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Mech!

 

Mech Name : MACCHA GEAR REX

Pilot Name : Maccha Yellow!

Power/Weapon 1 : Super Durability! Rex is ridiculously tough, having defeated building sized baddies by the dozen with nary a scratch to it's paint job! Exact data regarding materials and construction is hard to come by, but recorded feats include surviving a lava diving trip, protecting his pilot from the mental assault of Tren Krom [note: CGI], shrugging off the assault of a Heavy Laser class BETA and catching the bone-sword of Nyarlathotep betwixt it's teeth!

Power/Weapon 2 : Predatory Design! Being an ancient, muscular and fearsome theropod, Rex is incredibly strong and possesses a mighty set of claws

Power/Weapon 3 : Emergency Situation Operation Mode : Berserk. When it's pilot is in sufficient danger, the beast within Rex awakens. The closed and seemingly faux jaws screech as metal plating is torn open to reveal a steaming, gaping maw, from which escape terrifying bellows and the ear piercing skreigh that warns of great and unstoppable physical violence. Muscles bulge beneath straining metal and bending restraints, and any semblance of the hero's control over this ancient beast is lost. Strength and speed are increased at the cost of higher thought, tactics and strategy. Recovery from this form is quite difficult, requiring a titanic effort from the pilot. Out of the five episodes in which Rex has gone berserk, only once has it been quelled without sedatives or further violence, and this was after it had quite gruesomely consumed it's seraphic foe

Appearance : Rex resembles it's namesake, appearing as a gigantic and anthropomorphized tyrannosaurus rex. Meaning it has a more upright, bipedal posture, longer and more functional arms and tail and a beefier upper body. The paint job is deep gold and violet , resembling nothing much more so than the explosions and smoke generated by it's pilot's attacks. The overall design is smooth and sleek, it's face composed of smooth metal, with a jaw evident only via stylized teeth present in the paint job. The eyes gleam an even deeper shade of gold during normal operation

Other : Sensors connect the pilot's aural senses, giving them a shared sense of sight, hearing, smell, touch balance and, the occasional and greatly distressing, sense of taste

...but close to it

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Name: Ajiseni


Species: Le-Toa


Power/Weapon 1: A standard issue rapier, used for close combat. The hand is guarded, while the sword itself is very good at stabbing. Slashing is less effective, and blocking runs the risk of denting or breaking the sword, so deflections are a must. 


Power/Weapon 2: A belt of pressurized air grenades. Her natural powers fill each container with pressurized air, which can then be thrown to create an explosion of wind and force. She has 5 grenades in total, which can be retrieved and reused, but they require a suitable amount of time to repressurize and must be retrieved by hand. 


Power/Weapon 3: Air boosters. While she is a Toa of Air, her elemental energy is directly linked into her armor and as such can only show itself through that venue, allowing her to fly or shoot small bursts of air to deflect some projectiles, boost her forward in an air-blast, and even create a nice cooling breeze.  


Appearance: Ajiseni‏ is a, ehem, 'well-nourished', generally friendly and somewhat excitable Le-Toa standing above average height. Her weight, while specifics will not be mentioned, is greater than most Toa simply because Toa have this strange little skinny trait that seems to have skipped over Ajiseni. Her armor is mainly lime, covering her grey body, with some silver highlights. Little jets adorn her body, with notable locations being the wrists, ankles, back, shoulders, knees, and waist, and with her shoulders also being adorned with wing-fins she fits the role of a bulky plane rather well. She's got a constant wild, careless grin, which adorns her visored mask along with a pair of flight goggles. Yes, she has a visor and goggles. Just how she rolls.  


Bio: Lt. Ajiseni was one of a few soldiers who were selected to become the Mata-Nui Air Force in the Universe War, fighting for the freedom of Matoran everywhere against the evils of the Alliance of Profit, consisting of Xia, Stelt, and the Dark Hunters. Metru Nui, Mata Nui, and the Northern Continent banded together to make the United Defense, and the rest was history!


Literally. They're writing down in the history books and everything. 


Sadly, before she could be sent into true combat, Ajiseni was sucked into the Bionifight Tournament. 


Personality/Other: Ajiseni is a female, thank-you very much, and is your go-to gal for anything in the air! She's flighty, spontaneous, overly adventurous, and overall her personality fits her element, always shifting a little and a bit insubstantial but all the same it's always there, whether in your face or just happily existing. 


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AGoNWLR.jpg


They call me Zakaro. You should too.

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Name : Langmuir (Female)

Species : Fe-Toa

                                                                 [Rho Aias]

Weapon/Power One : "The Seven Walls that Held Back the Fiery Heavens." In her world, many Toa create a signature piece of magecraft. A spell that speaks to their inner sense of self, their life and the experiences encapsulated in it. Langmuir's spell takes the form of a barrier of shielding that she can project over herself or others, it is a defense of the higher caliber, possessing seven layers, each capable of stopping a powerful elemental or physical attack. However, there are drawbacks. Rho Aias is cast from her life force and requires a long time to recharge. This means that if damage is incurred, for example if the shield is used to block a fatal bolt of lightning or a decisive physical blow, Langmuir shares the damage and a layer of the shield will be destroyed. In approximate numbers, each layer is equivalent to 1/8th of her life force. In physical terms, Rho Aias manifests as a spectral Consolida ajacis flower with seven petals, unfurling over the area shielded and projecting it's layers of defense around the targeted area or person.

Weapon/Power Two : Kanohi Calix

Weapon/Power Three : Persephone, a finely crafted protosteel claymore. It's blade is invisible

Appearance : Above average height for a Toa, her armor and physique are built for a combination of maneuverability and physical strength. She bears somewhat inverse colors for an iron elemental, being predominantly a bronzey burnt orange with darker grey accents. Her heartlight and eyes are light blue

Personality : Naive as a rookie fresh out of rookiedom in her world's Ta-Koro guard. She has a black and white view of the world, no doubt colored by her experiences living in a very black and white world. Well, sort of. It's more like she took a sharpie and a pot of white out and went to work on all the grey areas, the nonconformity of reality and morality in practice can be very distressing for her

Bio : Comes from a world of dark chicanery. Replete with magic, shamelessly cliche characters and paper thin motivations
 

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...but close to it

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Name: Ajiseni

Species: Le-Toa

Power/Weapon 1: A standard issue rapier, used for close combat. The hand is guarded, while the sword itself is very good at stabbing. Slashing is less effective, and blocking runs the risk of denting or breaking the sword, so deflections are a must. 

Power/Weapon 2: A belt of pressurized air grenades. Her natural powers fill each container with pressurized air, which can then be thrown to create an explosion of wind and force. She has 5 grenades in total, which can be retrieved and reused, but they require a suitable amount of time to repressurize and must be retrieved by hand. 

Power/Weapon 3: Air boosters. While she is a Toa of Air, her elemental energy is directly linked into her armor and as such can only show itself through that venue, allowing her to fly or shoot small bursts of air to deflect some projectiles, boost her forward in an air-blast, and even create a nice cooling breeze.  

Appearance: Ajiseni‏ is a, ehem, 'well-nourished', generally friendly and somewhat excitable Le-Toa standing above average height. Her weight, while specifics will not be mentioned, is greater than most Toa simply because Toa have this strange little skinny trait that seems to have skipped over Ajiseni. Her armor is mainly lime, covering her grey body, with some silver highlights. Little jets adorn her body, with notable locations being the wrists, ankles, back, shoulders, knees, and waist, and with her shoulders also being adorned with wing-fins she fits the role of a bulky plane rather well. She's got a constant wild, careless grin, which adorns her visored mask along with a pair of flight goggles. Yes, she has a visor and goggles. Just how she rolls.  

Bio: Lt. Ajiseni was one of a few soldiers who were selected to become the Mata-Nui Air Force in the Universe War, fighting for the freedom of Matoran everywhere against the evils of the Alliance of Profit, consisting of Xia, Stelt, and the Dark Hunters. Metru Nui, Mata Nui, and the Northern Continent banded together to make the United Defense, and the rest was history!

Literally. They're writing down in the history books and everything. 

Sadly, before she could be sent into true combat, Ajiseni was sucked into the Bionifight Tournament. 

Personality/Other: Ajiseni is a female, thank-you very much, and is your go-to gal for anything in the air! She's flighty, spontaneous, overly adventurous, and overall her personality fits her element, always shifting a little and a bit insubstantial but all the same it's always there, whether in your face or just happily existing. 

 

 

Ajiseni approved!

 

Name : Langmuir (Female)

Species : Fe-Toa

                                                                 [Rho Aias]

Weapon/Power One : "The Seven Walls that Held Back the Fiery Heavens." In her world, many Toa create a signature piece of magecraft. A spell that speaks to their inner sense of self, their life and the experiences encapsulated in it. Langmuir's spell takes the form of a barrier of shielding that she can project over herself or others, it is a defense of the higher caliber, possessing seven layers, each capable of stopping a powerful elemental or physical attack. However, there are drawbacks. Rho Aias is cast from her life force and requires a long time to recharge. This means that if damage is incurred, for example if the shield is used to block a fatal bolt of lightning or a decisive physical blow, Langmuir shares the damage and a layer of the shield will be destroyed. In approximate numbers, each layer is equivalent to 1/8th of her life force. In physical terms, Rho Aias manifests as a spectral Consolida ajacis flower with seven petals, unfurling over the area shielded and projecting it's layers of defense around the targeted area or person.

Weapon/Power Two : Kanohi Calix

Weapon/Power Three : Persephone, a finely crafted protosteel claymore. It's blade is invisible

Appearance : Above average height for a Toa, her armor and physique are built for a combination of maneuverability and physical strength. She bears somewhat inverse colors for an iron elemental, being predominantly a bronzey burnt orange with darker grey accents. Her heartlight and eyes are light blue

Personality : Naive as a rookie fresh out of rookiedom in her world's Ta-Koro guard. She has a black and white view of the world, no doubt colored by her experiences living in a very black and white world. Well, sort of. It's more like she took a sharpie and a pot of white out and went to work on all the grey areas, the nonconformity of reality and morality in practice can be very distressing for her

Bio : Comes from a world of dark chicanery. Replete with magic, shamelessly cliche characters and paper thin motivations

 

 

Female!Langmuir approved!

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I'm out.

These past few months have been the same tired old farce of me getting a new idea, trying to roll with it for about three days, then avoiding things for the better part of a month. I'm officially declaring the jig to be up.

I can't make this stick, for whatever reason. It's not a problem of interaction or inclusion, the block's entirely on my end. I just can't seem to stick to this game. At this point, even I'm pretty sick of the cycle.

So from here on out, I withdraw myself and my characters from the game. If anyone's been waiting on me, I apologize. Do whatever you need to free yourselves up and get back to playing.

Have a good one, people.

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helo frens

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Xara still hasn't finished her conversation with Elly. 

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Embers - a new Bionicle Epic - Teaser

Class Is Out - A Farewell To Corpus Rahkshi - Chapters/Review

BZPRPG Characters - Minnorak, Kain, T'harrak, Savis, Vazaria, Lash

BZPRPG Mercenary Group - The Outsiders - Description - History - Base

Ghosts Of Bara Magna - Ash Tribe - Precipere - Kehla, Somok, Skrall, Gayle, Avinus, Zha'ar

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Could I request a list of people who will not be participating in the War Games, and who are not otherwise busy like Fishers?

 

If this is for anything important, all of mine, especially Vagust and Praggos.

 

Also,

 

 

And now, a mech profile for his glory, Vagust Joveo.

 

Mech name: Discharge

Pilot name: Vagust Joveo

Power/Weapon 1: Elemental lightning control. The mech/power armour has been constructed to allow Vagust to use his lightning powers unimpeded, although it grants no extra strength to the power nor does it weaken it. In rounds where Vagust's own powers are blocked and only his mech/armour and its powers can be used, he is able to continue to use his control over lightning with the mech/armour.

Power/Weapon 2: Telekinesis. The power armour was constructed to allow Vagust the usage of telekinesis, strong enough that he can pick up other fighters with it and attack them that way, or use a sword and other objects telekinetically while using his lightning or his hands and arms as well.

Power/Weapon 3: Thunder's Edge. A sword that was constructed along with the power armour, Thunder's Edge design was specifically made to facilitate its usage alongside the mech. Lightning can be channeled through it with no worry of harming the blade, and it is slightly larger than the average sword, to fit with the slight increase in stature Vagust gets when utilizing his armour. Unlike the staff-sword he uses when out of the armour, Thunder's Edge bears more resemblance to a Katana, with curved blade and hatchet point, and cannot be combined with its saya to make a staff-sword. Constructed of protosteel, it never dulls.

Appearance: The mech is, in actuality, a suit of power armour. It is fully enclosed and gives Vagust a slight increase to his already-great stature, making him just as large as a Skakdi. It is primarily dark red in colour with black and dark grey accents, although on the backs and palms of the gauntlets there are glowing panels, which are the spots where the machinery enabling the telekinetic power is located. The helmet has a mirrored visor that doesn't allow any view of the person within, which takes up a similar amount of space to a pair of ski goggles, although the shape is simply an upside down triangle with the base just above the eyebrows and the point near the bridge of the nose. The mech does have a collar around the neck, attached to the cuirass, to protect the wearer from decapitation, although the collar is open at the front. Thunder's Edge is within a sheathe attached to the back of the power armour.

Other: The power armour is not operated by computers in any way, though it is neurally linked to Vagust, enabling him to utilize its powers in battle. It also does provide a small increase to his protection, being a fully-enclosed suit of body armour. Lastly, he is unable to utilize his normal sword when in the power armour, though he does have it with him - there is enough space within the armour suit to hold his sword when he shifts his baldrick so that it hangs on his back rather than at his waist.

 

Repost for good luck

profiles i guess

i'm a south american giant otter now

 

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Okay, I think this is my last one. Maybe. Hopefully. So many characters that never got a spot...

 

Name: Idegoh

 

Species: Toa of Cement

 

Power/Weapon 1: Elemental Control of Cement, a thick, grainy liquid that can be solidified at will. Once the material is solid, Idegoh loses much of his elemental control over it. As a passive ability, those of the element of Cement show a greater endurance, able to run, fight, and use elemental abilities longer than beings of other elements.

 

Power/Weapon 2: Piston Fists, a pair of gauntlets built into his arms that can double his reach and power for physical attacks.

 

Power/Weapon 3: Kanohi Ikiham, Mask of Clarity. Allows the user to nullify illusions. While its general use is against visual illusions, the Ikiham is also effective against psionics sensory illusions, including mind or emotion altering. The mask is also fitted with a wide scope. 

 

Appearance: His once shining black armor has been bleached by years in the sun to a dull grey. His armor is industrial and blocky in design, seeming even more mechanical than most Toa. His Ikiham is built like a tank with a thick jaw, set low upon broad shoulders.

 

Bio: Idegoh has lived a good long life. As a Toa of Earth, he watched the first Shattering, and the great war between Toa and Glatorian that followed. He was never one to fall for that Great Being humbug, and it didn’t bother him one bit as their oh so special religion fell to the dust. After the war ended, Idegoh spent his time specializing his element to become the first Toa of Cement, based on a rough building material many of the survivors had been using. It certainly was useful in the reconstruction that followed the second Shattering. He was one of the handful of Toa that survived the calamity through sheer willpower. As time went on, those that remained began to fall to the dust. The secrets of creating Toa were taken from Bara Magna with the Great Beings. After a while, it was just him, wandering the barren remains of his planet. He became a freak to the surviving Agori, who thrived in the Matoran’s absence. After a while, he began to wish he was gone as well. And then, he was taken into a tournament, where his skills and life had a new purpose.

 

Personality: Idegoh likes it straight. None of this new-fangled deception and intrigue that all the whippersnappers practice nowadays. Back in his day, people said and did what they meant. They even fought a good honest fight, close quarters, hand to hand. And Idegoh likes nothing more than to keep it that way. He generally tries to use his powers to keep things on even footing, preferring to get any actual blows in with his fists, the ol’ fashioned way. He’s fond of talking the ear off anyone that would listen about the good ol’ days, especially since it’s been a long time since he’s had the opportunity.
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Mech!

 

Mech Name : MACCHA GEAR REX

Pilot Name : Maccha Yellow!

Power/Weapon 1 : Super Durability! Rex is ridiculously tough, having defeated building sized baddies by the dozen with nary a scratch to it's paint job! Exact data regarding materials and construction is hard to come by, but recorded feats include surviving a lava diving trip, protecting his pilot from the mental assault of Tren Krom [note: CGI], shrugging off the assault of a Heavy Laser class BETA and catching the bone-sword of Nyarlathotep betwixt it's teeth!

Power/Weapon 2 : Predatory Design! Being an ancient, muscular and fearsome theropod, Rex is incredibly strong and possesses a mighty set of claws

Power/Weapon 3 : Emergency Situation Operation Mode : Berserk. When it's pilot is in sufficient danger, the beast within Rex awakens. The closed and seemingly faux jaws screech as metal plating is torn open to reveal a steaming, gaping maw, from which escape terrifying bellows and the ear piercing skreigh that warns of great and unstoppable physical violence. Muscles bulge beneath straining metal and bending restraints, and any semblance of the hero's control over this ancient beast is lost. Strength and speed are increased at the cost of higher thought, tactics and strategy. Recovery from this form is quite difficult, requiring a titanic effort from the pilot. Out of the five episodes in which Rex has gone berserk, only once has it been quelled without sedatives or further violence, and this was after it had quite gruesomely consumed it's seraphic foe

Appearance : Rex resembles it's namesake, appearing as a gigantic and anthropomorphized tyrannosaurus rex. Meaning it has a more upright, bipedal posture, longer and more functional arms and tail and a beefier upper body. The paint job is deep gold and violet , resembling nothing much more so than the explosions and smoke generated by it's pilot's attacks. The overall design is smooth and sleek, it's face composed of smooth metal, with a jaw evident only via stylized teeth present in the paint job. The eyes gleam an even deeper shade of gold during normal operation

Other : Sensors connect the pilot's aural senses, giving them a shared sense of sight, hearing, smell, touch balance and, the occasional and greatly distressing, sense of taste

 

 

Not approved. The wording of powers 1 & 3 make it sound like this mech is both impervious to damage and has the capability for unstoppable attack.

 

 

Could I request a list of people who will not be participating in the War Games, and who are not otherwise busy like Fishers?

 

If this is for anything important, all of mine, especially Vagust and Praggos.

 

Also,

 

 

And now, a mech profile for his glory, Vagust Joveo.

 

Mech name: Discharge

Pilot name: Vagust Joveo

Power/Weapon 1: Elemental lightning control. The mech/power armour has been constructed to allow Vagust to use his lightning powers unimpeded, although it grants no extra strength to the power nor does it weaken it. In rounds where Vagust's own powers are blocked and only his mech/armour and its powers can be used, he is able to continue to use his control over lightning with the mech/armour.

Power/Weapon 2: Telekinesis. The power armour was constructed to allow Vagust the usage of telekinesis, strong enough that he can pick up other fighters with it and attack them that way, or use a sword and other objects telekinetically while using his lightning or his hands and arms as well.

Power/Weapon 3: Thunder's Edge. A sword that was constructed along with the power armour, Thunder's Edge design was specifically made to facilitate its usage alongside the mech. Lightning can be channeled through it with no worry of harming the blade, and it is slightly larger than the average sword, to fit with the slight increase in stature Vagust gets when utilizing his armour. Unlike the staff-sword he uses when out of the armour, Thunder's Edge bears more resemblance to a Katana, with curved blade and hatchet point, and cannot be combined with its saya to make a staff-sword. Constructed of protosteel, it never dulls.

Appearance: The mech is, in actuality, a suit of power armour. It is fully enclosed and gives Vagust a slight increase to his already-great stature, making him just as large as a Skakdi. It is primarily dark red in colour with black and dark grey accents, although on the backs and palms of the gauntlets there are glowing panels, which are the spots where the machinery enabling the telekinetic power is located. The helmet has a mirrored visor that doesn't allow any view of the person within, which takes up a similar amount of space to a pair of ski goggles, although the shape is simply an upside down triangle with the base just above the eyebrows and the point near the bridge of the nose. The mech does have a collar around the neck, attached to the cuirass, to protect the wearer from decapitation, although the collar is open at the front. Thunder's Edge is within a sheathe attached to the back of the power armour.

Other: The power armour is not operated by computers in any way, though it is neurally linked to Vagust, enabling him to utilize its powers in battle. It also does provide a small increase to his protection, being a fully-enclosed suit of body armour. Lastly, he is unable to utilize his normal sword when in the power armour, though he does have it with him - there is enough space within the armour suit to hold his sword when he shifts his baldrick so that it hangs on his back rather than at his waist.

 

Repost for good luck

 

 

Vagust mech approved.

 

 

Okay, I think this is my last one. Maybe. Hopefully. So many characters that never got a spot...
 
Name: Idegoh
 
Species: Toa of Cement
 
Power/Weapon 1: Elemental Control of Cement, a thick, grainy liquid that can be solidified at will. Once the material is solid, Idegoh loses much of his elemental control over it. As a passive ability, those of the element of Cement show a greater endurance, able to run, fight, and use elemental abilities longer than beings of other elements.
 
Power/Weapon 2: Piston Fists, a pair of gauntlets built into his arms that can double his reach and power for physical attacks.
 
Power/Weapon 3: Kanohi Ikiham, Mask of Clarity. Allows the user to nullify illusions. While its general use is against visual illusions, the Ikiham is also effective against psionics sensory illusions, including mind or emotion altering. The mask is also fitted with a wide scope. 
 
Appearance: His once shining black armor has been bleached by years in the sun to a dull grey. His armor is industrial and blocky in design, seeming even more mechanical than most Toa. His Ikiham is built like a tank with a thick jaw, set low upon broad shoulders.
 
Bio: Idegoh has lived a good long life. As a Toa of Earth, he watched the first Shattering, and the great war between Toa and Glatorian that followed. He was never one to fall for that Great Being humbug, and it didn’t bother him one bit as their oh so special religion fell to the dust. After the war ended, Idegoh spent his time specializing his element to become the first Toa of Cement, based on a rough building material many of the survivors had been using. It certainly was useful in the reconstruction that followed the second Shattering. He was one of the handful of Toa that survived the calamity through sheer willpower. As time went on, those that remained began to fall to the dust. The secrets of creating Toa were taken from Bara Magna with the Great Beings. After a while, it was just him, wandering the barren remains of his planet. He became a freak to the surviving Agori, who thrived in the Matoran’s absence. After a while, he began to wish he was gone as well. And then, he was taken into a tournament, where his skills and life had a new purpose.
 
Personality: Idegoh likes it straight. None of this new-fangled deception and intrigue that all the whippersnappers practice nowadays. Back in his day, people said and did what they meant. They even fought a good honest fight, close quarters, hand to hand. And Idegoh likes nothing more than to keep it that way. He generally tries to use his powers to keep things on even footing, preferring to get any actual blows in with his fists, the ol’ fashioned way. He’s fond of talking the ear off anyone that would listen about the good ol’ days, especially since it’s been a long time since he’s had the opportunity.

 

 

Idegoh not approved. I would like more information on the Mask of Clarity. You say that its main usage is against visual illusions; does it become harder for the user to nullify other illusions? What if the user does not know there is an illusion? Does the mask detect it, or does the user need to be aware that there is an illusion in the first place?

 

For example: what if Idegoh is walking with the Queen, and he trips and falls, banging his knee? Obviously he would feel pain - but if the Queen manipulated his senses to make him feel more pain than usual, would the mask identify this? Or, as he is experiencing pain there already, would Idegoh remain unaware in this instance?

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Okay, maybe Idegoh's mask is a little overpowered. But at least it gives me a chance to rethink things and try another.

 

Name: Glaive
 
Species: Steel Elemental
 
Power/Weapon 1/2: Elemental Manipulation of Steel. Elemental powers take a different form in Glaive’s universe. Rather than the typical creation, manipulation, absorption of the core universe, their control is over the elements that make up their own forms. It ends up being a glorified form of shapeshifting, with variable mass and extreme precision. Glaive can manipulate his body’s edges into any size, shape, or length, as long as his core remains protected.
 
Power/Weapon 3: Kanohi Kualsi, Mask of Teleportation. Allows Glaive to travel to any point within his field of view near instantaneously. The mask is integrated into his substance, and thus impossible to remove or fracture.
 
Appearance: Glaive tends to resemble a beast more than a Toa. His form is huge and hunched, and he tends to run utilizing his long arms tipped in bladed claws. His face scarcely seems like a Kanohi, and more like the long pointed snout of a wolf, tipped in a series of pointed fangs. In place of fur, his body is made up of long steel spines, ready to impale any who get too close.
 
Bio: Glaive hails from an alternate MU of elementals and powerful and determined Makuta. Rather than controlling a specific set of elements, the “Toa” of this universe became their elements, giving them new and strange abilities with them. Each elemental possesses a unique sub-element, though only solid, liquid, or plasma-based elements are known to exist. Early on, it became clear that to best combat the Makuta, the elementals needed to band together in order to send their best for each threat. Even then, the number of elementals rapidly diminished as the Makuta found new ways of defeating them. Glaive is one of the handful that remained to protect his universe’s Matoran, and he fears for what the Makuta can do in his absence.
 
Personality: Sometimes, it can be easy to mistake Glaive as just another mindless Rahi, albeit a powerful one. His manners are coarse, and on the rare occasion he speaks, his voice comes with a low growl and a short temper. In battle, he is fierce and unyielding, willing to charge straight into opponents trusting in his thick hide and sharp blades to save him. Surprisingly, he can be gentle with his small circle of allies.
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Mech!

 

Mech Name : MACCHA GEAR REX

Pilot Name : Maccha Yellow!

Power/Weapon 1 : Super Durability! Rex is ridiculously tough, having defeated building sized baddies by the dozen with nary a scratch to it's paint job! Exact data regarding materials and construction is hard to come by, but recorded feats include surviving a lava diving trip, protecting his pilot from the mental assault of Tren Krom [note: CGI], shrugging off the assault of a Heavy Laser class BETA and catching the bone-sword of Nyarlathotep betwixt it's teeth!

[note : Claims of feats above may or may not represent real world battle usage. Reliable data states that Rex possesses composite plate and ceramic armor that defends well against energy and projectile attacks, but is not extraordinarily strong in melee combat]

Power/Weapon 2 : Predatory Design! Being an ancient, muscular and fearsome theropod, Rex is incredibly strong and possesses a mighty set of claws

Power/Weapon 3 : Emergency Situation Operation Mode : Berserk. When it's pilot is in sufficient danger, the beast within Rex awakens. The closed and seemingly faux jaws screech as metal plating is torn open to reveal a steaming, gaping maw, from which escape terrifying bellows and the ear piercing skreigh that warns of great and unstoppable physical violence. Muscles bulge beneath straining metal and bending restraints, and any semblance of the hero's control over this ancient beast is lost. Strength and speed are increased at the cost of higher thought, tactics and strategy. Recovery from this form is quite difficult, requiring a titanic effort from the pilot. Out of the five episodes in which Rex has gone berserk, only once has it been quelled without sedatives or further violence, and this was after it had quite gruesomely consumed it's seraphic foe

[note : Claims of feats in berserk mode are again, exaggerated for the audience's enjoyment. In actuality mode, strength, speed and pain tolerance are increased due to mass influxes of adrenaline, but the actual durability of Rex does not change. It simply means that a decisively fatal blow is needed to subdue it, rather than being cowed by the pain or fear that might usually be present in battle]

Appearance : Rex resembles it's namesake, appearing as a gigantic and anthropomorphized tyrannosaurus rex. Meaning it has a more upright, bipedal posture, longer and more functional arms and tail and a beefier upper body. The paint job is deep gold and violet , resembling nothing much more so than the explosions and smoke generated by it's pilot's attacks. The overall design is smooth and sleek, it's face composed of smooth metal, with a jaw evident only via stylized teeth present in the paint job. The eyes gleam an even deeper shade of gold during normal operation

Other : Sensors connect the pilot's aural senses, giving them a shared sense of sight, hearing, smell, touch balance and, the occasional and greatly distressing, sense of taste

 

 

Tried some clarification. It's armor is basically real world equivalent to some type of kevlar/ceramic mixup. Good at dispersing heat, electrical charges and reasonably capable of taking a few bullets, but not miracle armor. It's durability against basic crushing or stabbing attacks is "average" for mechs. Power three is similar to Hound's enhanced physical capabilities, but not as versatile. And as we've seen, he can die.

...but close to it

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What kind of restrictions would have to be placed on an adaptation power for a Mech to be granted approval?

 Kopaka, the coolest(Pun intended) Ko-Toa ever:

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"If the fight had turned, Exann might be the one on the floor with Antidermis spurting out of him. This is how battle is. This is how life is." -Mar'jik, Corpus Rahkshi                                       

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So, question about the maps in the strongholds: How much detail do they convey?

For a start are they regular maps or some sort of holographic display? If they're holographic can we zoom in on certain details? Could we get a close up of the pyramid interior to try and lead our guys through its maze from afar?

They're capable of showing who is present in the arena, are they just little coloured dots or can we get full body shots? Do they tell us the name of who we're looking at, or their full powerset and profile?

Relating to my first point slightly, but since the maps can change in real time to show troop movements do they show changes in the environment? For example if we were to redirect the water from the cove into the field for whatever reason would the map show that?

And how are the people around the nodes communicating with the generals and lieutenants? Since you've said there's psychic shields around the stronghold I'm assuming there's some sort of transmitter built into the node with earpieces for the three leaders?

7AOYGDJ.jpg

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So, question about the maps in the strongholds: How much detail do they convey?

For a start are they regular maps or some sort of holographic display? If they're holographic can we zoom in on certain details? Could we get a close up of the pyramid interior to try and lead our guys through its maze from afar?

They're capable of showing who is present in the arena, are they just little coloured dots or can we get full body shots? Do they tell us the name of who we're looking at, or their full powerset and profile?

Relating to my first point slightly, but since the maps can change in real time to show troop movements do they show changes in the environment? For example if we were to redirect the water from the cove into the field for whatever reason would the map show that?

And how are the people around the nodes communicating with the generals and lieutenants? Since you've said there's psychic shields around the stronghold I'm assuming there's some sort of transmitter built into the node with earpieces for the three leaders?

that is not one question at all

 

1. They are not holograms. They're more like giant tablets being used as tables. You cannot zoom in on minute details, but you could adjust the map to display only one area (such as the desert + pyramid) versus the entire arena. 

2. As has been said before, they are only colored dots. The dots are not labelled in any way, shape, or form, except that the color of the dot will match their army (I believe it has been decided that Arma Virique is blue, Blindside is red, and the Fist is yellow).

3. The map might show large-scale changes such as what you have suggested; however, it would not display, say, a small Matoran-sized hole appearing in the side of the pyramid.

4. Yes - the transmitters are built into the map tables, and the Generals/Lieutenants will all find the equipment necessary to communicate with it (earpieces and such) in the Control Room. These will self-destruct upon the KO of their respective General/Lieutenant to avoid other fighters using them to communicate.

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Okay, maybe Idegoh's mask is a little overpowered. But at least it gives me a chance to rethink things and try another.

 

Name: Glaive
 
Species: Steel Elemental
 
Power/Weapon 1/2: Elemental Manipulation of Steel. Elemental powers take a different form in Glaive’s universe. Rather than the typical creation, manipulation, absorption of the core universe, their control is over the elements that make up their own forms. It ends up being a glorified form of shapeshifting, with variable mass and extreme precision. Glaive can manipulate his body’s edges into any size, shape, or length, as long as his core remains protected.
 
Power/Weapon 3: Kanohi Kualsi, Mask of Teleportation. Allows Glaive to travel to any point within his field of view near instantaneously. The mask is integrated into his substance, and thus impossible to remove or fracture.
 
Appearance: Glaive tends to resemble a beast more than a Toa. His form is huge and hunched, and he tends to run utilizing his long arms tipped in bladed claws. His face scarcely seems like a Kanohi, and more like the long pointed snout of a wolf, tipped in a series of pointed fangs. In place of fur, his body is made up of long steel spines, ready to impale any who get too close.
 
Bio: Glaive hails from an alternate MU of elementals and powerful and determined Makuta. Rather than controlling a specific set of elements, the “Toa” of this universe became their elements, giving them new and strange abilities with them. Each elemental possesses a unique sub-element, though only solid, liquid, or plasma-based elements are known to exist. Early on, it became clear that to best combat the Makuta, the elementals needed to band together in order to send their best for each threat. Even then, the number of elementals rapidly diminished as the Makuta found new ways of defeating them. Glaive is one of the handful that remained to protect his universe’s Matoran, and he fears for what the Makuta can do in his absence.
 
Personality: Sometimes, it can be easy to mistake Glaive as just another mindless Rahi, albeit a powerful one. His manners are coarse, and on the rare occasion he speaks, his voice comes with a low growl and a short temper. In battle, he is fierce and unyielding, willing to charge straight into opponents trusting in his thick hide and sharp blades to save him. Surprisingly, he can be gentle with his small circle of allies.

 

 

Glaive Approved.

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2. As has been said before, they are only colored dots. The dots are not labelled in any way, shape, or form, except that the color of the dot will match their army (I believe it has been decided that Arma Virique is blue, Blindside is red, and the Fist is yellow).

 

I forget if an official decision was ever made, so I'll ask here: will the dots still appear if the person is using illusion, hardlight, or any other sort of camoflage power to hide themselves and/or others?

 

1. They are not holograms. They're more like giant tablets being used as tables. You cannot zoom in on minute details, but you could adjust the map to display only one area (such as the desert + pyramid) versus the entire arena. 

 

If the map is just two-dimensional, does that mean the dots are just applied on top of everything else. As in, it'd be impossible to tell if a fighter is underwater, or hiding up in a treetop, or buried under the desert sands, etc.? 

Embers - a new Bionicle Epic - Teaser

Class Is Out - A Farewell To Corpus Rahkshi - Chapters/Review

BZPRPG Characters - Minnorak, Kain, T'harrak, Savis, Vazaria, Lash

BZPRPG Mercenary Group - The Outsiders - Description - History - Base

Ghosts Of Bara Magna - Ash Tribe - Precipere - Kehla, Somok, Skrall, Gayle, Avinus, Zha'ar

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fishers, before Xaeraz, you, and myself proceed with the scene in the medical bay, I feel the need to confirm that you do understand how this situation works. Because it's perfectly fine for a character to not fear death, but I am finding it extremely hard to believe that anyone would not be worried in the slightest when placed in the situation that your character is currently in.

 

She is restrained to a table and nobody knows where she is except for the two sociopaths who have complete control over the situation. One of these two does not even care whether she dies - their sole intent is to cause her as much pain and fear as possible, and the other one wants to slowly slice her up and force her to watch. I am legitimately confused as to why your character has not shown the slightest hint of fear or even trepidation in this scenario. 

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Not fearing death is one thing, not fearing untold agony and torture at the hands of two nutjobs is something else entirely.

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Embers - a new Bionicle Epic - Teaser

Class Is Out - A Farewell To Corpus Rahkshi - Chapters/Review

BZPRPG Characters - Minnorak, Kain, T'harrak, Savis, Vazaria, Lash

BZPRPG Mercenary Group - The Outsiders - Description - History - Base

Ghosts Of Bara Magna - Ash Tribe - Precipere - Kehla, Somok, Skrall, Gayle, Avinus, Zha'ar

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fishers, before Xaeraz, you, and myself proceed with the scene in the medical bay, I feel the need to confirm that you do understand how this situation works. Because it's perfectly fine for a character to not fear death, but I am finding it extremely hard to believe that anyone would not be worried in the slightest when placed in the situation that your character is currently in.

 

She is restrained to a table and nobody knows where she is except for the two sociopaths who have complete control over the situation. One of these two does not even care whether she dies - their sole intent is to cause her as much pain and fear as possible, and the other one wants to slowly slice her up and force her to watch. I am legitimately confused as to why your character has not shown the slightest hint of fear or even trepidation in this scenario. 

 

Not fearing death is one thing, not fearing untold agony and torture at the hands of two nutjobs is something else entirely.

Yes, I do. fishers is gambling - she's not showing the fear because the sociopaths want her to show fear. And at this point, I'd say that she legitimately doesn't get it. She expected Maeus to torture her and is confused when he goes straight for death. She wants to bring out Maeus' evil tendancies so he will be punished.  

 

fishers does not want untold agony and torture. In fact, if you legitimately threatened her with it, the emotional state would appear, thanks to the drugs. (But she doesn't think Maeus is serious, or if he is, she can talk him out of it. Worked with the dismemberment well enough so far. :P) That's because fishers is lying. And she has figured out that if she shows fear, she will be tortured; the only way to forestall it is to appear confident. 

 

But fishers does not, truly, fear death, which is what Maeus threatened her with. It's actually genuine relief; okay he's just going to kill me.

 

The other issue is that fishers DID NOT expect this other character to appear; she's still trying to figure out what to do. The show of defiance is actually trying to get Maeus to STOP Mirror Lytrel - this is because fishers is starting to lose control of this situation. It's a fear expression - previously she was just happy to go along. 

 

The other problem I have is that fishers can't move her limbs right now. If she could, she'd be squirming all over the table by now, trying to pull weapons and everything else, probably aimed at Lytrel, who is the real threat in the Matoran's mind. (Lytrel doesn't care about her emotions, Maeus does.)

 

(Which is a very long way of saying that fishers is insane and thinks she can control Maeus.)

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Your explanation is fine, and your reasoning is sound. There remains, however, one issue:

 

I had to find this out OOC by actively delaying the entire scene and having you explain it.

 

These sorts of motivations, this sort of planning, should all be taking place IC. I should not have to be seeking you out to determine the motivations of your character outside of the game, because it should already be there.

 

Whether my characters become privy to the secret thoughts, plans and motivations of your character is unimportant; right now, no IC reasons have been given in your posts for the behavior of your character. Please make sure that you are doing this in the future.

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*salutes smartly* Will do.

 

Admittedly this is rather tricky because of how wonky this character is at the thought level. Further ICs will have more truth in them as the illusion starts to break down, and I'll try to make more clear how much is fake and how much self-delusion she has. 

 

Sorry for confusion. 

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I'm gonna be that guy that says that is an unreasonable request. How your character is written and how they do or don't describe their thoughts is your decision alone. If I wanted to eschew punctuation and write from an ambiguous third person non-omniscient narrator position, that'd be my decision. You could ask nicely for me to change.

 

But no would be a valid answer.

 

Especially if said character is insane, wonder why she's doing wacky stuff? She's crazy. Wanting clear and/or concise reasoning, to any degree, is antithetical to the concept of a crazy character.

 

Mini rant over.

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...but close to it

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iBrow is the GM for this RPG, and if he needs additional clarification IC, that's a fair thing to ask for, especially in this case. 
 
I tried to establish fishers as addled from the beginning; she's number four on this quartic circle (I give you five minutes to identify the others). I mean, seriously, thinking a fighting tournament is fun, blasting her own mech's arm off, continuing to attack the Irvine when her weapons didn't work against at all instead of using the whole thing to destroy the Polyhydra, and riding straight into a toxic smokescreen on a bed are all mental dysfunctions. This is before we've even met Maeus - and every action afterward is remarkably consistent with what came before. None of this is something Ismekne (polar opposite) would do - witness that she never got into that situation in the first place at all. :P
 
Admittedly, the fact that Ismekne has gotten little interaction makes sense - a logician needs real stakes, but the fighting tournament is a farce in terms of stakes, which is why that character is so flat. I didn't intend for the characters to follow the trope, but they ended up that way, and when I saw fishers' profile in the stack I was just like "go for broke."
 
Anyway, the whole interaction set has me :wired: so there's that. And if fishers ever wakes up, she probably (not certain yet) will want to blow M. Lytrel's brains out. Probably Maeus's too.

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IC(Kalatin): Kalatin sent an affirmative to Xaeraz from the hall. Tuyetkamn is a nasty threat, and she is not to be trusted under any circumstances, Kalatin thought. ​She poisoned the water in the Commercial Sector and attacked the dragon - on our team now - while he was ill. I managed to save him at great cost. I too will fight beside Kopen against her. 

 

Not sure if this is just unreliable narrator at work, but you do know Tuyetkhamun never made any kind of move at A.D. right? Like, she didn't even get close to him. She just walked into the medbay, met with Dajik and then boom, Kelatin attacks. 

Like I said, possibly unreliable narrator, but if so that's really unreliable, exaggerated and stuffed with hyperbole

7AOYGDJ.jpg

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Question for the staff.

 

What is keeping the different armies from moving out of their zones?

"I serve the weak. I serve the helpless. I am their sword and their shield. If you want to strike at them, you must go through me, and I am not so easily moved."

zsUPm2E.jpg?1

 

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A swarm of imaginary Killer Bees.

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Epics: 

Hero Factory: Contagion

RPG Characters:

BZPRPG Characters

RPG History:

The Asylum, Bionifight Infinite, Year 60,000, Matoran und Panzer, HF RPG 2.0, Wasteland, Corpus Rahkshi, Skyrise

GM Résumé:

Matoran und Panzer (Formerly Appointed Co-GM), Corpus Rahkshi (Former Substitute Co-GM)

 

 

Feel free to shoot a PM my way if you're waiting for me to respond to something and I've been taking a while to do so.

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Elittra must be imaginarily killed by the imaginary bees.

Embers - a new Bionicle Epic - Teaser

Class Is Out - A Farewell To Corpus Rahkshi - Chapters/Review

BZPRPG Characters - Minnorak, Kain, T'harrak, Savis, Vazaria, Lash

BZPRPG Mercenary Group - The Outsiders - Description - History - Base

Ghosts Of Bara Magna - Ash Tribe - Precipere - Kehla, Somok, Skrall, Gayle, Avinus, Zha'ar

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A swarm of imaginary Killer Bees.

 

that's awful

 

*shudders*

 

It's still arguably more creative than the other three options, though.

Epics: 

Hero Factory: Contagion

RPG Characters:

BZPRPG Characters

RPG History:

The Asylum, Bionifight Infinite, Year 60,000, Matoran und Panzer, HF RPG 2.0, Wasteland, Corpus Rahkshi, Skyrise

GM Résumé:

Matoran und Panzer (Formerly Appointed Co-GM), Corpus Rahkshi (Former Substitute Co-GM)

 

 

Feel free to shoot a PM my way if you're waiting for me to respond to something and I've been taking a while to do so.

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I'm now tempted to make a Zaktan-style character with the ability to transform into a swarm of stinging insects...

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Embers - a new Bionicle Epic - Teaser

Class Is Out - A Farewell To Corpus Rahkshi - Chapters/Review

BZPRPG Characters - Minnorak, Kain, T'harrak, Savis, Vazaria, Lash

BZPRPG Mercenary Group - The Outsiders - Description - History - Base

Ghosts Of Bara Magna - Ash Tribe - Precipere - Kehla, Somok, Skrall, Gayle, Avinus, Zha'ar

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