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TheLegoRoleplayer

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  1. Similar in a sense, though far more limited in that he requires the parts to be around in order to take on other forms and/or abilities. Though, yeah, will be treated similarly.
  2. Character: Name: Garema Species: Fa-Matoran Gender: Male Powers: Like all Fa-Matoran, Garema has a small amount of Elemental Energy for Magnetism, manifesting itself as an internal compass and better sense of direction. Gear: A powerless noble style Matatu and a pair of custom, artificial Catcher Claws. The catcher claws allow Garema to safely grab and catch Rhotuka spinners, allowing him to also throw them back at their creators. Unlike other catcher claws however, they can allow him to grab the spinner and continue travelling along whatever course they were heading; to ride them essentially in a more jerky way. His only other piece of gear is his Rhotuka Wingpack. This device is a modification and addition to his old "wings," a pair of tools that could manipulate the magnetic field to slightly levitate and allow him to glide short distances if he fell from a high place. The Rhotuka Launchers added into this allows them to charge up on this magnetic power to provide greater levitation and much further glides. However, it is unable to make him takeoff and fly, due to some malfunction with the design. The launchers on the outward wings have a tendency to "let go"/fire their Rhotuka and cause it to lose powered flight. Hence the claws to try and catch the Rhotuka from getting too far and put them back into the wings. He cannot intentionally fire the spinners, but can take them out with his claws and throw them. The Rhotuka spinners themselves have the power to levitate those struck by it via magnetism. Personal Aircraft: Jetpack Allegiance/Role: Tesara, Search & Rescue (if that's a thing), Package Delivery Appearance: Personality: Despite poor circumstances, Garema is the kind of fellow who will always hope for a better future, for someone to eventually rescue them. Not to say he's always uplifting or happy, just that, when it comes down to it, he believes there is a good Destiny awaiting. Determined to help those he can, specially any injured or needing repairs, often will go scavenging for weeks to find the parts necessary. Though a bit shifty towards Skakdi, still doesn't have much trust with them after the Piraka. Bio: Garema was a Fa-Matoran who was injured in the early days of the Matoran Universe and sent to Karzahni for repairs. The mad titan did as he always does and performed a horrible job, wrecking his form. Initially he gave him a pair of tools for compensation, strapping it to his back. These tools could manipulate magnetic fields slightly, allowing him to glide should he ever fall off cliffs. However, the wretched ruler decided it was not enough and banished the Matoran from his realm, sending him to the Southern Continent. Garema would often return to the shores of the continent, looking in hope for a messenger or guide. Someone or something that was looking for him and the other Matoran, to send them back home or their real places of work. Instead, he often found more terribly repaired Matoran and would lead them to the nearest settlements to get them started. Though one day an odd creature showed up on the shores, a Rahi completely unknown to Garema. After looking him over, he came to conclusion that perhaps the mad titan had tried his hand at repairing Rahi now and resulted in even worse craftsmanship. And with much pity, he took the creature home to look after. This creature he would go on to call Cogger, for its love of gears and cogs. Cogger itself was not much use for anything, though it tried desperately to assist in anyway it could. In truth, there were only two things Cogger could do aside from walk, sleep, eat, and provide companionship; that being able to rub things clean and clap. Give the old boy the rustiest gear one can find and it would be shining new again by the time Cogger was finished. Unfortunately for the two, when the Great Cataclysm occurred, they were among those who got stuck on Voya Nui. With the harsher conditions of the island, the other Matoran's view on Cogger went from "Whatever" and "I guess he's cute," to wanting rid of him entirely. The Rahi was a liability and drain of resources, providing nothing really useful to them in return. Garema was distraught by this and eventually worked out a deal where he could keep Cogger as long as he worked extra hard to get the items necessary for his existence. After satisfying what was needed for the group of course. And that he would do, only taking breaks to go to what little shore there was to look out and hope for rescue. Then came the Piraka, who managed to show up in a time Garema was not watching the shores. He, like so many others, was fooled into believing these Skakdi were Toa, here to finally save them. While their distaste and insults towards Cogger made Garema suspicious, it was not enough to break him from their lies. As a result, he was enslaved by the Piraka as with so many of the others and taken away while Cogger slept. And as Garema was digging away at the volcano, Cogger had awoken and found Garema, only to freak out. The creature rapidly clapped and rubbed Garema's mask, making such a commotion that it attracted one of the Piraka. With the Matoran mindless, the Skakdi just expanded his grin and punted Cogger into the lava. As the Rahi burned, Garema woke up from his enslavement and the true power of Cogger was revealed. He did not just merely clean things, but removed Infection, Poison, and, as it turned out, even the Antidermis influence. Unfortunately it was too late and he had only waken up in time to see his old companion die, unable to save him. Before he even had much chance to do anything other than sob, the Piraka noticed he was no longer working and enslaved him again, this time with double dosage. When he was finally freed by the Toa Inika, he took some time to grieve his old friend before rejoining the others, placing the Rahi's favorite cog over his heartlight as a reminder. And after Voya Nui had rejoined the Southern Continent, he did not stay with the others to rebuild and instead left to go visit the old shore again. After staring out into the sea for days, he decided what his new Duty was, and what must be done. Probably something he should have done long ago, something that could have saved countless Matoran and his old friend from the nightmare they lived or died in. To go out, use his good sense of direction, and find someone that know how to actual repair beings. Then either bring them back or learn from them how it's done. Cogger liked cleaning, more than just items, but the hearts of others, to cheer them up even if they found him a liability. And there were certainly a lot of Matoran that needed to be cleaned up from this mess, both on the continent and back in Karzahni. Physical repair was just the start, but with his senses of direction, who else better to lead and guide towards the beginning steps of healing? Prior to Teridax's takeover of the universe, he did manage to at least get his own body restored. Even began some experimentation on his old "wings" and some Rhotuka Launchers, creating the Rhotuka Board for faster travel and flight while he tried to perfect the same for his wings. Unfortunately, when Teridax did take over, he ended up stopping this experiments and his mission to repair the other Matoran. Instead, he was going to and fro, delivering messages and goods to other groups that needed it in help of resistance. After Teridax's death, he helped evacuate the Matoran Universe, constantly searching for any remaining survivors possibly instead. And once satisfied that all who could be saved were saved, resumed to help restore any remaining Matoran still weakened and cursed. Though these days he's not entirely sure what he should be doing. He still searches and help those he can, but is looking for a new direction. Something else that needs his skills and talents.
  3. Alright then, I guess I'll drop the board and switch over to a basic jetpack. Could he still keep the Rhotuka wings, if they can only allow him to glide?
  4. So question then, if he just had a Rhotuka Launcher strapped to his back and used that to fly, would that be fine or rejected as well? And would other vehicles like the Moto-Sled or Skyboard be out of the question? I know the Skyboard is very unique and couldn't be exactly replicated due to dissipating, but the Rhotuka Board is basically the Skyboard, just smaller, not as capable, and without weapons. Beings are capable of traveling on the spinners and using them for flight, and the Rhotuka Launchers were one of the most widespread and used weapons/technology. With that sort of resource, I would imagine in a scenario, like this RP, where flight is more important that modifying or using Rhotuka for flight would be fairly common. There are some drawbacks of course, the primary one I thought of was size and weight, given the largest beings we've seen using them to fly was the Rahagah (off memory anyways). So they can probably also be flown by Matoran, depending on the strength/form and/or build of the Matoran. Garema's version was supposed to be a boosted variant, albeit an improperly functioning one. As for circumventing the no-Toa rule........If only being able to levitate magnetic objects is considered mastery of the element of Magnetism, that is very sad. If you gave a Matoran a Rhotuka, chances are it is going to draw upon their elemental energy, no matter how little it is. Would it be strong? No. Could they use it to manipulate the element? No. And in this case, it's designed to draw upon the energy and power of this old tools from Karzahni, and some of those tools (Chargers) tended to also draw upon the energy of their users. And while not directly stated in the profile, which is my bad, those old wings did also draw upon his energies. Which is why it was also pretty weak, since it was doing the job of a Miru, but reliant on magnetism and far less efficient at pulling energy. And why he also had that extra pack, for while it doesn't drain him quite like the Chargers, it still has a decent amount of energy drain. When being demanded for greater travel and flight like this anyways. So he can throw Rhotuka at enemies, that would levitate them if struck......only a small amount depending on their size and if they've got metal on them. I would think of it more or less like a noble version of the Miru that is dependent on metal. Pretty weak and can't cause things to levitate all that high. And unlike the Miru, he can't control it to just turn the effect off. As for giving powers, I originally was going to have it were his Rhotuka had no powers and were purely just for flight. So if they escaped and hit someone, it would just....push them? Do nothing? But I thought that might not fly, given the nature of Rhotuka, they needed a power of some sort, so I went with the same as his old wings. All I wanted to see was how viable a little guy on a hoverboard would be, after I built that little guy.
  5. Character: Name: Garema Species: Fa-Matoran Gender: Male Powers: Like all Fa-Matoran, Garema has a small amount of Elemental Energy for Magnetism, manifesting itself as an internal compass and better sense of direction. Gear: A powerless noble style Matatu and a pair of custom, artificial Catcher Claws. The catcher claws allow Garema to safely grab and catch Rhotuka spinners, allowing him to also throw them back at their creators. Unlike other catcher claws however, they can allow him to grab the spinner and continue travelling along whatever course they were heading; to ride them essentially in a more jerky way. His only other piece of gear is his Rhotuka Wingpack. This device is a modification and addition to his old "wings," a pair of tools that could manipulate the magnetic field to slightly levitate and allow him to glide short distances if he fell from a high place. The Rhotuka Launchers added into this allows them to charge up on this magnetic power to provide greater levitation and much further glides, even change directions in glide and increase travel speed. However, it is unable to make him takeoff and fly, due to some malfunction with the design. The launchers on the outward wings have a tendency to "let go"/fire their Rhotuka and cause it to lose powered flight. Hence the claws to try and catch the Rhotuka from getting too far and put them back into the wings. He cannot intentionally fire the spinners, but can take them out with his claws and throw them. The Rhotuka spinners themselves have the power to levitate those struck by it via magnetism. The jetpack looking portion on this wingpack is a small generator and energy storage unit of sorts. It's what supplies the Rhotuka launchers, primarily the wingpack but also the Rhotuka Board, with additional power to draw upon. Garema is just a Matoran after all, his energy stores aren't as great as Toa and other beings and these many Rhotuka would drain him too quickly under constant use. Personal Aircraft: Rhotuka Board Allegiance/Role: Tesara, Search & Rescue (if that's a thing), Package Delivery Appearance: Personality: Despite poor circumstances, Garema is the kind of fellow who will always hope for a better future, for someone to eventually rescue them. Not to say he's always uplifting or happy, just that, when it comes down to it, he believes there is a good Destiny awaiting. Determined to help those he can, specially any injured or needing repairs, often will go scavenging for weeks to find the parts necessary. Though a bit shifty towards Skakdi, still doesn't have much trust with them after the Piraka. Bio: Garema was a Fa-Matoran who was injured in the early days of the Matoran Universe and sent to Karzahni for repairs. The mad titan did as he always does and performed a horrible job, wrecking his form. Initially he gave him a pair of tools for compensation, strapping it to his back. These tools could manipulate magnetic fields slightly, allowing him to glide should he ever fall off cliffs. However, the wretched ruler decided it was not enough and banished the Matoran from his realm, sending him to the Southern Continent. Garema would often return to the shores of the continent, looking in hope for a messenger or guide. Someone or something that was looking for him and the other Matoran, to send them back home or their real places of work. Instead, he often found more terribly repaired Matoran and would lead them to the nearest settlements to get them started. Though one day an odd creature showed up on the shores, a Rahi completely unknown to Garema. After looking him over, he came to conclusion that perhaps the mad titan had tried his hand at repairing Rahi now and resulted in even worse craftsmanship. And with much pity, he took the creature home to look after. This creature he would go on to call Cogger, for its love of gears and cogs. Cogger itself was not much use for anything, though it tried desperately to assist in anyway it could. In truth, there were only two things Cogger could do aside from walk, sleep, eat, and provide companionship; that being able to rub things clean and clap. Give the old boy the rustiest gear one can find and it would be shining new again by the time Cogger was finished. Unfortunately for the two, when the Great Cataclysm occurred, they were among those who got stuck on Voya Nui. With the harsher conditions of the island, the other Matoran's view on Cogger went from "Whatever" and "I guess he's cute," to wanting rid of him entirely. The Rahi was a liability and drain of resources, providing nothing really useful to them in return. Garema was distraught by this and eventually worked out a deal where he could keep Cogger as long as he worked extra hard to get the items necessary for his existence. After satisfying what was needed for the group of course. And that he would do, only taking breaks to go to what little shore there was to look out and hope for rescue. Then came the Piraka, who managed to show up in a time Garema was not watching the shores. He, like so many others, was fooled into believing these Skakdi were Toa, here to finally save them. While their distaste and insults towards Cogger made Garema suspicious, it was not enough to break him from their lies. As a result, he was enslaved by the Piraka as with so many of the others and taken away while Cogger slept. And as Garema was digging away at the volcano, Cogger had awoken and found Garema, only to freak out. The creature rapidly clapped and rubbed Garema's mask, making such a commotion that it attracted one of the Piraka. With the Matoran mindless, the Skakdi just expanded his grin and punted Cogger into the lava. As the Rahi burned, Garema woke up from his enslavement and the true power of Cogger was revealed. He did not just merely clean things, but removed Infection, Poison, and, as it turned out, even the Antidermis influence. Unfortunately it was too late and he had only waken up in time to see his old companion die, unable to save him. Before he even had much chance to do anything other than sob, the Piraka noticed he was no longer working and enslaved him again, this time with double dosage. When he was finally freed by the Toa Inika, he took some time to grieve his old friend before rejoining the others, placing the Rahi's favorite cog over his heartlight as a reminder. And after Voya Nui had rejoined the Southern Continent, he did not stay with the others to rebuild and instead left to go visit the old shore again. After staring out into the sea for days, he decided what his new Duty was, and what must be done. Probably something he should have done long ago, something that could have saved countless Matoran and his old friend from the nightmare they lived or died in. To go out, use his good sense of direction, and find someone that know how to actual repair beings. Then either bring them back or learn from them how it's done. Cogger liked cleaning, more than just items, but the hearts of others, to cheer them up even if they found him a liability. And there were certainly a lot of Matoran that needed to be cleaned up from this mess, both on the continent and back in Karzahni. Physical repair was just the start, but with his senses of direction, who else better to lead and guide towards the beginning steps of healing? Prior to Teridax's takeover of the universe, he did manage to at least get his own body restored. Even began some experimentation on his old "wings" and some Rhotuka Launchers, creating the Rhotuka Board for faster travel and flight while he tried to perfect the same for his wings. Unfortunately, when Teridax did take over, he ended up stopping this experiments and his mission to repair the other Matoran. Instead, he was going to and fro, delivering messages and goods to other groups that needed it in help of resistance. After Teridax's death, he helped evacuate the Matoran Universe, constantly searching for any remaining survivors possibly instead. And once satisfied that all who could be saved were saved, resumed to help restore any remaining Matoran still weakened and cursed. Though these days he's not entirely sure what he should be doing. He still searches and help those he can, but is looking for a new direction. Something else that needs his skills and talents. Aircraft: Name: Typically just refers to it as his board, occasionally specifying with its model name. Never had the heart to nickname it. Model: Rhotuka Board The Rhotuka Board is a simple device that generates and contains a Rhotuka spinner as its primary means of flight. It can go pretty high with a light pilot (such as Matoran), though it is not as nimble or as fast as the Skyfighters, nor can it gain the same amount of altitude. Weaponry: N/A Customisation: Not so much a customization with the board per say, but in tandem with the wingpack, it can travel faster and make quicker maneuvers. Perhaps not Skyfighter speeds of travel, but at least enough to not be immediately shot out the sky by one. The wingpack can provide additional power and boost for higher flight. Appearance:
  6. IC: Rakpazis - Cliffside, Capstone He gives an annoyed caw and leaves the place, jumping off and diving down to the ground below. As he makes his decent however, he notices the spiraling steps and swiftly gets distracted with interest. His wings open up and he changes course, flying over and landing the spiral, descending down the steps to see how many there are.
  7. IC: Rakpazis - Cliffside, Capstone He stops at the captain's feet and looks up at him, definitely confused as to why his progress is being hindered. He gets back up, knocking over a couple tables in the process. "The dead," he cries, "Where? Recent, must find. Not here?"
  8. IC: Rakpazis - Cliffside, Capstone The vulture stops and cocks his head to right, slight tapping his spear several times against it. It is a bit difficult to tell if he's confused, angry, or something else entirely, but probably a mixture of all. "Patrons?" he squawks, "...kha...filth! No treasure! None wealthy! Kha!" He stares into the Skakdi's eyes a short bit before continuing. "Fine! Stop. Go under......." He drops to the floor and starts attempting to army crawl around and get underneath another table.
  9. IC: Rakpazis - Cliffside The ancient buzzard caws a bit in boredom and frustration as he scourers now the most popular bar in the Cliffside. He is looking for something, walking over and tipping over tables without regard for who's there to see what's under them. With every one, he caws a snarl as he doesn't find what he's looking for and flaps upset seat warmers away as a warning. Though he could almost scream, he could smell it, feel it. There was another fight, another corpse, and his staff was calling for its remaining power. Could it have what was needed? Maybe?!
  10. Character: Name: Rakpazis Species: "Airwatcher's" species--"Poison's" species fusion. Gender: Male Powers: [Redacted]. Launchers are stored inside a chest cavity and helps form an energy webbing, which can be launched at foes. The energy webbing itself is much like a sticky net, binding itself to the target [Redacted]. This net can easily ensnare beings the size of Toa. Gear: Rakpazis's tail [Redacted] can deliver powerful stuns. Aside from his natural ability to fly due to his wings, his only weapon is a simple spear that has the same powers as a Mask of Scavenging. Personal Aircraft: Dweller In The Deep Allegiance/Role: The Chasm, though more often the Cliffside with other outcasts. Appearance: A bestial being that is a mix between vulture and hawk; large wings, a bit stocky with forward hunch, pointed beak with powerful jaw with some fang-esc teeth, tri-toed large talon feet, and vicious claws. Personality: Not a great conversationalist, having only about the intelligence of Krekka. As such, he appears simple minded and has difficulty speaking Matoran, with his speech breaking into clicks and screeches. Though far more clever than he appears, especially in aerial combat where his natural understanding of flight and air travel gives him some advantage. A bit prone to anger when other beings fail to understand him, but a bit more cowardice than going into direct conflict. His exact goals and wants are unknown, appears to more be serving someone than the mastermind. Bio: What must be eons ago by now, the one known as Rakpazis was once two separate beings entirely. One was a member of "Poison's" race, a "lucky" survivor of the Matoran's attempt to make them extinct. Only he managed to survive as he was captured to be displayed in the Archives, a reminder of their hated foe. There he would remain in stasis until the Great Cataclysm, when that mighty earthquake woke him from his slumber. He feasted on some of the other Rahi there for a time until the Visorak invaded the city, in which he fled. The other was a member of "Airwatcher's" race, who accidentally stowaway-ed on a ship heading for Stelt, trying to kill some small rodent that kept evading him. It wasn't long before one of the crew members encountered the being and was promptly killed as a result. After a bit of chasing and a few more deaths, the crew was eventually able to capture him, saving him for their boss to decide what must be done. The Steltian Noble known as Lehderon was not pleased to hear so much of his crew was dead, but found some humor in his new prisoner. Lehderon would gift the being to another Steltian Noble who was under him, Ingoha , as he knew the Dark Hunter would have some fun with him. And that Ingoha did, using his powers to essentially make it their crow up in the nest of their ships, attacking other vessels and Rahi. It was on one of these Destined voyages that the two beings met. The "Poison" member was fleeing for a new home and passed over the ship that the crow was guarding. Going off instinct, the crow attacked and the resulting battle nearly killed both combatants. The crew members thought it was such a great show, they would take both back to Stelt to become one of the many matches in the arenas. During one of these showings however, someone or something blasted the two with some sort of energy, fusing the two together. Neither one on their own was very intelligent, but as one they were now almost passable as being intelligent. This new being called itself Rakpazis and managed to escape the arena. After this event however, not a whole lot is known about him. He stole a ship, eventually gained his own crew, and was a minor pirate down in the Southern Islands. Like so many before, it seemed he wanted to conquer territory down there, or at least get away from the dangers of the north. He was spotted having escaped the collapsing Matoran Universe, but outside of minor skirmishes here and there, he was largely nonexistent. By this time, in fact, it was assumed he was long dead, if anyone even remembered him. Yet suddenly he appeared in the Cliffs with a surprisingly advance ship looking for supplies. And since his return, he has been doing some minor raiding in the land, taking what seems to be trivial items at times and dumping them into the Chasm below. Aircraft: Name: Dweller In The Deep Model: Airship Weaponry: The ship's primary offensive capability are its Kanoka Cannons; two in the front, one on each side, and one on the top. The cannons are not completely fixed can be rotated around to a limited degree. Powers typically used are Weakening and Gravity. Kanoka Cannon: The Kanoka Cannon is a large energy artillery weapon capable of firing energy beams and/or energy projectiles of whatever Kanoka is loaded within. In the back of this cannon, Kanoka are placed in (up to three can be placed in at a time) and some electromagnetism manipulation causes the disk to float in place and then spin rapidly. Once the disk is spinning at enough momentum to where its power can trigger, a part of the cannon further down siphons/draws this power away from the disk, charging it up into a ball of energy that is purely of the disk's power. This energy drawing is similar to what is done in the Energy Extraction Rifle and Midak Skyblaster, though closer to the Skyblaster as it solely focuses on drawing the power from the disks. Once ready, it fires the stored up energy. Depending on how powerful and type of blast will determine the length of charge/build up required. Rapid fire or weaker shots, such as Midak Skyblaster or Force Blaster equivalents, will need little to no charging time. The strength/power of the blast depends not only on charge, but the power levels of the disks and how many disks are loaded. The disks themselves slowly disintegrate from this process, requiring an occasional cleaning to remove the dust. Aside from this Kanoka Cannons, the underside of the airship has four Catapult Scorpion tails installed. The tails retain their function to create and launch boulders, allowing the ship to do a sort of bombing run. Customization: The airship has been quite modified and no longer uses a pulley system for its sustained flight. Instead, it has been replaced with a more automated clockwork system that charges up the disks and strikes the ship to make it move up or down. As a result, it is more efficient in this function and requires less crew, but its complexity makes it more difficult to repair if it breaks down. Speed Kanoka have also been added to the disks used to help increase movement. [Redacted] Includes spikes coming off the sides. Appearance: It is similar to other airships, but painted to look like the Dweller in the Deep, with its spikes painted white for the toothy jaws. So whenever the airship descends, it looks as though the giant monster is coming to devour everyone below.
  11. Could walk around in ports, surprise risings from lower areas that are viable to land on, etc. But fine, I'll remove the legs and just have them as spikes for the teeth. You gave no reason other than not liking autopilots and it somehow being able to solve the world's problem. Though I will much more accept Krana being inactive and rescind it. Now then, unless there's anything else, where would be the best place for him to show up? Any place in particular that wouldn't be too intrusive to ongoing events? Or is just wherever fine enough?
  12. I have addressed very issue with my profile you've taken up with. The only two that remain open are the Krana and the legs. There has not yet been a good reason to get rid of either of them. I come from dozens. I've been in almost every single environment, be it toxic, healthy, or the many in-between kinds. But Nato said that "...most people who want to play the game want to play the game." With the implication being whatever he could consider as true play of the game, to play "the right way." Unfortunately, what people consider to be playing the game can be quite contrary and have different goals than the GM, community, or forum. That's just the simple fact of text-based RPs and online gatherings. The difference is that I have a wider range of experience, knowledge, and understanding. It is not to say I am planning or will do any of those things, or that I'm accusing of any of the current players doing something like that (yet), but to not acknowledge that such reasons and players exist is foolish. Though if you want an example of my acting in a more narrative heavy based RP, I can certainly link you to several. One is much more recent than the others and pretty much dead at the moment, but probably would be the best one. Short and sweet, little to read. Unless one rather have me just compile it here.
  13. This is considered yelling? I see no hostility or increase of hostilities, so why one would consider it "yelling" seems out of place. Regardless, I have been in online text-based roleplays (forum/message board, instant messaging, and gallery styles), for nearly a decade. I've been in systems with GMs, ones with no true rulers or controllers but whatever randomness the masses tossed in, democratic mass user systems, ones where the owner of faction topics collective decide/discuss the direction and fate of the RP, etc.; open sandboxes, closed hallways, single narrative, and everything in between. Been a faction leader, been an RP moderator, site administrator, GM of several RP instances......That is to say, this isn't my first time. And in my experience, the fast way to learn how a GM, and an existing community, thinks is to fail faster. To purposely test the limits and see that results. I'm not entirely looking for approval, I'm looking for rejection reasons to determine the strength of the GM and adjust accordingly. That way, I can slip in easier and avoid problems later. But if you insist. That's why I said part of the system. It's not one-to-one, it can't be, Bionicle science and technology does not work like our own. There are plenty of similarities, but far more differences; which is why I used the fusion engine as more of a proof-of-concept rather than straight application. I still believe it is possible for such a system to be feasible with the Chute system, without entire destroying it, but it's not the most essential part of the ship. As for fuel and parts, that can easily be done by the Kanohi Kiril and/or a couple elemental powers, if implemented instead of the Krana. Though yes, I agree, it's not the speed I was arguing for either. And there in lies the first problem, he said no, but with invalid reasoning. A court that makes a decision and does not publish the ruling for the public to find and research later is a meaningless one. To simply say no and leave it at that is one thing, but to give a reason means that decision must be scrutinized. To which I'll move onto your final point in this section before moving back to the second one. A non combat-oriented game that is Guns of Icarus with a Bionicle skin on top. In which everything in the Bionicle universe points it to being a very combat-oriented reality, but that's another matter entirely. I believe you meant to say not combat-oriented between players, as otherwise the emphasis and limitation on vehicles, especially combat capabilities, are then mute and pointless. Why bring it up if fighting and combat are not a part (be it major or minor) of this game? And in either case, be it combat-oriented or having no combat period, what is it about autopiloting ships that goes against the vision and spirit of the game? As for forcing players to have Psionic users, again, if combat is not an issue since it's not a thing in the game, then how does it force anyone to make or use it? Nor is Psionics the only solution to such a challenge, just the most immediate and obvious solution. The Za is living, thinking creature, it has its own agenda and goals. It can be talked to, it can be reasoned with, there are even possibilities and plot points where someone could get it to betray its captain and leave him behind. If you're looking at it as a lenses where fighting it would an issue, and if not combat-oriented it shouldn't be the case, then you are fighting it all wrong. Why attack the Za if it cannot control the guns? Why bother with the Za when if the ship goes down, the Za goes down, so just blast the larger and obvious target? Even if you think the Za is a big problem.......you can blast through the hull and into the machine it's plugged into to. None of that requires clever play. If a player is upset or in a big enough fuss about their character being killed, or possibly being killed, they are also the kind of player who won't care if the GM comes in and saves them. Chances are, if they aren't trying to pull off the most ridiculous stunt to survive, will be the ones calling for the GM to step in and save them. A respectable player can acknowledge they've been out classed or maneuvered and accept a death. Difference being if it messes with plans had with the GM already, in which a retcon must be had. Which is to be expected, that is the job of the GM, to clean up messes. Though it seems you are used to a methods of a weak-willed GM. "...if I allow something for one player, then I'm obliged to allow it for another." is a false pretense. There is no obligation for a GM to do that, just as in real life there is no obligation where if one person is allowed to have a weapon then everyone is allowed to have a weapon. There is a major difference between treating someone fair and treating someone equal. To treat someone who needs use of a wheelchair as equal to everyone else and force them to use stairs is not fair and makes things cruelly inaccessible for them. And in the same way, it is up to the GM to decide on a player by player basis what they can handle. It should not be the punishment of the player who can handle these powers properly, but the one who cannot or would use it in ways against the GM's visions. To say a player may come along that would is to say your GM is not capable of handling that person, thus treating everyone "equal" but not fair. That is a method that seems to play "favorites," but it is more that a GM knows some players better than others and what they can handle. If a player can prove themselves with smaller things and/or other areas, then they can use whatever it was the so called "favorites" had. Or if you like, just let them run with it and when they show, in several instances, they cannot handle it properly to then reprimand them. Paralysis/Erasing is "no way out" if struck by them, no different than being shot or stabbed in the right place. All it takes is getting hit, regardless of method.
  14. I'm going to have to say no to the venom. Paralysis in general isn't a particularly fair or fun power, even more so when it's lethal. Given that it can take several hours to travel between locations, medical professionals are few and far between, and most beings won't know how to treat venom from a thought-to-be-extinct creature, that venom is pretty much a guaranteed kill on anyone it hits. Very well, I was just using the canon's species power. It can be extended to several hours, but if lethality is still a problem I suppose that portion can be removed entirely. However, due to Kanoka disks such as Remove Poison, curing it wouldn't require much effort. It is even implied in canon that it would be fairly easy to treat, just as long as it was treated in time. I'd also like some more detail on the nets, if you choose to keep them. How big are the nets? Can they be cut through or unraveled, or do they dissipate over time? Given you can strike Rhotuka spinners, which are also energy, I imagine that it is possible to cut them. Unraveling them would be more difficult given its binding nature, but I would say they eventually dissipate over time. It is energy after all, it can only be around for so long. As for size, large enough to easily entrap a Toa. Even without the ranged ability, I'm not willing to approve something that can turn someone into a braindead vegetable in a single hit, even temporarily. That completely robs players of the ability to actually roleplay. That would only be the case if the other player decided to attack and then be in close enough range to be physically struck. Though in technicality, that would not rob a player the ability to roleplay, they very well still could, just that the character wouldn't be as optimized. Regardless, I am willing to lessen it back to the normal canon stun possessed by "Poison". The Chasm isn't really something a character can be affiliated with. It's a big hole filled with toxic fumes. At present, characters can't safely enter it, and very little is known about what, if anything, might be down there. One can have enough affinity for something to claim affiliation with it, even a giant hole of toxicity. Or even to be associated with it, if they spend enough time hanging around there, albeit just within the safe range. That is more or less what I was aiming for, but your category didn't state if an explanation was needed for such a section. I definitely need some more explanation for this. There's a lot in this profile that seems to imply Rakpazis is operating on the behalf of someone/thing else, particularly the fact that he seems to have a lot of advanced custom tech for a creature with the intellect of a neanderthal. If he's working for a character you're planning to create later or something like that, I'd rather you gave some more detail on who he's working for, and what his goals actually are, rather than leaving it all a big question mark. Yes, he is working for someone else. I intentionally left the door opened as I have not finished going through all the pages in the IC topic yet. So who he ends up as working under, be it another character of mine I'm thinking of, or perhaps secretly working for another character already in the game, is yet to be determined. That latter portion is only for those who would have me, just note I am more than willing to go that route and have him work under another player(s). For now, just think his odd behavior is that he's doing something like the Voya Nui Matoran, tossing down tools and equipment down to Mahri Nui in remembrance of those they lost. Okay, I flat-out don't understand how this works. If the engine is tearing itself apart and having its energy siphoned into internal force spheres instead of outward propulsion, that should make it slower, not faster. Not to mention the fact that the engine would eventually implode. Admittedly, I was writing this late at night and left out the rest of the explanation on this part. Think something of a combustion engine, it is purposely creating the Force Spheres and then causing them to implode out one of the ends for momentum. Due to the strong and more explosive nature of it, it could potentially increase travel speed. The Chute is redesigned with this in mind so that it doesn't entirely collapse in the process. With the explosions coming out the ends, which can be made to be reinforced, chances of engine imploding should be minimal. Unless something goes wrong during a firefight, then just imagine the wonderful event for the ship. Frankly, I find this one a bit too complicated to be necessary. There's really no in-universe need for an airship to be able to walk, and you've already given it the clockwork system with the speed disks to make it more maneuverable. The speed disks help somewhat, yes, but not as immediate for short, quick turns or potentially rolling the ship. Allows it to move in ways that it otherwise likely would not be able to do. Though even if it ends up never using them for walking, still serving other purposes as well as aesthetics. I'm going to have to say no to this as well. It's a very interesting, well thought-out concept, but I've barred far less advanced autopilot systems, etc. in the past, so it would be double-standards for me to allow this through. I had only skimmed through this topic previously, but the only autopilot system I saw was more of an aimbot using a Sonak. The difference here being that it's a Krana, making it more like a giant Bohrok, the ship is just the shell this living mask controls. And unlike other AI systems which lack a mind or require technology manipulation to mess with, a Krana is susceptible to other Psionic users. The Za may be a telepathy itself, but is is not a strong telepath, others could override its mind. It constant use of the power likely makes that even more detectable to other users with that power. Though if it can only control movement of the ship, and none of the weaponry, would that be acceptable? In this case, I see there would be almost no difference between strapping a pilot permanently to the chair or some other pilot often just waiting to take off versus another being "installed" in the ship. Rakpazis is more the captain, the Krana is his pilot. Also going to have to nix this one, I'm afraid. Cargo Haulers just haul cargo. That's it. They're not combat-capable, and frankly this airship has enough going on weapon-wise without needing attack drones as well. Until modified, sure, they just haul cargo. But very well, I can drop the drones.
  15. Character: Name: Rakpazis Species: "Airwatcher's" species--"Poison's" species fusion. Gender: Male Powers: The only power per say is his paralyzing venom, a substance strong enough to kill targets within half an hour if not treated. This venom is stored inside a chest cavity and helps form an energy webbing, which can be launched at foes. The energy webbing itself is much like a sticky net, binding itself to the target as well as causing paralyses due to the venom. Gear: Rakpazis's tail, while it already has a natural stun ability, has been enhanced by a Staff of Erasing to further incapacitate foes when struck. Unlike the true Staff of Erasing, it is unable to fire this power as a beam of energy, completely lacking the ranged option. Its claw is functional though, allowing him to pick up small objects or try to give small cuts into targets. Aside from his natural ability to fly due to his wings, his only weapon is a simple spear that has the same powers as a Mask of Scavenging. Personal Aircraft: Dweller In The Deep Allegiance/Role: The Chasm, though more often the Cliffside with other outcasts. Appearance: A bestial being that is a mix between vulture and hawk; large wings, a bit stocky with forward hunch, pointed beak with powerful jaw with some fang-esc teeth, tri-toed large talon feet, and vicious claws. Personality: Not a great conversationalist, having only about the intelligence of Krekka. As such, he appears simple minded and has difficulty speaking Matoran, with his speech breaking into clicks and screeches. Though far more clever than he appears, especially in aerial combat where his natural understanding of flight and air travel gives him some advantage. A bit prone to anger when other beings fail to understand him, but a bit more cowardice than going into direct conflict. His exact goals and wants are unknown, appears to more be serving someone than the mastermind. Bio: What must be eons ago by now, the one known as Rakpazis was once two separate beings entirely. One was a member of "Poison's" race, a "lucky" survivor of the Matoran's attempt to make them extinct. Only he managed to survive as he was captured to be displayed in the Archives, a reminder of their hated foe. There he would remain in stasis until the Great Cataclysm, when that mighty earthquake woke him from his slumber. He feasted on some of the other Rahi there for a time until the Visorak invaded the city, in which he fled. The other was a member of "Airwatcher's" race, who accidentally stowaway-ed on a ship heading for Stelt, trying to kill some small rodent that kept evading him. It wasn't long before one of the crew members encountered the being and was promptly killed as a result. After a bit of chasing and a few more deaths, the crew was eventually able to capture him, saving him for their boss to decide what must be done. The Steltian Noble known as Lehderon was not pleased to hear so much of his crew was dead, but found some humor in his new prisoner. Lehderon would gift the being to another Steltian Noble who was under him, Ingoha , as he knew the Dark Hunter would have some fun with him. And that Ingoha did, using his powers to essentially make it their crow up in the nest of their ships, attacking other vessels and Rahi. It was on one of these Destined voyages that the two beings met. The "Poison" member was fleeing for a new home and passed over the ship that the crow was guarding. Going off instinct, the crow attacked and the resulting battle nearly killed both combatants. The crew members thought it was such a great show, they would take both back to Stelt to become one of the many matches in the arenas. During one of these showings however, someone or something blasted the two with some sort of energy, fusing the two together. Neither one on their own was very intelligent, but as one they were now almost passable as being intelligent. This new being called itself Rakpazis and managed to escape the arena. After this event however, not a whole lot is known about him. He stole a ship, eventually gained his own crew, and was a minor pirate down in the Southern Islands. Like so many before, it seemed he wanted to conquer territory down there, or at least get away from the dangers of the north. He was spotted having escaped the collapsing Matoran Universe, but outside of minor skirmishes here and there, he was largely nonexistent. By this time, in fact, it was assumed he was long dead, if anyone even remembered him. Yet suddenly he appeared in the Cliffs with a surprisingly advance ship looking for supplies. And since his return, he has been doing some minor raiding in the land, taking what seems to be trivial items at times and dumping them into the Chasm below. Aircraft: Name: Dweller In The Deep Model: Airship Weaponry: The ship's primary offensive capability are its Kanoka Cannons; two in the front, one on each side, and one on the top. The cannons are not completely fixed can be rotated around to a limited degree. Powers typically used are Weakening and Gravity. Kanoka Cannon: The Kanoka Cannon is a large energy artillery weapon capable of firing energy beams and/or energy projectiles of whatever Kanoka is loaded within. In the back of this cannon, Kanoka are placed in (up to three can be placed in at a time) and some electromagnetism manipulation causes the disk to float in place and then spin rapidly. Once the disk is spinning at enough momentum to where its power can trigger, a part of the cannon further down siphons/draws this power away from the disk, charging it up into a ball of energy that is purely of the disk's power. This energy drawing is similar to what is done in the Energy Extraction Rifle and Midak Skyblaster, though closer to the Skyblaster as it solely focuses on drawing the power from the disks. Once ready, it fires the stored up energy. Depending on how powerful and type of blast will determine the length of charge/build up required. Rapid fire or weaker shots, such as Midak Skyblaster or Force Blaster equivalents, will need little to no charging time. The strength/power of the blast depends not only on charge, but the power levels of the disks and how many disks are loaded. The disks themselves slowly disintegrate from this process, requiring an occasional cleaning to remove the dust. Aside from this Kanoka Cannons, the underside of the airship has four Catapult Scorpion tails installed. The tails retain their function to create and launch boulders, allowing the ship to do a sort of bombing run. Customization: The airship has been quite modified and no longer uses a pulley system for its sustained flight. Instead, it has been replaced with a more automated clockwork system that charges up the disks and strikes the ship to make it move up or down. As a result, it is more efficient in this function and requires less crew, but its complexity makes it more difficult to repair if it breaks down. Speed Kanoka have also been added to the disks used to help increase movement. In a similar vain, its chute engine has been modified so that it intentionally creates Force Spheres, albeit more controlled. It otherwise functions very similarly, but with this added power it allowed the ship to travel at faster speeds. In addition, it has six large insect like legs on the craft to allow for ground traversal. These legs are similar to what's found on the Vahki Transports, but have an additional modification to add the small thrusters found on the Skyfighters. These thrusters do little to increase speed and instead help more with maneuverability when in the air. Aside from these transportation modifications, the ship has a Krana Za installed in a centralized computer. It ultimately controls the ship and all automated parts of it, acting as its AI and pilot. Its telepathic abilities allow it to know Rakpazis's commands and coordinate with other crew members. The Krana also has control over the two Cargo Haulers that patrol around the ship. These Cargo Haulers are lightly armed, having only a single Midak Skyblaster (shadow variant) each. Appearance: It is similar to other airships, but painted to look like the Dweller in the Deep, with its legs painted white for the toothy jaws. So whenever the airship descends, it looks as though the giant monster is coming to devour everyone below.
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