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  1. (This topic is for rounds 7 and further, for ease of hosting, as Voltex has deferred to me hosting responsibilities. For rounds 5-6, please go to the other topic ) ULTIMATE UPDATE Untamed Realms Pack Masks and Modifiers It’s time to get back to the basics. No more Ultimate Weapons. No more Drift Force. No more health, no more story. It’s time to get outrageous and impractical. It’s time for epic battles, as ridiculous as they are entertaining – just like the classics. This is Bionifight One. Rules 1-Rounds will last seven days, beginning on Sunday and ending Saturday. Signups will occur from Friday to Sunday. I will not promise specific times, simply because I cannot guarantee my activity at any time of the day. These times are in NA EST. 2-Keep things LEGO-oriented as much as possible, please. 3-Enjoy the game! Introducing the Judge Each round, one player will be selected as the Judge. Instead of fighting for that round, the Judge will instead be responsible for settling disputes between players, manipulating the arena, and selecting that round’s victor. The Judge will determine each round’s winner per how creative and active players are. Rounds Each round will have a different game type, and take place on a different arena. Some rounds may include special modifiers, altering how the game is played. The winner of each round will receive a Special Weapon, designed by the Host. Special Weapons: Ultimate Upgrade This special upgrade to a player’s Special Weapon can be selected when a player is judged as the victor of the round. In lieu of accepting a new Special Weapon, the player can instead upgrade it into an Ultimate Weapon. When any Ultimate Modifiers are in effect, Ultimate Weapons can be used once during the round to deal an automatic 10 damage to one other opponent, or to deal an automatic 5 damage to two other opponents. Ultimate Weapons will also grant their owner an additional power, allowing for more creativity in attacks. Game Types 1-Free for All – All players for themselves. 2-Team Battle – Players are divided into two even teams to duke it out; the Judge must select a winning team and an MVP. 3-Judge Fight – Rather than sitting on the sidelines, the Judge takes on every other player, gaining additional powers. During these rounds, the Host will take on the Judge’s typical role. Ultimate Mode Ultimate Mode alters the game to function like fan-favorite Bionifight Ultimate. When active, all players have 20 health; when their health hits zero, the player is eliminated from the round. Arena hazards and power ups will also deal damage, and Special Weapons can be used once during the round to deal an automatic 5 damage to one other opponent. During Ultimate rounds, the Judge will select a winner per how much health they have left and their total number of knockouts, in addition to the regular categories they judge by. Arenas 1-Great Furnace: An expansive industrial smeltery, with constant jets of fire, streams of molten metal, and the Morbuzakh. 2-Assembly Tower: Part of the Hero Factory, where fighters must continually ascend the various platforms lest they be torn apart by the malfunctioning machinery. 3-Pirate Ship: Based upon a pirate ship at sea. Predators lurk in the waters below, making the ship the only viable fighting area for most fighters. 4-Mahri-Nui-An underwater city encased within a fragile bubble. Players who find themselves outside of the bubble will suffer dire consequences. If the bubble is popped, the city will flood, both devastating and completely altering the landscape of the battle. 5-Ko-Wahi-A region of snow, where the icy surfaces make balancing difficult and the chilly environment seeps through your bones. 6-Desolation of the Staff-A barren wasteland where it can rain fire, geysers spew lava, acidic fog can fill the air, and blizzards can freeze the battlefield in a second – and those are only the tip of the iceberg regarding this arena’s hazards. 7-Bota Magna- A Hostile, dense jungle, populated by tribes of violent and barbaric agori, as well as robotic dinosaurs. 8-The Zone of Darkness- An evil place filled with a thick darkness that makes the air heavy, it is dreadfully cold, and no light survives. Even so, it's not near as dangerous as its one denizen, the mighty Zivon. 9-The City of the Mask Makers- An ancient and mysterious city untouched by civilization for millennia, and is overrun by Kulta's skull army. Its ruins are now rife with deadly traps, not to mention the miscreants who placed them. 10-Okoto- Like the real Okoto, this arena imitating it is divided up into six distinct segments: a lush jungle, volcanic ashlands, near-impassable mountains, a wide desert, a snow-covered land, wetlands with many shallow pools and rivers connecting to the ocean. But be wary of each segment, for each segment encapsulates its element... including the destructive aspects - which could happen at any moment. 11-Labyrinth of Control- A maze, complete with shifting stones that block paths and open up others, so the arena is never the same for more than a few minutes. Be careful of which paths you take, for you just might meet elemental beasts, and the evil hidden within... Modifiers 1-Siege-When active during team rounds, this modifier splits the teams unevenly. The larger team must assault the base of the smaller team, who will be granted additional methods of attacking and defending thanks to a home base advantage. 2-Partners-When active, this modifier gives each player a partner that they must work with and protect for the duration of the round. 3-Barebones-When active, this modifier prevents the use of Special Weapons and Ultimate Weapons, forcing players to battle on even footing. 4-Mask Maker- A single (or two, in team rounds) player is designated the 'Mask Maker', and given the ability to make Masks, excluding the Mask of Ultimate Power. During Ultimate rounds, Mask Makers have 5 more Health. 5-Nemesis- When active, each player is assigned a nemesis that they must fight, and, in Ultimate Rounds, eliminate. 6-Power Loss- When active, players lose their powers/weapons over the course of the round, starting out with all three and ending up with none. 7-Living Arena- When active, the arena of the battle becomes much more deadly and much harder to ignore, for now the Arena is actively trying to eliminate the fighters within. For example, in the City of the Mask Makers, Skull Warriors will rise out of the ground by the dozen, the Morbuzakh in the Furnace will be much more aggressive, the Assembly Tower will produce Heroes dead-set on attacking players, predators in the Pirate Ship arena will not wait for you to fall into the water, the weather in Ko-Wahi will be much harsher and Muaka will stalk, the bubble in Mahri-Nui will pop a mere few hours into the battle, the Desolation will hurt just to stand on. 8-Judge's Whim- When active, the Judge of the round may enable and disable modifiers as they see fit. 9-Creature Collection- When active, players/teams must acquire as many creature power ups for their team as possible. POWER UPS! Whenever the Judge of the round feels that the battle might be growing stagnant – or perhaps whenever they simply wish to brew additional chaos – they can drop any of the following power ups onto the battlefield. During Ultimate rounds, power ups become even more useful for players, and even more devastating for their opponents. 1-Mask of Fire-This power up allows the user a guaranteed fire-based hit on a single opponent. Deals 3 damage during Ultimate rounds. 2-Health Kit-This power up can be used to heal 5 points during Ultimate rounds. 3-1 Up-This power up can be used to respawn with 10 health during Ultimate rounds. 4-Staff of Unlimited Power-This power up can only be spawned once per round. In addition to giving its user another weapon for the rest of the round, it can be used once to deal an automatic strike against every other player using pure energy. Its energy attack will deal 5 damage to every other player during Ultimate rounds. 5-Spear of Fusion-This power up can only be spawned once per round. Its user can fuse two opponents together, forcing them to work together. During Ultimate rounds, the victims’ health will be combined. 6-Squid Launcher-During Classic rounds, this power up can be used to copy one power from a single opponent. During Ultimate rounds, this power up can be used to suck 4 health from an opponent, while healing its user for 2. 7-Kanoka Disk-This power up can be used against an opponent to remove one of their regular powers or weapons for the rest of a round. 8-Mask of Creation- This power up allows the user to create a Power Up of their choice. 9-Mask of Control- This power up allows the user to control non-player entities (E.G. skull warriors, snake-men, lohrak), and can also be used to steal creature power-ups. 10-Mask of Destruction- This power up allows the user to destroy or nullify a power-up, with the exception of creature power-ups. 11-Mask of Undeath- This power up allows the user to come back alive during Ultimate rounds, but with only 5 health and only able to use one of their powers/weapons, whichever was the last one they used. 12-Mask of Ultimate Power- This power up can do any of the 'Mask' power-ups three times before it breaks - doing 5 damage in Ultimate rounds. Creature Power-Ups (Creature Power-ups are a special subgroup of power ups that do not expire, but can be stolen by other players) 1-Ikir, the Phoenix: This power-up grants flight, and slight control over fire. 2-Akida, the Shark: This power-up grants dual-gatling guns and slight control over water. 3-Uxar, the Dragonfly: This power-up grants flight and slight control over jungle. 4-Ketar, the Scorpion: This power-up grants a stinger tail that poisons (slowly draining health during ultimate rounds) and slight control over stone. 5-Terak, the Mole: This power-up grants the ability to burrow through arenas, avoiding their hazards with ease, and slight control over earth. 6-Melum, the Bear: This power-up grants enhanced armour/the ability to knock people down simply by charging at them, doing 3 damage in ultimate rounds, and slight control over ice. FAN CREATED CONTENT Yes, you read that correctly – fan created content. This series is all about you folks, the players; and what better way to continue that trend (along with expanding and perfecting it) than this? I hope that this shall return in full force this game. FCC Guide This is my challenge to you – organize yourselves. Do you have some ideas you’d like to see implemented? Sorry, I won’t listen – not until you have gathered two or more players to help you develop a new update for the game. I’m talking new arenas, new power ups, new modifiers, and any other additions or game changers that you feel could fit into the game. Here are the steps you’ll need to go through: 1 – Have an idea (obviously). 2 – Get into contact with at least two other players to discuss ideas, improve ideas, and flesh all of those ideas out. 3 – Design stuff; create arenas, power ups, new features, what have you – I will note that I’m more likely to agree to your ideas if you can tie them all into a singular “theme”. 4 – Bring it to me, by adding me into the PM. Lay out your update in an orderly fashion – I’ll ask about things I don’t get, discuss the project and together, we’ll decide what will go into the game and what will be cut. I make no promises about what will make it in. While I do not want to be shown a new project every single week, once a month probably works out, as I can then use your fan-update rather than one of my own, to fit them in between signup cycles. Active Signups Bionifight One features a unique system for signing up to be a player, a term I have coined “Active Signups”. Many games often struggle with players who become inactive without notice, clogging up spots on the player list and making it extremely difficult to judge activity in the game. That issue no longer exists with this new system in place. Here’s how it works: Once a player has signed up (by filling out the brief profile sheet below and posting), they are in the game for the next three rounds (or three weeks). You commit yourself to remaining active within this game for those three weeks. Once the three rounds have passed, the player list will be emptied. If a player wishes to sign up for the next three rounds, all they need to do is re-post their previous profile sheet (no changes unless approved) and they’ll be added back in. Players wishing to take a breather, withdraw permanently, or forget will thus no longer clog up space – but if they return and wish to play again, they can always sign up when the player list re-opens. If you miss a signup, don’t worry – if you join back in again, you’ll retain any prior rewards you have received. Profile Sheet Member Name: (Your current display name – you will also play the game as a character with this name, to avoid any confusion that might occur). Weapon/Power 1: (Self-explanatory) Weapon/Power 2: (Self-explanatory) Weapon/Power 3: (Self-explanatory) Appearance: (Please add a small image, or preferably a link to an image or gallery, or just a small paragraph explaining how you appear to the other players). Special Weapons: (Self-explanatory; these are a reward, so this slot should remain empty if I have not given you any). Staff Luroka - Host Victors Round 1: Nato Round 2: Nato Round 3: Pulse Round 4: Nato and Blade Round 5: Imrukii Round 6: Nato Round 7: FF Round 8: Vox Round 9: Xccj and Trijhak Round 10: Xccj Round 11: Players 1- Trijhak 2- FF 3- ShadowVezon 4- TimeLord 5- Xccj 6- Nato 7- Vox 8- Imrukii 9- 10- Early Bird Signups for Rounds 7-9 begin now! Post your profiles below.
  2. ULTIMATE UPDATE It’s time to get back to the basics. No more Ultimate Weapons. No more Drift Force. No more health, no more story. It’s time to get outrageous and impractical. It’s time for epic battles, as ridiculous as they are entertaining – just like the classics. This is Bionifight One. Rules 1-Rounds will last seven days, beginning on Sunday and ending Saturday. Signups will occur from Friday to Sunday. I will not promise specific times, simply because I cannot gaurantee my activity at any time of the day. These times are in NA EST. 2-Keep things LEGO-oriented as much as possible, please. 3-Enjoy the game! Introducing the Judge Each round, one player will be selected as the Judge. Instead of fighting for that round, the Judge will instead be responsible for settling disputes between players, manipulating the arena, and selecting that round’s victor. The Judge will determine each round’s winner per how creative and active players are. Rounds Each round will have a different game type, and take place on a different arena. Some rounds may include special modifiers, altering how the game is played. The winner of each round will receive a Special Weapon, designed by the Host. Special Weapons: Ultimate Upgrade This special upgrade to a player’s Special Weapon can be selected when a player is judged as the victor of the round. In lieu of accepting a new Special Weapon, the player can instead upgrade it into an Ultimate Weapon. When any Ultimate Modifiers are in effect, Ultimate Weapons can be used once during the round to deal an automatic 10 damage to one other opponent, or to deal an automatic 5 damage to two other opponents. Ultimate Weapons will also grant their owner an additional power, allowing for more creativity in attacks. Game Types 1-Free for All – All players for themselves.2-Team Battle – Players are divided into two even teams to duke it out; the Judge must select a winning team and an MVP. 3-Judge Fight – Rather than sitting on the sidelines, the Judge takes on every other player, gaining additional powers. During these rounds, the Host will take on the Judge’s typical role. Ultimate Mode Ultimate Mode alters the game to function like fan-favorite Bionifight Ultimate. When active, all players have 20 health; when their health hits zero, the player is eliminated from the round. Arena hazards and power ups will also deal damage, and Special Weapons can be used once during the round to deal an automatic 5 damage to one other opponent. During Ultimate rounds, the Judge will select a winner per how much health they have left and their total number of knockouts, in addition to the regular categories they judge by. Arenas 1-Great Furnace: An expansive industrial smeltery, with constant jets of fire, streams of molten metal, and the Morbuzakh. 2-Assembly Tower: Part of the Hero Factory, where fighters must continually ascend the various platforms lest they be torn apart by the malfunctioning machinery. 3-Pirate Ship: Based upon a pirate ship at sea. Predators lurk in the waters below, making the ship the only viable fighting area for most fighters. 4-Mahri-Nui-An underwater city encased within a fragile bubble. Players who find themselves outside of the bubble will suffer dire consequences. If the bubble is popped, the city will flood, both devastating and completely altering the landscape of the battle. 5-Ko-Wahi-A region of snow, where the icy surfaces make balancing difficult and the chilly environment seeps through your bones. 6-Desolation of the Staff-A barren wasteland where it can rain fire, geysers spew lava, acidic fog can fill the air, and blizzards can freeze the battlefield in a second – and those are only the tip of the iceberg regarding this arena’s hazards. Modifiers 1-Siege-When active during team rounds, this modifier splits the teams unevenly. The larger team must assault the base of the smaller team, who will be granted additional methods of attacking and defending thanks to a home base advantage. 2-Partners-When active, this modifier gives each player a partner that they must work with and protect for the duration of the round. 3-Barebones-When active, this modifier prevents the use of Special Weapons and Ultimate Weapons, forcing players to battle on even footing. POWER UPS! Whenever the Judge of the round feels that the battle might be growing stagnant – or perhaps whenever they simply wish to brew additional chaos – they can drop any of the following power ups onto the battlefield. During Ultimate rounds, power ups become even more useful for players, and even more devastating for their opponents. 1-Mask of Fire-This power up allows the user a guaranteed fire-based hit on a single opponent. Deals 3 damage during Ultimate rounds. 2-Health Kit-This power up can be used to heal 5 points during Ultimate rounds. 3-1 Up-This power up can be used to respawn with 10 health during Ultimate rounds. 4-Staff of Unlimited Power-This power up can only be spawned once per round. In addition to giving its user another weapon for the rest of the round, it can be used once to deal an automatic strike against every other player using pure energy. Its energy attack will deal 5 damage to every other player during Ultimate rounds. 5-Spear of Fusion-This power up can only be spawned once per round. Its user can fuse two opponents together, forcing them to work together. During Ultimate rounds, the victims’ health will be combined. 6-Squid Launcher-During Classic rounds, this power up can be used to copy one power from a single opponent. During Ultimate rounds, this power up can be used to suck 4 health from an opponent, while healing its user for 2. 7-Kanoka Disk-This power up can be used against an opponent to remove one of their regular powers or weapons for the rest of a round. FAN CREATED CONTENT Yes, you read that correctly – fan created content. This series is all about you folks, the players; and what better way to continue that trend (along with expanding and perfecting it) than this? I hope that this shall return in full force this game. FCC Guide This is my challenge to you – organise yourselves. Do you have some ideas you’d like to see implemented? Sorry, I won’t listen – not until you have gathered two or more players to help you develop a new update for the game. I’m talking new arenas, new power ups, new modifiers, and any other additions or game changers that you feel could fit into the game. Here are the steps you’ll need to go through: 1 – Have an idea (obviously). 2 – Get into contact with at least two other players to discuss ideas, improve ideas, and flesh all of those ideas out. 3 – Design stuff; create arenas, power ups, new features, what have you – I will note that I’m more likely to agree to your ideas if you can tie them all into a singular “theme”. 4 – Bring it to me, by adding me into the PM. Lay out your update in an orderly fashion – I’ll ask about things I don’t get, discuss the project and together, we’ll decide what will go into the game and what will be cut. I make no promises about what will make it in. While I do not want to be shown a new project every single week, once a month probably works out, as I can then use your fan-update rather than one of my own, to fit them in between signup cycles. Active Signups Bionifight One features a unique system for signing up to be a player, a term I have coined “Active Signups”. Many games often struggle with players who become inactive without notice, clogging up spots on the player list and making it extremely difficult to judge activity in the game. That issue no longer exists with this new system in place. Here’s how it works: Once a player has signed up (by filling out the brief profile sheet below and posting), they are in the game for the next three rounds (or three weeks). You commit yourself to remaining active within this game for those three weeks. Once the three rounds have passed, the player list will be emptied. If a player wishes to sign up for the next three rounds, all they need to do is re-post their previous profile sheet (no changes unless approved) and they’ll be added back in. Players wishing to take a breather, withdraw permanently, or forget will thus no longer clog up space – but if they return and wish to play again, they can always sign up when the player list re-opens. If you miss a signup, don’t worry – if you join back in again, you’ll retain any prior rewards you have received. Profile Sheet Member Name: (Your current display name – you will also play the game as a character with this name, to avoid any confusion that might occur).Weapon/Power 1: (Self-explanatory) Weapon/Power 2: (Self-explanatory) Weapon/Power 3: (Self-explanatory) Appearance: (Please add a small image, or preferably a link to an image or gallery, or just a small paragraph explaining how you appear to the other players). Special Weapons: (Self-explanatory; these are a reward, so this slot should remain empty if I have not given you any). Staff Voltex - Host Victors Round 1: NatoRound 2: Nato Round 3: Pulse Round 4: Players 1-Blade 2-Jed 3-Tekulo 4-Imrukii 5-Pulse 6-ShadowVezon 7-Vox 8-Nato 9-TimeLord 10-Luroka
  3. Almost two years have passed since the final Bionifight Tournament began, almost two years since dozens of innocent beings were torn without warning from their homes, almost two years since they were thrust into a bloody, brutal fight to the death for the entertainment of a sick, desensitised audience. Although some of the survivors have moved on completely from the horrors and memories they left behind, for many, today is still a day of remembrance. But alas, in the minds of some, the tournament is not yet over. Over the coming days and weeks, this epic shall explore the lives of those survivors, as they’re drawn into a new tournament, in a new arena, for one final, catastrophic confrontation with the dark legacy of the Cultists and Hosts who wrought so much death and destruction upon the multiverse. Review Topic
  4. This is the review topic for Bionifight - Remembrance. -Prologue- -Chapter 1- -Chapter 2- -Chapter 3- -Chapter 4- -Chapter 5- -Chapter 6- -Chapter 7- -Chapter 8- -Chapter 9- -Chapter 10- -Epilogue-
  5. "Joining Bionifight has been scientifically proven to increase one's lifespan by 60 years." - Voltex GAME TOPIC - DISCUSSION TOPIC INTRODUCTION The lights fail completely as what remains of the facility begins to slowly tip to one side, and the fighters begin to lose their balance in the dark. The air is thick with with smoke and every breath feels like trying to suck the air out of sludge; soot and dust continue to settle on everything and everyone. For a time, everything is silent. But as the fighters slowly recover their sight, the sounds begin. The gagging, heaving, choking and coughing of the sick and plagued. Their groans and moans of sickly, feverish hallucinations rumbling through the air, filling it, molding it, saturating it. The splatter of insides heaved out onto the ground, blood and spittle spinning all around and the desperate gasps for breath that follow; a piercing sound. The snivelling, sobbing, wailing and crying of the depressed and miserable. Their sniffles and pants, rattling gasps that break between the torrent, infinite, wave of sobs. The tears that drip and drop and drip and drop and the wailing cries that never stop, a wave of misery never ending with the sobbing and wailing and gasping and crying. The shouting, threatening, yelling and screaming of the angry and warred. Their hollers and whispers of furious vengeance, of armor shredding and skin tearing and minds snapping. The splatter of blood on the ground, the scent of blood in the air. The screams for mercy from those who have lost, and the snarls of those who refuse them. The choking, gasping, screaming and sobbing of the scared and afraid. Their pants and gasps, coming quick and shallow in the always suffocating darkness. The adrenaline pumping through their veins, the pure, unadulterated fear. Paralyzed in place as they can’t run can’t run can’t run CAN’T RUN- And then…. The silence of those who are dead. --- Welcome to Saarella Kirottu. You will not enjoy your stay. Some of you are fighters in the tournament known as “Bionifight”, who were ripped out of your lives without consent and signed up against your will. You have crash-landed upon this island, and what remains of the Bionifight Facility is in shambles. Can you buy yourselves enough time to repair the Facility and escape? Or will you give in to the Cult? Some of you are members of Vapautti Sielu, Cult of the Freed Soul. Perhaps you have been a member all of your life, or perhaps you are new. But you remain loyal to the five gods, and remain dedicated to the Cult’s cause. Everyone must be freed from this horrid existence, and that is only possible through death. Some of you are prisoners of the Cult, from all across various universes. Perhaps you used to be a Cultist yourself; perhaps you are simply one of the many victims that they have seized over the years for their own purposes. Will you give in to them and perish? Will you join your captors in their mission? Or will you try to run free, to the fighters that have crashed and might just be your only hope of escape? Or perhaps you have another agenda entirely…. THE INFINITE SYSTEM Unfortunately, when the facility was sabotaged and crash landed on Saarella Kirottu, the Infinite System was destroyed. As such, all participants are now restricted to a single life. INFINITE GEMS The location of every Bionifight tournament has always been determined based on whether there are any legendary or powerful objects in the area. The location of this tournament was selected due to the mysterious “Infinite Gems” that were hidden within the tunnels stretching away from the facility; nobody knew exactly how or where to find them - or what obstacles one would face along the way. Rumor had it that the Organizers had several gems in their possession already; this rumor was proven true when the facility crashed landed on Saarella Kirottu, and the Host’s stash of Infinite Gems was scattered across the island. The Host has declared that all fighters who manage to retrieve an Infinite Gem must inform him of the action; those who do so will be allowed to keep the gems that they find. Note: During Landfall, quests for Infinite Gems can be player-run. Simply send a PM to all staff (if you are not premier, I can set it up for you), and we will work out the details; the location of the gem, the challenges you’ll face, and the gem itself… as well as, of course, deciding who will be joining you on the quest. SAARELLA KIROTTU (click map for bigger version) A - WAILING CLIFFS A bleak landscape, notable only for the lack of variance in terrain as it stretches on towards the horizon, only to sharply drop away as it reaches the towering, bone-white cliffs that give the region its name. The land is dotted with graves of varying size and opulence, marked by simple headstones or grand mausoleums. Even the cultists who live here refuse to walk in the open once night falls, due to the howling nighttime winds and the rumors of the dead rising under the moon’s gaze. A1 - House of Flying Daggers: A long, low building built directly onto the cliff’s edge, the House appears to have been built from bones and silk. However, it remains the most stable construct in the region despite its seemingly flimsy materials. Inside, one will find both Kurjuus’ faithful and new inductees to the cult both, the former preparing the latter for their new lives. At the farthest end of the building lies the solid-glass “Mourning Porch,” Masenna’s private chambers that look out across the endless sea. B - THE SPINE The Spine is an incredibly mountainous area; one can rarely see the sky once they enter, as the mountains appear to stretch forever. The few paths within the region are marred with the scars of battle, and a deep, rusty-brown covers most of them. It is difficult to tell if it's the natural color of the rocks...or caused by something more sinister. Most pathways lead to the same location, deep within the heart of the Spine: the Sota Coliseum. Few venture off the paths, lest they be crushed by falling rocks, dislodged by nature...or by the cultists who live there. B1 - The War Room: Unsurprisingly, the War Room is where Hevias resides. A squat, rusty-brown building with no front door, located close to the Muaka’s Den, upon first glance it might be hard to believe that this is where the Herald of War resides. Upon closer inspection, however, one would notice the ground seems slightly...explosive. If one manages to get through the minefield in one piece, and enter the building proper, they would quickly realize that it was far worse than they imagined. Spacious, massive, and clearly built well into the mountain it is on, it looks big enough to support an army of willing, loyal cultist soldiers. And, rumor has it, that's exactly what it does, along with numerous deadly traps, automated turrets, and other assorted weapons of war. B2 - Muaka’s Den: Where all of the prisoners that Vapautti Sielu have captured are held. The very center of the prison is an open gathering area surrounded by a circle of cells and then a large hallway that goes all around the prison. There are no visible entrances or exits, and attempts at escape have met with only some sort of invisible, impenetrable wall. However, whispers from the rare guards seen in the prison have mentioned the crash of the Bionifight Facility; perhaps this containment system is beginning to fail? There might also be an underground tunnel connecting the Muaka’s Den to the Sota Coliseum. B3 - Sota Coliseum: A circular gladiatorial coliseum with a floor of sand, and various large pieces of stone rubble that can be used for cover. There are no visible exits out, and attempts at escape have only led to prisoners meeting some sort of invisible, impenetrable wall. Prisoners are teleported into the Sota Coliseum whenever the Sota Games occur, although rumor has it that there is a single underground tunnel linking the Sota Coliseum to the Muaka’s Den. C - WILTED FOREST An expansive bog, filled with dead or decaying trees and plantlife. The ground in many areas is soft enough to suck someone inside if they remain in one place for too long; other areas have small ponds of pure poison. In the early morning or late at night, a mist also settles over the area, although there is nothing particularly unique or dangerous about it. C1 - Containment Center: A large hospital, in which both Cultists and Prisoners alike are experimented upon; this is where the winners of the Sota Games are taken. The doctors of Vapautti Sielu hold a dangerous arsenal of strange surgical tools and powers at their disposal. C2 - Laboratory S: A small lab known only to Maeus fo Kuru and Sairaus, where the two conduct experiments in secret and Maeus treats Sairaus for her illness. It is linked to Laboratory M by an underground tunnel. D - CITY OF FEAR The City of Fear is a post-apocalyptic wasteland of what used to be a city; the empty, ruined streets are filled with rubble, and even the few buildings that still rise into the sky have suffered significant damage. The entire city is eerily silent, and to anyone inside, the feeling of someone watching is constant. The one undamaged building within the city is Castle fo Kuru, which towers above the rest of the city, surrounded by a thunderstorm that cannot be heard unless within the castle walls. D1 - Castle fo Kuru: A large castle towering over the rest of the City of Fear, in which Maeus fo Kuru resides. Maeus is evidently well-versed in typical tales of horror, for the area immediately surrounding the castle appears to either be in a constant state of night under the full moon or plagued by thunderstorms. The castle itself becomes far more terrifying once inside, however; the air within has become saturated with a fear-toxin of Maeus’ own invention, causing anyone who enters to suffer nightmarish hallucinations. D2 - Laboratory M: A small lab known only to Maeus fo Kuru and Sairaus, where the two conduct experiments in secret and Maeus treats Sairaus for her illness. It is linked to Laboratory S by an underground tunnel. E - FIELDS OF DEATH The Fields of Death are covered by an impenetrable black fog. This fog cannot be dissipated or controlled in any fashion; and the longer one remains within the fog, the weaker they shall become as it saps the life out of them. Due to the fog, nothing can be determined about the physical makeup of the Fields. E1 - Palace of Death: This is where the Herald of Death, Tuoni, resides. Every room and hall within the temple has been marked by death, and the presence of the god Kuolema is overbearing to those who have not been “blessed”. The most notable feature of the Palace of Death is the large Trophy Hall, where Tuoni keeps a collection of relics from the many universes that Vapautti Sielu has purged (or “freed”). F - BIONIFIGHT FACILITY The Bionifight Facility recently crash-landed onto the island of Saarella Kirottu thanks to the efforts of both Tuoni and Maeus fo Kuru. It houses all of the surviving fighters and staff of the Bionifight tournament, although not much of it remains. Due to both the sabotage by the Cult as well as its crash landing, the facility is currently immobile and undergoing repairs. F1 - Engineering: Aside from the damages incurred before the crash, Engineering made it out of the crash in what could be roughly noted as a good condition. Unfortunately, with materials running low and fixing the facility becoming a priority, Engineering no longer has the capability of building or repairing Mechs. The food and drink that the staff were able to recover have also been stored within Engineering, and are handed out as emergency rations. F2 - Training Sector: The Training Sector contains a single large sparring room for fighters to practice combat in; this room also serves as a makeshift lounge. Most of the Training Sector is taken up by the Virtual Training Environment (VTE); rooms containing pods that fighters can insert themselves into in order to practice battling in the arena. Thanks to some modifications by the Host, the VTE can now reproduce the same environment for multiple fighters, allowing them to practice against each other. Optional Training Rounds taking place in the VTE will be taking the place of the Arena Rounds during Landfall. F3 - Knowledge Sector: Remarkably, the Knowledge Sector suffered the least damage in the crash landing; unfortunately, nothing contained within can tell the fighters anything about the island where they have landed or the Cult that they face. It might, however, be a good place to hold a private conversation. F4 - Arena Ruins: Unlike the rest of the facility, the ruins of the Arena are not sheltered, open to the elements of Saarella Kirottu. The Medical Bay, contained alongside Engineering and the Knowledge Sector, remains safe; however, the rest of the Arena Ruins have spilled out onto the Fields of Death, and it is recommended that fighters avoid the area due to the lethal shadowy fog. F5 - Host’s Office: Acting as both the Host’s Office and the central Control Room for the facility, this is where the Host most often resides, and where command meetings take place. FACTIONS BIONIFIGHT Led by the Host (with support from Elly and Dreisen), Bionifight is a collection of fighters and facility staff gathered from a variety of universes. They have crashed onto Saarella Kirottu and become stranded. The fighters must now defend the facility against the Cult, while also searching out the Infinite Gems that have been scattered across the island; the staff, meanwhile, must repair what is left of the facility so that they can escape. Members of this faction will also have the opportunity to participate in “training battles” within the Training Sector, which shall operate as a replacement for the arena rounds that occurred before the crash. One of the organizers of Bionifight, the Queen, has been declared missing in action after the facility crashed. VAPAUTTI SIELU Led by the five Heralds (Tuoni, Maeus, Sairaus, Masenna, and Hevia), Vapautti Sielu is a Cult consisting of members from various universes that have gathered together in the name of the Pantheon - five mythical, destructive deities representing Death, Fear, Plague, Misery, and War. The Cult has been watching Bionifight for hundreds of years, and two of the Heralds recently caused the Bionifight Facility to crash-land on the island. The Cult hopes to sacrifice the fighters and staff of Bionifight in order to speed up the process of finally granting their gods life. The deities they worship are known as Kuolema, Pelko, Vitsaus, Kurjuus, and Sota (Death, Fear, Plague, Misery, and War respectively). PRISONERS This faction has no leader, as they are all characters that have been pulled out of their home universes and imprisoned by the Cult, Vapautti Sielu; all prisoners are contained within the Prison in The Spine . Some of these prisoners have lost all hope; others might look to join the Cult; and others still search tirelessly for an opportunity to escape. Members of this faction will also occasionally be forced into the “Sota Games”; a massive arena battle within the Sota Coliseum designed for gladiatorial combat. During the Sota Games, killing is forbidden; the five prisoners who perform best will earn the opportunity to be transferred to the Lands of Vitsaus. No prisoners have ever returned from this venture, but it remains their best opportunity to escape. PROFILE To join the RPG, fill out a profile for your character and have one of the staff (Blade, Xaeraz, or Ehks) approve it. New characters can either be a member of Vapautti Sielu (the Cult) or one of their prisoners, as noted in the new “faction” field of the profile. New characters cannot immediately join the Bionifight faction, due to the facility crashing and the teleportation systems being both tampered with and destroyed. Note: All fighter profiles approved before the beginning of Landfall are still active, and do not need to be re-submitted for approval. All fighters are considered to be members of the Bionifight faction. Note: Unfortunately, due to the near-complete destruction of the Engineering Sector, no new Mech profiles will be approved during Landfall. You may continue to use all existing Mechs until they are destroyed; no repairs will be made, as all materials and time must be spent repairing the facility. Name: [Character’s Name] Species: [Character’s species or race] Faction: [Are they a Prisoner or a Cultist? Which sect are they imprisoned by/a member of?] Power/Weapon 1: [A power, elemental or otherwise - or a weapon/tool] Power/Weapon 2: [Another power or weapon/tool] Power/Weapon 3: [Another power or weapon/tool] Appearance: [What does your character look like?] Bio: [Your character’s history; who are they? What did they do before they were captured by the Cult/joined the Cult?] Personality/Other: [Gender? Is there any other important information?] STAFF CHARACTERS Character Name: The Host Species: Unknown Faction: Bionifight Power/Weapon 1: Teleportation of himself and others. Power/Weapon 2: Telekinesis, including levitation by telekinetically lifting himself. Power/Weapon 3: Mimicry. The Host can copy one other power at any point; in order to copy a new power, he must lose the old one. Appearance: Physically imposing, standing above most fighters, the Host is clad in regal red and gold over black. He wears a dark decorative cloak, with a hood that hides his face, but does not muffle his booming voice. Bio: The Host is one of the final survivors of an ancient race, destroyed mysteriously eons ago. Alongside the Queen, he travelled through several universes, until at some point the pair created Bionifight. The Host decided to work as the face of the organization. Personality/Other: The Host is externally jovial and grandiose, with a kind and accessible personality. Sometimes he strolls through the common areas outside the arena interacting warmly with the fighters. Considering his place working as the figurehead of a fighting tournament, this happiness is clearly a facade, but not one that the Host has ever let slip in the vicinity of a fighter. The Host has a deep appreciation for his cloak, and stands taller than most fighters. Name: Tuoni, Herald of Death Species: Baterra Faction: Vapautti Sielu Power/Weapon 1/2: Enhanced Baterra Physiology. Tuoni can shapeshift, being essentially liquid metal. Unlike standard Baterra, Tuoni can flawlessly mimic living beings in appearance and voice. They can even absorb the memories of those they kill to mimic them even more perfectly. They also have extremely enhanced resistance to all elemental attacks and psionic powers, rendering the mightiest elemental or psionic assault more akin to a mosquito than a firestorm Power/Weapon 3: A bolt-action anti-materiel rifle with a laser sight, chambered with rounds coated in a trio of toxins, one hallucinogenic, one a muscle relaxant, and the last an anticoagulant. In essence, if you somehow survive getting shot with an anti-tank rifle retrieved from a pocket dimension, you will be hallucinating, bleeding out, and suffocating all at once. http://i.imgur.com/EOoKkvN.png Appearance: Whatever they like! But their “Default” appearance is of a lithe male Glatorian, clad in white armor and wearing silver Ignikas as pauldrons. “His” helmet completely conceals “his” face, with a silver wire mesh obscuring “his” eyes and mouth. “His” eyes are a piercing blue behind the mesh, but oddly seem to lack sclera or pupils, the only holdover from Tuoni’s terrifying true form. Bio: Tuoni refuses to speak of their past before joining Vapautti Sielu. When they joined, they rapidly took to the teachings of Kuolema, making them the leader of Vapautti Sielu. As such, the invasion of the facility was their plan, and had been in the works for longer than most anyone would imagine. And now that they have arrived, the liberation shall begin. Personality/Other: Tuoni is devious, more than willing to play multiple angles of a conflict to ensure their own success. Their ability to mimic organic creatures in flawless detail enables them to do so masterfully, and tends to result in far greater death than would have occurred without their meddling. The only other concrete detail that can be traced back to the “true” Tuoni, if they even exist, is a fanatical devotion to someone known as “Kuolema,” and Tuoni’s title: The Herald of Death. However, if one were to (somehow) take note of their conversations, one would note they seem to mock everyone they speak to by assuming an imitation of how they speak. Name: Maeus fo Kuru, Herald of Fear Species: Skakdi Faction: Vapautti Sielu Power/Weapon 1: Relaxation Vision - Like most Skakdi, Maeus has a vision power (in this case, relaxation). When Maeus uses his vision power on a target, their body will immediately begin to calm down and relax; extended exposure can render targets lethargic or even put them to sleep, although this would take an extraordinarily long time (time that Maeus usually feels would be better spent doing other things). Something to make note of is that this does not affect the target’s mind; as such, their thoughts and emotions will remain unaltered. Maeus’ vision power only affects the body. Power/Weapon 2: The Needle-Saw - a rusty gas pump handle that has been outfitted with both a long needle and the blade of a bonesaw underneath. The Needle-Saw has become permanently stained a dark red. Power/Weapon 3: Teleportation - Maeus can instantly teleport himself to any location, so long as he has been there before and can picture it in his mind. Appearance: [iNSERT LINK HERE WHEN CHRO FINISHES THE MOC] Bio: He gives a different origin story to every person that he tells it to. As the Herald of Fear, Maeus volunteered to be the first to infiltrate Bionifight. It took him no more than a week to amuse the Host enough to get himself hired as a staff member of the tournament, specifically in the Medical Bay. Right before the current tournament began, the previous Head of Medical Staff vanished without a trace; after a short talk with the Host, Maeus took over the position. The Host was willing to overlook any… “mishaps” involving Maeus as long as the Medical Bay remained efficient during the rounds; this proved to be exactly what Maeus needed. He was able to lie in wait until Tuoni’s arrival, before causing the facility to crash. Personality/Other: Maeus fo Kuru is male. He takes great pleasure in the pain and fear of others, making him a natural fit for his role as the Herald of Fear. His words will often have a double-meaning, and being around Maeus always makes others feel as though there is something far more sinister going on behind the scenes, possibly due to the presence of Pelko, the God of Fear. Name: Sairaus, Herald of Plague Species: Exo-Toa? Faction: Vapautti Sielu Power/Weapon 1: Dual swords to fit the size of the Exo-Toa Power/Weapon 2: Enhanced Speed Power/Weapon 3: Enhanced Armour capabilities Appearance: Sairaus resembles a sealed Exo-Toa with a head with only eye slits and no mouth. The colour scheme is mostly white, with only certain parts being gold. The being is about as tall as mechs typically would be normally, though mechless fighters seem to stand a chance still, because of Sairaus’ fighting style Bio: Sairaus’ backstory is rather fuzzy. She apparently was not always with Vapautti Sielu, however, once she joined, she seemed to rise through the ranks rapidly. Personality/Other: Sairaus can be both happy-go-lucky at times, or serious at others, which tends to confuse people. She has had health issues since before she became the Herald of Plague, however, she doesn’t always show it, and it’s made even more odd because she seems to be an Exo-Toa. She holds a fanatical devotion to the mythical deity Vitsaus. Name: Masenna, Herald of Misery Species: Guardian’s species Power/Weapon 1: A protosteel gauntlet worn on her right hand that grants her access to Kanohi powers. Currently loaded with a Kanohi Avsa Power/Weapon 2: Extremely powerful telekinesis. Masenna can use it to tear fragments of buildings out or fling held objects at incredible speeds. She can also hold a surprising number of objects in orbit around her Power/Weapon 3: Dagger belt. Roughly twenty identical long knives on a belt around her waist, designed to work equally well in her hand and as a telekinetically thrown projectile. Appearance: Masenna appears similar to Guardian, but with black and gold where he’s red and silver. She stands a full head and shoulders above your average Vortixx, towering above most toa. The most striking feature of her, in comparison to the rest of her, is the silver gauntlet that encapsulates her right arm below the elbow, which glows with a faint blue light when she uses the Avsa power stored within. Bio: Masenna, similar to most of the other Heralds, doesn’t speak about her history before joining. And yet, rumors abound that she was once a queen, ruling over a tribe with a gentle hand. However, the story says, tragedy struck, leaving her the sole survivor, which forever hardened her heart, and made her turn to Kurjuus for guidance. She joined Vapautti Sielu and quickly became the Herald of Misery that everyone knows her as today. Personality/Other: Masenna is quiet and distant, speaking to those who approach her only rarely. Unlike the rest of the Heralds, she cares for those who follow her and her teachings, and will defend them from heretics and heathens at all costs. Those who threaten her flock learn quickly ever to do so again as they are either slaughtered by her potent powers or captured and turned over to Hevias for the Sota Games. Name: Heviasdaii Aiasieti (Commonly called Hevias), Herald of War Species: (Formerly) Ehlek’s species Faction: Vapautti Sielu Power/Weapon 1: A set of long, bronze-colored metal claws, capable of tearing through even the toughest of armor, and incapable of being destroyed. The claws have a toggle-able blade of energy along the bottom, allowing for extra cutting power, if so needed. They are also retractable. Power/Weapon 2: Enhanced cyborg physiology. Hevias is more machine than even a normal member of his species, with most of his arms, torso, and legs being completely mechanical. He has incredibly boosted strength, speed, and reaction times due to this. His strength is comparable to a Pakari user, his speed far surpassing that of a normal being, and his reflexes superior to any Calix user. Power/Weapon 3: Regeneration. Hevias is capable of regenerating his organic components...and even regenerating the wholly mechanical ones as well, strangely enough. Appearance: Hevias is a hunched, gangly figure at first glance, and appears near identical to Ehlek in stature from afar, aside from the lack of spines. Up close, however, it becomes very apparent that this is not the case. His body is more armored and mechanical, almost as if he was rebuilt partly, and the armor all over his body shines a dull, dull navy blue. Bronze pistons and gears can be seen underneath some of his armor, most notably on his shoulders, where two gears stick out, churning and turning as he moves his arms. His face, for the most part, remained untouched aside from a few small metal plates around his eyes. Both legs look nearly completely mechanical, and digitigrade in shape, pistons and gears visible at each joint, clearly showing how fast he could run. Three small, bronze cones adorn the back of each hand, where his claws emerge. Bio: Hevias is spooky and mysterious, refusing to divulge his history, or even explaining how he came to be how he is today. In fact, his appearance alone raises questions he will not answer. What people do know of him, however, is his incredible bloodlust, and fanatical following of the War God, Sota. He quickly began leading the Cult of Sota upon arriving on Saarrella Kirottu, and no one has questioned him, lest they be forced to fight as gladiators... Personality/Other: A warmongering, battle-hungry psychopath is the best way to describe Hevias. He acts much like an eager serial killer, sizing up anyone and everyone he meets to see how well they would fare in his arena. Beneath this psychotic exterior lies...more crazy. A plotting, devious kind of crazy, one willing to bide its time, to throw anyone under the bus in order to advance. RULES 1. BZP rules apply, of course. 2. No god-modding (avoiding/dodging/countering all attacks, never taking damage, dealing insane hits, etc.). 3. Do not control other player characters without their permission. 4. Use the tag “IC” when posting in character, and “OOC” when speaking out of character. 5. Keep things fair - it doesn’t matter what your powers are. 5. Have fun or you shall be fed to Xaeraz. This is always the fifth rule, even if it’s not.
  6. "Joining Bionifight has been scientifically proven to increase one's lifespan by 60 years." - Voltex GAME TOPIC - DISCUSSION TOPIC First Post Archived - Mechs - Infinity Advanced When the Swordbearer falls and the souls are freed, When the darkness calls and the fighters rise in a time of need, The legends shall name it LANDFALL WHAT IS THIS? This is the discussion topic for Bionifight Infinite: Landfall; obviously, any all-OOC posts should be made here. This is also where you should post profiles for approval; at the bottom of the post is a list of the players, their characters, and how many lives they currently have. CURRENT EVENTS -LANDFALL -A CONVENIENT TWO WEEK TIMESKIP OCCURRED -Week Five Queen Update Part One INFINITE GEM COUNTER GEM OF THE MIND - ITSELF Gem of Dodge - Aclaraung Gem of Silence - Destroyed by Nomec Gem of Mist - Xara Gem of Sickness - Xaeraz Gem of Grounding - Kuro Gem of Randomness - Ten Gem of Disunity - Halken Gem of Iron - Dreisen Gem of Magnetism - Dreisen Gem of Shapeshifting - Kale Gem of Invisibility - Tuoni Gem of Neutrality - Langmuir (F) Gem of Cold Resistance - Praggos Twin Gems of Body-Switching - Elly/The Enforcer Gem of Fire - The Mind Gem Gem of Fear - Merged into Dayeth by Lord Pelko Gem of Vacuum - The Mind Gem Gem of Chain Lightning - The Mind Gem Gem of Optical Inversion - Zelnos Gem of Strength - Dreisen Gem of Stone - Daedalus Gem of Telekinesis - Vagust PROFILE Name: [Character’s Name] Species: [Character’s species or race] Faction: [Are they a Prisoner or a Cultist? Which sect are they imprisoned by/a member of?] Power/Weapon 1: [A power, elemental or otherwise - or a weapon/tool] Power/Weapon 2: [Another power or weapon/tool] Power/Weapon 3: [Another power or weapon/tool] Appearance: [What does your character look like?] Bio: [Your character’s history; who are they? What did they do before they were captured by the Cult/joined the Cult?] Personality/Other: [Gender? Is there any other important information?] STAFF LIST Voltex - The Host, The Queen, Maeus fo Kuru, Dreisen, Tronameg, Elittra, Nomec/Cyarc, Reezo Blade - Elly/The Enforcer, Sairaus, Anna, Astra, Kairan, Maccha Green Xaeraz - Tuoni, Masenna, Xaeraz, Zephyr, Lord Halken, Riss - [B Side of the Moon], Fia, Venix, Dexund, Agraney, Zeraxa Ehksidian - Hevias, Donrioda, Ten, Vinra - [rm -rf /*] PLAYER LIST Member - Fighter (Lives) JiMing - Virnar Nato - Xara - [Tonitrui], Dayeth, Wyrm, The Puppetmaster - [Baterra Nui], Alisa Dare, Terry - [Steampunk Clockodile], Dekako, Miril, Falcon, Anguish, Scriva, Hive, Xara [Prisoner], Whisper, Psycho Green Luroka - Ferronox UltimoScorp - Kat - [Fear Itself], Kotak, Tirkah, Intavus, Thak, Parasite VahkiDane - Omega - [Smasher], Exsequor, Kaipatu, Teawa, Ekial, Colossus in Purple, Gamma Construct - Green, Lytrel, Sudrec - [CHLE-03], Tomo - [Velika's Vision], Yoko - [Sky Queen], Minami, Hagah, Eryard - [Thornatus-AR V1], Soga Urashimako, Constructman, OWL, I.F., Agent 5040, Somnus, Psycho Red Portalfig - Onuvo Volitak - Xira Hunter Serge - Lekona fishers64 - Ismekne, Ancient Darkness, Kalatin, Fishers - [Dr. Bundy], Ganesh, Samantha Tenth Norik - Glass I Am Ultron Six - Olari, Jorth - [Ebon Flow], Venga, Skrall, Tuyetkhamun, Turbo Vixen, Hollis Timageness - Tarsus, Amorigiahna, Ravyn, Salera Pohatu - Squid Manhunter - Nocton, Velix - [Breaking Thunder], Selox, Lefia, Kourahi, Ferez, Therex Daniel the Finlander - Dartakh, Phazur, Feli Gemshimmer - [Wraithknight], Miira, Maccha Red Ghidora - Daltrahk, Halmos Miras - Miras, Crusty, Vorzin, Haarnak, Colossus in Silver, Arkie, Shriek Sil - Raith Bloody Nine - Iskane, Limos Urchin - Zel'Sai, Naberius Alijar - Tanzah, Krantax Burnmad - Artorre, Shixahl, Ardian, Okavaung, Lierdon ArcticFreeze - Kuro - [Avenger Angel], Prose, Maglev, Dreidel, Linear, Aeolin, Frostbite Shadow Ignited - Zelnos, Tenshi Tiragath - Ezezko, Tenjou, Langmuir[M] - [Irvine], Maccha Yellow - [Maccha Gear Rex], Hryfon, Oinez / Killer Queen, Izarargi, Belitun, Langmuir[F], Sharky, No Name, Serena Soter (Daedalus) - Daedalus Drachoren, Von Worten Leoxander Arktanus - Arxtann Conclusions - Albrecht Click - Kopen, Mirror, Virse - [Heremus' Wrath], Arkrax, Lady Dajik, Thaera, Sesdec - [The Polyhyrdra], Glaive, Snese Petewa - Kopeyku Valendale - Cast Kovika - Sidonas Onarax - Silvanni Zikkray, Lexa Rial, Onaya Reoth, Etov Gravity - Viitkaehl, Ivhi, Kahrn, Alyia Serehk, Dehkaz Kyhrilik, Naokaz, Lelihka Vihn Grochi - Vagust Joveo - [Discharge], Aclaraung, Ilyin, Praggos, Iesua, Seven, Yuri Ironshell, Llun Yreve, Zvuk Voyny, Malkon, Kongar, Asi, Psycho Black L'Etranger - Hound, Selaphiel, Dynomi, Typhoeus Smudge8 - Buzzz, Venom Huntress Krayzikk - Zangah Sentoki, Noroi Shiru, Uri Soken, Aeila Teumessia, Firen Eltair Uncle Chael - Damaka, Vegetoa, Sandalphon, Kellin Santos Silvan Haven - Kale Ironshaper - [Peerless] Zakaro - Zakaro, Nisaduf, Lady Bajets, Sevyn, Astaer, Ajiseni, Nisadeff, Maccha White Toru Nui - Navuru Liuth - Fulmen Necro - Skorm, Gyro, Casanuva Snake613 - Vakax Metriod Master - Werl Drakua - Tahnok Nuva, Skull Carrier Kuurai - Evix Shagaru Magala - Ignis, Harami - [Seraphiel Armour], Severain, Tavari, Fission, Drudd, Kortus Hubert - Naona[MC], Naona, Owethed, Lefty, Aronis ineverlikedfelt - Feltzer Vestak - Kraskk Fota - Fota Tyler - Red Zeppelin, Desdemona, Dorian Shaddix Emissary - Antiro Vod, Teacher Wielder of Shadow - Taurus, Draco, Dio Folle, Maccha Black
  7. Photoshop Elements (Originally drawn on paper) (Click for full-size image) "I am Lord Severain the God-slayer, Ravager of Ta-Koro, And the Greatest Makuta in the universe! ...at least, until someone put these forsaken shackles on me..." So yeah, Official artwork of my Bionifight Infinite Character, Severain. He's basically my interpretation of an over-the-top evil character inspired by the old BZPRPG. Needless to say, I'm rather proud of how this turned out. The background was kind of an afterthought, which is why it's not as impressive as the main man himself. Feel free to leave a comment, maybe critique this a little, etc.
  8. A Tale from the Halkenverse <STORY TOPIC> Greetings there, fellow members of BZP! You may know me from the RPG Front as "That guy who makes his characters pull off stupid stunts that may get them killed", but I'm fairly certain you know me better as Dr. Medic. Now, This here Epic in particular is the backstory to Fission, one of my Bionifight Infinite characters. This is a story about how he became the Toa of Nuclear power he is today. Updates will come periodically, or occasionally, depending on how motivated I feel on certain days. So anyway, the first chapter is a kind of "Cold opening", one that doesn't explicitly tell us about the characters or intentions, but sets the tone for the story, and establishes a setting. Much more will be revealed in the next part, where things get interesting... Comments, Criticism, Compliments, etc. are welcome! This story is purely non-canon. Any resemblance to any canon characters is purely a coincidence The Halkenverse was created by Xaeraz, expanded upon by Click, Nato, Ehksidian, and many others Bionicle Gen.1 © the LEGO company, 2001-2010
  9. Specter Knight

    Nuclear

    A Tale from the Halkenverse <REVIEW TOPIC> The constant black haze shrouding Metru Nui at night is an Ideal place for crime. As if the city wasn’t any brighter than it was during the day, the choking darkness was only briefly relieved by the dim gas lamps and headlights on passing air-bikes. Most Matoran would shut themselves in their hovels at this hour, but those who worked late had no choice but to trudge home in the dark. And even so, they did so warily, constantly tense, as all sorts of thieves and murderers were active at this hour. Mere seconds to midnight, an alarm rang out on a local jeweller’s on one of the many coastal boulevards of Ga-Metru. Someone had broken in, and was scooping up all the precious jewels on display as easily as dust on the floor. When the Patrol Vahki arrived, the thief was already gone. The Commander barked orders, telling the rest of the squadron to search the streets. As they headed off, none of them saw the thief climb upwards on the rough edges of the wall above, heading far above the dimly lit streets. This thief was a Co-Matoran, A Matoran of smoke, and like their Suburban counterparts, The Le-Matoran, they are agile, nimble, and good at climbing. Away from prying eyes, the Thief began to make its escape. And he would’ve succeeded, if it weren’t for a Toa watching silently from the shadows. As soon as the thief climbed to one of the murky rooftops, someone leapt down from nearby, landing hard on the roof behind him. Despite the near darkness, the thief could see a faint silhouette, and an orange heart-light in the midst of the dense smog. On instinct, the thief ran, but the mysterious Toa was fast approaching. For every ledge the Matoran would climb, the Toa would effortlessly leap up. This continued until the Matoran was cornered at the edge of a tenement block. Knowing he could no longer run, the thief knew it was time to defend himself. He pulled out a portable Zamor pellet launcher, much to the Toa’s surprise. Knowing the type of thief he was battling, he might’ve got it off the black market. He fired a neon green blast at the silhouette, but his opponent was ready. The shell bounced harmlessly off the golden shield the Toa had deployed, and not only that, he had also brought and unsheathed a sword, which glowed a bright orange, as if it was composed of pure flame. In the dim glow, the Toa’s features could be seen more clearly, if that were possible. His armour was varying shades of red and orange, covering a heroic, muscular build. His mask was mainly concealed by a large breathing apparatus, with pronounced eyepieces. Panicking, the Thief let off two more shots at the Toa of Fire, but to no avail, as he approached rapidly, deflecting the pellets with his shielf, before using his sword to knock the thief’s pellet launcher out of his hand and into the streets far below. Before the thief could respond, the Toa sheathed his sword and charged right into the thief in one swift movement, knocking them both off the edge of the building. As wind rushed past them, the Toa secured his grip on the Thief, and behind his breathing apparatus, his mask began to glow slightly. As soon as they hit the streets below, a sphere of energy enveloped them, softening their landing. The force exerted on them was rather intense, but at least they were still alive. The Vahki arrived on the scene relatively quickly, and found the thief right next to his bag of pilfered jewels. He was arrested on the spot, but in the commotion, nobody noticed the mysterious Toa slink away into the night. Well, almost nobody. Unknown to him, a small floating camera drone had been recording his every movement, amplified with night-vision filters. From a discreetly parked air-vehicle, two Matoran watched the footage over and over, analysing his techniques. “He’s got initiative, daring, ruthless efficiency…” one of them muttered. “Do you perhaps think-“ The other one, sitting right beside him, cut him off. “I am certain, Vorris. This is exactly the one we need…” This story is purely non-canon. Any resemblance to any canon characters is purely a coincidence The Halkenverse was created by Xaeraz, expanded upon by Click, Nato, Ehksidian, and many others Bionicle Gen.1 © the LEGO company, 2001-2010
  10. (thanks to blade for providing the title) INTRODUCTION Bionifight Bionifight 2: Madness Returns! Bionifight 3: Madness Returns Again! Bionifight 4: Hyper Fighting Bionifight Ultimate Bionifight Ultimate: Drift Force Bionifight Infinite Seven games over the course of seven years. Here we come to the final chapter, the final instalment. A special occasion designed to be the shortest and fastest of the series, highlighting a single new concept that builds upon the Bionifight of old. This is the final chapter - the last horizon. Bionifight: Last Horizon This is it. This is the final instalment of the Bionifight series that I shall host, and for now, it shall be the final instalment of them all. While Infinite will continue to run for the next several months if all goes well, Last Horizon shall be the last new game in the series. I hope you enjoy. And if you have never played any of the others… do not worry. You will be able to fit right in. LAST HORIZON The rounds in this game are structured over the course of two weeks. The first week will be a Free For All match, pitting every fighter against each other; the second week will be a team boss battle known as the “Last Horizon”. During the Free For All round, players can earn points; one point is given for every point of damage a fighter deals, and five points are given for a KO. Players MUST keep track of their points and HP in every post. During the Last Horizon, the players will battle alongside their respective boss (either the Host or the Queen) in an attempt to KO the other team’s boss. The highest scoring players on each team from the previous round will play as their team’s boss; each boss will start with health points equal to the number of points their team managed to accumulate the previous round. During the Free For All round, each player will have one free 5-HP respawn the first time they are KO’d. During the Last Horizon, there are no respawns. Each player starts the round with 20-HP. PROFILE SHEET To join, simply fill out the profile sheet below! There is not a limit to how many players can join; however, there is only one fighter per player. Name: [Character’s name] Species: [Character’s species or race] Power/Weapon 1: [A power, elemental or otherwise - or a weapon/tool] Power/Weapon 2: [Another power or weapon/tool] Power/Weapon 3: [Another power or weapon/tool] Appearance: [What does your character look like?] *A quick reminder that every player will begin each round with 20 health. Cheating regarding the amount of health you have will not be tolerated.* BOSS PROFILES Your character shall be assigned to work for one of these two characters by myself, so that I can make sure that the teams are as even in numbers as possible. Name: The Host Species: Unknown Power/Weapon 1: Teleportation of himself and others. Power/Weapon 2: Telekinesis, including levitation by telekinetically lifting himself. Power/Weapon 3: Mimicry. The Host can copy one other power at any point; in order to copy a new power, he must lose the old one. Appearance: Physically imposing, standing above most fighters, the Host is clad in regal red and gold over black. He wears a dark decorative cloak, with a hood that hides his face, but does not muffle his booming voice. Character Name: The Queen Species: Unknown Power/Weapon 1: A golden trident that can be summoned back to the user. Power/Weapon 2: Elemental Control over Psionics Power/Weapon 3: Accuracy - this power is always active at a low level, giving the Queen slightly better accuracy than most beings; however, when focused upon, it becomes impossible for her to miss her target. Appearance: Like the Host, the Queen stands over most fighters. Her armor is a mixture of light blue and gold, with silver and gunmetal accents. She carries a lightweight golden trident, and her armor often shimmers, giving her the appearance of being underwater. RULES 1. BZP rules apply, of course 2. No god-modding (avoiding/dodging/countering all attacks, never taking damage, dealing insane hits, etc.) 3. Do not control other player characters without their permission 4. Use the tag “IC” when posting in character, and “OOC” when speaking out of character. 5. Keep things fair - it doesn’t matter what your powers are. If I believe that you are not following this, the harsh judgement of the PIG shall fall upon you (with a handy explanation of what you have done wrong). 5. Have fun or you shall be fed to Xaeraz. This is always the fifth rule, even if it’s not. PLAYER LIST (no limit to how many players can join!) HOST 1. Underscore 2. Zakaro 3. Miras 4. fishers64 5. Toa Chuck 6. Unit 7. Dallior QUEEN 1. Ghidora 2. Aerixx 3. Pahrak 4. Blade 5. Luroka 6. Chro 7. ShadowVezon JOIN NOW! THE FIRST ROUND SHALL BEGIN TOMORROW MORNING.
  11. v3.0 Version History: 1.0, 2.0, 2.1, 3.0 Introduction It all began with Bionifight in 2007. Then came Bionifight 2: Madness Returns! in 2011, followed by Bionifight 3: Madness Returns Again! and Bionifight 4: Hyper Fighting, both also released in that same year. The first three, hosted by Fighty (with help from myself for the latter two) as well as the fourth, hosted just by me, are now referred to as "classic" Bionifight. In January of this year, Bionifight Ultimate was released. It was a game changer in every respect; Ultimate Weapons replaced Special Weapons (until the latter were added back in later), the round structure was modified, and perhaps the biggest addition of all: fan created content. Bionifight Ultimate took every single issue with the older games and fixed, changed, or removed what it had to. It was, in essence, a reboot of the series; and it is for that reason that this game is titled as a sequel to Bionifight Ultimate without reference to the others. The earliest concepts for this game had it split into two topics as Bionifight 6 Ultimate and Bionifight 6 Classic, with the former continuing the previous game and the latter bringing back what had not been seen since Bionifight 4: Hyper Fighting. But then I realized that to divide the two would, in fact, be a step backwards - if I was to bring more classic elements back, they needed to be integrated into what I had already set in place. Thus I set about creating my third addition to the Bionifight franchise, and what I came up with was Bionifight Ultimate: Drift Force. It fixes every single issue that was present in Bionifight Ultimate, while retaining what worked and, of course, adding a few new things. You'll notice far less clutter from the start with this game - and that fan created content, which contributed to much of the cluttered and overcomplicated nature of Bionifight Ultimate, has been streamlined. So here we are - the sixth game in the Bionifight seies as a whole, and the second entry in the Bionifight Ultimate reboot. I hope you enjoy - and if you're wondering why I chose the subtitle of Drift Force... well, if you think back to why I first named Bionifight Ultimate, you might have already guessed. But even if you haven't, all you need to do is look below. Have fun. The Rules 1 - Rounds will last seven days; from Sunday to Saturday each week. 2 - Issues with other players should be resolved via PM. If they begin to consume the topic, the players involved will be removed until the next Active Signup cycle. 3 - Signups occur from Friday to Sunday every three weeks. 4 - Every player will begin each round with 20 health – this health is lost by taking damage from obstacles and attacks. Cheating regarding health will not be taken lightly. 5 - Keep things LEGO-oriented as much as possible, please. 6 - Enjoy the game! Drift Force Weapons Surprise! Drift Force weapons are a combination of the Ultimate Weapons and Special Weapons that featured in previous Bionifight games. In other words, they are absolutely devastating to opponents. Due to how devastasting they can be, only one Drift Force Weapon may be used per round. Drift Force Weapons will be awarded to the winners of each round. Each Drift Force Weapon can be used to deal 7 damage to an opponent once per round. Each Drift Force Weapon will also have a unique set of conditions and bonuses for that weapon. When in possession of an army, a player can choose to mass-produce their Drift Force Weapon, if they own one; doing so will prevent them from using it for that round. However, all damage done by that army will be increased by 2 points. Updates + Fan Created Content Updates and Fan Created Content are receiving a makeover for this game. First off, there are two different types of updates. 1. Major Updates - If you noticed, the topic of this post says "v1.0". Major updates will modify that number; the first major update would change it to "v2.0", for example. To qualify as a major update, a brand new feature that fundamentally alters the game (such as the Exo-Toa below) must be included in an update, alongside new arenas and game types. 2. Incremental Updates - These updates are smaller, and more akin to the updates in Bionifight Ultimate; these updates introduce only new arenas and game types. These will also change the version number incrementally; the first incremental update would change it to "v1.1", for example. Whether you are working on a Major Update or an Incremental Update, another change is that you must include me in the creative process from the very beginning. This way, if there is a concept that I do not approve or does not fit, I can deny it immediately and avoid the issue of people hyping themselves up only to be disappointed. And of course, each update should have a banner of some sort, since banners are pretty. Armies Once upon a time, armies could be summoned by any fighter once they had made a certain number of posts in the topic - however, armies were also extremely expendable, virtually endless, and all around did little to add much more than clutter to the game. Now in Bionifight Ultimate: Drift Force, armies work a little differently. Once per round, a player can PM me to request an army; the army that is spawned will be decided by RNG. Each army functions differently; some are better than others… although all are bordering on cannon fodder in most game types. All armies are 100 strong, and once all variety of armies have been summoned, that’s it for the round. Available Armies 1. Bohrok - This army will automatically deal three damage to every opposing fighter in the game; however, using their psychic connection to the Krana, they can deal an extra three damage to one other player of the summoner's choosing. 2. Rahkshi - This army will immediately turn upon the fighter who summoned them and deal seven damage to them. They will also deal one damage to every other fighter in the game. Once summoned, Rahkshi will be controlled by the GM and serve as threats for the rest of the round until all are destroyed. 3. Business Drones - These robots serve Lord Business; when summoned they will deal two damage to every other fighter. They can also be used to render two opponents unable to use their powers for 24 hours. 4. Skull Spiders - These wild beasts will deal four damage to every fighter in the game, including whoever summons them. The one to summon the Skull Spiders is also rendered unable to use their powers for 24 hours. 5. Heroes - Heroes from the Hero Factory that will boost the health of every fighter in the game by three points, aside from the summoner, whose health is boosted by five points. As long as this army is active, they will then deal two damage to every enemy fighter each day (not counting the day they are summoned), and will protect the summoner from other armies. 6. Mii Fighters - This army consists of Mii Brawlers, Mii Gunners, and Mii Swordfighters; while they are easier to defeat than any other army, they can be used to strike four other players for six damage each, while also fully healing the player to summon them. THE FINAL SMASH Once per round (if even that often), the Smash Ball shall be released into the arena. The player who obtains this item can unleash their Final Smash, a unique, extremely powerful attack that can deal either significant damage to one player or moderate damage to several players. However, the process of obtaining the Smash Ball is not an easy one. The Smash Ball must be attacked by players for 30 posts, at which point the next player to attack it may claim the item. Claiming the item is not the end, though; the player in possession of the Smash Ball must wait for three additional posts before they can unleash their Final Smash. During this time, any player with a Drift Force Weapon that is still active may unleash their Drift Force Weapon upon the player possessing the Smash Ball, knocking it back into play. It must then be attacked for ten posts before it can be claimed again. When attacking the Smash Ball, a player must wait for two other players to attack the Smash Ball before they can attack it again. Drift Force Weapons play another role as well; any player with an active Drift Force Weapon that possesses the Smash Ball can unleash an even more powerful Final Smash than normal; while this will count as their one Drift Force Weapon attack for the round, the extra firepower is more than worth it. Final Smashes can be designed to deal damage as follows: 9 damage to a single target, 4 damage to two targets, or 3 damage to three targets. If activated alongside a Drift Force Weapon, a Final Smash will instead deal the following damage: 13 damage to a single target, 8 damage to two targets, or 5 damage to three targets. Since Final Smashes are designed within the profile of the player, each players Final Smash can only deal damage in one of the thre Round Structure I have modified the round structure for this game; the new structure shall follow the three week cycle of the Active Signups. The first round of every Active Signup cycle shall be a "free for all" round, the second shall be a "team" round, and the third shall be a "classic" round, much like the rounds of the first four games. Occassionally, the "classic" round might be replaced with a boss battle. Free For All Game Types 1. Free For All - The player with the most health at the end of the round wins; in the case of a tie, other methods of judging shall be used. 2. Last Man Standing - The final player left standing at the end of the round wins. I will use threats within the map to injure players via RNG to guarantee that all are killed but one. 3. Hitman - Much like the "Hitman" series, players send in a set of resistances from strongest to weakest to me via PM. Each day they can try and target another player; if successful, these attacks will instantly kill their opponents. 4. Armies - Every player is given a generic army of Matoran who are, essentially, the weakest cannon fodder you could ask for; the army acts as your “health” for the round. Once your whole army has been defeated, you are eliminated from the round. Drift Force Weapons can eliminate 35 members of an army at once. 5. Hunger Games - The final player left alive at the end of the round wins. I will use threats within the map to injure players via RNG to guarantee that all are killed but one. However, once killed, a player may sponsor a single surviving fighter to help them emerge victorious. 6. Scramble Smash - Every player is assigned one of the following fighters, replacing their usual character for that round: Bowser Jr., Bowser, Fox, Mega Man, Pit, Palutena, Link, Zelda, Samus, Pac-Man, Robin, Lucario, Ness, and King Dedede. The Smash Wiki can be consulted to figure out character abilities and limitations. 7. Multi-Man Smash - The players find themselves battling an endless horde of enemies with 2 HP each, and must defeat them. Players can still fight each other; the player to defeat the most enemies at the end of the round will be crowned the winner. 8. Rival Smash - Every player is assigned a specific target to kill; should they succeed in eliminating that player, they will receive several bonuses from the GM to assist them for the rest of the round. Team Game Types 1. Team Battle - Much like the "Free For All" game type, except with teams. The team with the most survivors at the end of the round wins; an MVP is also selected. 2. Assassin's Creed - Each team is given a PM to operate in, where they select one player to be the target of the other team. Neither team knows who they are trying to kill; the first team to kill their target, however, wins. 3. Tag Team - Each player is partnered with another, and they share a health pool of 30 points. The team with the most points at the end of the round wins. 4. Team Armies - This game type functions exactly the same as it’s “Free For All” variant, except the players are divided into teams; one team lays siege to a central location within the arena of the round, while the other team attempts to defend said location. 5. Infection - 5 players are the Survivors, starting with 20 health. The rest are “Infected”, starting with 5 health. Each Infected has 3 respawns, while the Survivors have none; when killed, a Survivor becomes Infected. Survivors win if at least one is still alive at the end of the round; Infected win if they manage to convert every Survivor. 6. Smash Tour - Players are divided into two equal teams; during the round the Host shall spawn a variety of bonuses that can be claimed by either team. Near the end of the round, each team will select a captain, who will duel the captain of the opposing team; both captains will receive all of the bonuses that their team claimed during the round. 7. Conquest Mode - Much like Scramble Smash, in that each player is assigned one of the following fighters to use for the round: Rosalina, Wario, Dark Pit, Ganondorf, Shiek, Zero Suit Samus, Lucina, Charizard, Mewtwo, Kirby, Metaknight, Little Mac, Duck Hunt, Olimar. Teams in this mode will be arranged according to a specific theme. 8. Cruel Smash - Players are divided into two equal teams, where every player has access to the powers of their teammates. The teams must face off an endless horde of enemies with 4HP each, and must defeat them. The team to defeat the most enemies at the end of the round wins. Each team will share one large health pool. Every player now has one “free” respawn each round; the first time a fighter dies, they will be automatically revived with 5 health. Attacks that dealt more damage than the fighter held previously (ie. an attack dealing 7 damage to someone with 2 health) will not affect the respawn health. Arenas The battleground; each round will have a different arena, posing different threats and offering different strategical advantages. 1. Mahri-Nui - An underwater city encased in a giant bubble; if attacked enough, the bubble shall pop, automatically killing half the players left in the game (decided by RNG). 2. Assembly Tower - Part of the Hero Factory, where fighters must battle upon what few platforms are available on each rising level. A fall from any level above the ground is death. 3. The Great Furnace - A large open space with the Morbuzakh lodged in the center and small rivers of lava running through the floor; the extreme heat and the Morbuzakh itself both pose a threat. 4. Chattering Corpse Heap - All those who have died in Games & Trivia lie here as you fight atop a mountain of corpses. Once each day, one player (decided by RNG) will be dragged under and killed. 5. Cloud Cuckoo Land - Based in the clouds, this eclectic place is chaotic; which basically translates to "any threat can appear at any time". Try not to fall from the clouds - to do so is instant death. 6. LEGO City - Fight amongst the buildings, dodging traffic and law enforcement along the way! Buildings may topple, but you also have a city full of possible tools at your disposal, allowing you to get as creative as you like. Also conveniently constructed for epic sieges, and makes an excellent urban warzone. 7. Hidden Workshop - Hidden in the world of Ninjago, this workshop is home to the Juggernaut (which shall be controlled by the GM) as well as various self-defense systems. 8. Master Fortress - This shadowy, monolithic labyrinth was created from a swarm of shadow energies. This place is so dangerous that not only will it execute two players each day, but surviving players will also suffer an automatic point of damage daily. 9. Arena Ferox - A standard, plain arena at first. Each day, the arena will be modified into a more deadly variant, each with its own unique threats and obstacles that can be controlled by the GM. 10. Gaur Plain - A beautiful, vast grassland, filled with cliffs, plateaus, and lakes. An enemy called Metal Face, a sleek robot controlled by the GM who starts with [5] health, can appear to attack with blades and lasers. Metal Face can be defeated once it sustains enough damage, forcing it to retreat. The Gaur Plain is located on the leg of Bionis, a massive mechanical titan, and if it awakens, catastrophic consequences could occur. 11. Magicant - A mystical location, where players battle on a strange 2D plane. Occasionally, dimensional rifts will appear in the background, spawning obstacles or enemies. Once in awhile, a Flying Man will spawn with 5HP and help out a specific player until eliminated; they will be assigned by RNG. Up to three Flying Men can spawn per round. Active Signups Bionifight Ultimate: Drift Force continues the use of the "Active Signup" system featured in Bionifight Ultimate. Many games struggle with players who became inactive without notice, clogging up spots on the player list and making it extremely difficult to judge activity in the game. That issue does not exist here, and this is why: There are fourteen slots available for signups – once a player has signed up (by filling out the brief profile sheet below and posting), they are in the game for the next three rounds (or three weeks). You commit yourself to remaining active within this game for those three weeks. Once the three rounds have passed, the player list will be emptied. If a player wishes to sign up for the next three rounds, all they need to do is post a profile sheet (new or old is up to the player) and they’ll be added back in. Players wishing to take a breather, withdraw permanently, or who forget will thus no longer clog up space – but if they return and wish to play again, they can always sign up when the player list re-opens. If you miss a signup, don’t worry – if you join back in again, you’ll retain any prior rewards you have received. There are currently 14 player spots, thought this number may rise or fall depending on the activity level in the game and how many people wish to play. Profile Sheet Member Name: (Your current display name – you will also play the game as a character with this name, to avoid any confusion that might occur). Weapon: (You are allowed to have one main weapon – it cannot have any special powers). Power: (You are allowed to have one power – however, should you wish, you may replace this with a second piece of equipment without special powers. You cannot be immune to stage hazards). Appearance: (Please add a small image, or preferably a link to an image or gallery, or just a small paragraph explaining how you appear to the other players). Drift Force Weapons: (Self-explanatory; these are a reward, so this slot should remain empty if I have not given you any. Any other questions are answered by the section labelled “Drift Force Weapons” above). Final Smash: (A super powerful attack that should be related to your power and weapon choices. You must also state here what type of damage distribution your Final Smash will have) *A quick reminder that every player will begin each round with 20 health. Cheating regarding the amount of health you have will not be tolerated.* Staff Voltex Victors R1: Pulse R2: Shadowhawk (MVP) R3: TBK R4: Blade R5: Chro (MVP) R6: Voxumo R7: Unit#phntk#1 R8: ShadowVezon (MVP) R9: Zakaro R10: ShadowVezon R11: Unit (MVP) & fishers64 (MVP) R12: Chro & ShadowVezon R13: Blade & Luroka Player List (Profiles Here)(Full List) 1. Luroka 2. Voxumo 3. fishers64 4. Blade 5. Chro 6. ShadowVezon 7. Pulse 8. Zakaro 9. JiMing 10. Unit 11. Ekorak 12. The Forgotten Warrior
  12. Text in Black is part of the original release. Text in Navy is part of the Team Update. Text in Maroon is part of the Titanfall Update. Text in Green is part of the Respawn Update. Text in Teal is part of the Bionifight Squared Update. Introduction Way back in 2007, a BZPower member by the name of “Fighty” or “TheMightyFighty” started a game called Bionifight. The game was extremely popular, although it ended a few short months later in 2008, due a falling number of players and the lack of activity that followed. In April of 2011, Fighty returned and started up a sequel: Bionifight 2: Madness Returns! It remained open for several weeks, steadily gaining popularity – to the point where Fighty decided to hire an Assistant Host, who turned out to be none other than I, iBrow Voltex (just call me Voltex or Tex). Unfortunately, the game was cut short by the Great Downtime. When the forums returned in October of 2011, Fighty wasted no time in posting Bionifight 3: Madness Returns Again!. The game grew steadily once again, and Fighty once more hired me, though this time as a full Co-Host. Unfortunately, Fighty resigned from hosting Bionifight, leaving me in charge of the series – I ended Bionifight 3, in the interests of being able to update the first post of the topic. So came Bionifight 4: Hyper Fighting in November of 2011, my first time full-on hosting a game in the series. While I temporarily had an Assistant Host, they resigned shortly afterwards. The game was immensely popular (the most popular of all the Bionifight games to date). It was the longest lasting game in the series and also the largest, coming in at 97 pages. It is still to this day the largest topic in the Games & Trivia forum. However, as the weeks and months wore on I began to lose interest in hosting; I wasn't happy with how the game was structured, as it was complicating things for both myself and the players, along with being seen as an RPG by the Staff and the rules of the forum. Unfortunately, the re-structuring that was necessary to keep the series fresh, relevant, and legal would be too much to add into Bionifight 4, making a new game with the updates necessary. I ended Bionifight 4 in March of 2012, and the players (past and present) all demanded that I release the next game ASAP – I warned them that it would be a long time coming, but that they might be able to expect something by 2013. That summer I began to feel the spark again, and I started going through concepts and ideas for the next game in the series, attempting to redesign it to fit into the new rules of the Games & Trivia forum that deemed the previous games as RPGs. Unfortunately, I lost the will and interest again that September, and since then Bionifight has remained dormant. Until now – while it is not what I planned or anticipated in 2012 (even the title, aside from not including the number five, is different), this newest game does, I think, fix every major issue with the previous games while introducing new and old concepts alike in a manner that feels fresh in the first major revision of the Bionifight formula since the series’ creation. Here’s to several months of enjoyment for all of us – and if you’re wondering why I selected the title Bionifight Ultimate... well, just read below. The Rules 1 - Rounds will last 7 days, or 1 week, beginning on Sunday and ending Saturday. Signups will occur from Friday to Sunday. I won’t promise specific times, simply because I cannot gaurantee my activity at any time of the day. These are in North American EST. 2 - Only I can give out rewards – and keep in mind that winning a round does not guarantee you a reward. Attitude plays a role here with regards to victory rewards. 3 - Having problems with another player that you can’t seem to fix? Send me a PM detailing the issue and I’ll see what I can do. 4 - Unlockables – each one is secret, and you’ll only learn what they are by, well, unlocking them. You can do so once you have won a certain number of rounds. Each unlockable has a specific number of victories that must be reached. 5 - Every player will begin each round with 20 health – this health is lost by taking damage from obstacles and attacks. Cheating regarding health will not be taken lightly. 6 - Keep things LEGO-oriented as much as possible, please. 7 - You are not allowed to contact me outside of BZPower with regards to this game. If you have any questions or concerns, you may ask them in the topic. If you have an issue with something, you may send a PM to me on BZPower. If I am contacted outside of BZPower regarding this game in any way, I will take whatever measures are appropriate to stop it. 8 - Enjoy the game! Ultimate Weapons Previous games in the Bionifight series had rewards known as “Special Weapons” that were given upon winning a round. These were often flashy, cool, overpowered, and ridiculous in every sense of the word. However, their power level was difficult to gauge, and arguments often arose regarding the usage and power of Special Weapons. As such, they have been completely reworked as a brand new category of weapon known as “Ultimate Weapons”. Ultimate Weapons will still be given upon winning a round (unless the number of victories to unlock a game type or arena has been met, in which case the player will be given a choice). These weapons have been expertly forged by myself, have special abilities, and are enormously powerful – any attack from an Ultimate Weapon will deal up to 10 damage to the target. There is a catch, however. Due to the enormous drain on power a single attack does, an Ultimate Weapon can only be used to attack once per round. After that it must recharge until the next round begins. Should a player own multiple Ultimate Weapons, they must choose one to bring with them into a round. Shadowy Upgrade: If a player owns an Ultimate Weapon, they may choose to upgrade their Ultimate Weapon into a Shadowy Ultimate Weapon. These upgraded Ultimate Weapons can be used to either deal 15 damage to one target or 10 damage to two targets, and are imbued with the element of shadow for extra attack power. However, you begin the round with only 15 health, and any damage done with a Shadowy Ultimate Weapon during a team round will also deal that much damage to another member of your team. Special Weapon Series 2.0: As of Round 8, it has come to the Voltex's attention that weapons unable to be classified as Ultimate Weapons (due to them utterly lacking the destructive power of an Ultimate Weapon) have been awarded to several players. These other rewards shall now be known as "Special Weapon Series 2.0", or "Special Weapons 2.0" for short, as they are not the same as the Special Weapons of old. Special Weapons 2.0 will often have a set of conditions unique to that particular weapon. Special Weapons 2.0 are a subclass of Ultimate Weapons. Ultimate Upgrade: If a player owns a Special Weapon 2.0, they may choose to upgrade it into an Ultimate Weapon. For most Special Weapon 2.0, this process will alter how it functions; however, they can then be used to deal 10 damage to one target per round. Ultimate Weapon Tracker The Beautiful Butterfly Wings - Dapper Man Rocket Launcher of Exploding Heads - Chro Usain Bolt - Canis Scythe of Destiny - Voxumo Kanohi Ignika - JiMing Black Rod of Power - Shadowhawk Bionifight Cake - Daedalus Shield of Voltex - Voxumo Rhindon, Sword of Ybrus - Chro Special Weapon 2.0 Tracker Red Orb of Fire - Pahrak Blue Orb of Not Fire - Voxumo Ice Rod - Blade The One Ring - Ehks Cloak of Void - Shadowhawk Rainblower - Blade Green Orb of Plantlife - JiMing Troll Scepter - Pupwa21 Black Orb of Treachery - Zakaro Alert'in Rock'in Radio Pack 2.0 - Zakaro Fan Created Content Yes, you read that correctly – fan created content. This series is all about you folks, the players; and what better way to continue that trend (along with expanding and perfecting it) than to introduce this? I had it in a very vague form during Bionifight 4, where I took suggestions for new modifiers, game types, and battle arenas. However, it was rare and never on a larger scale. I’m hoping we can change that. This is my challenge to you – organise yourselves. Do you have some ideas you’d like to see implemented? Sorry, I won’t listen – not until you have gathered two or more players to help you develop a LARGER update to the game. I’m talking new arenas, new power ups, new game types, and any other additions you feel could fit into the game. Here are the steps you’ll need to go through: 1 – Have an idea (obviously). 2 – Get into contact with at least two other players to discuss ideas, improve ideas, and flesh all of those ideas out. 3 – Design stuff; create arenas, power ups, game types, other things, what have you – I will note that I’m more likely to agree to your ideas if you can tie them all into a singular “theme”. 4 – Make sure that each creation is named, and credited to whoever came up with the original idea for that item/thing in the first place. 5 – Get some sort of a banner created for your update; preferably at least as large as 400x200. 6 – Bring it to me. This should be done by whoever first organised the project sending me a pm, laying out your Fan Created Update in an orderly fashion. I’ll ask questions about things I don’t quite get; I’ll discuss with the group as a whole the project, and we’ll decide what goes into the game and what doesn’t. I make no promises about what will make it into the game, but I don’t think we should have too many problems. While I do not want to be shown a new project every single week, I think once a month sounds good. Make these things HUGE! In addition, I will also design updates as time goes by on my own; I will promise the first update to occur once all of the current secrets have been unlocked. Game Types 1 - Free For All – Exactly what it sounds like; this game type pits every player in an enormous fight to the death with no official alliances. The player with the most health remaining at the end of the round wins; in the case of a tie, the number of players KO’d will determine the victor. 2 - Team Battle – The players are divided into two different teams of equal size, with the aim of killing all players on the opposing team. At the end of the round, an MVP will be named from the surviving members of the winning team. 3 - Boss Battle – Pits every single player against an extremely overpowered boss character – players can decide whether to work together or battle each other while attempting to defeat the boss. In the OVERLORD VARIANT, one of the players is selected to become the boss instead. This game type will be used rarely. 4 - Last Man Standing – Functions similarly to the Free For All mode, except that this round will only end when a single player remains standing. This round involves brutal obstacles designed to do extreme amounts of damage. 5 - Bionifight Classic – Play it like the classics! In this game type, the round functions much like Bionifight of old, with no health bars of any kind. Winners are judged on activity, creativity, and humility. (Unlocked) 6 - Bionicle Mafia – In this round, one player is chosen as the “Mafia”, and can kill one other player each day instantly via pm. The rest of the players must find and kill the player designated as the “Mafia” before the round is over. One player is also designated as the “Medic”, and can protect one player from the “Mafia” each day via pm. (Unlocked) 7 - Capture the Flag - In this game, players are divided into two equal teams, each which is given a predesigned base. In the base, there is a flag. Each time a flag is stolen and brought back to base, the stealing team gets a point and the flag reappears at the other team's base. A holder must have the flag for a day before they can return it to base, and they can be forced to drop the flag by taking three points of damage. If a flag is dropped, it must be brought back to base. At the end of the round, the team with the most points wins. [Canis] 8 - Siege the Castle - Instead of the teams being equal, one team will be smaller. This team will be given a base that power ups spawn frequently in. The larger team will attack the base. At the end of the round, if the smaller team has survived, they win! If they are all killed, the larger team wins! [Canis] 9 - Tag Team - Each player is partnered up with a different player into separate teams of two. Each team has shared life total of 30, requiring partners to work together. The pair with the highest hit points at the end wins! [Canis] 10 - Assassination - In equally sized teams, one player is designated as the target, who will have 30 hit points, while their teammates will have ten. It is the goal of the other team to KO the target. The first team to eliminate the other’s target wins! [Canis] 11 - Horde Mode - The players are pitted against a large army of enemies based on the arena, each with 3 health controlled by the GM. The player who has killed the most enemies at the end of the round wins. [Chro] 12 - Titanfall – Giant Titan mechs spawn occasionally; while extremely slow, they will give the user a much higher attack and defense power. Otherwise functions similarly to the Free For All mode. 13 - Hunger Games – Functions similarly to Last Man Standing; however, once killed, a player can sponsor the surviving fighter of their choice to give them certain benefits over their opponents. 14 - Day Run – Each fighter is granted a vehicle in this week-long race, where the winner must finish in first place. Special item attacks will spawn periodically to use against the other racers, in addition to the onboard weapons systems of each vehicle. Fighters can only move up one place in the race per post. 15 - Doppelganger – Every fighter’s life force is tied to a different fighter, meaning the death of one fighter actually means the death of another! Only the Host has access to the secret list, leaving the fate of every fighter a mystery. 16 – Team Slayer - This is the standard team battle, but with a twist: Upon death, a player shall respawn to fight once more! There are unlimited respawns, and the team with the most kills wins. 17 – Infection - Seven players on one team begin with twenty health each. They are attacked by all of the other players, each with five health (the "infected"). The infected players respawn after they are killed. If an uninfected player is killed, they join the infected. The last surviving uninfected player wins. Works fine with any map, though Graveyard is recommended. (Healing powerups rarely spawn. 1-Ups and other reviving items can un-infect a player.)[Chro] 18 – Charge Battle - This battle is in many ways similar to the normal free-for-all gametype. However, hits on your opponents don't just do normal damage: they also contribute to your "charge meter". When your meter reaches five, you have the ability to one-hit KO a single player. Your charge meter is then reset to zero. After a player is killed, they respawn with an empty charge meter and ten health. The winner is determined by who has the most kills at the end of the round. [JiMing and Chro] 19 – All For One - Two sides fight each other like in a normal Team Battle, but the twist is that each player respawns. The respawns are pooled, each team having ten total. The team with the most lives left wins. OR Two teams fight, but unlike the normal team battle, there’s a twist: Each team has a single health pool that all players share. When the health pool is completely drained, the team loses. (Player health is reduced in this gametype) [Pupwa] 20 – Bounty - Every player starts off with 20 widgets. Power-ups do not drop like normal, but can be put up for sale or auction by the host. Depending on the map, thieves can be spawned by the host; these NPCs steal power-ups and widgets. Attempting to kill them might land you in some hot water. Additionally, if you kill a player, you receive all their remaining widgets and unused power-ups. [Chro, JiMing, and Ehks] Battle Arenas 1 - Ko-Wahi – A region of snow, where the icy surfaces make maintaining balance difficult and the area is so cold that attacks do half as much damage as usual and each player loses 1 health with each new day. 2 - Mahri-Nui – An underwater city encased in a fragile bubble; should you find yourself outside the safety of the bubble, the risk of drowning is severe and immediate. The bubble is so fragile that any contact with something sharp will cause it to pop, allowing the water to flood in alongside the creatures of the deep. 3 - Stelt Ports – A collection of fishing boats, trading ships, submarines, and even pirate ships are all there for the taking as the battleground, alongside the flimsy wooden docks. Predators wait in the water, ready to ruthlessly and efficiently punish those foolish enough to touch the waves. 4 - Assembly Tower – Part of the Hero Factory, where fighters must battle upon what few platforms and assembly arms are available as they rise higher and higher; as the round goes on, a single fall could mean death. 5 - BZPower Database – Endless lines of complex coding form an impenetrable maze filled with an infinite array of unique hazards. (Unlocked) 6 - Desolation of the Staff – A wasteland where it rains fire, fire spouts randomly from geysers, acidic fog can fill the air, and blizzards can freeze the battlefield in a second. (Unlocked) 7 - The Codrex - Working the best with Siege the Castle, the Codrex sits in the middle of the swamps of Karda Nui. The swamp is not as toxic as it normally is, although geysers do erupt with more potent mutagens. [Canis] 8 - The Silver Seas - Each player is given a small motorboat to fight upon, and several islands dot the surface. Players can leave their boat, but beware - if their boat floats away (As it is likely to), players may not be able to get back on. [Canis] 9 - Bara Magna Outpost - A large expanse of the corner of the desert, two outposts have been set up on either side of the desert to be used as stops for trading. However, they have been taken over as bases for teams to fight it out in this arena. Well set-up for Assassination rounds. [blade] 10 - Subspace - A large void with some foreboding vortexes in the distance. Falling is a very real hazard here, since falling off your narrow transparent purple platforms will cause you to lose 5 health and be teleported to an up-high location. Some platforms are selectively permeable and can be fallen through at will to get to the area below them. [Dapper Man] 11 - Great Furnace - This maze of giant molten vats proves to be a treacherous battlefield for the unprepared. Jets of flame, rivers of molten protodermis, and the occasional Morbuzakh attack are all possible dangers. The searing heat also causes players to take one point of damage per day, and firebombs do one point extra damage as well. [Chro] 12 - Red Star – Hovering in the night sky, this red sphere is filled with dark hallways and infested by zombified creatures of the Matoran Universe that hunt down those who are still living; and rumor has it that it can be crashed. 13 - Final Destination – A large, flat platform hovering in space that occasionally flips onto its side or upside down, forcing players to use lightning reflexes to avoid the fates caused by gravity. 14 - Figure 8 Circuit – A race course specifically designed for the Day Run mode, where fighters can see their opponents no matter where they are located on the track. 15 – Chattering Corpse Mountain - A mountain, made of the corpses of all who have died in the Games and Trivia forum; though they are dead, they scream in agony as they are trod upon. Because of their ghostly magic, some may call up storms of fire to rain from the sky, others may screech for spears of ice to come down... some whisper for sand to get in parts of you that you didn't even know existed. And some even drag the weak into the depths of the mountain, to add to the pile... a truly treacherous place. [JiMing and Ehks] 16 – Thieve’s Hideout - This dark, dank dungeon is home to a high number of thieves, making it perfect for Horde or Bounty games. There is no way out, just damp rooms and shadowy alcoves filled with thieves wishing to rob you of your items and widgets. Occasional lightstones dot the caves, though they are few and far between, so finding your way may be difficult. [JiMing] 17 – Voltex’s Castle - What is a Bionifight player? I'm not sure. But I do know that this castle is a creature of chaos. It may take several incarnations. Though you start out in a lavish foyer, the environment may change to resemble other stages. Skeletons may also spawn if the Game Type is Horde. [JiMing] 18 – The Void - You have been trapped. Trapped within a pure white, shining void. You cannot tell where it ends or begins. The only thing you can see is other players. It seems plain enough, except for one thing: there is no gravity. You float around, using an indestructible thruster pack, which allows you to move forward at your maximum walking speed. [Ehks] 19 – The Storm - High up in the sky, when the weather gets nasty, the clouds do, too. This arena sits within an eternally brewing, uncontrollable storm. Lightning crashes down upon unsuspecting victims, with no rhyme or reason. The rain reduces visibility far too much. In fact, sometimes hail comes from the sky to wreak havoc on the battlers within. (To maintain balance, the rain, hail, and lightning cannot be controlled by players.) [Ehks] 20 – Dragon’s Keep - A large, echoing cave, this place is oddly lit by floating, flickering lights along the walls. A large pile of gold rests in the middle, though traversing it is incredibly dangerous, as sharp jewels cut the feet of those who attempt to traverse it. And, atop the pile, where a dragon would rest sits a hut. A hut in which many travelers have come to stay, only to be swindled out of their money-or gained valuable tools. Works best with the Bounty gametype. [Ehks] Power Ups Every now and then during each round, I’ll drop one of the following power ups onto the battlefield, allowing the player who retrieves it first to have a temporary (or semi-permanent) advantage. 1 - Health Kit – This power up gives the user 5 health points; useful if you’re in a bit of a snag. 2 - Fire Bomb – This power up gives the user a chance to deal 3 points of damage to a single opponent instantly. 3 - 1 Up – Can be used either to restore 10 health to a living player, or, if claimed by an eliminated player, can bring them back into the game with 10 health. 4 - Staff of Unlimited Power – This power up allows the user to instantly deal 5 points of damage to every other surviving player in the round. This power up will be used rarely. (Unlocked) 5 - Zamor Sphere - This power up gives the user the ability to gift their one power to a teammate for an amount of time (Maximum of a round, minimum of a day) that is designated when the power up is used. [Canis] 6 - Spear of Fusion - When used, the remaining hit points of an ally of the user’s choice and the user are added together, and then split in half. Each player’s life total becomes that of the result, rounded down. [Canis; name thanks to Blade] 7 - Staff of Disruption - When picked up, this power up can be used immediately or given to an ally in a base. If used immediately, it does four damage to any target not in a base. If given to an ally, it deals three damage to each enemy in the base. [blade] 8 - Skakdi Spines - When used, the grabber chooses one of their allies. An environmental hazard that is a fusion of the user and the chosen player's powers then appears, which lasts for two days. The hazard only damages opponents. [Canis] 9 - Kolhii Ball - When picked up, this ball can be shot to other teammates in a chain to boost up momentum and power up the shot. Base damage starts at 2 and can increase by two damage for each member in a chain, to a maximum of 14 damage. If the last two shots are used in the air, the damage can be halved for a blast that hits up to four people. [blade] 10 - Improbability Drive: A very rare powerup that swaps all healing and damaging for five posts of the user. [Dapper Man] 11 - Nightmare Fuel: Can be used to start fires whose smoke does 2 damage to four players chosen upon use, one of which must be the user of the item. [Dapper Man] 12 - Companion Cube – This cube is your best friend, and can be kept for the entire round to provide additional defense. However, due to its weight, you also move slower. 13 - Portal Gun – Can be used once to teleport away from an attack entirely, or used on another player to disorient them, leaving them open to attack. 14 - EMP Cannon – A power up that can be used to disable a Titan instantly, rendering it useless. During Day Run it can also be used to temporarily disable another fighter’s vehicle, knocking them three places back in the race. 15 – Cordak Blaster - An explosive weapon, this weapon can deal 1 damage to 6 players, excluding the shooter [Ehks] 16 – Squid Launcher - When launched, sucks 2 health from the opponent, and returns 1 to the user. [Ehks] 17 – Defibrillator - For team rounds, allows a player to revive a fallen teammate if they die. It brings back teammates with 5 health. However, you could also use it to deal 3 damage to opposing players, as well as making them unable to move for one post. [JiMing] 18 – Mask of Undeath - If a player grabs this before they die, it deals three damage to them. However, after they die, it allows them to revive themselves with 5 health, to attack the player who killed them. If their target dies, they will also die, even if their health has not run out. In Infection, this mask has no effect. [Ehks and Chro] 19 – EZ Life Gun - With this item, you can give life to others or revive them! Unfortunately, this model can only take existing life from the user and give it to others. The HP given to target can be decided by the user. [Pupwa] 20 – Grenade - If a player picks this item up before they die, they can cut their killer's health down by 3 as a parting shot. [Pupwa] Active Signups Bionifight Ultimate features an all-new system for signing up to be a player, a term I have coined “Active Signups”. In the past, Bionifight games struggled with players who became inactive without notice, clogging up spots on the player list and making it extremely difficult to judge activity in the game. That issue will no longer exist with this new system in place. Here’s how it works: There are ten slots available for signups – once a player has signed up (by filling out the brief profile sheet below and posting), they are in the game for the next three rounds (or three weeks). You commit yourself to remaining active within this game for those three weeks. Once the three rounds have passed, the player list will be emptied. If a player wishes to sign up for the next three rounds, all they need to do is re-post their previous profile sheet (no changes unless approved via pm) and they’ll be added back in. Players wishing to take a breather, withdraw permanently, or forget will thus no longer clog up space – but if they return and wish to play again, they can always sign up when the player list re-opens. If you miss a signup, don’t worry – if you join back in again, you’ll retain any prior rewards you have received. There are currently 14 player spots, thought this number may rise or fall depending on the activity level in the game and how many people wish to play. Any other questions regarding Active Signups should be asked pronto. Profile Sheet Member Name: (Your current display name – you will also play the game as a character with this name, to avoid any confusion that might occur). Weapon: (You are allowed to have one main weapon – it cannot have any special powers). Power: (You are allowed to have one power – however, should you wish, you may replace this with a second piece of equipment without special powers. You cannot be immune to stage hazards). Appearance: (Please add a small image, or preferably a link to an image or gallery, or just a small paragraph explaining how you appear to the other players). Ultimate Weapons: (Self-explanatory; these are a reward, so this slot should remain empty if I have not given you any. Any other questions are answered by the section labelled “Ultimate Weapons” above). *A quick reminder that every player will begin each round with 20 health. Cheating regarding the amount of health you have will not be tolerated.* Staff Voltex - Host Portalfig - Assistant Host The Victors Round 1: The Dapper Man Round 2: Chro (MVP); "Guide to the Galaxy" Round 3: Voxumo Round 4: Voxumo & Pahrak (MVPs); "Neil Patrick Harris" Round 5: Blade Round 6: Ehks Round 7: Shadowhawk Round 8: Blade Round 9: JiMing Round 10: Pupwa21 Round 11: Zakaro Round 12: Shadowhawk Round 13: Zakaro Round 14: Daedalus Round 15: Chro & Voxumo Current Players (13-15) 1 - Ehks 2 - Voxumo 3 - Pupwa 4 - Zakaro 5 - Canis 6 - Chro 7 - JL 9 - ShadowVezon 10 - Pulse 11 - Shadowhawk 12 - Makuta Luroka 13 - Daedalus 14 - Infernum Signups are closed!
  13. Since all the cool kids make blog posts relating to their special weapons, I figured I would too. I've already decided on two special weapons, but I'm having trouble picking a third. I'm trying to think of the most awesome weapon ever...below are some other ideas I have, and some feedback would be greatly appreciated. (Of course, they haven't been given stats yet--I want to wait until I pick one before giving it stats.) Reflect Coating: A magical armor polish Zadakh uses to give himself that extra sparkle when he’s disemboweling and eviscerating. If someone attacks Zadakh while he has this polish on, they take the same amount of damage they dealt to him. It’s water-proof, can’t be removed, and can’t be dodged. The only way to avoid its effect is to not hit Zadakh in the first place. Indestructible Sweater Vest: You know this one, thinking about bringing it back with some modifications. Since Zadakh's new powers allow him to achieve flight naturally, I'll be taking that ability away from the Sweater Vest, and since he doesn't have Nerd powers anymore...perhaps the Sweater Vest would re-enable them. Also considering making the Reflect Coating part of an upgraded form of this (probably Lv. 4)... Inmacula Shard: A tiny red stained glass shard that was ‘shed’ by a transdimensional robot. If Zadakh throws it into the air, it will float there and begin to grow into a huge stained glass window. Feel free to attack it—it’s indestructible, but you might slow it down. Why would we want to create a giant stained glass window, you may ask? Well, once it’s complete, it begins to draw in energy, both solar and otherwise, until finally releasing this energy as one or more uber-powered beams…that could, possibly, also damage Zadakh. We call it the “Window to the Afterlife”! Arm-Mounted Food Cannons: Borrowed from some kid with a big head who kept talking about aliens. They look like rotund, light brown forearm armor with gold fingers and small openings on the palms. Obviously, they launch food…might not be the most powerful weapon, but as soon as the first shot is fired, an apocalyptic food fight begins! All sorts of stuff begins flying all over the place—meat, vegetables, that unidentifiable mush they give you in cafeterias, even Thornax (but not the exploding kind)—it’s real tough to keep track of, and if you get hit with the food it might stun you, or get in your eyes and render you temporarily blind. And the hits do cause SOME damage…don’t underestimate it! Star Saber: A sword with a blade coated in cyan-colored energy that is quite literally capable of cutting through anything. Well, this version is modified for fairness: any armor, shield, or weapon that it cuts will regenerate shortly afterwards. Unless you make fun of Zadakh for liking Transformers Armada. No regen for you, you inconsiderate…person. Eternal Dragon: A Keyblade with a handle styled after a Chinese dragon, a blade resembling seven orange orbs, and key teeth that look like spiky blond hair. As Zadakh fights, stars begin to appear on the orbs, and when stars are on all seven, his overall power doubles...maybe? Not entirely sure on the effect when all seven orbs are active, could to something different...
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