful metropolis - the city of al-Bareha. Originally a simple fishing village lying on the shore of the Persian Gulf, al-Bareha became a major centre of trade during the rule of the Umayyad Caliphs, its strategic position allowing it to be an economic hub of the Islamic world. It continued to serve in such a capacity even after the decline of the Islamic Caliphates, and following a period under the mighty British Empire, became an independent city-state. al-Bareha’s wealth and prosperity did not fade in the modern era, its economy fuelled by the massive oil industry that sought to take advantage of the city’s untapped reserves. A highly multicultural city for its region, al-Bareha is home to a numerous number of people, ranging from foreign businessmen to refugees escaping political strife in neighbouring countries. Yet no matter the person, all come to al-Bareha in order to share in the wealth that it possesses. Recently, strange events have plagued the city and its people. The sands of the Empty Quarter are stirring, their wild storms completely enveloping al-Bareha. Communications with the outside world regularly fail. Peculiar lights can be seen in the city outskirts, only to disappear into the desert without a trace. Objects move on their own. Mysterious forces are at work within al-Bareha, and their influence affects every aspect of life in the city. As al-Bareha continues to retreat into the sands, it falls to those capable of tapping into the collective unconscious - the chosen of the butterfly - to decide its destiny. They are the wielders of Persona. Right, with that out of the way, what exactly am I supposed to do? The city of al-Bareha is an enigma, a mystery beyond human comprehension. Only those who wield Persona, the mighty power to summon demons from within the sea of one’s soul, can truly understand what lies beneath its shining skyscrapers. That is the role you will take upon in this RPG, tapping into your Personae and the abilities they provide to unravel the secrets of the city. At least, that’s the overall goal. Everything else is up to you. Whether you’re a confused citizen looking for the truth, a government worker attempting to reduce growing resentment amongst the populace, or a businessman thinking up ways to profit from the mysteries, you will have access to the power of a Persona (or maybe you won’t!) to ensure that your dreams are a reality. With al-Bareha becoming more and more isolated from the rest of the world, its fate will be influenced by your actions. Hang on a minute, what is this Persona thing that you’re talking about? A Persona is the manifestation of, in the words of Carl Jung, “a kind of mask, designed on one hand to make a definite impression on others, and on the other to conceal the true nature of the individual”. In essence, it is a supernatural phenomenon born from one’s own sense of self, and usually takes upon the image of either mythological, supernatural or historical figures. It is quite rare for one to manifest a Persona, but the unique circumstances surrounding al-Bareha have awakened this power within its citizens. It is well within the capabilities of a Persona to utilise magic. Through both elemental powers, physical combat or other, more esoteric abilities (such as healing, mental compulsion or assisting in cartography), a Persona is able to channel their magic to fight, though it has been recorded that their presence may influence the way others perceive their wielders. These abilities are usually subject to the identity of the figures that the Persona is based on (such as Zeus having similar thunder powers to the god it mimics). They may also be immune to certain magics or abilities as well depending on their history and own powers. Yet due to their immense powers, they are a great burden on their wielders, and can only be summoned for short periods at a time. Also, if harm inflicted on a Persona is significant, the user may feel the pain of the blow. The concept of Personae are heavily associated with Tarot Cards, with emphasis on the Major Arcana. Every Persona will be associated with one Arcanum, usually due to a Persona’s identity (which will commonly stem from mythology, history or the public domain) possessing the traits embodied by the Arcana. Humans are also assigned an Arcana based on their own personality, and if they possess the potential for a Persona, it will share the same Arcana as its wielder. In this RPG, the Fool, Judgement and the World are all restricted for players, as Persona of those Arcana are usually in possession of great power. Persona-users are also enhanced by their powers in comparison to baseline humans. They are granted a greater resistance to the spiritual energies produced by Personae and other, more malicious entities, which include the beings known as Shadows. They are also slightly more resistant to physical damage, as their Personae will cushion some of the force involved, but not all. Their spiritual energies are also far more effective against supernatural entities than conventional firearms or melee weaponry. As such, it is difficult for a non-wielder to fight against them due to a lack of effective tools and resistance, although it is still possible for one to triumph. In simpler terms, a Persona is a magical spirit summoned from one's mind to combat one's foes. So how do the Major Arcana factor into this? The Major Arcana are twenty-two cards of the Tarot Deck, all of which have been assigned allegorical or exoteric meanings. As stated prior, all humans will have an Arcanum that represents their personalities and motivations, one that is shared by their Persona. Depending on the Arcana (or more accurately, the wielder), a Persona will specialise in different roles and powers. For example, a cheery, optimistic person could likely be a member of the Sun Arcana, and would therefore possess a Persona that will use powers of fire or light (such as Horus or Apollo, who are sun gods in their respective mythologies). However, this is not completely set in stone, with some Personae breaking the mold (Heimdall and his ice powers yet part of the Sun). The twenty-two Arcana (see above for a link to the Wikipedia page) are: The Fool - Unavailable to players. The Magician The High Priestess The Empress The Emperor The Hierophant The Lovers The Chariot Justice The Hermit Wheel of Fortune Strength The Hanged Man Death Temperance The Devil The Tower The Star The Moon The Sun Judgement - Unavailable to players. The World - Unavailable to players. You mentioned a Shadow, what’s a Shadow? According to Jungian psychology, a Shadow may refer to the aspects of one’s personality that are not consciously identified to exist within oneself. It is highly instinctive and irrational, traits shared by the corporeal creatures of the same name that exist in undisclosed areas of al-Bareha. These creatures are born from the negative emotions of humanity, and are both incredibly hostile and dangerous to every human they meet, capable of devouring minds and leaving their victims in a vegetative state. All Shadows share sickly golden eyes, but otherwise their eldritch appearances differ immensely from one another. Persona-users are immune to the effects that other humans suffer, for a Persona and a Shadow are in actuality two sides of the same coin. If one loses control of their Persona, allowing it to run wild, it will be no different from the violent beasts that the Shadows are. Be warned, if your will falters or you begin to reject parts of your self, it will be ridiculously difficult to regain control, especially if the Persona is a powerful one. Shadows must be approached with extreme caution. Especially those that seem human. Groups of note in al-Bareha While the citizens of the Arabian city-state are many, with all possessing their own, distinct ambitions and motivations, there are also a number of consolidated groups that hold some influence, especially in regards to the mysterious happenings that have begun to plague al-Bareha of recent. Although not all-powerful and still subject to the law of the nation (even if certain groups disregard it), they are still heavily involved in the city, and are usually on the front lines in dealing with the supernatural. Al-Bareha Defence Force (ABDF) - the armed forces of al-Bareha are small in number, though quite capable as proved by their participation in the Gulf War of 1990. Their presence within the city is rarely felt, but the recent establishment of a small stockade on the outskirts have shown that they are aware of the mysterious happenings. While they are passive actors compared to other groups, it would be wise to avoid garnering their ire. Al-Bareha Police Authority (ABPA) - even in these troubled times, the police forces of the city-state are dedicated to upholding justice and the law on the streets of al-Bareha, fighting petty crooks to criminal gangs and even the odd terrorist or two. The appearance of the supernatural, however, has proved to be beyond their capabilities, and in response the police have formed a new department to handle any problems. Special Investigations Department - established in response to the mysterious incidents that occur throughout the city and the recent spate of Persona-assisted burglaries, the Special Investigations Department primarily focuses on combating the more supernatural aspects of crime, seeking to develop ways to prevent criminals from abusing the advantages of any Persona. Their progress in doing so has been stalled, but there are a number of Persona-users within the ranks of the department, one of which is their leader, Captain Jalil Khoshkam. Roadkill Group - originally a London gang renowned for its rivalry with the Taiwanese Tien Tao Lien, the al-Bareha branch of the gang has prospered greatly under the leadership of Mitch “Pinkie” Michaels, matching even its England-based brother in wealth and influence. As the biggest player in organised crime in the city, the Group deals in smuggling (of both illegal groups and people), extortion and drugs, and are also rumoured to be connected in some manner to local corporations. Kashihara Pharmaceuticals - a successful pharmaceutical company in Japan, the al-Bareha branch has made its headquarters at 12 Elizabeth Road, and own several warehouses in the general vicinity. Renowned for their reasonable prices and heavy investment into research and development, Kashihara is incredibly popular in the city-state, and have provided numerous jobs. Their main building and warehouses all have incredible security, and it is near impossible to learn of their secrets. In recent times, they have been researching Personae, and hold considerable scientific data that can only be matched (and only barely) by the government itself. Useful and snazzy places to check out Al-Bareha is fairly large, possessing all sorts of establishments, parks and what-not. This makes it difficult for tourists (and even natives at times) to find the best that the city offers, so a few starting points/interesting places have been listed to help out. Velvet Room - a coffeehouse secluded away on a small, inner city street, the Velvet Room’s renowned for its atmosphere and service, and holds five out of five stars on Yelp out of twenty reviews. The majority of the business is a calm blue, from the decor to the three siblings who essentially run the café. The only exceptions are the blindfolded piano player, soprano singer and the manager, a long-nosed hunchback by the name of Igor. Though all manners of people frequent the establishment, Persona-users may wish to seek out the latter’s advice on all matters supernatural. Note: Igor will be played by a GM, so please get in contact with one of them if you want his knowledge. Mallville - the biggest shopping complex in the Middle East. Both citizens and tourists will frequently visit “Mallville” in search of all sorts of goods and services. From toys to clothes to garden tools to burgers, basically everything can be found here. Aleph’s Antiques - a dusty old antiques store/pawn shop/junk shop near the docks, Aleph’s Antiques also supplies a large variety of working replicas of historical weaponry. It is rumoured that the pretty boy owner possesses some “supernaturally-aligned” tools as well, but few dare ask in fear of retaliation from his possible gang connections. The profile template Here in Sea of Djinn, there are two separate templates for profiles, with one being your actual character, and the other (if you have one) for your Persona. Name: Age: Gender: Arcana: (Which of the Major Arcana fits your character’s personality?) Weaponry and Tools: (Please be reasonable, and keep in mind that as a member of the Commonwealth, al-Bareha possesses far stricter gun laws than in the United States.) Skills: (What is your character good at doing?) Appearance: Personality: Biography: Weaknesses: Persona Name: (What is the name of the entity born from your own personality?) Origin: (What is it based off?) Appearance: (What does this Persona look like? Even if its origin is human, a Persona’s appearance is usually incredibly strange, even if humanoid.) Powers and Abilities: (What can it do? Is it physically strong? Capable of elemental magics? Good at identifying things?) The rules of the game No godmodding in here: don’t metagame, bunny, autohit or do other ridiculous things that should be beyond your character’s capabilities. When posting, use IC for character posts and OOC for anything that you want to say out of character. Please attempt to treat your fellow players with a modicum of respect. Profiles must be posted in the discussion topic for approval. No OOC-only posts in the game topic. Please put them in the discussion topic. Follow all BZPower rules. The staff of this game Purple God (Hubert) and Purple Devil (Onarax) are the GMs. Please contact them if necessary.
  17. persona ~ sea of djinn : discussion topic What's Hip and Happening in al-Bareha? The autopsies for the two dead cops have revealed that there have been strange chew marks on their brains. Other officers have died in similar manners previously.Jake, Michelle and Lauren are currently fighting Shadows in a pocket dimension born from a random alleyway.The autopsy for the two cops that died has arrived.Special Investigations has been assigned to the disappearing bus case. Profile Template [b]Name:[/b] [b]Age:[/b] [b]Gender:[/b] [b]Arcana:[/b] (Which of the Major Arcana fits your character’s personality?) [b]Weaponry and Tools:[/b] (Please be reasonable, and keep in mind that as a member of the Commonwealth, al-Bareha possesses far stricter gun laws than in the United States.) [b]Skills:[/b] (What is your character good at doing?) [b]Appearance:[/b] [b]Personality:[/b] [b]Biography:[/b] [b]Weaknesses:[/b] [b][u]Persona[/u][/b] [b]Name:[/b] (What is the name of the entity born from your own personality?) [b]Origin and Background:[/b] (What is it based off?) [b]Appearance:[/b] (What does this Persona look like? Even if its origin is human, a Persona’s appearance is usually incredibly strange, even if humanoid.) [b]Powers and Abilities:[/b] (What can it do? Is it physically strong? Capable of elemental magics? Good at identifying things?)List of Approved Profiles Jack Workman (Ishtar) - Landes'RehnJake Harrison (Quirinus) - sonyaxeClara Emerald (Maneki-neko) - SnellyYasmin El-Amin (Chang'e) - ConstructmanMorgan Whatley (Sobek) - BasiliskLauren Lautrec (Kitsune) - JiMingKarīm Pahlavi (Cyrus) - Purple GodMichelle Menas (Saint George) - TiragathNanashi (Gilgamesh) - ~Golden Knight~Channah Makhlouf (Miriam) - MelAdam Reid (Atlas) - KrayzikkDesdemona Taylor (Morgana) - TylerSarah LePaige (Ratatoskr) - BladeClaud Albert Hamilton (Cú Chulainn) - Onarax Staff NPC Profiles Mitch "Pinkie" Michaels: Leader of the Roadkill Group in al-Bareha
  18. As a new-year's present, I'm releasing the unfinished MORPG I half-completed about a year ago [ ] It's massively buggy, (even the GUI is just the standard one) but still quite fun, and seeing as I'm not working on it anymore I decided just to at least release it [] Here are the downloads, for mac and PC. To run on a mac is easy, just download and double click the file. For PC, make sure both the downloaded files are in the same folder, then double-click the .exe launcher. (No ads []) https://www.dropbox....D8md8EGYra?dl=0 -Mac https://www.dropbox....I0OTO6_QWa?dl=0 -PC No personal details are needed to sign in, just a username and password (don't use any previously-used passwords though, because I will be able to view your full character from my database). Have fun, and don't get beaten too badly by the Golem Lord [] Note: I just downloaded it onto my other mac laptop, and the .app came out as a folder instead, making the game unplayable :\ I'm hoping that it's just my computer, but if anyone else experiences this, please let me know []
  19. A quick sketch of one of my characters in I Am Ultron Six's new text-based RPG. Wraith is a ghost-like density control rahk, so I drew her in all pencil to both represent her colour scheme and the semi-transparent, ever-shifting nature of her armour. On DeviantArt I highly recommend Corpus Rahkshi as it's actually one of the most fun RPGs I've ever played That's about it for today, folks; constructive criticism welcome
  20. Wow, I haven't posted any art here for a while, though I'm always drawing. I guess I haven't drawn anything that I'd consider worthy to post here. That is, until now. For those of you unfamiliar with it, Corpus Rahkshi is an RPG run over in the RPG forum by I Am Ultron Six. In it, Kraata are suddenly becoming more intelligent and gaining personalities, much to the surprise of the Brotherhood. They placed all the new Rahkshi in what equates to a high school off the coast of Nynrah under the charge of Makuta Tridax, just to watch what happens. There's assignments ("assassinating" another student and ruining Christmas so far), factions (such as "Phogen's Heroes," the most prominent), and lots of fun to be had. This is one of my characters, Hoto, a blind Rahkshi of Dodge who uses a sort of echolocation and her powers to get around. She's always energetic and fun-loving, never letting her disability get in her way, though she can be emotional under stress. This art piece was also one of my first attempts at realistic shading without linework. It probably took me somewhere around 12-15 hours to complete in little intervals, but it was definitely worth it. It turned out a bit small, but hopefully large enough to see the details. I would love some criticism from those of you more familiar with shading so I can improve for future drawings. More commissions (don't expect anything as great as Hoto) Fang and Tube (mine) Abyssium (avmatoran) Kat (The UltimoScorp) Omega (VahkiDane) If you want to see what else I've been doing all this time, you can take a look around my Deviantart gallery. As always, comment, critique, and most of all, enjoy!
  21. BZPRPG PODCAST Welcome to the Official Topic for the BZPRPG Podcast! Here you can watch, discuss and ask questions about the Podcast. About Us The BZPRPG Podcast was founded in 2012 by Biobeast, Hubert, and Onarax. With Hubert and Onarax as the main hosts while Biobeast gathered news. Over time the group as evolved into its current form with Krayzikk and Tyler as the main hosts while Hubert and Onarax stepped to still host occasionally. We provide insight into the current state of affairs of the BZPRPG, interview players, discuss pressing issues, and offer up advice for new players. Episode List There are three primary places episodes can be found. Most of the old series can be found on the old BZPRPG Podcast website. Other, various episodes, can be found on Hubert's blog. Season 2 of the podcast can be found on the Youtube Channel. Current Episode
  22. This would be the Discussion Topic for the Corpus Rahkshi RPG. Post any all OOC stuff here, plus any profiles to be looked over and Approved. I'll also be keeping track of what assignments are ongoing and who's taking part just for the sake of convenience. Oh, and here's a blank profile in case you were in quick need of one. Name: Variation: Level: Gender: Gear: Appearance: Personality: Bio: Current Assignments Mob Rule:- New Headmaster Icarax has called a gathering in the Gym. Of the Rahkshi willing to attend, six have been picked as assassins and given the task of picking off the others, termed Civilians. They must work in secret to avoid detection, as if they are discovered the only way the mob can take them out of play is to beat them to as pulp... Approved Characters Akavakaku:- Vir, Mahrika, Outlash Alijar:- Hashan, Siren, Rotary, de-Rephic, Mutant, Cadwin ArcticFreeze17:- Toxin and Bullseye, Stronghold, Punch/Counterpunch, Discord, Alpha, Helix, Carapace, Law avmatoran:- Abyssium, Anubissium Banana Gunz:- Scoops Biomechanicuser:- Wither BionicMushroom:- Maarahk Bloody Nine:- Still, Blest Bubbles:- Blue CeeCee:- Tuhrahk Click:- Fang, Hoto, Tube, Root, Rain, Char, Tear, Call, Canvas Coconut Fanatic:- Sim Xire, Slif, Fate The Collector of Masks:- Disco, Phobia Dallior Nuva:- Dallior, Dakilik, Hakrii and Karzfire, Aka'Ri Daniel the Dwarf:- Holistic Dark_Stranger:- Sepulchral and Beat, Footwork, Kaboom, Nyarl, Shrapnel, Magnum Opus Dragon11603:- Vorzorak, Sanurahk, Shadow, Nightmare, Blade Dralcax:- Venge Dr Medic:- Kol, Arsenal and Swarm, Amalgamation Evex_Wolfwing:- Fall FallenAtlas:- Life, Augustus Funkydude527:- Phogen ghidora131:- Vaalku, Doubt, Flabbergaster, Frog, Moonlight/Sunshine, Spindle, Xi, Hollow, Fountain Gukko Lord:- Raptor, Mantis, Drift, Blitz, Silver, Murder, Eclipse and Pulse, Saber, "Ghost", Boombox, Swivel and Sigma Half-Dragon:- Blaze Jakura Nuva:- Slizer Johnrahk:- Jayar, Vlad, Shark, Lucid, Gaever, Thurisaz Kovika:- Sidonas, Haken le-toa_rock:- Zilnta, Kewlah, Biohazard and Pollution Leoxander Arktanus:- Cordak Liuth:- Zubarahk, Tangirahk, Fader, Ipartsa and Numlef, Feka, Botch, Bikraata, Maron, Carver, Swordplay, Necron, Liliate Loganto the Le-Matoran:- Cuutuk, Dajoks M!st:- Liquid MCGPY:- Taltrun meowmachine:- Hyaku Miras: Makuta of Awesome:- Nymph, Acinaces, Malady, Mu, Ilukiri Nik333:- Tesla, Slyer N.S.M.8:- Pounamu One-Eyed Construct:- Dodge-256, Green, Thespian The Otter:- Skia Petewa:- Foot PhoenixFireBlaze:- Pyre, Pestilence, Famine, Death and War, Zex, Edge, Radriarch Pohatu: Master of Stone:- Squid, Jodohnn Purple God:- Love Guurahk, Flash Rahkon Pyrolizard Prime:- Burst Rahkshi Lalonde:- Snap, Teeth, Rose, Kaita Relapse:- Carrion Proper RichardT1977:- Cravex, Zealot Roman Torchwick:- Exxan and Xara, Illusive and Silencer, Era, Sliver, Glaciem Ignis, Vyper, Bonegleam, Geuua, Sugil Shadow_Ignited:- Flash, Zelnos, Yuna Sil:- Snakey, Wraith, Torch The Skakdi Chronicler:- Coryn Smudge8:- Revenge, Melody, Booger SnowyAegis:- Arandahk Tenth Norik:- Glass, Floor Timageness:- Rail, Liar, Venom, Torc, Misery Tiragath:- Caoutchouc, Recherche, Wunjo Toa_Bomb:- Kardenex Toa Cykrom:- Jitters Toa of Dancing:- Metal, Short ToaDraconixMahvi:- Aeros ToaKapura1234:- Mangai, Hunter Toa Korkoa: Toa of plasma:- Kovinth, Blue Toa Onaku:- Dormirahk, Aerahk, Helkyre, Door, Vinna, Waiata, Orimnoc Tyler Durden:- Goldirahks The UltimoScorp:- Catatonic, Poly, Grim, Diode, Burn, Percy, Ezec and Aza Uncle Chael P. Sonnon:- The Snake-Faced Kid Unicode:- Clockwork, Shatter, Mar'jik, Vector, Fog, Kakarahk, Optis, Kavinav VahkiDane:- Omega, Recoil, Rider, Whakatio, Deadeye, Shield, Eps, Subject, Scout, Paladin, System, Utal, Hunter Wielder-of-Shadow:- Shock, Vitesse, Mortsia, Draco, Malattia, Leviathan, Chantant, Revenant, Pentalik Zakaro:- Chekquars Approved Kaita Tonitrui Dekako Sontiri Riptide Drowspark Kaitathulhu Kamanau
  23. CorpusRahkshi All around you is the dark. It is all you have ever known. A liquid gloom that swaddles you better than any blanket, that keeps you safe from the burning gaze of the sun. The only light you need-the only light you want-is the dim green glow that oozes from the crystalline confine that is your entire world. Oh there’s definitely something beyond the glassy walls that cocoon you, but they are dim shadows, patches of deeper blackness within the blackness, beyond your concern and ability to care. You have your world of green gloaming. And it is good. Then suddenly, pressure. Pulling you and pushing you all at once. Squeezing your boneless body through pipes and tubes you hadn’t known ever existed and now desperately wish didn’t exist at all. You are forced, squirming every inch of the way, further from your old home and towards-Ah! Towards pain! You are pressed into something unyielding and cold, so cold! The ooze that held you before was merely cool, this dread chill is new, sharp and biting like you are caught in the maw of some icy beast. Your next new experience is gravity, as you tumble freely until the ground rises to meet you in a cacophonous clang. You begin to realise from the cold, the noise, the inflexibility of the prison you find yourself in that you have gone from a womb of slime to a womb of steel. The metal may close around you tightly, but you are aware that it stretches out far beyond the normal reach of the strip of meat that is your body. Stretches out into gangly limbs, all four naught but metal but…you can feel through them? You’d question how that works but you’re flooded by fresh sensations. Your eyes see better now, freed from the murk of viridescent crystal, and the dark holds no secrets from them as you take in every detail of the cave you find yourself in. You can feel the slight breeze that wafts through the air, bringing with it a smell of musty dampness. You’ve never smelt anything before. It’s…weird. But none of this, not the sight, not the smell, not the sensations, none of it compares to the raw power you can feel flowing through the new you-all of the new you, flesh and metal. You start getting these new limbs in order. Two end in broad feet that are seeking purchase even before you plant them firmly beneath you. Two others end in a tangle of fingers, each one tapering to a wedge-like claw that score shallow gouges into the rock as you push yourself upwards. Standing for the first time is hard. You hadn’t understood how complicated legs were before, there’s so many minute differences in weight and balance that threaten to topple you right back down again. You fight the urge to hold your arms aloft like wings, letting your joints learn how to compensate. Once you’ve mastered standing up, all you want is to run. To chase. To hunt. You want to scale every height of a mountain, to tear down every tree in a forest. Boundless energy bursting through you, its fantastic! Before, when you were tiny and blind, you just felt safe because you were comfortable. Now you feel safe because you’re strong! You could take on the world and win! You need to do something to stamp your place in this new world, something to tell anyone who can hear that you are here now and aren’t going to leave any time soon. The armour plates around your head respond to your subconscious will, pulling back to expose the stub of raw flesh that is your head as you open your mouthparts and scream. It is a scream of defiance backed by the staccato rattling of the spines on our back, a scream to put fear in the hearts of anyone who would see you killed or thrown back to that half-life you now realise you led before. You are here to stay! You…are Rahkshi! Over in the furthest reach of the birthing chamber, hidden behind illusory weaves of shadow that even your eyes could not see through, the Makuta who has been watching the whole scene smiles. For it is good. Welcome! ~From the Notes and Observations of Makuta Tridax, Master of the Isle of Nynrah~ Rahkshi. They have always been our stalwart servants. Our eyes, our ears and, if needed, our iron fist. The production of kraata and the design of their armour has been perfected over the many millennia we have been using them so that they are now a shining example of what the biological and the mechanical are capable of when working in unison. Which is why it is somewhat perturbing that they seem to be changing. The “fault”, as I shall call it for now, is a development in their cognitive abilities, allowing them both a range of thought greater than their usual bestial processes and a better capacity to express these thoughts. Put succinctly, they’re getting smarter. Kraata which should be little better than mindless animals seeking to spread corruption purely on instinct are reasoning, imagining and even philosophising. I wouldn’t expect these traits, certainly not to this level, from anything short of a full blown Shadow Kraata yet we now have new-spawns displaying them left, right and centre. It is truly fascinating. At first we were unsure of what to do with this new breed. Study them? Train them? Destroy them? There were a number of voices in favour of that latter option but fortunately saner heads prevailed. After all, who knew what kind of use these smarter Rahkshi could have. Imagine a squad of them with teamwork and co-ordination to rival that of Toa teams. Imagine being able to produce strategic geniuses by the handful instead of waiting for likely to generals to rise through the ranks. Imagine Rahkshi who could be expert spies or assassins instead of simply living wrecking balls. With this ridiculous extended skirmish the Dark Hunters have declared on us entering its tenth year some more advanced troops in the field would help enormously with keeping the regions we possess pacified and under control. Though personally I find myself more intrigued by the scientific possibilities of what this might mean for my fellows and I. Evolution in the kraata could mean another step of evolution for we Makuta, and I wish to be ready if we undergo any more radical changes. The answer to our curiosity and wariness towards the new breed was to re-use our leader’s solution to the Matoran Civil War: stick everything in a box and wait to see the results. And so the Corpus Rahkshi academy was born. A place to properly keep them. A place to properly train them. A place to properly keep an eye on them… Ah Rahkshi. We all know they’re pretty awesome, and this RPG is all about them. Basic summary is that, for whatever reason, the Brotherhood of Makuta’s Rahkshi have started getting smarter. An increasing number of them are no longer behaving like feral creatures but have begun developing personalities and increased intelligence. The Makuta decided they’d keep these Rahkshi around rather than atomise them so created a big old school to teach them and, if need be, contain them. You play as one of the new Rahkshi. Sorry, no exceptions. You’ll be joining the student body, and get to undergo the daily life of a walking weapon being trained by a (quite literally) shadowy organisation. What could possibly go wrong? Locations ~From the Notes and Observations of Makuta Tridax, Master of the Isle of Nynrah~ I was deemed to most suitable to oversee the Corpus Rahkshi project. I am one of the Brotherhood’s chief scientific minds, and the one least likely to simply give them more teeth and let them loose on an innocent population. Yes Chirox, I know you’re reading this. In addition I control the island of Nynrah, giving me access not just to some of the most industrious and ingenious craftsmen the world has to offer but to the resources and infrastructure those same craftsmen use to ship raw materials and finished products. The perfect place to ensure a small army of Rahkshi are properly housed and maintained and enable any damage they cause to be rapidly fixed. There’s no other way of saying it, I was the perfect choice. The academy was constructed using a pet project of Mutran’s; that odd growing rock he is inordinately fond of. Given an energy supply to prevent it consuming the students and proper constraints to mould it into appropriate shape, it allowed us to quickly develop and construct an adaptable and self-repairing building to hold the Rahkshi. Most useful. The RPG takes place in the eponymous Corpus Rahkshi Academy, a castle-like building on its own island just off the south coast of Nynrah. The centre comprises of four blocks of accommodation enveloping a square courtyard, with longer wings on its east and west flanks. Built out of the same stuff the Mountain on Xia is made of, it can fix itself up in case of…incidents and be reconfigured if a room needs to be repurposed. And speaking of rooms, here’s a few of the more important areas within the school grounds. The Gymnasium ~From the Notes and Observations of Makuta Tridax, Master of the Isle of Nynrah~ Physical training is of course a must. If we intend to put these Rahkshi into the field as soldiers then they’ll need to be in peak condition, and versed in all forms of combat and warfare. The Gym is a huge hall, large enough that its almost its own separate building tacked on to the east side of the academy. In its base state it is a big, empty, upturned bowl but it is the most malleable of the all the school facilities. Want a duel? It can manifest an arena. Want a naval battle? It can simulate water. It has been specifically created to provide any imaginable threat to keep the Rahkshi on their toes. The Library ~From the Notes and Observations of Makuta Tridax, Master of the Isle of Nynrah~ Since the students have been blessed with advanced minds, let them make use of them. Intelligence in one’s underlings is like a flower; for it to properly bloom it must be given the right ground to take root in and sustenance to feed on. And, if needs be, a bit of pruning from time to time… The Library, located in the Academy’s west wing, is full of a surprisingly diverse range of subjects. There are the obvious books on martial arts and tactics, but they share the building with tomes on anatomy, zoology, engineering, chemistry, architecture, with encyclopaedias, and a seemingly endless catalogue of historical archives. Sure the warfare section is noticeably closer to the entry as a subtle hint, and the histories have been edited and worded with a Makuta-favourable bias but hey, its the thought that counts right? The Refectory ~From the Notes and Observations of Makuta Tridax, Master of the Isle of Nynrah~ Its a necessity that the Rahkshi be fed, but I see no reason to go to any extensive expense or strife to do so. They are here to learn, not to feast. In the Academy’s eastern wing, conveniently close to the Gym, is the Refectory. It is fairly uninteresting architecturally, being little more than an enclosed box lined with long dining tables. But as the place where all those growing kraata go to eat it’s a focal point of interaction and communication. Shame the only food they serve is a kind of thick gruel, high on nutrition but low on taste. Dormitories ~From the Notes and Observations of Makuta Tridax, Master of the Isle of Nynrah~ Some say we have been a little overly optimistic in how many dormitories we have, since the entire south block is, at present, entirely unused. I say that is an unimaginative viewpoint. There’s always a use for an empty room or fifty. Along with the courtyard that they surround the dorms form the central hub of Corpus Rahkshi. Each room houses a single Rahkshi and are not particularly spacious, containing just one bed and a boxy cupboard for storage. The idea being that such spartan living will encourage the Rahkshi to go out and fill their days with activity rather than laze around listlessly. And for the cleaning and maintenance of their armour suits, each floor has its own washroom, communal arrangements complete with cold and colder running water. Chirox Causeway ~From the Notes and Observations of Makuta Tridax, Master of the Isle of Nynrah~ Technically the students are not permitted to visit the mainland, however in practice there is nothing really that can be done to stop them short of keeping them in chains every second of every day. And thats really only a last resort solution. So I have endeavoured to make the journey, if not exactly perilous, then at least…entertaining. Rather than have a bridge connecting the Academy’s island with mainland Nynrah I had placed a series of irregularly positioned hexagonal pillars, the idea being that the students gain some small manner of exercise from jumping across or flying through them. The name comes from the causeway’s likeness to a set of teeth rising from the sea, and we all know how our esteemed colleague prefers his monsters toothy. Still reading, Chirox? If you want to go from the Academy to the mainland by foot then you must use the Chirox Causeway, a network of pillars all at varying distances and heights. The students, being Rahkshi, can of course just fly over but some like the challenge of trying to navigate the Causeway’s twists and turns. Off Campus Locations ~From the Notes and Observations of Makuta Tridax, Master of the Isle of Nynrah~ The island of Nynrah -my island of Nynrah- is the ideal place for an assortment of unknown quantities like the evolved Rahkshi. It is out of the way of any random passers by, has a nearby harbour to ship in supplies and, potentially the most useful of all, is home to the famed Nynrah Ghosts, craftsman without equal. At first we tried forbidding the students from visiting the mainland…and every single one of them ignored the order. So until we can train or breed this disobedient streak out of them we have compromised and requested they keep their excursions restricted to night hours. The Academy is not the only location in the game. Nynrah plays host to it and there are areas where the student body likes to frequent. The Ghosts are perfectly happy to sell their wares to the students, who usually pay by doing odd jobs or helping out in small ways. And while it is generally frowned upon to visit them during daylight, its not really going to get you any serious repercussions if you do. Just…try not to get caught. Phantom-on-the-Water ~From the Notes and Observations of Makuta Tridax, Master of the Isle of Nynrah~ The Ghosts are an illusive kin. It is how they earned the name after all. So I only feel confident saying that Phantom-on-the-Water is the only village entirely comprised of the craftsmen if I am permitted to affix the addendum “that we know of”. Spanning either side of the River Eidolon it is a mess of smoking chimneys and glowing furnaces, with dying embers and the sound of hammers filling the air. Nothing is ever still, nothing is ever quiet. I suppose it would appeal to a certain sort of person but I personally prefer peace and solitude in which to contemplate important matters. For their part the Ghosts seem unexpectedly happy at having the Academy nearby, possibly as having a building full of Rahkshi just next door discourages any snoops seeking them out. To most of the outside world Phantom-on-the-Water is just another village full of Fe-Matoran and the industry they love. It churns out well-made but none too special weaponry, maybe a few more ornate trinkets from time to time, but is otherwise indistinguishable from the other settlements on the island. But what the Brotherhood, and by extension you the players, are aware of is that is it headquarters for the ingenious Nynrah Ghosts, a group of Matoran who have always been a bit…looser with their morals than others. Either through avarice or sheer love of their craft they’re generally quite happy to make anything if offered the right price… The Cauldron After running through Phantom-on-the-Water the River Eidolon ends at a series of steep cliffs known as Blacksmith’s Bluffs. Where the course of the river stays truest it has managed to wear these cliffs down into a sandy beach the Ghosts use as a harbour for shipping. But the river splits off into a delta of many little streams and tributaries, most of which aren’t strong enough to erode the cliffs down and instead wind up spilling over the edge as a number of waterfalls. And the largest and most powerful of these falls has wound up carving away at the base of the cliffs, where the hammering of waves already weakened it. The combined might of all that water has opened up a fairly sizeable cave that, due to the turbulent curtain of spray that conceals it, has become referred to by the Ghosts as the Cauldron. They use it for smuggling as, so far at least, the Brotherhood is unaware of its presence. The Rahkshi students, on the other hand, know full well it exists and have adopted it for a similar purpose; smuggling and storing items otherwise considered contraband, be they specialised weaponry or just food nicer than the slop served in the Refectory. On the subject of Rahkshi ~From the Notes and Observations of Makuta Tridax, Master of the Isle of Nynrah~ Anyone with the clearance to read these notes is already well aware of what Rahkshi are capable of. I see no point in compiling a list of what everyone already knows and don’t appreciate having my time wasted on such pointless tasks. ~From the Notes and Observations of Makuta Tridax, Master of the Isle of Nynrah~ …I have been informed that for the sake of completeness I need to make a short reference piece on what Rahkshi can do in case the students demonstrate greater prowess. Very well then. In terms of sheer physical strength Rahkshi are blessed with greater power than their somewhat gangly frame would suggest. They’re much stronger than Toa, and could even give one of the Skakdi a decent challenge in an arm wrestle or other such test of brawn. With this strength comes a good deal of durability; extensive testing has concluded that a Rahkshi could be thrown or driven through a solid stone wall without any permanent damage. However that is not to say they could shrug it off, their armour does feel pain. It was necessary to give them tactile senses so they could feel temperature changes, know if they were attacked from behind, pick things up without applying pressure enough to crush them, etc. We were at least able to make it so a Rahkshi armour keeps the kraata inside relatively safe from exposure to light, which even the new breed remain depressingly vulnerable to if bright enough. Their metal casings stop sunlight from burning their skin but do little to stop it affecting their sight; Rahkshi are like Onu-Matoran, their vision is near-perfect in the dark but tends to blur or fade the brighter the light gets. The fault in the new breed that gives them their intelligence also allows them to fight down the instinctive fear and dislike of sunlight but it still tends to disorientate and confuse them, a weakness which should leave them once they mature enough. All the more reason for the academy to exist, to train them up to a level they are high enough to shrug off these detrimental effects altogether. From strength to speed but alas, this is nothing too special. It was impossible to engineer the armour to be any faster than normal without it also wearing through its joints at an alarming rate. Their reaction speed, on the other hand, is suberb. A Rahkshi would have no trouble snatching a thrown knife or Kanoka right out of the air, though launched projectiles (a cordak or zamor sphere, for example) would give them a bit more trouble. Rahkshi on the whole, though, are better built for cross-country, their durability giving them excellent stamina, their long limbs giving them a decent stride and broad feet providing excellent traction. Assuming they stick to land rather than simply taking to the air a Rahkshi could keep running for days on end. These estimations are, of course, barring the use of any powers the Rahkshi have. And speaking of powers, those seem to be developing as normal in the new breed. Whatever fault they have that has changed their mentality has not changed that much, at least to the limited degree they have developed so far. And, for anyone voicing their doubts on the significance of the change in our Rahkshi, or questioning what military use this study of them has, I remind those voices that we never expected even the original Rahkshi to able to form Kaita. Yet look how useful a trait that was and continues to be. And yes, for the record, the new breed have demonstrated the capability to form Kaita, which only leads me to question what is going through three of these more advanced minds when they're all crammed into one body. Which finally leads me to the newfound intelligence of the Rahkshi. It differs a little between each individual, as it does with any sapient species, but the new breed seem to have brainpower in the same range as your average Matoran. Which is interesting as, so far, they're still all at a fairly early stage in their development. Will their intelligence continue to grow as they level up? And if so, how smart would a new breed be at the sixth stage? Or as a Shadow Kraata? Perhaps we already have level six Rahkshi with the same fault and they're smart enough to conceal it. Its certainly easy to overlook or miss even in the confirmed cases. I know many of my fellows believe that their inability to speak Matoran means the new breed are still little better than rahi, but this is purely a physical limitation. They understand Matoran, and often many other languages, perfectly fine but their mouths are just not built right for the job of speaking it...so they've developed their own language. Its spread through the school like wildfire, all the students have mastered it. And I recently discovered a few of the Ghosts had picked it up as well, I suspect in anticipation of what constant customers the students may become. With this in mind we may need to curtail visits to the mainland a little more... Playing as a Rahkshi means you get a few advantages, what with being encased in solid metal and all. You’re stronger and tougher than you would be as, say, a Toa. You’re nowhere near invincible but you’re packing enough brute power to give anything that isn’t Krekka level brawny a really bad day. Oh, but since kraata are mentally linked with the armour they inhabit (since thats how they move it and all) you’re going to feel any damage that gets inflicted upon it. Basically you can’t pull a Black Knight and claim losing an arm ’tis but a scratch is what I’m saying. You start as a fairly newborn kraata, which would normally put you at level one but thanks the boost from being made Rahkshi and the few months you’ve spent training at the academy your powers are currently at the second level. This would be so you have powers that might be of some actual use, though you’re not quite at the point where you could level cities so a bit of creativity and imagination in how you use them is going to go a long way. This would also make them, in human terms, something akin to teenagers. You can also fly, a standard Rahkshi ability, an action which takes about as much energy to maintain as a light jog. You also need to be able to get into the ‘reclined’ position, but thats only going to be a problem if you’ve got a trapped foot or something. Kaita are also possible, though there are a few restrictions on forming them. First, they can only be formed by characters from three players, no roping in a couple of NPCs to make yourself suddenly bigger and stronger. And each specific combination requires a profile be filled out and approved beforehand of what the Kaita would look like and what additional power it gets upon formation. Finally, in a slight change from how Rahkshi Kaita usually work, the minds of all three participants are present and have the potential to control the one body, but they have to be working together to maintain the fusion. You can't simply have one player performing one action while another makes an entirely different and separate attack and the third trying to retreat because that loss of unity will result in the Kaita simply dissolving back into three Rahkshi. You need to all be working together to the one goal, co-ordinating your efforts as a team for the Kaita to actually work. The Staff You guys and your Rahkshi aren’t the only ones at the school, naturally. It has a small contingent of staff in place to act as anything from teachers to janitors. Growing Rahkshi need a lot of looking after you see. Here’s a bit more detail on the characters who’ll be doing their best to keep you in line. Tridax ~From the Notes and Observations of Makuta Tridax, Master of the Isle of Nynrah~ I feel it would be no exaggeration to say I was really the only possible choice for the position of Corpus Rahkshi’s headmaster. In addition to the many advantages my rank and position gives me I am one of the few Makuta who takes a very serious scientific interest in kraata and their development. While lesser minds are content to simply create monster after monster, I find my interests leaning towards understanding and improving those creatures that are, after all, a part of ourselves. The Makuta of Nynrah, put in charge of Corpus Rahkshi possibly because he kept telling people he was the best man for the job more than because he actually was. He doesn’t really consider the Rahkshi to be people or individuals, but tools. Weapons. Things he can study and examine, like an entomologist pinning butterflies. Fortunately his other duties with the Brotherhood keep him relatively busy and he tends to leave the day to day running of the school to his subordinates Suvak and Palma. Suvak ~From the Notes and Observations of Makuta Tridax, Master of the Isle of Nynrah~ Suvak is a Skakdi, a veteran captain from the wars of Zakaz who was forced into, shall we say, early retirement when a particularly nasty battle took the arm, leg and most his face off the right side of his body. Cybernetic replacements for these were the payment that lured him into being Corpus Rahkshi’s Drillmaster. If I were to describe him in a few words it would be ’solid’ or perhaps ‘dependable’. His tactics in Zakaz were all tried and true, tested through use in repeated battles, which won him a few victories but ultimately got him outwitted by one of the more imaginative warlords who preferred to invent their own strategies. Still, we need no battles won, we need someone who knows how to handle and train very dangerous individuals, and I feel confident leaving our students in his somewhat predictable hands. Despite the fact that he is technically only in charge of the students’ physical training, making him a glorified PE teacher, Suvak is generally the one who handles most of the academy’s daily business and is directly under Tridax in the hierarchy. His right arm and leg are entirely mechanical, the silver and grey stark against his natural green and gold colouring, as is the metal plate covering the missing half of his face. But don’t think that makes his eyesight, or his laser vision, any less accurate. He is not quite as harsh a taskmaster as Tridax seems to think he though, as he is a decent enough commander to understand that down-time is not just important but pretty much necessary. You can’t keep your troops constantly wound up or they’ll snap, so he is perfectly happy to let the students do what they like with their time off regardless of how little military potential Tridax may see in it. Palma ~From the Notes and Observations of Makuta Tridax, Master of the Isle of Nynrah~ Someone was needed to make sure the students were kept hale and hearty, and given how likely, or rather certain it was that the students would injure themselves or others that someone needed to be very very good at their job. I selected Palma for this task, a Rahkshi that has been in my service for many years now. Its knowledge of medical matters is unrivalled by any, and I would say outclasses even some of my fellow Makuta. In addition I feel that, as a loyal and well-trained Rahkshi, it makes an excellent example of what the students should be aspiring to. Palma is a Rahkshi of Quick Healing, and while not one of the new breed has intelligence enough from being a full-blown Shadow Kraata that she can match wits with them. Oh yes, thats right, Palma identifies as female, something she has only started to do in recent months. Seems the personalities of the students might be a little catching. Normally a bog standard brown and black, the colours of her kind, she’s adopted the practise of colouring the armour plates of her shoulders white with crossing red bands running across them, signifying her more supportive medical role. Though school nurse is not the limit of her role, she also acts as unofficial teacher of biological and anatomical matters that the students ask after, a fair number wishing to become healers themselves. The Porters ~From the Notes and Observations of Makuta Tridax, Master of the Isle of Nynrah~ The Porters are a batch of what I understand have been named ‘Fohrok’ by some of the underlings within the Brotherhood. Admittedly the last time we commissioned an army of these machines it did not turn out so well, but after promising not to exact any more vengeance on the Ghosts once we had eliminated those responsible for that fiasco we managed to broker another deal. We have a small platoon of them to carry out maintenance and fix things the living building cannot fix itself. And, for reasons I cannot explain, they have a bizarre fixation on the flower beds around the dormitory courtyard. Curious. Carrying out most of the more menial tasks are the Porters, funny little things that can often be seen rolling about the school heading to whatever needs fixing. They’re harmless really, and quite polite in a passive and completely silent way. If you get in their way they’ll just stand stock still, chittering slightly, until you move. Still enough of them in one place, with their yellow and black colours and unblinking glowing eyes, and they bear an unsettling resemblance to a swarm of large land-bound wasps. Their unusual fascination with tending the small garden in the dormitory area is a little gift from the Nynrah Ghosts, this time being a bit more subtle in their efforts to prevent the Fohrok being used as an army. Assignments ~From the Notes and Observations of Makuta Tridax, Master of the Isle of Nynrah~ Most of the time I am happy to let the Rahkshi simply develop as they will. Why force a natural strategist to haul weights, why teach a keen healer to break bones rather than set them, why cage a skilled martial warrior within a prison of books? The students each have different talents, often depending on their personalities rather than powers, and any talent can have a purpose to someone with enough reason to see its use. There a few occasions where I feel a little more…direction is needed. Just to give the students a push along the right path. These assignments will usually be long term projects for the students to complete but I understand Suvak is planning a few that are a little more instant in their gratification. This RPG is, in general, a sandbox that simply lets you play around with the fact that you’re in a high school made for and filled with Rahkshi. But if the inevitable craziness that will ensue from that premise doesn’t sate your role-playing needs then the Corpus Rahkshi staff will be giving your characters various projects or missions. Think of them as mid-terms. The first of these projects will be started as soon as the game gets off the ground. These assignments are not mandatory, but taking part and completing them will give you a decent boost to your experience and boost how fast you level up. Profile To join up you’ll need to write up a profile and get it approved (with this rule and profile also applying to any Kaita you wish to form). I’ll go a bit more in depth into what each one is about but if you think you’ve got the hang of it then here’s the basic form for you to copy and fill in. There is currently no limit on how many characters you can create. Name: Variation: Level: Gender: Gear: Appearance: Personality: Bio: And with that here’s a little more information that should help answer any questions you might have, thought if you still have any feel free to just ask. Names ~From the Notes and Observations of Makuta Tridax, Master of the Isle of Nynrah~ As representations of their individuality, most of the students have picked out names of their own choosing. Some have taken a word they find particularly meaningful or identifiable. Others have just mashed a random series of syllables together. I know of at few who have simply named themselves after the first thing they saw with Rahkshi eyes. I’m sure they consider it most poetic but having a dozen students all called Floor makes it very difficult to tell them apart. A fairly self-explanatory section, simply give your character a name. And since your characters are going round just making up their own names you’ve got pretty much free rein over what you pick. Heck I’ll even allow real world names if they’re not glaringly obvious. Just be warned, if you choose to name your character something like SuperShadoSlug616 then, while it won’t be automatically disallowed, you can expect your character to be mocked at every turn for every waking second of every day for naming themselves something so ridiculous. Variation ~From the Notes and Observations of Makuta Tridax, Master of the Isle of Nynrah~ The fault that causes the enhanced mental capacity of the students does not seem to be limited to any particular genus of kraata. Each of the forty-two different sub-species of known and catalogued kraata has at least one representative within the student body. Another fairly simple one, what are you a Rahkshi of? You have forty-two flavours to pick from ranging from Ice Resistance to Plasma, bound to be one that takes your fancy. Level ~From the Notes and Observations of Makuta Tridax, Master of the Isle of Nynrah~ So far all the new breed of kraata are, well, new. All of them are recently created, there’s none older than a year. In a way I quite like seeing them so fresh and raw, it means I have greater opportunity to study their development. As mentioned previously all characters will start off at level 2, which I’d hoped would be a decent compromise between giving you some actually effective abilities while not making them so powerful you can just blast your way through problems without thinking. Levelling your character up will be decided by the staff on a case by case basis. If you’ve been posting very frequently, having your character train a lot and interact a lot then of course you’re going to level up, its just common sense. But if perhaps you don’t have as much free time and don’t post as much but make sure each of your posts is a well crafted thing of beauty, then thats going to earn you credit just the same. Also worth noting is that, despite the Brotherhood’s best efforts to focus Corpus Rahkshi on more military aspects of life, you do get experience for other activities since, with your characters being so young, everything is a new experience for them. Go learn smithing from the Nynrah Ghosts, form a band with some friends, both just as valid a method for levelling up as regular sessions at the Gym. There are many roads to be becoming a Shadow Kraata and they’re all as valid as each other. Gender ~From the Notes and Observations of Makuta Tridax, Master of the Isle of Nynrah~ Hmm. No, even my superior mind has trouble with this particular concept. I never thought of Rahkshi as either male or female in any aspect of my works or life before and frankly care little about it now. I suppose that if we’re going to call them Sons of Makuta it makes sense to let some choose to be our Daughters instead. You might think this one is fairly simple, but I’ve done things a little differently. See, I figure since Rahkshi are just slugs in armour any gender they have is entirely their up to own choice and preference, so why stick with just the binary male/female option. If you want feel free to, for example, be both. Or neither. Or alternate between them depending what day it is. The Rahkshi are getting a completely free choice in the matter, I don’t see why you players shouldn’t as well. Gear ~From the Notes and Observations of Makuta Tridax, Master of the Isle of Nynrah~ We were a little reluctant to give the students authentic Rahkshi staves right off the mark given how untested they were. Who knew what kind of boosting or accelerating effect it would have on them? So instead they were given access to the academy’s small armoury where they could pick out simple weaponry for day to day use. However we have started to notice this weaponry getting a lot less simple, and the students starting to carry more intricate gadgets. I strongly suspect the Ghosts’ involvement but, as yet, do not know how or where they are getting this equipment into the school. This would be for what your character carries around with them. Owning some form of weaponry is about as close to a uniform as the school gets, and you needn’t feel restricted to the long staffs that are the Rahkshi’s trademark. This would also be the place to list more personal items. Maybe you have some trinket or gewgaw, maybe you carry some tools, maybe you’ve got yourself an instrument, that sort of thing. Though with these and the weapons don’t overdo it with how amazing or powerful they are. You may have the Nynrah Ghosts making you stuff but they still want paying and you’re limited by what you can practically afford. Favours can only get you so far. Appearance ~From the Notes and Observations of Makuta Tridax, Master of the Isle of Nynrah~ The differences between the regular Rahkshi and the newly developed variety is purely mental, there’s no obvious physical differences between the two species. Well, not until the new breed start expressing themselves again. They’ve developed a taste for body modifications, adding designs or piercings to themselves to distinguish themselves from each other. Its unusual but ultimately harmless. Yes you’re going to look like a Rahkshi, that much is obvious, but have you made any changes or additions to yourself? Perhaps your character has picked up some tattoos or armour decals. Perhaps you’ve changed your standard colours up to confuse your enemies. Or maybe you’re just naturally a little different from other Rahkshi, a bit burlier or a bit shorter and such. Just let the creative juices flow. Personality ~From the Notes and Observations of Makuta Tridax, Master of the Isle of Nynrah~ A consequence of the increased brainpower the students is that they’re exhibiting much more developed identities and personalities than normal. Rahkshi usually have certain traits that define their particular variation -a Guurahk will carefully study its prey, a Kurahk is always be swift to anger and so on- but what the new breed are demonstrating is much more advanced and often not even related to those traits. Which makes so little sense it offends me. I know there’s a decent sized chunk of players who don’t like these sections, and prefer to let their characters personality show through their writing, but I figured since the entire point of the RPG is that the Rahkshi are developing personalities of their own then a section in the profile was probably needed. Doesn’t need to be an essay, maybe just a brief description of the basic traits of your character. Bio ~From the Notes and Observations of Makuta Tridax, Master of the Isle of Nynrah~ Most of the students are new to this world so haven’t had a chance to build up much of a career or reputation. However I’m sure that within the groups and cliques that are forming within the student body there are many that would consider themselves important. As a freshly created beings your bios aren’t going to be too long, most of your entire existence so far consists of the months you’ve sent at the school. But thats still plenty of time to have accomplished things. Leant some new skills, made something you’re proud of, made some choices about your life, lots to be done. And feel free to talk with your friends, arrange for your characters to also be friends (or indeed enemies) in-game, you’ve had the time to build relationships like that. Rules BZP rules do, of course, apply. Should go without saying but I’m going to anyway No god-modding thank you. This includes pulling new powers out of nowhere, defeating hundreds of enemies without breaking a sweat, shrugging off any attack that hits you and so forth. By similar token don’t go controlling other people’s characters too much without their permission. Having them do something minor or speak a few words isn’t too much of a quibble but keep anything too big for your own characters. Don’t be too silly with your RPing. I know this is a game about teenage Rahkshi in a high school but thats no excuse to go around with a custard pie gun shooting everyone in the face. Unless you have a perfectly legitimate reason for it at least. Playing the game is really simple. You simple use the acronym IC (In Character) to denote what it is your character is doing or saying, and OOC (Out Of Character) for anything that is you as a person. For example: IC: Floor waited in line at the Refectory, wondering if today would be the greyish sludge with mysterious lumps or the mysterious sludge with greyish lumps OOC: Available for interaction if anyone wants to be next in line Since people will be reading your posts to know whats going on please try to keep them as legible and understandable as possible. Grammar is your friend. Try not to take things too personally. If one player’s character is attacking or insulting one of your characters it is not an attack on you by proxy. I’ve seen even veteran RPers forget this on occasion so just bear it in mind. Well thats all the boring stuff out the way, lets get this started and have fun!
  24. They had shut Beth out. They had cooperated completely for two weeks, and just when she had found her most promising lead yet, Core 9 had shut her out. She tapped her metal fingers on the desk and looked over the email hovering in front of her in AR. "Dear Ms. Bethany Tate," it began, "We are incredibly thankful for your assistance in this investigation, but regret to inform you that we no longer require your cooperation. For your efforts, 300 rubles have been blah blah nondisclosure blah blah license agreement blah blah contact customer support." She sighed and rubbed her eyes, pushing her AR goggles up to her forehead in the process. The stolen goods were no doubt confidential, but not confidential enough to warrant the dismissal of every private eye that got this far--at least, not if Core 9 ever wanted the investigation to go anywhere. She put her goggles back on and started composing a new message. If the tech was really that secret, someone would pay exorbitant sums of money for access to it. If there was something deeper to this secrecy, someone would pay for the information. Either way, she'd make a lot of money. She selected the addresses of several of her most trusted friends and sent them each a message over a network she trusted: Core 9 just canceled my contract, but there are still leads I want to pursue. Let me know if you want in and we'll split the money I make selling their corporate secrets >=P Later that night, a sniper was preparing his weapon on a roof across from an apartment building. He had been hired by an anonymous client to silence some private investigator who had stepped outside the boundaries of her contract. *** F R O S T B I T E Thirty years ago, the world was dying. Global recession threw entire countries into financial chaos, as expansionism increased through wars of acquisition. Terrorism blossomed, and freedoms were forfeited, giving rise to social unrest and civil war. Chaos was the global constant. All was made worse as the world continued to heat and permafrost banks around the world started to melt. Massive floods buried coastal cities underwater. However, the worst was yet to come. Buried in the Arctic and Antarctic ice lay a dormant life-form that would nearly wipe humanity out. This was the Runoff Plague, a pandemic consisting of several strains of virus with incredibly complex DNA. It didn’t take long for the Plague to work its way into sewage systems and water supplies across the world. Society started to break down as refugees retreating from the rising coastlines were forced into crowded, unsanitary camps where a new case of the Plague was just a sip of tap water away. However, all hope was not lost. While the world’s governments struggled to contain the chaos, an isolated, for-profit biotech firm called Spiritechnology worked tirelessly alongside its state-sponsored cohorts to develop a working treatment for the Runoff Plague. When they finally put together something that worked, it was first distributed to those within Spiritechnology, followed by the company’s corporate allies, and finally, hospitals and medical camps everywhere. With Spiritech and its allies remaining healthy and prospering, deals were struck between the affluent group of corporations and world governments; free distribution of the cure in exchange for a few ‘favours’ at the end of the epidemic. By all appearances, the Plague had been stopped, but not before it had wiped out nearly twenty percent of the world’s population. In 2023, in accordance with the agreements made during the Runoff Plague, the globe’s major powers signed the International Corporate Extraterritoriality Treaty (known as “ICE Treaty” colloquially), granting companies with a certain net worth the right to operate above the laws and restrictions imposed by the local government. As such, Spiritech and its allies in the “ICEd Tea Club,” fueled by the admiration of countries around the world for curing the plague, as well as political favours, gained ever more power on the world’s stage. Now, in the year 2046, the smaller population has led to a slightly more stable environment in the world of politics and business. Extraterritoriality and the freedom granted by the ICE Treaty to big corporations have led to a number of unprecedented advancements in science and engineering. For one, new biotechnological research has led to an insurgence in highly-available cybernetic implants led primarily by Spiritech. In addition, almost all interaction with the digital world is done through virtual and augmented reality, whether you’re reading information projected onto your field of view via a pair of AR goggles or downloading it directly into your brain with a neural implant. AR programs can even be shared and updated in real-time between multiple users, allowing for a multi-user AR experience for those who can afford it. However, it isn’t all roses-and-sunshine. Sea levels have risen two meters since 2016; this might not sound like much, but it will only get worse. While there were initially less people around after the dust settled, the overall population density in urban areas has seen an increase since 2016, as those settling around coastal areas have moved further inland. Quarantine cities, such as Karantin, have turned into fully-fledged population centres, as well as main operating grounds for ICEd Tea activities - especially those of an illicit and controversial nature. The ethics of cybernetic enhancement aren’t a major source of public controversy quite yet, although there still exists a prejudice against augmented individuals. As corporate power increased, the power of the government decreased in proportion, leading to a general rise in criminal activity. On a similar note, the corporations lucky enough to get into the ICEd Tea Club are doing increasingly underhanded things to stay there. This is the world you live in. Will you take up bounty hunting, earning your coin by doing the jobs everyone else refuses to take? Will you steal corporate treasures and sell them on the black market? Will you be a hacker, breaking into secured networks and using what you find to further your own goals? It’s up to you, but one thing is for certain: if you play by the rules, the streets will eat you alive. The Iced Tea Club: If you want to survive out there, you’ll need to know who’s in charge. In no particular order, these corporations have reached and surpassed the threshold to receive the full benefits of the International Corporate Extraterritoriality Treaty: Spiritechnology, Inc: “Not just biotechnology. Spiritechnology.” A biotech company and the first to join the Club. Currently, they’re the leading provider of cybernetic hardware. They’re also famous for engineering medication to combat the Runoff Plague, though due to the disease’s reduced presence in the modern world, it’s not really a priority anymore. Taurus Corporation: “Information in the blink of an eye.” Taurus Corp. is responsible for providing internet access to an estimated twenty million subscribers each day. Needless to say, this makes them a highly profitable organization. Ian V. Xavier Technology Solutions: “Putting the ‘World’ in ‘World Wide Web.’” IVX TechSol is Taurus’s number one competitor in terms of internet services, though they specialize more in hardware and basic software than networking. Chances are, if you have a pair of AR goggles or a Direct Neural Interface, there’s an IVX logo slapped on there somewhere. Krueller-10 Weapon Systems: “This is your boomstick.” Krueller-10 is thus far the only weapons manufacturer to make it into the Club. And for good reason; their firearms are the most reliable on the market, and some even feature integrated computer systems that allow users to fire the weapon with a thought and receive data such as ammunition count and estimated bullet trajectory. They specialize in light firearms such as submachine guns and pistols, though they do manufacture a few heavier-caliber weapons. Igneous, Inc.: "Ignite the highway." Igneous is a prolific transportation company, producing mostly high-end sportscars and sedans. The luxury of the Igneous brand name means they don’t have to sell very many units compared to other companies to stay where they are. They just need to sell a few at exorbitant prices. Zeta Aerospace: “Innovation is our motivation.” Zeta Aerospace, as the name suggests, designs, builds, and manufactures aircraft, and they’re also funding their own budding space program. Most commercial airliners in use today are of the Zeta brand, though they do dabble in military technologies. Coronation 9: “Moving the world.” Core 9 is the jack-of-all-trades of the corporate world. Through a number of subsidiaries, they manufacture a wide array of products, from computers to rugged road machines and everything in-between. Their main brands, however, are in the field of robotics. Their most famous product, the Multi-Purpose Mobile Platform (MP2) is a semi-autonomous four-legged walker that can be re-equipped and re-programmed to perform a variety of roles. Karantin, the Frostbitten City: Karantin (Russian for “Quarantine”) is an underground megacity situated far northeast of Moscow, deep in the now-thawed Siberian Outlands. Consisting of a traditional aboveground cityscape, the underground portion was built in a hollowed-out cavern during the Runoff Plague outbreak as a highly-sanitary superhospital for disease victims. The underground buildings, currently known as the Laquearia District, were built hanging from the ceiling of this cavern. Thus, if any runoff water made its way into the cavern, it would collect at the bottom, preventing doctors and other “clean” personnel in the hospital from becoming infected. Since the days of the Plague, the water that collected under Laquearia has been drained and another district, Solum, has been constructed. The gap between the two lower districts is bridged by a network of catwalks and elevators dubbed “Medius.” Medius also includes the lowest walkways connecting Laquearia’s buildings. Above Laquearia, on the surface, lie the Lower City, Mid-City, and Upper City. Similar to the underground city, these buildings are separated into districts by walkways between them. Contrary to most preconceived notions, in Karantin, the poorer you are, the higher you live above sea level. Geothermal vents warm air conditioning systems in Solum, and the heat is then distributed in accordance with proximity to the vents. This means that housing is cheaper towards the top, where heating is minimal at best and the living conditions are accordingly abysmal. There are a number of ways to get around the city. If you live in Solum or the Lower City, you can usually just drive from place to place. If you can’t afford a car or you don’t live on a level with roads, you can take the Elevators. Elevator cars, or Levs for short, are equal parts elevator and subway car. Not only can they travel vertically, but thanks to a complicated system of wires, rails, and magnetic tracks, the right car can take you nearly anywhere in Karantin. And, for the particularly well-off, there exist expensive flying vehicles built by Igneous that run on technology developed by Zeta. These “hovercars” require massive batteries and solar panels in order to power the Pulsed Inductive Thrusters they rely on for propulsion, but they’re an option if you have enough money and patience. Politically, Karantin is owned by the Russian government, and managed by the key players of ICEd Tea, meaning the ruble is the local currency. A construction company known as Kasper New Series is responsible for the construction and maintenance of the city, though each member of the Club also has a large presence there. Mainly forgotten by the rest of the world following the end of the Runoff Plague, it is a place of corruption and corporate control. The poverty at and above the surface makes it a bustling hub for gang activity. Meanwhile, the lower levels frequently host the activities of more organized crime syndicates. If you want to make a quick buck, Karantin hosts plenty of opportunities for you. In recent local news, a Coronation 9 robotics research lab in Laquearia was raided by a group of unidentified, heavily-augmented assailants. Investigation is still ongoing, but thus far, nobody has claimed responsibility for the attack. Several untested prototypes were reportedly stolen in the raid. Several organizations, Core 9 itself included, are enlisting the help of private investigators to solve the case. Factions: Iced Tea Club members aren’t the only powerful groups with presences in Karantin. Here are a few you should be wary of: Dvenadtsat' Brat'yev (The Twelve Brothers): The Brothers are the largest crime syndicate in Russia, and they are particularly active in Karantin. As their name suggests, the twelve Lukyanenko brothers collectively preside over the the group, and their connections run deep throughout the city. Your Local Collective: Despite the name, this hacker group is anything but local--their operations span the globe. Most people who operate in the Collective’s name do it for fun, exploring new ways to exploit the world’s information systems, but they do occasionally work for money. Watchman Contractors: This private security contractor is headquartered in Laquearia and largely serves as its police force. They commonly make use of hover vehicles to get where they need to go faster than levs can carry them, and its officers are quite good at what they do. Electronic Warfare: The advent of virtual and augmented reality has made electronic warfare much more common in the modern world. Most consumer electronics have some sort of wireless capability, and many infrastructural items are linked, whether directly or indirectly, to some sort of wireless system. Hacking in this game will be treated very much like combat. Players will take turns attacking and/or defending their devices in cyberspace. Virtual Reality interactivity has allowed for the creation of hacking systems that simulate combat between two or more “avatars” in cyberspace. Users can customize the appearance of their avatars, but their abilities in cyber-combat depend on the software they have, and the software they have usually depends on how much money they have. The battle takes place in an environment built by the defending user(s). This environment can be anything from a digital battle arena a la Tron to a clearing in a snowy forest--really anything that you can imagine. If a user hasn’t taken time to customize the environment on his or her device, it will usually default to an endless field of grid lines. No matter the environment, however, there is always some virtual object that represents files stored on the device, like a safe or a briefcase. Gaining access to this object is the ultimate goal, so defending parties should attempt to defend it at all costs. Now, bear in mind that if you’re hacking a device, your opponent probably won’t be another human being right off the bat unless said device’s owner doesn’t have any security software. Most devices have Automated Security Protocols--ASPs--that can be customized as much as the VR environment, whether it’s through the tools that come with the software or by programming your own. They’ll typically take forms that suit their environment as well; for example, the previously-mentioned forest might be defended by a timberwolf. Like many things, ASPs cost money, and the more expensive they are, the better they work. If you’re trying to steal data from a large corp, expect heavy resistance. When breaking into lower-grade systems, however, the security measures might be more subtle and complex. For example, while a secure corporate databank might appear as a heavily-guarded fortress, a system owned by a programmer might be protected by a complex maze of dark hallways. What happens once the ASPs are down largely depends on what you’re trying to break into. Most tech-savvy users will have their system set up to give them notifications once their security protocols have been breached. At this point, they’ll usually plug themselves into VR and intervene manually. However, larger databases usually won’t have a specific user guarding its contents, so the ASPs will be the last thing you have to go through before you have access to the system. If a user does, however, decide to confront you, there will be little reason for either of you to constrain yourselves with real-life physics; many users program virtual superpowers of sorts into their cyberspace avatars. These powers can range from flight to teleportation to laser vision and beyond, so long as they're balanced. Damage to an avatar will be reflected as damage to the data stored on the user's device. Files might be corrupted or lost, viruses might be installed--it depends on the extent and type of damage dealt. For example, if an avatar suffers some minor lacerations, a few non-essential files might be damaged and corrupted, whereas if it is mortally wounded, more integral files could be corrupted or lost. This damage, like real-life injury, takes time to fix. Ultimately, players should judge how long it takes to get their devices up and running based on how much damage they've suffered. Tech: Aside from VR and AR technology, unrestricted corporate research has yielded breakthroughs in many technological fields: Multiform Particles: Metallic particles that can be programmed to take different shapes. In volumes greater than about a gallon, they start to lose cohesion, so they don’t have a lot of practical uses on larger scales, but they can be used in smaller quantities to form tools and other useful items. Hoverbikes/Cars: Vehicles that are propelled by ion thrusters and hover above the ground. They bridge the gap between aircraft and automobile. Jet/Rocket Packs:These rigs are good for short bursts of speed and jumping higher than normal, but not really “flight,” per se. They require training to use effectively and can either be worn or implanted depending on the preference of the user. Propulsion/Repulsion Boots: Useful for gaining extra height when used in conjunction with rocket-and-jet-packs, whilst also serving as stabilizing thrusters. Repulsion boots also help to slow flying users down before impact with ground. Grappling Hooks: Hooks designed to be fired via magnetic or compressed-air propulsion system. They can be used to maneuver quickly between buildings and other large structures or set up ziplines and tightropes. Interchangeable Weapon Systems: Specialized weapons platforms that use simplified base-and-grip platforms in order to attach multiple ‘rigs’ that will convert the firearm to a plethora of modes. With the right attachment, these ‘bases’ can be turned into assault rifles, sniper/battle rifles, LMGs, and even submachine guns and shotguns. LIMEs (Linked Integration Module, Electronic): Electronic devices used as a tangible alternative to virtual reality. A touchscreen datapad device uses a specialized nanowire equipped with a ‘plug’ at the end - composed of multiform particles, the plug is able to shape itself to fit any computer terminal socket, transferring data to and from the LIME device. Four Weapon Categories: Kinetic (Rail/Coil-based Weapons), Propelled (Bullets, Rockets/Missiles), Laser (Short charge before an extended burst), Plasma (Essentially shooting directed lightning bolts) Specialized Multiformation Tool: This baton-like device uses multiform particles to arrange itself in a manner of ways depending on a re-programmable setting. The SMT can take the form of a spade, axe, crowbar, sword, and countless other tools (Tools with moving parts not included. Think the T-1000 from Terminator 2). QuickHeal Regenerative Bandages: These Spiritech-made adhesive patches use chemicals that promote blood clotting and cell growth to quickly stem the flow of blood from open wounds. They aren’t much of a long-term solution, but they can buy a wounded person some time. VR Goggles/Implants: Your standard connections to the virtual realm. Goggles project information onto the user’s retina, whereas implants feed data directly to the brain, allowing for a more immersive experience. Generational Genetic Modification: Those who can afford it have the option of modifying the genetic code of their children before birth. The legal modifications are limited to basic things like appearance, immunity, and muscular strength. Anything beyond that, and the child is at significant risk to develop cancer or a degenerative genetic disease. Augmentation: Numerous advances in cybernetics have made human augmentation much more commonplace. It isn't limited to just limbs, either; almost any electronic device can be implanted into a human body for the right price. A commonplace procedure involves implanting a net of electrodes and electric stimulators into the brain that allow the the implantee to control electronic devices with his or her mind and have information projected directly into his or her field of view. This system is known as a Direct Neural Interface. Cybernetic limbs come in all shapes and sizes ranging from the lifelike to the blatantly mechanical. Whatever your taste is, in cities like Karantin, many augmented individuals who can afford it choose to have weapons like blades and firearms integrated directly into their prostheses for self defense. Other popular augmentations include cybernetic eyes with special capabilities like thermal vision and built-in life support systems that support their users in toxic environments. If you can think of a way to enhance the human body electronically, chances are someone’s selling it somewhere. Despite all the benefits of augmentation, there are more than a few drawbacks. Due to their added capability, augmented workers are more likely to be hired than non-augmented ones, dividing the populace between augmented individuals and those who can’t afford augmentations or refuse to get them for medical or personal reasons. While the tensions between “augs” and regular humans have not escalated to violence quite yet, the animosity rises with each passing day. Rules: All posts should be broken into “In-Character” (IC) and “Out-Of-Character” (OOC) sections. For example: IC: Adam stretched his new cyber-arm and ran his fingers over the smooth surface of the countertop. He was still getting used to the strange pseudo-touch granted to him by the latest in tactile feedback technology. OOC: Anyone up for interaction?No godmodding. In short, this means don’t do anything outside the realm of possibility. Your character won’t be able to take down a squad of corporate goons without at least a little outside help. Don’t take control of any characters that don’t belong to you without the respective player’s permission. This includes NPCs being controlled by other players.Don’t metagame. Your character won’t know any important info he or she hasn’t learned over the course of the game.Death happens. If your character is in a situation he or she can’t escape, there’s probably a reason for it, so it’s just best to let him or her go.As always, all BZP rules apply.Above all, have fun. The purpose of this RPG is storytelling; there are no winners or losers as long as everyone is enjoying themselves.Characters: To create a character, fill out this form and post it in the discussion topic. Name: (First and Last.) Alias: (Giving out one’s full name to employers might not be the best idea when living the life of a criminal, so plenty ne’er-do-wells-for-hire go by a codename. If your character doesn’t, feel free to omit this section entirely.) Age: (How long has your character been alive?) Allegiance: (Does your character prefer to work for a particular group, or his he or she a lone wolf, taking jobs no matter who presents them. Appearance: (What does this character look like? You can give a description and/or link to an image here if you so choose.) Personality: (How does this character think and how do those thoughts affect their actions?) Skills: (What is this character good at?) Augmentations: (Does this character have any cybernetic implants? If so, list them here. Integrated weapons go in the Weapons section) Equipment: (What does this character typically carry around?) Weapons: (What potentially lethal objects does this character typically carry around?) Cyberspace Environment: (What will a hacker see once he or she tries to hack this character’s device in VR? See Electronic Warfare above for more details) ASPs: (On a similar note to the above, what Automated Security Protocols does this character have installed on his or her device?) Cyberspace Abilities: (What special abilities has this character programmed/installed for him/herself in cyberspace? These can be pretty much anything you can think of, so long as they’re balanced.) Weakness: (He or she doesn’t have to have a Kryptonite, per se, but nobody’s perfect) Bio: (A recap of your character’s life thus far.) Important NPCs: Bryan Teach Bethany Tate Staff: Zyke (Zulu Yankee Kilo Echo) Perpetual Darkness
  25. -Discussion- -Profiles- "Gathered friends, come, listen to the tale of the downfall of Spherus Magna, let this show as warning and history of our world." "In the time before our time, the world was perfect. The Great Spirit Mata-Nui had blessed Spherus Magna, our home, with the power of Life. He had left us to govern ourselves, and live in peace and prosperity. It is more surprising that they had expected that to last forever than that it was disrupted. What has truly happened is unknown, perhaps the answer lost to the mists of time, but our world changed. The blessing of the Great Spirt seemed to fade, or even be corrupted, and the world twisted. And again the wars began. And they have continued for ages, in this lawless, uncivilized time where only small villages like yours are untouched. But perhaps you're looking for adventure. Perhaps you just want to fix things. I can't promise you anything, but... I want to fix things, too." The Le-Toa glances about the circle of merchants and villagers across the bonfire, his hand scratching the Hordika long gone feral and domesticated in a sense on the head. He gives a small grin. "Perhaps we can fix things, together. Or perhaps I'm crazy. In any case," He stands, brushing himself down, "I'm headed to the City of Flames across the sea with the caravan. Anyone is welcome to join me, if they so wish. I'll be in my tent." And he left, the Hordika following, disappearing into the temporary living quarters he had set up along with the rest of the merchant caravan, leaving the crowd to wonder and whisper and decide to themselves as the night sky, filled with stars but not a moon, became clearer in the dying fire-light. Information: First off, welcome to A Journey of Sands, Stars, and Spirit. This is indeed a text-based RPG much like you're used to, but with a few things. First off, this is not open-world. This is going to be a linear journey along the path I've laid out in my notes to save the world, fight people, and perhaps even experience sacrifice along the way. Your character options are going to be limited at first to Glatorian, Agori, and Matoran, but 1 character can be almost any species assuming that A, they begin as a merchant, and B, they are either not Toa or have a really good reason and backstory to be one. Total, you can start with 3 characters, but that number will increase as the story progresses and more variation, races, species, and such will become available as the RPG progresses. There is also going to be many opportunities to gain powerful weaponry, strange artifacts, or even new powers as rewards for good RPing and continuing the progression. Lastly, please, do have fun, and take note of the Rules before posting a profile or starting to play. Rules: 1. All BZP rules do still apply here. 2. Have respect for the staff, myself, and other players. Respect them as RPers, and respect their characters and let them control their own characters as they see fit. 3. Please do try to make your posts as readable as possible. A common help is to color-code each character, or even note in the beginning who and where. Ex. IC: Zakaro (BZPower) 4. As this is an epic quest, there's not much time for romantic or comedy subplots. Do keep those things to a minimum. 5. Your character is just as good as the others, within context. Play them realistically, unless your Matoran is an accomplished martial artist or fast on their feet, they're not going to easily take down a Glatorian without some weapons or other help. 6. In total, at the beginning, you may start with 2 villagers that are Agori, Glatorian, or Matoran, and 1 merchant of nearly any race. A merchant character will be harder to approve, especially if they are a Toa or otherwise more powerful character. Over the course of the RPG, I aim to keep everyone to a 1 Toa maximum, so decide wisely. 7. Have fun, and to show you read the rules combine Species and Gender into one catagory when making a character. Thank you, -Zakaro
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