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Found 16 results

  1. Does anyone want a Scyther with Technician? I have like a box full of them and I kinda just want them gone. I already have a Scizor with that ability, and it has come in handy so many times for Legendary Hunting. They're all lvl 1. Friend Code: 1590-5239-4085 Also, I have shinies up for trade. Zoroark lvl 60 Porygon Z lvl 50 Haxorus lvl 60 Raikou lvl 50 Rayquaza lvl 70 Munna lvl 15 Meowstic (male) lvl 61 Shiny for Shiny. GET OFF MY LAWN! ~Tekulo <3
  2. Been trying to change my Twitter avatar into an animated image, but to no success. I've tried many methods, but none seem to work. So I thought to myself: "Why not ask on BZP?"
  3. As the title says, were the old Bionicle system sets popular when they were released? I mean, I can see collectors mainly getting them for their exclusive elements and masks alike. And. Could we them return for G2?
  4. While uploading my images to Flickr I noticed I hadn't built anything since November... of 2013. Yikes! 01 02 03 04 05 I've been so busy and creatively drained lately it was only today I was able to sit down and build the Manas that's been rattling around my head for the past couple weeks. I tried to keep it simple and not use too many parts, use only modern parts (excepting the masks and faces they're attached to) and legal techniques, while still having some character and action features that should be expecting of a larger set. Squeeze the orange tabs to open the claws and twist the yellow gear to punch them. Hope you like it!
  5. Source: OFFICIAL Bionicle 2015 Topic
  6. Since I'm slowly starting to get back into MOCing, might as well post my first complex-ish MOC ever. Haven't worked out a backtory for him, though. When I started working on the legs, I tried going with the classic digitigrade-style so it ended up looking like '01 Teridax's legs...Ugh. As you can clearly see, I ran out of dark gold pieces, so I ended up making the bottom half silver. Which diverged away from the Vex characters that I wanted it to be inspired from. Now there's....nothing more to say, except but to feel free to criticize my MOC (I'll try not to cry too much. )and give building tips pleeeease. Pics: http://i.imgur.com/WWnTfzg.jpg http://i.imgur.com/NWAbjMF.jpg http://i.imgur.com/YY1LbQO.jpg http://i.imgur.com/AxLNjCs.jpg http://i.imgur.com/MtZ3WZm.jpg (Ignore the scavenged Tunneler Beast in the background ;P)
  7. 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
  8. C'mon, you know you wanted these when you were a kid. I remember having the Tahu ones as a 5/6 year old. These were awesome.PICS:http://www.beststuff.com/images/articles/111202b.jpgThe Rahkshi ones are pretty sweet.And then there's the BZP article... http://www.bzpower.c...tory.php?ID=689
  9. Not sure if this has been discussed before, but whatever, just wondering... Well do I remember how I used to check out this forum as a kid, but rarely posting anything. I couldn't be the only one. Doesn't it statistically make sense that we all know the people who post everywhere all the time, while there just might also be lots and lots of more passive members who may simply want to simply read, pretty much like guests? I wouldn't know, they're generally hard to see. So, does this apply to anyone? Are there any of those "secret" members willing to show up? : )
  10. Mafia Point-Six: A Clockwork Void It turned out that an eternity of non-existence was actually rather dull, even when said eternity involved a never-ending battle with Makuta, the embodiment of shadow. Neither of them could ever stop pushing the other, for to do so would be to admit defeat, and neither wished to discover what occurred when you were erased from being erased itself. Diving into the lava with his worst enemy in tow had been one of the most foolish decisions of his life, and despite the good that he knew it had done, he was regretting it immensely. Screw the catharsis and the lessons learned – even if it gave Makuta another shot at life too, Voltex wanted to be alive again. There was only one problem – that being, he technically did not exist. And with that never-ending wall of shadow pushing against his wall of fire, he could not just “return” (nor did he know how to do that if he could). No, it would have to be done externally. That was where the group he had gathered came in. Some of the bravest, most foolhardy Matoran he had ever known before he was wiped out of the universe – each of them with a nagging feeling in the back of their minds that the Desolation of the Staff was where they needed to be. So there they stood upon the edge of the Desolation, the wind howling and ripping at their armor, until a staircase sank down from the ground before them, opening into a tunnel below. With only the briefest of glances to each other, the Matoran descended into the staircase one by one as the ground closed up to swallow them. They walked in the darkness for several hours before arriving in a large, lit, circular cavern. In the middle of the cavern stood two wooden signs, each pointing off to a different tunnel extending away from the cavern. The ghostly outline of a once-familiar face appeared before them. Before you wait two choices, a voice said in their minds. To your left lies a treacherous path, full of fire and shadows and lightning and death. To your right lies a well-lit hallway, with rest stops along the way. This is the first choice you shall make upon this journey... and like all the others that come after, you can only survive one of them. Two of the Matoran, who were somewhat less foolish than the others (or so it would seem), chose the path on the right as the figure faded, while the rest went left. Those going left had barely finished entering their own tunnel when they heard the screams – and turning, they watched as acid rain poured down from the ceiling of the hallway on the right, melting the two unfortunate Matoran. Seconds later, there was nothing to suggest that they had even existed. You chose correctly, but your companions did not, the voice said, as the figure appeared before them again. Such will be the course of your journey – and so, no matter what else may occur, always remember that the priority is to choose the right path... or else you might not be given the chance to walk again. With this, the figure vanished – and the remaining Matoran, after briefly sharing glances with each other, set off once more on their journey under the Desolation of the Staff. In Brief You are one of the members of a small group of courageous Matoran who obeyed an intuition telling you to return to the Desolation of the Staff, where Mt. Power – where Voltex and Makuta were erased from existence – lies in the center. Upon arrival, you entered an underground chamber and made the first decision of many on your journey. You see, where the aboveground of the Desolation holds nothing but hazards that will beat you down and kill you should you remain there too long, the underground is worse. A twisting labyrinth, the underground of the Desolation holds choices. Upon each new day and night cycle, you will be given two options on how you wish to proceed – one option will kill you (and most likely wipe you from existence), while the other will allow you to survive and move on. The choice, of course, is individual. Should you die by making the wrong decision at the forks in the path, that is it – your journey is over. However, should you die during a lynching (in the day) or at the hands of another player (at night), you will have the chance to return to life. Every three rounds, any surviving players shall reach a checkpoint, and any players that have been killed during a lynching or at night by a player shall be revived, and they shall receive a new role from the pool of roles belonging to those eliminated or dead before the checkpoint. This is, for the most part, an individual game – though of course, alliances may form when convenient. Rules 1 – Have fun 2 – G&T Rules Apply 3 – No contacting me regarding the game outside BZP 4 – Anything else I forgot to mention Roles Medic x1 – Once per night, this player can protect anyone except for themselves from death. Once per day, this player can protect anyone except for themselves from the lynching. When protected by the Medic, a player will survive any incorrect choices made at the forks in the path. Detective x1 – Once per night, this player can investigate another player to determine their role. Once per game, the Detective can also use their abilities to discover the correct path, should a fork in the road prove too difficult. Ghost x1 – This player masquerades as another role (of their choosing) each night in case the Detective investigates them. If killed after another role has died, the Ghost will immediately be revived with a new role. Raven x1 – Once per night, this player can copy the powers of the Medic, the Detective, or the Traitor. If investigated, the Raven will show up as the role they used upon that night. Rugged x1 – This player can only be killed by making a mistake at a fork in the road. Cryo x1 – This player cannot be killed by another player at night, and can target one player for death every odd-numbered round. Pyro x1 – This player cannot be killed by a lynching, and can target one other player for death every even-numbered round. Traitor x1 – Once per night, this player can kill another player. Inventor x1 – Once per night, this player can build Plot Armor (for protection), Plot Device (for investigation), or Plot Weapon (for one kill) to be given to another player. These tools are one use only. Turaga x1 – This player’s vote counts for double at the lynching, and they will always choose the correct path at the fork in the road during the day. Player List 1 – Blade 2 – Chro 3 – Dapper Man 4 – Lhikevikk 5 – Ehks 6 – MT 7 – Kayn 8 – Manducus 9 – Canis 10 – Zakaro there you go, now i suppose you can sign up...
  11. You all signed up, so here it is! In this review topic is the character list and the chapters. Each character has a little bio that may or may not end up being fully relevant to the story (some are more relevant than others). The Premise: This story is based upon the Mafia games played frequently in the G&T Forum. While attending a conference on the island of BZ-Koro, 23 Matoran find themselves trapped in the building after a terrorist strike, and they must fight to earn the right to survive. The Chapters Prelude - A very important arrest is made. Prologue - Voltex tries to prepare for the fate that is speeding towards him. Chapter 1 - The first Matoran falls victim to the Traitors, and Voltex makes a shocking discovery. Chapter 2 - An old enemy confronts Voltex, and the first execution dooms four Matoran. Chapter 3 - Contact is made, and Ehks becomes enemy number one. Chapter 4 - Sumiki plays his enemies for fools. Chapter 5 - Pulse witnesses the murder of two Matoran. Chapter 6 - A brutal execution precedes the reappearance of Xaeraz. Chapter 7 - With five more dead, Voltex prepares to hunt down the final traitor. Chapter 8 - At the end of the game, Sumiki reveals his master plan. Epilogue - One in hiding; One going mad; One giving in; and One with dark secrets. Interlude - A heist goes exactly as planned. The Characters GO TO THIS POST TO SEE THE ROLES 1 – Makuta Luroka - Fa-Matoran; From the Tren Krom Peninsula area; origins unknown. 2 – Ehks - Fa-Matoran; From far down south, and a former Bionifighter. 3 – JiMing - Ta-Matoran; Once a huge fan of Voltex, after he retired JiMing entered the Bionifight league himself and has since become one of the most popular fighters in the league. 4 – Portalfig - Onu-Matoran; A close friend of Voltex's and one of the managers of the Day Run races. 5 – Sumiki - Fe-Matoran; The CEO of Hats Enterprises and an official business partner of the White Council. 6 – Lhikevikk - Ta-Matoran; A stand-up comedian that just finished a tour in Xia. 7 – Scanty Demon - Ce-Matoran; A refugee who managed to escape the mass killings of Ce-Matoran down south. 8 – Shadowhawk - Shadow Matoran; One of the most popular Bionifighters, and the one who ended Voltex's career. 9 – Zakaro - Onu-Matoran; Another popular fighter in the Technic Coliseum and Bionifight league, as well as the current Day Run champion. 10 – Tahukan - Ta-Matoran; The personal assistant of Pulse, who has somehow survived seven attempts on his life. 11 – Pulse - Su-Matoran; Advises the White Council and lends his support to their decisions. Although he does not run it in any capacity, he owns the Metru-Nui News Network and has become rich as a result. He has survived nine assassination attempts. 12 – Chro - De-Matoran; An emerging author and actor quickly growing in popularity. 13 – Blade - Vo-Matoran; Close friends with Voltex and Unit; competes in the Day Run and Bionifight, while acting as a Private Detective on the side. Has been requested to join the police force by the White Council on several occasions. 14 – Toa Kayn - Ko-Matoran; A former scholar from Ko-Metru who now specializes in freelance technology. 15 – LockeBZ - Ta-Matoran; Makes comics professionally as a hobby, though he has recently focused on his Bionifight career. 16 – TBK - Po-Matoran; A newly emerging comic maker growing in popularity by leaps and bounds. Has been contacted by the White Council regarding propaganda work. 17 – Norik of Gielinor - Ta-Matoran; A lone-wolf Matoran from Stelt whose origins are unknown. 18 – Voxumo - Ko-Matoran; A lone-wolf Matoran that fights in the Bionifight league and Technic Coliseum, as well as racing in the Day Run. Is easily identified by his signature massive scythe, which he is rarely seen without. 19 – Voltex - Ba-Matoran; Close friends with Blade and Unit; a disgraced author thanks to Pulse and a disgraced Bionifighter thanks to Shadowhawk, Voltex is now a member of the conspiracy group Automaton helps to lead. Rumors say he has another job on the side. 20 – Unit - Fa-Matoran; Close friends with Voltex and Blade; formerly a miner in Onu-Metru and currently a warden of Facility A, a prison in Onu-Metru. 21 – Pupwa21 - Le-Matoran; A local from BZ-Koro, whose origins are unknown. 22 – Kaiser Manducus - Fe-Matoran; The disgraced former CEO of RomeTech, who was arrested by Voltex for providing Xaeraz with financial backing, though who made the arrest was never made public. 23 – Shadow Flaredrick - Ta-Matoran; A worker from the Great Furnace in Ta-Metru. 24 – Taka Nuvia - Av-Matoran; An artist often commissioned by the White Council. 25 – The Remorseful Automaton - Le-Matoran; One of the managers of the Moto Hub, as well as one of the leaders of an organization that believes the White Council are not the wise old Turaga they appear to be. 26 - Xaeraz - Fe-Matoran; A bloodthirsty mastermind and the most wanted criminal in Metru-Nui, Xaeraz's origins are largely unknown. 27 - Burnmad - Ta-Matoran; Once a common face in the Technic Coliseums and Bionifight league, he has since all but vanished from the public eye. 28 - RG - Su-Matoran; A rookie reporter from the Metru-Nui News Network and a huge fan of Voltex. Story Topic Here. EDIT: Just thought I'd mention that there will be four "narrators" of the epic - four different points of view that we'll see. As they're revealed I'll bold their link. One has been revealed so far - who could the other three be? >>As of Chapter 1, two more narrators have been revealed! >>And with Chapter 2 now up, all four narrators are known!
  12. Calvirick

    Yolo Swag

    Hey, I know most of you guys are more sophisticated people, but I thought I'd share a comic. Y'all have a nice day.
  13. For MT, so don't post or I shall report yall Reserving Spot 19.
  14. 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!
  15. For Chro folks Plz wait patiently before I scramble your eyes and eat them for breakfast Reserving Spot #4
  16. Cyrix

    Terrific Rim

    Wonderful movie. It's a visual masterpiece (as with most Guillermo del Toro movies), and is all around awesome. Go see it. Now. I'm not kidding.
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