Posted Sep 04 2012 - 06:28 PM
Toa are biomechanical beings, about seven feet in height, clad in armor. They are infused with elemental energy, which manifests itself in some limited abilities which vary element to element. Each element has its own distinctive coloring. Toa wear kanohi masks, and their physical abilities are halfed without them. These kanohi have a single power, which increases over time.
Before the concept of control over elements was finalized in the toa, they were given slightly heightened forms of what would one day be the inherent abilities of matoran.
Resistance to heat; a 100 degree, humid day to them is as bad as a moderate, cool day is to other elements.
Resistance to cold: they would treat a 10 degree day the same way other elements would treat a relatively cool day.
Inherent skill and ease in the water, good stamina, and the ability to hold their breath for several minutes.
Strength between twice and thrice that of other elements, tougher and able to bear pain better than other elements (except iron).
Perhaps the most adept, earth toa can sense vibrations in the earth, have greater arms strength that all other elements besides stone, are skilled diggers, and have excellent night vision.
Although they can be at least mentally clumsy underground, toa of air are nimble and swift, and like monkeys in the trees.
Almost like Kraata, Kanohi have stages of growth almost, ranging from one to six. Unlike them, however, a kanohi user whose kanohi is level 3 can use level 1 or 2’s ability, although not at once.
1: Repulse shield: user can make a 4X4 energy shield in front of him, able to repel some attacks. Those of great force will either send him flying, or make his shield collapse, depending on the attack strength. The shield, however, can only be activated for up to five minutes.
2: Absorb shield: Instead of redirecting attacks, it absorbs some of their force. The weakness, obviously, is speed and force. A Kakama user slamming into the shield would overload it, forcing it to deactivate. The shield is 5X5, and can be held in place for up to ten minutes.
3: Energy-bubble: A spherical shield of energy, protecting the user from attacks from any side. It has the same resistance as an absorb shield, and can be held in place for up to fifteen minutes.
4: Regenerating bubble: A spherical energy shield around the user, it can by default be held in place for up to ten minutes. However, any force striking the shield gives it more power, depending on the size. It is more resistant than any previous levels, but weak against crushing weights such as a rockfall, or disrupting powers such as molecular disruption.
5: Force Field: A spherical bubble that protects about a yard around the user. It can be held for up to one hour, and is slightly stronger than the level 4 Hau. It takes a half hour to recharge.
6: Unitive Shield: Like the Force Field, but its power can be shared with up to twelve nearby (50 feet) people. It can be help up for two hours, and takes only ten minutes to regenerate.
1: Propels up to 100 feet into the air, and allows him to land with the same impact as a normal jump would have. In short, it gives the user the ability to jump great distances.
2: Lowers the user’s gravity to allow the person to levitate, although not unlimited levitation. It also grants some limited propulsion to allow the user to move in the air.
3: Gives some levitating abilities in order to allow the user to get off the ground, but thi power mainly increases the propulsion of the user. Slowing down is achieved by moving the body in the opposite direction that the user is headed. When in the air and not moving, the user will slowly drift to the ground.
4: Greatly reduces the user’s gravity, although not quite; standard Miru power, basically.
5: This power grants controlled propulsion and some levitation. In short, a mentally guided ,more powerful version of 3.
6: Gives highly controlled propulsion as well as full, controlled, levatative abilities. The propulsion can be used to achieve limited bursts of speed, but not as controlled or sustainable as any form of Kakama. This ability can be shared with up to twelve people in the nearest fifty feet.
1: Allows the user to go into bursts of speed up to 60 miles an hour for about a half minute. The power takes a half minute to recharge. The person moves faster (about 15 miles per hour) normally.
2: Always on at a low level. It allows the user to move faster (20 miles per hour) as well as being more agile. Gives speed bursts allowing the user to move at speeds up to 60 miles per hour for a full minute. User must wait one minute before using the burst again.
3: Allows the user to move up to 60 miles per hour.
4: Allows user to move at speeds up to 120 miles per hour.
5: Allows user to move at speeds up to 240 miles per hour.
6: Allows user to move at speeds up to 480 miles per hour. Ability can be shared with up to a dozen people up to fifty feet away.
1: Long wing, allowing user to run thrice the amount of distance a trained athlete would before running out of breath; also can hold breath as long as a Ga matoran. Limited resistance to air born poisons of any form.
2: Twice the abilities of 1.
3: Able to breath any substance without harm for up to five minutes.
4: Unlimited water breathing, extended breath.
5: Ability to breath any substance unharmed; can be shared with up to six nearby people.
6: Ability to breath any substance whatsoever, including water, without harm; never runs out of breath through exertion or through physical force (getting the wind knocked out of them). Abilities can be shared with up to twelve nearby people.
This, so far, is my power level for my RPG idea. What does everyone think? are the powers evenly balanced and increased?
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