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Name: Tomo

 

Species: Melding Universe Makuta

 

Power/Weapon 1: Level 6 Quick Healing.

 

Power/Weapon 2: Level 6 Shapeshifting. She has learned how to change her total body mass.

 

Power/Weapon 3: Level 6 Elasticity.

 

Appearance: Tomo's true form is unknown. She usually takes the form of a nondescript Av-Matoran with a Noble Miru.

 

Bio: Tomo was one of the Makuta of the Melding Alternate Universe, trained to cast out her inner shadow and accept the light. She acted as a warrior for the Great Beings, assisting the Toa and Matoran in their maintenance efforts, and overall helping maintain society. During an interdimensional trip in which Rubakuta was escorting some of her Great Being masters as they went about their business, she witnessed the great Bionifight tournament, and she wanted in. So eventually, she got in, and here she is.

 

Personality/Other: Genki (元気). This means energetic, and that's what Tomo is. Very outgoing, very fun loving, and very hyperactive, Tomo can be both very fun and very exhausting to be around. Almost always bouncing off the walls (usually figuratively but sometimes literally), she seems to only have two modes: off, and high. And she is almost never off. As well, she has a certain love of violence. Not the killing kind, but simply the fun, sportslike fighting kind. Once you can get her to calm down (good luck with that), she can be quite gentle and caring (due to her inner light alignment).

Edited by One-Eyed Construct
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Great. More characters for my spreadsheet :/

 
Ooh... Spreadsheet, eh? Great idea. I've been having trouble knowing who's who, especially with those who haven't linked their characters to their sigs. Hope you don't mind if I make one, too.

BZPRPG:

Vergissmeinnicht

 

Active Characters

 

 

Inactive Characters

Mercure

Gida

Zel'Sai - Naberius

Skoll

 

Brickshelf

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How does this sound for Maccha Yellow!'s third power/weapon?

 

Jikan Blade! : A stylized heavy cavalry sabre with a clock-face in the hilt. Besides serving as a trustworthy and well made sword, it has a special attack can be activated once* per fight. When the special attack is used, a single strike is "multiplied" and produces two simultaneous** strikes. Maccha Yellow! is able to aim the second strike as he pleases. For the sake of your sanity, the actual physics behind this attack are left an unexplained mystery

*Fight being defined as any engagement between him and/or any allies and another enemy or group of enemies

**The secondary strike must be physically possible to perform from the same position he makes the first strike from. For example, no combinations of posterior and anterior strikes

...but close to it

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Wrong GM, buddy. 

Well, I am still waiting on Werl and a GM, at least.

 

Meanwhile, I've been Working on making a MOC of 

Lord Halken von Zakaz III Esq.

Overly Manly Skakdi

 

He'd have more gold, but I don't have enough gold.

Edited by Drakua Toa of Rahi
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*Click Banner to go to the Sikza Spriting Kit topic

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Uh hey Grochi

 

How many limbs did our dragons have again? xD

 

I started writing this post a meal, a nap and several hours of general 'doing stuff' ago, so I just saw your last post. =P

 

Writing Okavaung in cyan because haha, pale turquoise is unreadable!

 

Name: Okavaung (OAK-of-owng, translates to 'Royal Blade')

Species: Sohllikan; Dragon of Bota Magna

Power/Weapon 1: Most Bota Magnan dragons have latent psychic ability, although lesser dragons have underdeveloped abilities. Okavaung has an invasive mental presence, able to detect and speak to consciousnesses from far away. This effective range is even greater than that of Aclaraung, though Okavaung lacks the telekinetic abilities of his master. Through focusing on a single, near-by enemy that is weaker than him mentally, Okavaung is capable of eventually overwhelming them, breaking down their mental defenses and crushing their minds. This requires time, focus and a great deal of energy, however, leaving the dragon distracted during the act, and exhausted after. He is also capable of suddenly lashing out at an enemy mentally, subjecting them to illusions, such as seeing things that don't exist, or suddenly feeling pain where there is no wound.

Power/Weapon 2: Okavaung has control over frost, including an innate resistance to extreme cold, and the ability to breath a jet of extremely cold air, capable of seriously damaging beings unlucky enough to be caught in it.

Power/Weapon 3: If all Okavaungs are dragons, and all dragons are fliers, then which of the following is true? The correct answer is, "All Okavaungs are fliers."

Appearance: Okavaung's scales are a gradient, darkening from a head and neck of purest white, to the icy blue that tips his tail and limbs. His white eyes are flecked with the same wintery color that adorns his translucent, light blue wings. He is very large, only slightly less so that Aclaraung, and built just as muscularly. He is head is topped by a single pair of vertically-arranged spikes, one of roughly a foot in length atop his head, arching backwards towards his body, and another, shorter one, in front of it. A second pair of spikes sit opposite each other, curving upwards from the sides of the tip of his tail. All along his tail are similar, single spikes, growing from small points near the tip, to the final spike of roughly a half-foot in length, right where his tail connects to his body. The main part of his body has a frill like that of his master, though only to the base of his tail, and shorter. It is the same translucent blue as his wings.

Bio: The lieutenant of the proud Sohllikan, Okavaung is the right hand of Aclaraung, and has served him for millennia. The race of Bota Magnan dragons have watched their neighbors develop from warring tribes to the sky-faring dwellers of the floating city Larlak. In that time, it has countless times been necessary for Okavaung to lead his regiment of frost dragons, defending against the advances of the belligerent Glatorian. His prowess in battle, and as a general, caused one particularly bloody period to be known as the Cold Summer, in which his kin destroyed three different attacking forces in the course of a week, with several others being defeated throughout the rest of the month. Though the Glatorian do not remember the reclusive Sohllikan, or the many battles lost to them, the term remains among their kind as an expression used to denote misfortune or hardship.

Personality/Other: Okavaung's treatment of strangers can only be described similarly to his breath: Cold. To his kin, he is loyal and considerate, albeit emotionally distant. While he is capable of profound acts of kindness toward the needy, he is also capable of seemingly heartless cruelty in the line of his duty.

Edited by Colonel Roy Mustang

Avatar by Brickeens

 

 

 

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A rapid-fire air-based vacuum/concussive whatever Rhotuka seems a little strong when you've also got active camouflage and a pseudo-powered light blade. I'd say nerf one of the weapons? Wyrm not approved.

 

Okay, that's fair enough. I've gotten rid of the rapid-fire aspect, so it's just an ordinary Rhotuka, and changed the power. Hopefully this seems reasonable to you.

___________________________________________________________

 

Name: The Wyrm. 

Species: Unknown.

Power/Weapon 1: Shadow Sting: a handheld Rhotuka launcher. The Rhotuka possess a disorientation power, which causes a temporary loss of physical coordination in the target

Power/Weapon 2: Dark Whisper: A Twilight Blade, forged in the shape of a falchion, that he has spent decades mastering the use of.

Power/Weapon 3: His species possesses a natural ability similar to the Rahkshi Power of Chameleon, allowing him to seamlessly blend into any environment at will. 

Appearance: An agile, amphibious being, The Wyrm has smooth, slimy skin that is normally various shades of swampy green. He’s roughly the height of a Toa, with two sets of knees on his muscular back legs and a frill of spines around his serpentine head, which connect to a ridge that runs along his back and tail. His light bone structure and the webbing on his clawed fingers and toes allow him to cling to almost any surface, increasing his mobility and flexibility in combat.

Bio: Originating from a world where the Great Cataclysm brought about the end of almost all life within the Matoran universe, the Wyrm was descended from a species of amphibious Rahi who emigrated to the half-sunken island of Mata Nui and evolved to a high level of sentience, forming a peaceful society in the mangrove swamplands that covered almost all of the island.

Centuries later the former inhabitants of Xia, who had used their technology to escape the apocalypse and survive in the ruined Matoran Universe, emerged from the tunnels, seeking to claim the island paradise for themselves. War broke out, with the Vortixx, who'd had several hundred years to build up their arsenal, gaining the upper hand.

The Wyrm, more warlike then the majority of his peaceful brethren, formed a group of guerrilla fighters to hamper the Xian advance, arming themselves with the enemy’s weapons and using their knowledge of the swamps to their advantage. Then, at the turning point of the struggle, he was snatched away to be part of Bionifight, leaving his people to fight a war they were woefully underequipped for.

Personality/Other: Pragmatic and prone to violence, the Wyrm is willing to do whatever is necessary to ensure his people’s survival. He has no understanding of the concept of honour, and favours all kinds of unorthodox tactics to ensure a swift victory. Guerrilla warfare and surprise attacks are a speciality of his, and his love for his people is rivalled only by his undying hatred for Vortixx.

MOC: http://i.imgur.com/Ukm09U7.png

Embers - a new Bionicle Epic - Coming 2024 

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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Everyone's excited about infinite characters and I just finished my second profile. 

 

Name: Selaphiel

Species: (Alternate Universe) Modified Zyglak

Power 1: Physiology: The Zyglak species of Selaphiel's universe lack the protodermis consuming disease and Pit Mutagen resistance of their MU equivalents, but possess a unique ability to match their unique societal role. Instead of possessing near-invulnerability against EE-powered attacks, they are extremely resistant to all forms of generated-energy attacks (meaning that, for example, neither a Toa of Gravity nor a Rahkshi of Gravity would be able to use their powers directly on Selaphiel; this might be how a Zyglak works in the MU, but it isn't clear, so I wanted to make sure). The AU Zyglak species is otherwise physically identical.

Power 2: Kinetics: Due to her introduction to the mutagenic substance that produces Bohrok/Krana-Kal, Selaphiel possesses the ability to create, control, and absorb kinetic energy, much like a Ta-Toa could Fire (including energy system). She is greatly skilled in absorbing kinetic energy and deft in manipulating it; energy creation, however, takes quite a lot of energy and is only used when she is unable to generate or acquire it through other means. Some example manipulations of kinetic energy include: absorbing an object's kinetic energy to negate its movement, infusing kinetic energy into a strike to give it more force, or redirecting kinetic energy to create a rebound. She has spent decades honing and exploring the power's uses, and is extremely adroit in its use.

Power 3: Self Density Control: Due to her mutation, Selaphiel's body was severely modified and naturally reverts to intangibility, forcing her to concentrate when she wishes to physically interact. Due to living with this ability for many years, she is able to control her density with great skill and precision (think Zaktan; she's been forced to live with being an intangible being unless she directly focuses on staying at normal density). When at very low densities she moves via self-propulsion (once again, think Zaktan). When completely intangible, or at a low enough density, instead of using her sensory apparatus and normal physical functions, Selaphiel becomes what is essentially an Iden user's spirit: invisible, moving via flight (not at great speeds; think a Kadin user), and impalpable (no weird possession of course, or any other of the mask's powers/conditions). While intangible she cannot use her kinetics power.

Appearance: Of average size for a Zyglak (nearly two bio), Selaphiel is best described as wiry; lean and powerful, but not particularly hefty or brawny. Her skin is varying shades of gray, ranging from ash to charcoal, covered with with argent-coloured designs similar to those found on the Bohrok-Kal's foreheads. Her eyes, due to the mutation, are a dead, unreflective gray, disconcerting in their lack of apparent emotion. Her clawed hands are the most obvious indicator of her dangerous nature, but there is something else, a subtle atmosphere of sinister intentions that is infused with every one of her physical features.

Bio: Hailing from a universe where Makuta and Toa competed to rule an empty GSR, and Zyglak, Vortixx, and Skakdi worked with Matoran as labourers, Selaphiel was the result of a Makuta experiment in applying, among other substances, the mutagenic substance responsible for Bohrok-Kal to other beings. Created in hopes of designing a being that could overcome the stalemate created by their Toa opponents, Selaphiel was introduced to both the mutagenic substance and Kraata in hopes of being the prototype for an easily replicable creation. It didn't exactly go as expected; instead of gaining perfect control over Density and the elemental power of one of the Kal, Selaphiel received limited versions of the Density Control Kraata's power and an element none of the Makuta had ever encountered before. After recovering from the experiment and training with her powers, Selaphiel was launched directly into Toa-killing missions, leading to nearly a century of exterminating high-risk targets. The Makuta initially expected her to attempt to run or escape their power, but her mental state had been disrupted by her traumatic transformation, resulting in her current twisted state.

Personality/Other: Selaphiel sees the world through a very dissociative lenses, suffering from PTSD-induced Depersonalization Disorder. She also displays disturbingly vehement bloodlust and self-mutilating tendencies, although due to her dissociation she has little apparent emotional reaction to her actions and their results. She is violent and minatory, but this is displayed only through physical acts, not emotion or expression, resulting in a dissonant illusion of impassivity.

 

EDIT: Fixed one of the power descriptions; it was from an older version of the profile.

 

Whoa there! Is this competition I sense in the kinetics department?  :alert:  If approved, this could be interesting for my character  :fonz:

"It's all a trick, you see. They want me to pretend to betray them. They want you to concentrate your forces here against an attack that won't come. But I decided: Why pretend to betray them when actually doing it would be so much more fun?"
— Vezon to Tridax, Destiny War

 

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Whoa there! Is this competition I sense in the kinetics department?  :alert:  If approved, this could be interesting for my character  :fonz:

 

Kinetic energy manipulation has been on my list of "Want-To-RP" powers for a long time; the approval of your character's (albeit limited) Kinetic abilities was definitely the catalyst for Selaphiel's power selection.

pNNgXax.jpg

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Well here is the third and final character I will make. He is basically made to be a walking Maglev Train, minus the train but multiply the pain.

 

Name: Maglev (alternate Polarity)

 

Species: Toa w/ Two Elements

 

Power 1: Magnetism - His natural Toa power. Because of enhancements, his powers of magnetism are limited to defensive abilities and for mobility. He can bring up trace metals from the ground to create armor for himself like a Rahkshi of Magnetism. He can also purify metals. Combined with his artificial electricity powers and ice powers, he has the ability to perform magnetic levitation, allowing him to fly.

 

Power 2: Ice - This power is his second natural Toa power. An odd ball it may be, but it has many purposes. The first is to help convert the metals on his body into superconductors, and combined with electric current and magnetic energies, he can achieve flight through magnetic levitation. He can use ice to make walls and structures as a defense, and can create a variety of weapons to attack with.

 

Weapon 3: Tesla Coil System - He is wrapped in coils that lead up to the wearable electric generator on his back, giving him an electrical field he can control. This is not exactly the same as having the powers of a Toa of Lightning/Electricity as he is limited to control of an electric field emitted by a tesla system. Once he runs out of power he cannot perform any of the following. If the system is damaged he is at risk for injury. As for an attack, he can center his electric field on his fists for a nice shocking punch. He can also intensify the field to create a natural defense. Combined with his magnetic abilities and ice powers, he can perform magnetic levitation.

Appearance: https://www.flickr.com/photos/128917462@N05/sets/72157648680626533/

 

 

Biography: Maglev was formerly known as “North Pole” Polarity. His nickname “North Pole" was given to him by his colleagues due to his abilities over Magnetism and Ice. He was chosen for the Cybertech Initiative, involving two programs, the Cyber Program and the Tech Program, in which they randomly selected Toa for an experiment. Polarity fell into the Tech Program in which he was outfitted with the newly developed Tesla Coil System, a wearable tesla generator system that can create an electrical field around his body that can improve his fighting. He was then sent on a mission to defeat a Cordak arms dealer. Using his new ability to fly using electromagnetic levitation and his electricity in general, he was able to accomplish the task. Because of this, he was a success, and was then known as Maglev. He has continued to work for the Initiative since then.

 

Personality: He may have been childish before the project, but he has matured since then. Ever since he learned of the risks behind his technology, he has made sure that he was prepared for anything. Like his prime counterpart, he is trustworthy, hardworking, and tactical. At heart, he just wants to find a way to live a normal life. But for now he is a loyal servant to the Cybertech Initiative, fighting for the goodwill and safety of his people. He is also antisocial, preferring to work by himself, but he can easily warm up to others.

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Ugh, things keep coming up today. Round two might start late tomorrow instead of midday, I guess. Re-catching up...
 

Alright, Time to join the tournament! (WARNING: WALL OF TEXT)
 
Name: Ignis
Species: Toa of Fire
Power/Weapon 1: Piston Halberd (An axe with an extendable handle. Adjusts at the user’s will. Length ranges from 0.5 to 2 Bio in length)
Power/Weapon 2: Short sword for close-range combat, mainly used if Piston Halberd is inaccessible.
Power/Weapon 3: Elemental powers of fire
Appearance: Ignis is Incredibly Tall and well-armoured, with his primary red armour being strengthened with Plates of Bronze and Gunmetal-coloured Protosteel. His body has been physically damaged, but most missing components have been replaced with Machinery, Such as Gears replacing his shoulder muscles and Prosthetic feet for improved mobility.
Bio: Once a renowned warrior on one of the southern Isles of the Matoran Universe, It was said that Ignis would slay 1000 foes each battle, and that his fighting skill was unmatched throughout the surrounding Islands. After defending his island from a horde of Visorak, he was spirited toward The Arena, and is now seeking challengers to fight.
Personality/Other: Ignis is very arrogant, and constantly brags about his strength. In battle, he will let nothing get in the way of his target, but he tends to focus more on full-on attacks rather than defending or looking for a different opponent. His favourite past-time when not fighting is sharpening his skills in the Training sector or signing autographs for fans.
 
There weren't as many limits in this as the standard BZPRPG, So I just kind of went overboard. Basically this guy's a Steampunk Semi-organic robot Lu Bu.
I might put up an Image of what this guy looks like, But I think I'll do that If i get approved. I hope I didn't make this guy too overpowered...

Pretty sure I approved this a long time ago, but you keep asking, so here's a reapproval. :P Ignis approved.

 

Posting Dartakh's profile for reapproval. Changed weapon/power on slot 3.Name: DartakhSpecies: Male VortixxPower/Weapon 1: Protosteel longsword, kept in prime condition.Power/Weapon 2: Alrahmi shield: An ornamental, oval protosteel shield. It was forged out of two Kanohi Hau, and has the similar ability to create an energy field around the user, activated via a small button near the handle. However, the energy shield isn't as good as one projected by a proper Hau mask, due to being controlled by intricate mechanisms instead of pure mental willpower. While it can still absorb strong blows and attacks of any type, it eventually collapses and can't be recreated for a short time afterwards.Power/Weapon 3: An elemental energy disruptor. It's a a small, oval metal object of mysterious origin, A long, metallic antenna protrudes from it's front. There is a single, large black button with the letters :e: :e: :m_d: . When the button is pushed, the device emits a powerful energetic pulse, which makes a single individual in front of the antenna to temporarily lose the ability to use their special powers (Basically, all unnatural powers granting the user an ability to control something, be it an element or a sentient mind). The effect lasts for about five minutes, although this varies slightly. The device then takes roughly 2 hours to recharge.Appearance: He is average height for a Vortixx. The claws on his fingers are long. He is broad-shouldered and muscular beneath his natural armour, which is mostly black and dark blue. His eyes glow light blue. His back is riddled with green and red tattoos. His voice is deep and rough, and his body is riddled with numerous scars.Bio: Dartakh is an experienced mercenary warrior. He is a veteran of many wars, and has seen much bloodshed and carnage over the years. He used to work with a group of mercenaries called the Shadowknife, but all of its members except for Dartakh were slain in an ambush. He was quite traumatised by it, because many of its members were his longtime friends. Afterwards he traveled around the world, fighting hundreds of foes and participating in many wars and battles. Perhaps he was taken to join the BIONIFIGHT because of his experience.Personality: Dartakh is serious and cunning, and very patient. He trusts nobody, and lacks any sence of humour. It died along with his friends. Dartakh is willing to work for anyone who pays, as long as the work is about fighting others. He can't read and write. In battle, he is calculating, patient but also aggressive. He falls utterly silent during combat, and enters a martial trance. Basically it just means that his mind starts to purely focus on combat and nothing else. He usually spends a third of his day training, if possible. Combat and violence have become obsessions for him.

Reapproved! Host IC post soon.

 

 

Doesn't a Kadin user fly faster than an Iden user? (And faster than Zaktan? :P )Anyway, for Selaphiel, no single individual power is OP... but altogether I personally think they're a little much. Basically the power of an Iden, density control, whatever Zaktan does, power resistance, and anything associated with kinetics... pretty much sounds like an unhittable character to me?
As of now, Selaphiel not approved.

 
That's a really good question; BS01 says of Iden users that "their spirit can move at great speeds" and I had vague memories of Matoro using it travel really long distances, but I'm probably misremembering. I'll be sure to fix that if/when I repost (or edit) and give a concrete speed.
 
I can definitely see where you're coming from with most of your concerns, but I'm not sure I entirely understand. The intangibility use of density control is purely defensive in every sense of the word; making the user impalpable goes both ways, negating any possible offensive uses (especially since the character in question is completely unable to use her other power while intangible). Power resistance takes away a slot that would normally be used to house an elemental ability, removing a lot of potential. Kinetics can be difficult, but it certainly isn't impossible to overcome; Selaphiel has to be putting some of her concentration into staying tangible just so she can use the power, meaning she therefore can't do extensively complicated feats that a normal Toa of a more mundane element could. If this was an RPG where a normal Toa was the status quo, I would absolutely understand and agree with your position, but it's one where a lot of characters could have far more powerful abilities, for example: someone with control over Light, Gravity, and who possesses a Kanohi Avsa. Selaphiel couldn't do anything about getting her energy drained, and just because a Light user can't effect her directly doesn't mean they can't still use their speed-of-light travel (and subsequent insane momentum) in combat to overpower her kinetic absorption ability or use Light manipulation to make themselves invisible and prepare a coup de grâce (or use Gravity to turn her environment against her). I'm thinking of several other examples (Earth, Ruru, a pretty much universally acceptable combination, could easily go toe-to-toe with her once she's physical) right off the top of my head, and looking through some of the other characters approved just today I'm seeing powers that would be extremely effective.
 
Also, "Basically the power of an Iden, Density Control, whatever Zaktan does": I'd like to point out quickly that Selaphiel only has one of those (Density Control of self), with her power description using the other two to draw analogies. This was almost certainly due to poor writing on my part; my apologies.
 
So yeah, I absolutely see where you're coming from, but I don't think unhittable is a particularly correct description, especially in a game full of very powerful characters. The only time when such a term could be unquestionably applied to the character is when intangible, which I believe has been used before on other profiles, which is also when she can't use her only possibly offensive power.

Alright, thanks for explaining that. Selaphiel approved.

  

Name: Tomo
Species: Melding Universe Makuta
Power/Weapon 1: Level 6 Quick Healing.
Power/Weapon 2: Level 6 Shapeshifting. She has learned how to change her total body mass.
Power/Weapon 3: Level 6 Elasticity.
Appearance: Tomo's true form is unknown. She usually takes the form of a nondescript Av-Matoran with a Noble Miru.
Bio: Tomo was one of the Makuta of the Melding Alternate Universe, trained to cast out her inner shadow and accept the light. She acted as a warrior for the Great Beings, assisting the Toa and Matoran in their maintenance efforts, and overall helping maintain society. During an interdimensional trip in which Rubakuta was escorting some of her Great Being masters as they went about their business, she witnessed the great Bionifight tournament, and she wanted in. So eventually, she got in, and here she is.
Personality/Other: Genki (元気). This means energetic, and that's what Tomo is. Very outgoing, very fun loving, and very hyperactive, Tomo can be both very fun and very exhausting to be around. Almost always bouncing off the walls (usually figuratively but sometimes literally), she seems to only have two modes: off, and high. And she is almost never off. As well, she has a certain love of violence. Not the killing kind, but simply the fun, sportslike fighting kind. Once you can get her to calm down (good luck with that), she can be quite gentle and caring (due to her inner light alignment).

Tomo approved, but be careful with the extent of the shapeshifting.




How does this sound for Maccha Yellow!'s third power/weapon?
 
Jikan Blade! : A stylized heavy cavalry sabre with a clock-face in the hilt. Besides serving as a trustworthy and well made sword, it has a special attack can be activated once* per fight. When the special attack is used, a single strike is "multiplied" and produces two simultaneous** strikes. Maccha Yellow! is able to aim the second strike as he pleases. For the sake of your sanity, the actual physics behind this attack are left an unexplained mystery
*Fight being defined as any engagement between him and/or any allies and another enemy or group of enemies
**The secondary strike must be physically possible to perform from the same position he makes the first strike from. For example, no combinations of posterior and anterior strikes

With this changed, Maccha Yellow! approved.

 

Uh hey Grochi
 
How many limbs did our dragons have again? xD
 
I started writing this post a meal, a nap and several hours of general 'doing stuff' ago, so I just saw your last post. =P
 
Writing Okavaung in cyan because haha, pale turquoise is unreadable!
 
Name: Okavaung (OAK-of-owng, translates to 'Royal Blade')
Species: Sohllikan; Dragon of Bota Magna
Power/Weapon 1: Most Bota Magnan dragons have latent psychic ability, although lesser dragons have underdeveloped abilities. Okavaung has an invasive mental presence, able to detect and speak to consciousnesses from far away. This effective range is even greater than that of Aclaraung, though Okavaung lacks the telekinetic abilities of his master. Through focusing on a single, near-by enemy that is weaker than him mentally, Okavaung is capable of eventually overwhelming them, breaking down their mental defenses and crushing their minds. This requires time, focus and a great deal of energy, however, leaving the dragon distracted during the act, and exhausted after. He is also capable of suddenly lashing out at an enemy mentally, subjecting them to illusions, such as seeing things that don't exist, or suddenly feeling pain where there is no wound.
Power/Weapon 2: Okavaung has control over frost, including an innate resistance to extreme cold, and the ability to breath a jet of extremely cold air, capable of seriously damaging beings unlucky enough to be caught in it.
Power/Weapon 3: If all Okavaungs are dragons, and all dragons are fliers, then which of the following is true? The correct answer is, "All Okavaungs are fliers."
Appearance: Okavaung's scales are a gradient, darkening from a head and neck of purest white, to the icy blue that tips his tail and limbs. His white eyes are flecked with the same wintery color that adorns his translucent, light blue wings. He is very large, only slightly less so that Aclaraung, and built just as muscularly. He is head is topped by a single pair of vertically-arranged spikes, one of roughly a foot in length atop his head, arching backwards towards his body, and another, shorter one, in front of it. A second pair of spikes sit opposite each other, curving upwards from the sides of the tip of his tail. All along his tail are similar, single spikes, growing from small points near the tip, to the final spike of roughly a half-foot in length, right where his tail connects to his body. The main part of his body has a frill like that of his master, though only to the base of his tail, and shorter. It is the same translucent blue as his wings.
Bio: The lieutenant of the proud Sohllikan, Okavaung is the right hand of Aclaraung, and has served him for millennia. The race of Bota Magnan dragons have watched their neighbors develop from warring tribes to the sky-faring dwellers of the floating city Larlak. In that time, it has countless times been necessary for Okavaung to lead his regiment of frost dragons, defending against the advances of the belligerent Glatorian. His prowess in battle, and as a general, caused one particularly bloody period to be known as the Cold Summer, in which his kin destroyed three different attacking forces in the course of a week, with several others being defeated throughout the rest of the month. Though the Glatorian do not remember the reclusive Sohllikan, or the many battles lost to them, the term remains among their kind as an expression used to denote misfortune or hardship.
Personality/Other: Okavaung's treatment of strangers can only be described similarly to his breath: Cold. To his kin, he is loyal and considerate, albeit emotionally distant. While he is capable of profound acts of kindness toward the needy, he is also capable of seemingly heartless cruelty in the line of his duty.

Disapproved because I can't read that text... *grumble*
Oka approved.

 

 

A rapid-fire air-based vacuum/concussive whatever Rhotuka seems a little strong when you've also got active camouflage and a pseudo-powered light blade. I'd say nerf one of the weapons? Wyrm not approved.

 
Okay, that's fair enough. I've gotten rid of the rapid-fire aspect, so it's just an ordinary Rhotuka, and changed the power. Hopefully this seems reasonable to you.
___________________________________________________________
 
Name: The Wyrm. 
Species: Unknown.
Power/Weapon 1: Shadow Sting: a handheld Rhotuka launcher. The Rhotuka possess a disorientation power, which causes a temporary loss of physical coordination in the target
Power/Weapon 2: Dark Whisper: A Twilight Blade, forged in the shape of a falchion, that he has spent decades mastering the use of.
Power/Weapon 3: His species possesses a natural ability similar to the Rahkshi Power of Chameleon, allowing him to seamlessly blend into any environment at will. 
Appearance: An agile, amphibious being, The Wyrm has smooth, slimy skin that is normally various shades of swampy green. He’s roughly the height of a Toa, with two sets of knees on his muscular back legs and a frill of spines around his serpentine head, which connect to a ridge that runs along his back and tail. His light bone structure and the webbing on his clawed fingers and toes allow him to cling to almost any surface, increasing his mobility and flexibility in combat.
Bio: Originating from a world where the Great Cataclysm brought about the end of almost all life within the Matoran universe, the Wyrm was descended from a species of amphibious Rahi who emigrated to the half-sunken island of Mata Nui and evolved to a high level of sentience, forming a peaceful society in the mangrove swamplands that covered almost all of the island.
Centuries later the former inhabitants of Xia, who had used their technology to escape the apocalypse and survive in the ruined Matoran Universe, emerged from the tunnels, seeking to claim the island paradise for themselves. War broke out, with the Vortixx, who'd had several hundred years to build up their arsenal, gaining the upper hand.
The Wyrm, more warlike then the majority of his peaceful brethren, formed a group of guerrilla fighters to hamper the Xian advance, arming themselves with the enemy’s weapons and using their knowledge of the swamps to their advantage. Then, at the turning point of the struggle, he was snatched away to be part of Bionifight, leaving his people to fight a war they were woefully underequipped for.
Personality/Other: Pragmatic and prone to violence, the Wyrm is willing to do whatever is necessary to ensure his people’s survival. He has no understanding of the concept of honour, and favours all kinds of unorthodox tactics to ensure a swift victory. Guerrilla warfare and surprise attacks are a speciality of his, and his love for his people is rivalled only by his undying hatred for Vortixx.
MOC: http://i.imgur.com/Ukm09U7.png

Reasonable indeed. Thanks! Wyrm approved.

Edited by Anung Un Rama
  • Upvote 1

save not only their lives


d665fa5c17bc200a946e0a69eaf11f929dc080cb


but their spirits

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Seems I did.

 

 

Well here is the third and final character I will make. He is basically made to be a walking Maglev Train, minus the train but multiply the pain.

 

Name: Maglev (alternate Polarity)

 

Species: Toa w/ Two Elements

 

Power 1: Magnetism - His natural Toa power. Because of enhancements, his powers of magnetism are limited to defensive abilities and for mobility. He can bring up trace metals from the ground to create armor for himself like a Rahkshi of Magnetism. He can also purify metals. Combined with his artificial electricity powers and ice powers, he has the ability to perform magnetic levitation, allowing him to fly.

 

Power 2: Ice - This power is his second natural Toa power. An odd ball it may be, but it has many purposes. The first is to help convert the metals on his body into superconductors, and combined with electric current and magnetic energies, he can achieve flight through magnetic levitation. He can use ice to make walls and structures as a defense, and can create a variety of weapons to attack with.

 

Weapon 3: Tesla Coil System - He is wrapped in coils that lead up to the wearable electric generator on his back, giving him an electrical field he can control. This is not exactly the same as having the powers of a Toa of Lightning/Electricity as he is limited to control of an electric field emitted by a tesla system. Once he runs out of power he cannot perform any of the following. If the system is damaged he is at risk for injury. As for an attack, he can center his electric field on his fists for a nice shocking punch. He can also intensify the field to create a natural defense. Combined with his magnetic abilities and ice powers, he can perform magnetic levitation.

Appearance: https://www.flickr.com/photos/128917462@N05/sets/72157648680626533/

 

 

Biography: Maglev was formerly known as “North Pole” Polarity. His nickname “North Pole" was given to him by his colleagues due to his abilities over Magnetism and Ice. He was chosen for the Cybertech Initiative, involving two programs, the Cyber Program and the Tech Program, in which they randomly selected Toa for an experiment. Polarity fell into the Tech Program in which he was outfitted with the newly developed Tesla Coil System, a wearable tesla generator system that can create an electrical field around his body that can improve his fighting. He was then sent on a mission to defeat a Cordak arms dealer. Using his new ability to fly using electromagnetic levitation and his electricity in general, he was able to accomplish the task. Because of this, he was a success, and was then known as Maglev. He has continued to work for the Initiative since then.

 

Personality: He may have been childish before the project, but he has matured since then. Ever since he learned of the risks behind his technology, he has made sure that he was prepared for anything. Like his prime counterpart, he is trustworthy, hardworking, and tactical. At heart, he just wants to find a way to live a normal life. But for now he is a loyal servant to the Cybertech Initiative, fighting for the goodwill and safety of his people. He is also antisocial, preferring to work by himself, but he can easily warm up to others.

 

Maglev approved! Be careful with that powerset though, you've got a couple of strong ones (although I appreciate how you've limited them to be more fair).

save not only their lives


d665fa5c17bc200a946e0a69eaf11f929dc080cb


but their spirits

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GM IC - THE HOST - CONTROL ROOM

_____________________[OFFICIAL ANNOUNCEMENT]
 
"The second round of combat will be beginning very soon!

If you are a new contestant, welcome! If you were here for the first round, I hope you're looking forward to a second chance at victory!

Unlike the first round, you will be allowed to opt out of this battle. Simply proclaim so verbally, you will be allowed to remain where you are, and one life will be docked from the Infinite System.

I do sincerely wish the best to all of you in the Arena... see you in round two!"

 

 

Will the people who are currently in the tunnels be able to hear this? 

Embers - a new Bionicle Epic - Coming 2024 

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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I'd like to remind everyone that the Host's Letter from the first post of Bionifight is played to each contestant when they appear. They're not totally clueless. :P

Oh. So is it played through audio?

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

 Comic_Blizzard_Blade_In_Use.png      

"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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GM IC - THE HOST - CONTROL ROOM

_____________________[OFFICIAL ANNOUNCEMENT]

 

"The second round of combat will be beginning very soon!

If you are a new contestant, welcome! If you were here for the first round, I hope you're looking forward to a second chance at victory!

Unlike the first round, you will be allowed to opt out of this battle. Simply proclaim so verbally, you will be allowed to remain where you are, and one life will be docked from the Infinite System.

I do sincerely wish the best to all of you in the Arena... see you in round two!"

 

 

Will the people who are currently in the tunnels be able to hear this? 

 

 

They will not, no. 

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Name: Ilyin "Brokenwrist" Jerin


Species: Fe-Matoran (Matoran of Iron)


Power/Weapon 1: A trusty and large bearded axe, with the head fashioned in such a way that the beard can be used to pull down an opponent's shield or other weapon, and a small dagger-point in line with the haft for stabbing. On the back of the head is a spike used for more stabbing or for pulling down enemies (mounted or just simply taller).


Power/Weapon 2: Ilyin has the average increased endurance common to all Fe-Matoran, however - due to training he has undergone and slight alterations to the Matoran of his dimension compared to the base dimension's - this endurance can increase in levels proportional to the more tenacity and rage he outwardly shows in battle, to the point that he can shrug off some relatively damaging (but not immediately mortal) wounds and continue fighting for a short time - although his strength will begin to suffer, regardless of the endurance he shows.


Power/Weapon 3: The last power that Ilyin has can only be described as beard power or beard strength. Similar to many characters of yore, Ilyin has a beard (metallic in nature, and growing via unknown means); the length and fullness of his beard contribute to his physical strength in a very important way. Should his beard be completely shorn from his face, he will have no strength at all to wear his armour or lift his axe - at least, not for battle - and general, daily life will be a struggle for him (meaning he is careful to protect it in battle), though when his beard is full and thick and at a manageable length (as allowing it to get so long as to interfere with his daily life or his abilities in battle removes its effect entirely and leaves him at an average level of strength plus a beard getting tangled everywhere), it grants him greater strength than is common to most Matoran, allowing him to compete with a Toa in the contest of physical strength if needed.


Appearance: Ilyin "Brokenwrist" Jerin is a tall Matoran, although nowhere near being as tall as a Toa - at the most he comes up to about elbow to mid-upper-arm height, depending on the height of the Toa in question. His metallic 'skin' is a pale colour like unto electrum in hue, and his beard has the colour and sheen of bronze. His natural armour seems heavier than the average, and in contrast to the warm colours of his skin, is a cold and unforgiving iron. His mask is a powerless Hau-shape, although it is moreso now a part of his face than a mask, as it has been fused to his 'face'; from it grows his bronzen-coloured metallic beard. Over it he wears a helmet similar to a Corinthian styled helmet, although it is more close-fitting and shaped than an actual Corinthian helmet, and has a more open face.


Bio: Ilyin Jerin is a Matoran from a universe where the Matoran and Toa are actively engaged in war with the Makuta, although Toa are rather scarce in Ilyin's universe and as such the Matoran are more in charge of their defence. Many Matoran there were built to a greater stature than Matoran of the main universe, and Ilyin is no exception, given his height and build. However, as a Fe-Matoran, he was still a great target by the Makuta, and was eventually kidnapped by them. In their attempts to fashion a useable soldier/shock trooper prototype for them, they altered him, leading to his growh of a beard and the power associated with its length and fullness (an unintended side effect; they intended merely to have the increased power, not the luscious beard and the power relation), as well as his berserker nature in some battles. However, they never fully subdued him mentally before doing this, and upon achieving the proper length of beard and the most tenacious berserker state possible, Ilyin fought his way out, obtaining for himself the axe that he used as a weapon and suffering a broken wrist in the process of his escape. After return to his people and sharing his story, in an attempt to humour him the Turaga of his village gave him the epithet of Brokenwrist, although the jocular title stuck; later, after the wrist was fully healed and usable again, Ilyin found himself teleported to the Bionifight facility.


Personality/Other: As evidenced by the gender pronouns used, Ilyin is firmly male, in both gender and personality. One important set of possessions of his that he came with, other than his axe, consists of a diamond-edged blade and a comb, for use in grooming his beard. As relates to his personality, Ilyin Jerin is gruff and at times unfriendly, although he is staunchly loyal to those who do earn his trust and friendship, and he's very sarcastic - sometimes this leads others to choose not to be his friend, rather than the other way around. As well, he is generally rather friendly and easy to get along with, regardless of whether or not he considers you a friend.


profiles i guess

i'm a south american giant otter now

 

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Name: Ilyin "Brokenwrist" Jerin

Species: Fe-Matoran (Matoran of Iron)

Power/Weapon 1: A trusty and large bearded axe, with the head fashioned in such a way that the beard can be used to pull down an opponent's shield or other weapon, and a small dagger-point in line with the haft for stabbing. On the back of the head is a spike used for more stabbing or for pulling down enemies (mounted or just simply taller).

Power/Weapon 2: Ilyin has the average increased endurance common to all Fe-Matoran, however - due to training he has undergone and slight alterations to the Matoran of his dimension compared to the base dimension's - this endurance can increase in levels proportional to the more tenacity and rage he outwardly shows in battle, to the point that he can shrug off some relatively damaging (but not immediately mortal) wounds and continue fighting for a short time - although his strength will begin to suffer, regardless of the endurance he shows.

Power/Weapon 3: The last power that Ilyin has can only be described as beard power or beard strength. Similar to many characters of yore, Ilyin has a beard (metallic in nature, and growing via unknown means); the length and fullness of his beard contribute to his physical strength in a very important way. Should his beard be completely shorn from his face, he will have no strength at all to wear his armour or lift his axe - at least, not for battle - and general, daily life will be a struggle for him (meaning he is careful to protect it in battle), though when his beard is full and thick and at a manageable length (as allowing it to get so long as to interfere with his daily life or his abilities in battle removes its effect entirely and leaves him at an average level of strength plus a beard getting tangled everywhere), it grants him greater strength than is common to most Matoran, allowing him to compete with a Toa in the contest of physical strength if needed.

Appearance: Ilyin "Brokenwrist" Jerin is a tall Matoran, although nowhere near being as tall as a Toa - at the most he comes up to about elbow to mid-upper-arm height, depending on the height of the Toa in question. His metallic 'skin' is a pale colour like unto electrum in hue, and his beard has the colour and sheen of bronze. His natural armour seems heavier than the average, and in contrast to the warm colours of his skin, is a cold and unforgiving iron. His mask is a powerless Hau-shape, although it is moreso now a part of his face than a mask, as it has been fused to his 'face'; from it grows his bronzen-coloured metallic beard. Over it he wears a helmet similar to a Corinthian styled helmet, although it is more close-fitting and shaped than an actual Corinthian helmet, and has a more open face.

Bio: Ilyin Jerin is a Matoran from a universe where the Matoran and Toa are actively engaged in war with the Makuta, although Toa are rather scarce in Ilyin's universe and as such the Matoran are more in charge of their defence. Many Matoran there were built to a greater stature than Matoran of the main universe, and Ilyin is no exception, given his height and build. However, as a Fe-Matoran, he was still a great target by the Makuta, and was eventually kidnapped by them. In their attempts to fashion a useable soldier/shock trooper prototype for them, they altered him, leading to his growh of a beard and the power associated with its length and fullness (an unintended side effect; they intended merely to have the increased power, not the luscious beard and the power relation), as well as his berserker nature in some battles. However, they never fully subdued him mentally before doing this, and upon achieving the proper length of beard and the most tenacious berserker state possible, Ilyin fought his way out, obtaining for himself the axe that he used as a weapon and suffering a broken wrist in the process of his escape. After return to his people and sharing his story, in an attempt to humour him the Turaga of his village gave him the epithet of Brokenwrist, although the jocular title stuck; later, after the wrist was fully healed and usable again, Ilyin found himself teleported to the Bionifight facility.

Personality/Other: As evidenced by the gender pronouns used, Ilyin is firmly male, in both gender and personality. One important set of possessions of his that he came with, other than his axe, consists of a diamond-edged blade and a comb, for use in grooming his beard. As relates to his personality, Ilyin Jerin is gruff and at times unfriendly, although he is staunchly loyal to those who do earn his trust and friendship, and he's very sarcastic - sometimes this leads others to choose not to be his friend, rather than the other way around. As well, he is generally rather friendly and easy to get along with, regardless of whether or not he considers you a friend.

Looks approved to me.

Edited by An/A Blade
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Amorigiahna, my second character, should be up for approval after I return from a Skyrim break (a.k.a., about four hours from now).

All I need to do is finish writing up her Bio and Personality, and then I'll be ready to pitch her profile.

Edited by Timageness
  • Upvote 2

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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Apparently so. 

Embers - a new Bionicle Epic - Coming 2024 

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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I honestly don't know what they'd do with it. 

Embers - a new Bionicle Epic - Coming 2024 

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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