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a little summer project, let's call it. (credit to onaku) Following a devastating, years-long conflict now being referred to as the Great War, the surviving denizens of Okoto have realized that the magic that infused the island for thousands of years is beginning to fade. With the disappearance of the last of the legendary Titans and Mask Makers, Okoto is fading into normality, and even the surviving Toa now begin to weaken. In a desperate gambit to save their diminishing population and restore the magic – Okoto’s lifeblood, so it would seem – to the island, the region leaders have hunted down the notes of the Mask Maker Voltex. Within, they found mention of the Mask Maker’s homeland; an island named Ikir. Abandoned a thousand years ago after its destruction in a natural disaster, Voltex’s notes make it clear that the Mask Makers had to abandon some of their own people on the island – and, more importantly for Okoto, a vast treasury of mystical artifacts born of the Titans and gods themselves. It is one of these that the leaders of Okoto seek; the Staff of Annona, said to have been crafted by the gods and gifted to her during the birth of Okoto. Voltex’s records claim that it was through the Staff that the gods originally infused magic into the very fabric of Okoto’s being, and the leaders of Okoto now hope that, by retrieving it, they might restore the island to its former glory. You are members of the first voyage to Ikir. You were crew members of a single ship, sent to scout the island to determine if it would even be worth it for Okoto to risk sending more Protectors in search of the Staff. Unfortunately, your ship was heavily damaged in a storm as it approached the island, and almost all of the crew perished. Upon awakening, your group managed to discover the ruins of a temple containing an object that matched another description in Voltex’s notes – the Torch of Ma. Lighting it will provide its bearer with the divine protection of the gods for a single day and night, before it must be handed off to another… lest its divine energies consume the Torchbearer. The Torch will undoubtedly prove useful, for the remnants of your crew have become separated after a colossal figure referred to only as the ‘Guardian’ in Voltex’s notes. Designed over a thousand years ago by the Mask Makers to protect their treasures and history, the Guardian now serves alongside the Mask Maker Kota under the spirit of Annona, the Titan of Duty. While one group wields the Torch of Ma, the other group has encountered Voltex himself, who vanished under mysterious circumstances shortly before the Great War. If both groups can survive long enough to re-convene and recover the Staff of Annona, perhaps you might survive to return to Okoto, and restore hope to the land. Let the game begin. IN BRIEF You are all Okotoans who have joined up with me (Voltex) on what may very well turn out to be a suicide mission, on a scouting voyage to the island Ikir, home of the Mask Makers. With the Guardian, the Mask Maker Kota, and the spirit of Annona all hunting you down, time is rapidly running out. Even with the Torch in hand, you will need to succeed in your mission and recover the Staff if you are to survive. Upon each new round, each group will be given two options on how you wish to proceed – one option is guaranteed to kill you, while the other will guarantee your continued survival until the next round. The game will end after ten rounds; survive all ten rounds, and you shall emerge as victorious as the Long Night allows. Each player has one “second chance” – the first time you select the wrong path, you will still survive to continue the game. However, you should be warned now that at some point, the Torch’s light will die, and if you are out of second chances when that occurs, you might have a tricky time getting to the end. This is both an individual and a team game. Though victory is only possible so long as at least one player makes it all the way to the end of Round 10, you must look out for your own best interests as well, and stick to the paths that you believe will lead you to victory. If you have any questions, please feel free to ask. RULES 1-I dunno. Follow BZP rules? There isn’t really a way to cheat at this game, to be completely honest. SPECIAL ROLES Voltex – A portrayal of myself in-game, travelling with Group One. Voltex will always take the correct path, but his choice will obviously not be mentioned until the scene for each round (otherwise you would all win). The Torchbearer – Voted on by everyone in Group Two each round, this player will automatically select the correct path (they choice will be matched to the correct path in the scene regardless of what they select). The same person cannot be the Torchbearer twice in a row. Everyone Else – The rest of you. STARRING… Only ten slots right now, but if more people show up, there’s not really any sort of player limit. I ask that you each select one of the six Okotoan elements, as well as a unique name for your character (it cannot be your current or typical name here on BZP). You can also give your character a “last name” – including the house names already mentioned in the BZPGOT series, if you like. You’ll be split into groups once signups are finished; I’ll split them as evenly as possible. 0-Voltex as the Mask Maker Voltex 1-Jed as Pruinus Rime 2-Luroka as Kuan Aodh 3-Underscore as Chuckles Qendroj 4-Onaku as Marah Nakali 5-Vox as Kaathe Maran 6-Pahrak as Genakex Ikhav 7-FF as Siel Greavesey 8-RG as Quant Regula 9-Pulse as Kirthaj Vatten 10-TL as Rassilon Boscage 11-Smoke as Locke Boscage 12-Hellyam as Sir Hellyam Crustallus 13-Forgotten Soul as Arawhata Rayne Signups will remain open for 24 hours. I also recommend you follow this topic if you’re playing, since the rounds will be moving rather quickly.
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EPISODE 01: NIGHT FALLS EPISODE 02: THE EASTERN WALL EPISODE 03: VAKAMA CITY EPISODE 04: THE SKULL BASHER EPISODE 05: REUNITING EPISODE 06: THE LAST REQUEST OF VOX EPISODE 07: MAKUTA CITY EPISODE 08: FRIENDS AND FOES EPISODE 09: HOW IT BEGAN EPISODE 10: UNITED WE FALL The Long Night has stretched across Okoto for six years, and there appears to be no end in sight. The regions and their houses have collapsed into ruin, and those few Protectors who have been unlucky enough to survive for this long have retreated into the farthest corners of the land, in the hopes that they will not be found. The Mask Makers Ekimu and Makuta have vanished. The Skull Army, led by the mysterious and sinister Kulta, the Skull Grinder, roams the island. All hope seems lost – but rumors have begun to spread, of Ekimu’s survival. Whispers of Protectors gathering under his banner in the Water Region, unearthing the long lost Golden Mask of Skull Spiders and awakening its Lord to fight against the forces of the Long Night. They speak of a plan – a plan to end the Long Night. But this plan requires the Kanohi Mask of Makuta – the Mask of Control – which has not been sighted since the Long Night began. This is where you come in. A mysterious Protector with an all white mask, dressed in black and white armor and calling himself Voltex, has recently arrived in the Jungle Region with orders from Makani Kumo, who commands the Jungle Protectors in the Water Region. He is to lead an expedition of Protectors across the island to the northern tip of the Stone Region, recover Makuta’s Mask of Control, and hand it off to Ekimu. You have decided to help – after all, when the alternative is becoming another member of the Skull Grinder’s undead army, anything is preferable. Time is quickly running out, and even a group as small as yours has attracted the Skull Grinder’s attention. Reach the Stone Region, retrieve the Mask of Control, and deliver it to the Water Region – or die trying. Good luck. IN BRIEF You are all Protectors of Jungle who have joined up with me (Voltex) on a suicide mission to travel all the way to the northern tip of the Stone Region, where rumor has it that Makuta’s Mask of Control still remains. With the Skull Army hunting you down, time is rapidly running out, and you will need to succeed in your mission if you are to survive. Upon each new round, you will be given two options on how you wish to proceed – one option is guaranteed to kill you, while the other will guarantee your continued survival until the next round. The game will end after ten rounds; survive all ten rounds, and you shall emerge as victorious as the Long Night allows. Should you die by making the wrong decision at the forks in the path, that is it – your journey is over, unless the team’s Oracle (a Protector with the blood of the Mask Makers, and armed with a Mask of Foresight) manages to save you. If the correct choices are made, players who take the wrong path in Round 1 can be revived at the end of Round 5 – one for each surviving player. This is both an individual and a team game. Though victory is only possible so long as at least one player makes it all the way to the end of Round 10, you must look out for your own best interests as well, and stick to the paths that you believe will lead you to victory. If you have any questions, please feel free to ask. RULES 1-I dunno. Follow BZP rules? There isn’t really a way to cheat at this game, to be completely honest. SPECIAL ROLES Voltex – A portrayal of myself in-game. Voltex will always take the correct path, but his choice will obviously not be mentioned until the scene for each round (otherwise you would all win). Truth be told, his inclusion here has more to do with a possible sequel if this works well and I’m interested in running another. The Oracle – A Jungle Protector with the blood of the Mask Makers, allowing them to use Masks of Power. They wear a Mask of Foresight, which can they can use to target one player each round (including themselves, but never twice in a row). If the targeted player takes the wrong path that round, the Oracle will save them, allowing the target to continue on. Everyone Else – The rest of you. PLAYER LIST Only ten slots right now, but if more people show up, there’s not really any sort of player limit. If we hit upwards of 20 people, I’ll add in a second Oracle to help balance things in your favor a bit. 0-Voltex 1-Ehksidian (Cut down by the Skull Basher, Episode 03) 2-Luroka (Stabbed by a Skull Scorpio, Episode 08) 3-ToaD (Struck down on the Eastern Wall, Episode 03) 4-Roman (One Last Fight, Episode 10) 5-Vox (Lost in the Ancient City, Episode 05) 6-Wiriamu (Betrayed by the Protectors of Fire, Episode 04) 7-TL VICTORIOUS! 8-Unit (Swarmed by the Undead, Episode 07) 9-Hellyam (One Last Fight, Episode 10) 10-FF VICTORIOUS! 11-Dragonstar (Fell to the Undead Horde, Episode 02) 12-Underscore (Slain by the Undead Unit, Episode 07) 13-Smoke Monster (Torn apart by the Undead Horde, Episode 04) 14-Trijhak (One Last Fight, Episode 10) 15-Taka Nuvia VICTORIOUS! 16-Oko (Fell off the Wall to his death, Episode 03) 17-Jed (Sacrificed to Skull Scorpios, Episode 10) 18-ShadowVezon (Sacrificed by Lord Vohon, Episode 04) 19-Ghrinch (Torn apart by the Skull Basher, Episode 03) Signups will remain open for 24 hours, or until we hit 20 players, which ever comes first (because I am not dealing with 20+ people for this, no way). I also recommend you follow this topic if you’re playing, since the rounds will be moving rather quickly.
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ALL PLAYERS - FOLLOW THIS TOPIC!! Otherwise you might miss important information. A group of Matoran sped towards the only exit from Karda-Nui, as the massive chamber began to cave in upon itself. All of the light had faded, and the Codrex was destroyed. In a massive war that had consumed the entire universe, the Great Spirit had been slain forever. Now the entire universe shuddered, islands cracking apart, collapsing into the seas. This was the death of the Matoran Universe. The group faced a choice, now, as they exited the heart of the Matoran Universe. Would they take the vehicles of the now-dead Toa Nuva? Would they make the journey on foot? Or would they attempt to sail the seas? They split into three even teams, attempting each option in the hopes that all would survive. But when the group piloting the vehicles reached the designated meeting spot on the island of Odina, they found only half of the ocean crew waiting for them. The rest of their team was clearly dead, and if they were not careful, more of them would end up the same way. The Matoran Universe was a dangerous, unpredictable place; especially when it was dying. Their journey would contain many choices like this one, and each would be just as risky as the last. Could they survive the week, and make it to the Coliseum in time? IN BRIEF You are one of the members of a small group of courageous Matoran who have managed to survive a massive war that has killed almost all other life in the Matoran universe. With the universe set on a course to crash-land on a desert planet far below, you must reach the shelters hidden beneath the Coliseum before the week is up if you are to survive. Upon each new round, you will be given three options on how you wish to proceed – one option is guaranteed to kill you, one provides you with a slim chance of success, and one will guarantee you continued survival until the next round. Should you die by making the wrong decision at the forks in the path, that is it – your journey is over, unless the Medic revives you. If the correct choices are made, a certain number of players might be revived during Round 4. This is, for the most part, an individual game – though of course, alliances may form when convenient. There are two ways to win; either be the last person standing, or survive all the way until the end of Round 7. RULES 1-BZPower Rules Apply 2-Have Fun 3-Anything else I forgot to mention SPECIAL ROLES Medic x1 - As long as this player remains alive, they can revive one fallen player every round. Pyro x1 - This player can set one of the three paths ablaze, forcing all surviving players away from that path. Turaga x1 - This player will always make the correct choice during the even-numbered rounds, but only has a 50% chance of surviving the correct path on odd-numbered rounds. Toa x1 - Each round, this player can force one other player to select the correct path whether they choose to or not, keeping that player alive. If the Toa picks the Pyro, however, the Pyro will instead be slain. PLAYER LIST 1-Luroka - OPTION C // OPTION B // ROUND 3 // ROUND 4 // ROUND 5 // ROUND 6 // ROUND 7 2-Blade - OPTION C // OPTION B // ROUND 3 // ROUND 4 // ROUND 5 // ROUND 6 // ROUND 7 3-ToaD - OPTION A (Lives) // OPTION A // ROUND 3 // ROUND 4 // ROUND 5 // ROUND 6 // ROUND 7 4-ShadowVezon - OPTION C // OPTION C // ROUND 3 // ROUND 4 // ROUND 5 // ROUND 6 // ROUND 7 5-Unit - OPTION B/OPTION C // OPTION B // ROUND 3 // ROUND 4 // ROUND 5 // ROUND 6 // ROUND 7 6-Pulse - OPTION A (Dies) // n/a // ROUND 3 // ROUND 4 // ROUND 5 // ROUND 6 // ROUND 7 7-Underscore - NO CHOICE (Dies) // n/a // ROUND 3 // ROUND 4 // ROUND 5 // ROUND 6 // ROUND 7 8-Ghidora - OPTION C // OPTION B // ROUND 3 // ROUND 4 // ROUND 5 // ROUND 6 // ROUND 7 9-Tiragath - OPTION C // OPTION C // ROUND 3 // ROUND 4 // ROUND 5 // ROUND 6 // ROUND 7 10-Quisoves - OPTION A (Dies) // n/a // ROUND 3 // ROUND 4 // ROUND 5 // ROUND 6 // ROUND 7 11-Ehks - OPTION B/OPTION C // OPTION B // ROUND 3 // ROUND 4 // ROUND 5 // ROUND 6 // ROUND 7 12-fishers64 - OPTION A (Lives) // OPTION B (Lives) // ROUND 3 // ROUND 4 // ROUND 5 // ROUND 6 // ROUND 7 13-ToaK - OPTION B/OPTION A (Lives) // OPTION B (Dies) // ROUND 3 // ROUND 4 // ROUND 5 // ROUND 6 // ROUND 7 14-TX Wade - OPTION B/OPTION C // OPTION B // ROUND 3 // ROUND 4 // ROUND 5 // ROUND 6 // ROUND 7 15-Nevermore - OPTION C // OPTION B // ROUND 3 // ROUND 4 // ROUND 5 // ROUND 6 // ROUND 7 16-Windrider - OPTION C // OPTION C // ROUND 3 // ROUND 4 // ROUND 5 // ROUND 6 // ROUND 7 17-Jed - OPTION B/OPTION C // OPTION C // ROUND 3 // ROUND 4 // ROUND 5 // ROUND 6 // ROUND 7 18-Dragonstar - OPTION C // OPTION B // ROUND 3 // ROUND 4 // ROUND 5 // ROUND 6 // ROUND 7 19-Pumpress - OPTION C // OPTION B // ROUND 3 // ROUND 4 // ROUND 5 // ROUND 6 // ROUND 7 20-FF - OPTION B/OPTION C // OPTION B // ROUND 3 // ROUND 4 // ROUND 5 // ROUND 6 // ROUND 7 21-Onaku - OPTION A (Dies) // n/a // ROUND 3 // ROUND 4 // ROUND 5 // ROUND 6 // ROUND 7 22-Burnmad - OPTION A (Dies) // n/a // ROUND 3 // ROUND 4 // ROUND 5 // ROUND 6 // ROUND 7 23-Nik - OPTION A (Lives) // OPTION A // ROUND 3 // ROUND 4 // ROUND 5 // ROUND 6 // ROUND 7 24-Portalfig - OPTION A (Dies) // n/a // ROUND 3 // ROUND 4 // ROUND 5 // ROUND 6 // ROUND 7 25-Aerixx - OPTION A (Dies) // n/a // ROUND 3 // ROUND 4 // ROUND 5 // ROUND 6 // ROUND 7 Signups will remain open for 48 Hours. If more than 10 people wish to signup, then by all means, please do so! This game doesn’t really have any limits to the number of people that can play.
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A group of Matoran tentatively approached the gates to the abandoned city, eyeing their options carefully. Beyond the gate, the path appeared to split into two; to the left, numerous Visorak webs were visible, with many cocoons and struggling Rahi still ensnared. To the right, a tunnel leading down into the Archives was visible. This was Metru-Nui. Two members of the group elected for the Archives, while the rest approached the path with the Visorak webbing. They had only just reached the webbing when the ground rumbled underneath their feet, sending each of them toppling to the ground; and as the dust settled and they each slowly picked themselves back up, one by one, they all turned back to the tunnel opening. It was gone. The tunnel had caved in, and their friends were surely dead. Metru-Nui was a dangerous, unpredictable place. Their journey would contain many choices like this one, and each would be just as risky as the last. IN BRIEF You are one of the members of a small group of courageous Matoran who obeyed an intuition telling you to return to the long lost city of Metru-Nui, where remnants of the Visorak horde still run rampant, wild Rahi roam the streets, and Dark Hunters prowl in the shadows. Your goal: to reach the Coliseum, where it is rumored you might find a Mask of Dimensional Travel that will allow you to escape to a better realm. Upon each new round, you will be given two options on how you wish to proceed – one option will kill you (and most likely wipe you from existence), while the other will allow you to survive and move on. The choice you make, of course, is entirely up to you. Should you die by making the wrong decision at the forks in the path, that is it – your journey is over. At certain points in the game, should enough players last that long, surviving players may reach checkpoints that will allow them to revive a certain number of deceased players. This is, for the most part, an individual game – though of course, alliances may form when convenient. The last player to remain standing wins the game. RULES 1-BZPower Rules Apply 2-Have Fun 3-Anything else I forgot to mention SPECIAL ROLES Medic x2 - As long as this player remains alive, they can revive one fallen player every two rounds. Pyro x2 - Once per game, this player can set one path ablaze, forcing all surviving players away from that path. This ability cannot be activated unless there are more than two paths available. Thief x2 - Once per game, this player can interrogate another player, forcing them to share the correct path with the Thief. The Thief then kills the target. Literally Everyone Else xWhatever - Make your choices! PLAYER LIST 1-Seaborgium 2-Underscore 3-Shagaru 4-Pulse 5-Ehks 6-ToaK 7-Quisoves 8-fishers64 9-Tiragath 10-Burnmad 11-Ghidora 12-Shadow Ignited 13-Luroka - winner! 14-Windrider 15-Jed 16-Dragonstar 17-Nevermore 18-Lewa 19-Tea-Rex Signups are now closed.
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MOCpages Brickshelf (When public) I started on this one for BBC #65. But I had exams in that period so I didn't had time enough to finish him for the deadline. That didn't mean I had to scrap the MOC I decided to finish him today and share on BZPower even if I was too late ~~Sparky