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v3.0 Version History: 1.0, 2.0, 2.1, 3.0 Introduction It all began with Bionifight in 2007. Then came Bionifight 2: Madness Returns! in 2011, followed by Bionifight 3: Madness Returns Again! and Bionifight 4: Hyper Fighting, both also released in that same year. The first three, hosted by Fighty (with help from myself for the latter two) as well as the fourth, hosted just by me, are now referred to as "classic" Bionifight. In January of this year, Bionifight Ultimate was released. It was a game changer in every respect; Ultimate Weapons replaced Special Weapons (until the latter were added back in later), the round structure was modified, and perhaps the biggest addition of all: fan created content. Bionifight Ultimate took every single issue with the older games and fixed, changed, or removed what it had to. It was, in essence, a reboot of the series; and it is for that reason that this game is titled as a sequel to Bionifight Ultimate without reference to the others. The earliest concepts for this game had it split into two topics as Bionifight 6 Ultimate and Bionifight 6 Classic, with the former continuing the previous game and the latter bringing back what had not been seen since Bionifight 4: Hyper Fighting. But then I realized that to divide the two would, in fact, be a step backwards - if I was to bring more classic elements back, they needed to be integrated into what I had already set in place. Thus I set about creating my third addition to the Bionifight franchise, and what I came up with was Bionifight Ultimate: Drift Force. It fixes every single issue that was present in Bionifight Ultimate, while retaining what worked and, of course, adding a few new things. You'll notice far less clutter from the start with this game - and that fan created content, which contributed to much of the cluttered and overcomplicated nature of Bionifight Ultimate, has been streamlined. So here we are - the sixth game in the Bionifight seies as a whole, and the second entry in the Bionifight Ultimate reboot. I hope you enjoy - and if you're wondering why I chose the subtitle of Drift Force... well, if you think back to why I first named Bionifight Ultimate, you might have already guessed. But even if you haven't, all you need to do is look below. Have fun. The Rules 1 - Rounds will last seven days; from Sunday to Saturday each week. 2 - Issues with other players should be resolved via PM. If they begin to consume the topic, the players involved will be removed until the next Active Signup cycle. 3 - Signups occur from Friday to Sunday every three weeks. 4 - Every player will begin each round with 20 health – this health is lost by taking damage from obstacles and attacks. Cheating regarding health will not be taken lightly. 5 - Keep things LEGO-oriented as much as possible, please. 6 - Enjoy the game! Drift Force Weapons Surprise! Drift Force weapons are a combination of the Ultimate Weapons and Special Weapons that featured in previous Bionifight games. In other words, they are absolutely devastating to opponents. Due to how devastasting they can be, only one Drift Force Weapon may be used per round. Drift Force Weapons will be awarded to the winners of each round. Each Drift Force Weapon can be used to deal 7 damage to an opponent once per round. Each Drift Force Weapon will also have a unique set of conditions and bonuses for that weapon. When in possession of an army, a player can choose to mass-produce their Drift Force Weapon, if they own one; doing so will prevent them from using it for that round. However, all damage done by that army will be increased by 2 points. Updates + Fan Created Content Updates and Fan Created Content are receiving a makeover for this game. First off, there are two different types of updates. 1. Major Updates - If you noticed, the topic of this post says "v1.0". Major updates will modify that number; the first major update would change it to "v2.0", for example. To qualify as a major update, a brand new feature that fundamentally alters the game (such as the Exo-Toa below) must be included in an update, alongside new arenas and game types. 2. Incremental Updates - These updates are smaller, and more akin to the updates in Bionifight Ultimate; these updates introduce only new arenas and game types. These will also change the version number incrementally; the first incremental update would change it to "v1.1", for example. Whether you are working on a Major Update or an Incremental Update, another change is that you must include me in the creative process from the very beginning. This way, if there is a concept that I do not approve or does not fit, I can deny it immediately and avoid the issue of people hyping themselves up only to be disappointed. And of course, each update should have a banner of some sort, since banners are pretty. Armies Once upon a time, armies could be summoned by any fighter once they had made a certain number of posts in the topic - however, armies were also extremely expendable, virtually endless, and all around did little to add much more than clutter to the game. Now in Bionifight Ultimate: Drift Force, armies work a little differently. Once per round, a player can PM me to request an army; the army that is spawned will be decided by RNG. Each army functions differently; some are better than others… although all are bordering on cannon fodder in most game types. All armies are 100 strong, and once all variety of armies have been summoned, that’s it for the round. Available Armies 1. Bohrok - This army will automatically deal three damage to every opposing fighter in the game; however, using their psychic connection to the Krana, they can deal an extra three damage to one other player of the summoner's choosing. 2. Rahkshi - This army will immediately turn upon the fighter who summoned them and deal seven damage to them. They will also deal one damage to every other fighter in the game. Once summoned, Rahkshi will be controlled by the GM and serve as threats for the rest of the round until all are destroyed. 3. Business Drones - These robots serve Lord Business; when summoned they will deal two damage to every other fighter. They can also be used to render two opponents unable to use their powers for 24 hours. 4. Skull Spiders - These wild beasts will deal four damage to every fighter in the game, including whoever summons them. The one to summon the Skull Spiders is also rendered unable to use their powers for 24 hours. 5. Heroes - Heroes from the Hero Factory that will boost the health of every fighter in the game by three points, aside from the summoner, whose health is boosted by five points. As long as this army is active, they will then deal two damage to every enemy fighter each day (not counting the day they are summoned), and will protect the summoner from other armies. 6. Mii Fighters - This army consists of Mii Brawlers, Mii Gunners, and Mii Swordfighters; while they are easier to defeat than any other army, they can be used to strike four other players for six damage each, while also fully healing the player to summon them. THE FINAL SMASH Once per round (if even that often), the Smash Ball shall be released into the arena. The player who obtains this item can unleash their Final Smash, a unique, extremely powerful attack that can deal either significant damage to one player or moderate damage to several players. However, the process of obtaining the Smash Ball is not an easy one. The Smash Ball must be attacked by players for 30 posts, at which point the next player to attack it may claim the item. Claiming the item is not the end, though; the player in possession of the Smash Ball must wait for three additional posts before they can unleash their Final Smash. During this time, any player with a Drift Force Weapon that is still active may unleash their Drift Force Weapon upon the player possessing the Smash Ball, knocking it back into play. It must then be attacked for ten posts before it can be claimed again. When attacking the Smash Ball, a player must wait for two other players to attack the Smash Ball before they can attack it again. Drift Force Weapons play another role as well; any player with an active Drift Force Weapon that possesses the Smash Ball can unleash an even more powerful Final Smash than normal; while this will count as their one Drift Force Weapon attack for the round, the extra firepower is more than worth it. Final Smashes can be designed to deal damage as follows: 9 damage to a single target, 4 damage to two targets, or 3 damage to three targets. If activated alongside a Drift Force Weapon, a Final Smash will instead deal the following damage: 13 damage to a single target, 8 damage to two targets, or 5 damage to three targets. Since Final Smashes are designed within the profile of the player, each players Final Smash can only deal damage in one of the thre Round Structure I have modified the round structure for this game; the new structure shall follow the three week cycle of the Active Signups. The first round of every Active Signup cycle shall be a "free for all" round, the second shall be a "team" round, and the third shall be a "classic" round, much like the rounds of the first four games. Occassionally, the "classic" round might be replaced with a boss battle. Free For All Game Types 1. Free For All - The player with the most health at the end of the round wins; in the case of a tie, other methods of judging shall be used. 2. Last Man Standing - The final player left standing at the end of the round wins. I will use threats within the map to injure players via RNG to guarantee that all are killed but one. 3. Hitman - Much like the "Hitman" series, players send in a set of resistances from strongest to weakest to me via PM. Each day they can try and target another player; if successful, these attacks will instantly kill their opponents. 4. Armies - Every player is given a generic army of Matoran who are, essentially, the weakest cannon fodder you could ask for; the army acts as your “health” for the round. Once your whole army has been defeated, you are eliminated from the round. Drift Force Weapons can eliminate 35 members of an army at once. 5. Hunger Games - The final player left alive at the end of the round wins. I will use threats within the map to injure players via RNG to guarantee that all are killed but one. However, once killed, a player may sponsor a single surviving fighter to help them emerge victorious. 6. Scramble Smash - Every player is assigned one of the following fighters, replacing their usual character for that round: Bowser Jr., Bowser, Fox, Mega Man, Pit, Palutena, Link, Zelda, Samus, Pac-Man, Robin, Lucario, Ness, and King Dedede. The Smash Wiki can be consulted to figure out character abilities and limitations. 7. Multi-Man Smash - The players find themselves battling an endless horde of enemies with 2 HP each, and must defeat them. Players can still fight each other; the player to defeat the most enemies at the end of the round will be crowned the winner. 8. Rival Smash - Every player is assigned a specific target to kill; should they succeed in eliminating that player, they will receive several bonuses from the GM to assist them for the rest of the round. Team Game Types 1. Team Battle - Much like the "Free For All" game type, except with teams. The team with the most survivors at the end of the round wins; an MVP is also selected. 2. Assassin's Creed - Each team is given a PM to operate in, where they select one player to be the target of the other team. Neither team knows who they are trying to kill; the first team to kill their target, however, wins. 3. Tag Team - Each player is partnered with another, and they share a health pool of 30 points. The team with the most points at the end of the round wins. 4. Team Armies - This game type functions exactly the same as it’s “Free For All” variant, except the players are divided into teams; one team lays siege to a central location within the arena of the round, while the other team attempts to defend said location. 5. Infection - 5 players are the Survivors, starting with 20 health. The rest are “Infected”, starting with 5 health. Each Infected has 3 respawns, while the Survivors have none; when killed, a Survivor becomes Infected. Survivors win if at least one is still alive at the end of the round; Infected win if they manage to convert every Survivor. 6. Smash Tour - Players are divided into two equal teams; during the round the Host shall spawn a variety of bonuses that can be claimed by either team. Near the end of the round, each team will select a captain, who will duel the captain of the opposing team; both captains will receive all of the bonuses that their team claimed during the round. 7. Conquest Mode - Much like Scramble Smash, in that each player is assigned one of the following fighters to use for the round: Rosalina, Wario, Dark Pit, Ganondorf, Shiek, Zero Suit Samus, Lucina, Charizard, Mewtwo, Kirby, Metaknight, Little Mac, Duck Hunt, Olimar. Teams in this mode will be arranged according to a specific theme. 8. Cruel Smash - Players are divided into two equal teams, where every player has access to the powers of their teammates. The teams must face off an endless horde of enemies with 4HP each, and must defeat them. The team to defeat the most enemies at the end of the round wins. Each team will share one large health pool. Every player now has one “free” respawn each round; the first time a fighter dies, they will be automatically revived with 5 health. Attacks that dealt more damage than the fighter held previously (ie. an attack dealing 7 damage to someone with 2 health) will not affect the respawn health. Arenas The battleground; each round will have a different arena, posing different threats and offering different strategical advantages. 1. Mahri-Nui - An underwater city encased in a giant bubble; if attacked enough, the bubble shall pop, automatically killing half the players left in the game (decided by RNG). 2. Assembly Tower - Part of the Hero Factory, where fighters must battle upon what few platforms are available on each rising level. A fall from any level above the ground is death. 3. The Great Furnace - A large open space with the Morbuzakh lodged in the center and small rivers of lava running through the floor; the extreme heat and the Morbuzakh itself both pose a threat. 4. Chattering Corpse Heap - All those who have died in Games & Trivia lie here as you fight atop a mountain of corpses. Once each day, one player (decided by RNG) will be dragged under and killed. 5. Cloud Cuckoo Land - Based in the clouds, this eclectic place is chaotic; which basically translates to "any threat can appear at any time". Try not to fall from the clouds - to do so is instant death. 6. LEGO City - Fight amongst the buildings, dodging traffic and law enforcement along the way! Buildings may topple, but you also have a city full of possible tools at your disposal, allowing you to get as creative as you like. Also conveniently constructed for epic sieges, and makes an excellent urban warzone. 7. Hidden Workshop - Hidden in the world of Ninjago, this workshop is home to the Juggernaut (which shall be controlled by the GM) as well as various self-defense systems. 8. Master Fortress - This shadowy, monolithic labyrinth was created from a swarm of shadow energies. This place is so dangerous that not only will it execute two players each day, but surviving players will also suffer an automatic point of damage daily. 9. Arena Ferox - A standard, plain arena at first. Each day, the arena will be modified into a more deadly variant, each with its own unique threats and obstacles that can be controlled by the GM. 10. Gaur Plain - A beautiful, vast grassland, filled with cliffs, plateaus, and lakes. An enemy called Metal Face, a sleek robot controlled by the GM who starts with  health, can appear to attack with blades and lasers. Metal Face can be defeated once it sustains enough damage, forcing it to retreat. The Gaur Plain is located on the leg of Bionis, a massive mechanical titan, and if it awakens, catastrophic consequences could occur. 11. Magicant - A mystical location, where players battle on a strange 2D plane. Occasionally, dimensional rifts will appear in the background, spawning obstacles or enemies. Once in awhile, a Flying Man will spawn with 5HP and help out a specific player until eliminated; they will be assigned by RNG. Up to three Flying Men can spawn per round. Active Signups Bionifight Ultimate: Drift Force continues the use of the "Active Signup" system featured in Bionifight Ultimate. Many games struggle with players who became inactive without notice, clogging up spots on the player list and making it extremely difficult to judge activity in the game. That issue does not exist here, and this is why: There are fourteen slots available for signups – once a player has signed up (by filling out the brief profile sheet below and posting), they are in the game for the next three rounds (or three weeks). You commit yourself to remaining active within this game for those three weeks. Once the three rounds have passed, the player list will be emptied. If a player wishes to sign up for the next three rounds, all they need to do is post a profile sheet (new or old is up to the player) and they’ll be added back in. Players wishing to take a breather, withdraw permanently, or who forget will thus no longer clog up space – but if they return and wish to play again, they can always sign up when the player list re-opens. If you miss a signup, don’t worry – if you join back in again, you’ll retain any prior rewards you have received. There are currently 14 player spots, thought this number may rise or fall depending on the activity level in the game and how many people wish to play. Profile Sheet Member Name: (Your current display name – you will also play the game as a character with this name, to avoid any confusion that might occur). Weapon: (You are allowed to have one main weapon – it cannot have any special powers). Power: (You are allowed to have one power – however, should you wish, you may replace this with a second piece of equipment without special powers. You cannot be immune to stage hazards). Appearance: (Please add a small image, or preferably a link to an image or gallery, or just a small paragraph explaining how you appear to the other players). Drift Force Weapons: (Self-explanatory; these are a reward, so this slot should remain empty if I have not given you any. Any other questions are answered by the section labelled “Drift Force Weapons” above). Final Smash: (A super powerful attack that should be related to your power and weapon choices. You must also state here what type of damage distribution your Final Smash will have) *A quick reminder that every player will begin each round with 20 health. Cheating regarding the amount of health you have will not be tolerated.* Staff Voltex Victors R1: Pulse R2: Shadowhawk (MVP) R3: TBK R4: Blade R5: Chro (MVP) R6: Voxumo R7: Unit#phntk#1 R8: ShadowVezon (MVP) R9: Zakaro R10: ShadowVezon R11: Unit (MVP) & fishers64 (MVP) R12: Chro & ShadowVezon R13: Blade & Luroka Player List (Profiles Here)(Full List) 1. Luroka 2. Voxumo 3. fishers64 4. Blade 5. Chro 6. ShadowVezon 7. Pulse 8. Zakaro 9. JiMing 10. Unit 11. Ekorak 12. The Forgotten Warrior