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Bionifight Infinite Discussion


Voltex

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Not sure how he thought he was going to be able to surprise Kale by landing on his feet really. Also, I'm pretty sure that kinetic energy negation move was not on the fall itself but any movements Okavaung might have made in order to break his fall. It does not make sense the other way.

 

My point with the telepathy stuff can pretty much be boiled down to this. Okavaung can't break into a person's mind in one post and do whatever he feels like.

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

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Name: Lord Spectrum the Hellhorse

Species: Quercus robur

Power/Weapon 1: Thick

Power/Weapon 2: Oaken

Power/Weapon 3: Reliable

Appearance: Quercus robur is a large deciduous tree, with circumference of grand oaks from 4 m (13 ft) to exceptional 12 m (39 ft).[citation needed] The Majesty Oak with a circumference of 12.2 m (40 ft) is the thickest tree in Great Britain,[citation needed] and the Kaive Oak in Latvia with a circumference of 10.2 m (33 ft) is the thickest tree in Northern Europe.[citation needed] Q. robur has lobed and nearly sessile (very short-stalked) leaves 7–14 cm (2.8–5.5 in) long. Flowering takes place in mid spring, and their fruit, called acorns, ripen by the following autumn. The acorns are 2–2.5 cm (0.79–0.98 in) long, pedunculate (having a peduncle or acorn-stalk, 3–7 cm (1.2–2.8 in) long) with one to four acorns on each peduncle.

Bio: In England, the English oak has assumed the status of a national emblem. This has its origins in the oak tree at Boscobel House, where the future King Charles II hid from his Parliamentarian pursuers in 1650 during the English Civil War; the tree has since been known as the Royal Oak. This event was celebrated nationally on 29 May as Oak Apple Day, which is continued to this day in some communities.[14] ‘The Royal Oak’ is the third most popular pub name in Britain (541 in 2007)[15] and has been the name of eight major Royal Navy warships. The naval associations are strengthened by the fact that oak was the main construction material for sailing warships. The Royal Navy was often described as ‘The Wooden Walls of Old England’[16] (a paraphrase of the Delphic Oracle) and the Navy’s official quick march is "Heart of Oak". Furthermore, the oak is the most common woodland tree in England.[17] An oak tree has been depicted on the reverse of the pound coin (the 1987 and 1992 issues) and a sprig of oak leaves and acorns is the emblem of the National Trust.

 

He is also a hellhorse.[citation needed]

Personality/Other: Quercus robur' is planted for forestry, and produces a long-lasting and durable heartwood, much in demand for interior and furniture work. The wood of Q. robur is identified by a close examination of a cross-section perpendicular to fibres. The wood is characterised by its distinct (often wide) dark and light brown growth rings. The earlywood displays a vast number of large vessels (~0.5 mm (0.020 in) diameter). There are rays of thin (~0.1 mm (0.0039 in)) yellow or light brown lines running across the growth rings. The timber is around 720 kg (1,590 lb) per cubic meter in density.[5]

 

-Tyler

Sorry Tyler... But a log can't fight the horse's powers don't match up to his appearance, and are way too vague. I can't approve this as it is. and you'd need to give the log to someone else anyway since it's a glorified weapon.

 

Name: The Skull Carrier[/size]

 

Species: Bionicle G2 villager (mutated)

 

Power/Weapon 1: Skull Armor. In addition to the skull spider plastered to his face, the Skull Carrier bears armor covered in at least 5 Skull spiders ready to attack on his command at all times. Given the nature of this Tournament, he arrives with just 5.

 

Power/Weapon 2: Skull Scythe. A scythe decorated with a skull visage that doubles as a hammer head.

 

Power/Weapon 3: [This slot can be taken away for balancing purposes] A former Jungle villager, he was adept at swinging through the jungle with ease. He carries with him a sling-mace, a slingshot with rock sewn into the pocket, which he once used to hunt food. Now he uses it to cripple his victims.

Appearance: With all the skull spiders clinging to him and his face, there isn't much of the real Karixis left to see. All that is left is the mute, decrepit green armor scratched and pitted by the arachnids clinging to him. The formerly ornamental armor is now shredded and shaped liked janged teeth and terrible claws. The Skull Carrier hunches over from the weight of the creatures is carries on his back.

 

Bio: The Skull Carrier, formerly known as Karixis, was a high ranking member amongst his tribe of the jungle. He helped carry out ceremonies, planned events and defended the village from enemies. That is, until the skull spiders came. While holding the monsters back with the other warriors, the village was flanked by the spiders, and numerous people were taken. By the time the fighting on the front stopped, it had been too late to save the tribe's home. the majority of his family and friends dead, Karixis set out against the Elder protector's wishes and set off on a mission of revenge. As we can see, that mission was a failure, and he was consumed. He now serves as the spiders' vehicle, defending their nests and feeding their young his life energy. Behind the living mask glued to his face, he honestly believes he is still serving his tribe.

 

Personality/Other: The Skull Carrier is in a world of his own, under the illusion that the spiders are his family, and that outsiders are to be destroyed. That being said, those who are the spawn of Makuta may confuse him, he may envision them as people from allied tribes, and treat them with cold respect, as a courtesy and nothing more. He cares more for his spiders than his own life. He is willing to defend them until the end.

 

 

 

Edit: Skull spider count has been specified.

Resubmitted AGAIN.

 

Is the Spider armor really that much a problem? There are only five spiders.

Make it three, and it can be good. We're also being bogged down with profiles, so. =P

 

 

hey man neither do i

 

meanwhile, some of you will recognize this guy; consider him a deviation from the 'primary' praggos

 

Name: Praggos

Species: Toa

Power/Weapon 1: Hau-shaped Kanohi Avsa; this Kanohi allows Praggos to drain the energy, light, or positive emotions away from a target of his, should he maintain his focus on them, either from a distance or up close.

Power/Weapon 2: Telepathic contact. Praggos is able to connect telepathically with other beings within his immediate vicinity, although it requires direct eye contact to initiate it and extreme focus on his part to maintain it, to the point that he won't be able to move if he does so.

Power/Weapon 3: Mental emptiness. Praggos - while still holding the very barest semblances of a personality - is nearly entirely mindless, and this can be used in tandem with his telepathic contact as a weapon against an opponent, or as a passive defense against psionic attacks. A defense, because there's barely any mind to work with anyways - you're just as liable to get lost in his head looking for it as you are to find it and harm it, unless you're extremely proficient with psychic powers of that sort. A weapon, because if he connects with another being and fully exposes them to his mind, it enables them to experience the vast, grey nothingness of pain and emptiness that is all that really defines Praggos now, and it will take either extreme mental fortitude and power of will to easily free yourself, or a hard fight to distract Praggos's concentration or hope somebody else does for you.

Appearance: Praggos's current appearance is almost entirely nondescript - grey and white armour, holdovers from when he was still a Toa of Ice, a generally healthy physique, and such as that. The only particularly memorable or noticeable aspect of him is his wide, staring eyes, changed from the pale blue they once were to a grey so faint it's nearly white.

Bio: Praggos was, at one time, a guardsman of Ko-Koro, as well as a scientist; along with that, he was a mark bearer, bearing a metallic mark inscribed upon his body that allowed him to gain the powers of one certain emotion. This mark contributed to his decline into cruelty and arrogance; this trend continued with him even after his mark was removed, and he used his pursuit of science to pursue it. Eventually this led to him applying a specific upgrade to himself, a small piece of semi-organic machinery meant to meld with his cerebral tissue and grant him increased mental abilities and powers. It did so; however, it did so at the cost of his elemental powers and everything he had previously been as a person, rendering him a barely-aware husk of his former self.

Personality: Praggos still retains the barest amounts of a personality; he knows his name, he recognizes that his gender is that of a male, he is aware of what is occurring to his body, and he is capable of using first person pronouns. However, that is essentially all that is left with him; within his mind is nothing but either vast emptiness or vast pain, depending on how the person viewing it perceives it. At times, though, the original personality of Praggos, certainly in pain and seemingly repentant of his actions, appears to return at times from wherever it now resides.

Profile looks good, and is approved. I trust you to use that telepathy wisely. =P

 

Because we someone to bounce around asking people to sign her mask, and apparently spectators that interact with the fighters don't exist so

 

Name: Nisaduf

Species: Fe-Matoran

Power/Weapon 1, 2, &3: The Illusion of Greatness: A nanobot-swarm that resides within the hallows of Nisaduf's armor and has the basic ability to fly, grab onto things, create illusions, and connect to one another to form into a dagger. Using this, Nisaduf can roughly replicate a majority of elemental powers that are either mere illusion or a combination of such and nanobot help. (Ex. To emulate a Pakari, they can help Nisaduf lift or hit stronger, though the effect is certainly lesser and can be noticed by an experienced fighter.) Along with this, it allows Nisaduf to make an illusion over herself to make her appear as another fighter.

Appearance: When not cloaked in a nanobot illusion, Nisaduf seems to be a fairly average Matoran. The lime green eyes behind a powerless bronze Kakama are tinged with madness, cold logic, and sometimes almost adoration, but she's smaller than a normal Matoran. Her armor is mainly that same bronze, with burnt orange highlighting her lips, fingertips, and other place of note while grey skin makes it certain that she is indeed a Fe-Matoran. Having been a Nynrah Ghost, her armor isn't her original armor, but is improved and hallow in many places, allowing it not only to give under powerful blows but house her creation, The Illusion of Greatness.

Bio: Nisaduf hails from a universe very aware of the interdimensional broadcasting platforms. Well, at the least, Nynrah is. She never really paid attention to anything other than what was happening in the latest broadcast anyway. Sure, she enjoyed inventing, but Nisaduf's true passion was following the Bionifight, seeing the great Starburst perform at her latest venue, and the like. She was a fangirl, in the truest meaning of the term, and her idols unsurprisingly didn't even know she existed. Also unsurprising was when she first began to invent machines to give her the powers that her idols had, using them to make her feel like them. Like many Nynrah Ghosts before, after, and across the multiverse, she fell victim to the idea that she was the best. But why work hard to become one of the best when you can just take one of the best's spots? 

 

The Illusion of Greatness was born, and the name of the weapon was completely and totally ironic, even to Nisaduf herself. But the beings on those broadcasts, they were her heroes; Nisaduf has always wanted to be like them. And now she can, on the glorious Friday night beat-'em-up extravaganza primetime event itself, Bionifight. Maybe she'll even get to participate in the hidden camera spin-off 'Out of the Arena'!

Personality/Other: At heart, even though she's rapidly become an insane fangirl who wants to literally become her heroes, Nisaduf's still a fangirl, and that's the outward appearance she emits. Though her eyes- and thoughts, considering the physics in the tournament- often reveal her true thoughts, her small stature actually helps in that few beings bother to get down on her level enough to truly recognize the slightly crazed look in her eyes for what it is. Her main topics of conversation are usually the heroes she idolizes, and when faced with a situation the reaction is usually to ponder 'What would [Hero] do?' 

I like the idea of a nanomachine swarm; use it wisely... Those limits sounded okay to me. =P Approved.

 

i heard something about limits and profiles

 

Name: Ivhi

Species: Toa-Approximate

Power/Weapon 1: Elemental control over Acid

Power/Weapon 2: Kanohi Pehkui

Power/Weapon 3: Gravity manipulation, non-elemental power.

Appearance: Slightly on the short side of things, Ivhi is not at all what one would name “intimidating”, coming up to a normal toa's chin if she really, really tries. Her slight, skinny build, which doesn't befit a Toa at all, doesn't help matters much either. Her body is primarily an inky black, with bright acid yellow-green undertones and markings adorning her figure. What little additional armor she wears is light and non-obtrusive, giving her a small degree of protection and exceptional range of motion. The midnight blue armor is rounded and smooth, with a distinctly organic shape to it. Her Kanohi is shaped similarly to a Great Rau, and is a transparent lime color.

Bio: Ivhi's story is far from the tales of heroism and adventure that many of her kind partake upon. She started as a fairly normal Vo-matoran living on the southern continent. There were wars and strife throughout the universe, but nothing really seemed to effect her little village by the Silver Sea. While not completely content with her life, she was nonetheless happy with it. Things changed rapidly when a Brotherhood of Makuta member visited her village in search of willing test subjects to which to turn into “Toa-heroes”. The chance to become something greater than herself was too good to pass up, and Ivhi signed up instantly. At first it seemed like a fair idea, as the Brotherhood was searching for a way to create new Toa without the use of special parts nor stones imbued with Toa-Power.

 

Unfortunately, things weren't so simple. She came out of the process looking like a Toa, mostly, but not quite as one of the heroes of legend. There was something off about her, not the least of which was the fact that her elemental power of electricity hadn't surfaced, instead replaced by a twisted power that hardly represented a natural element, in addition to an almost Rahkshi-like ability. Still, the Brotherhood deemed it a success, and immediately put her in as the part of one of their Toa Hagah teams. Events were chaotic after that, as her team was sent to quell an uprising on Stelt.

 

The last thing she knew, things were getting out of hand, and she was on the receiving end of blow by a disgruntled low-class Steltian.

 

Before she woke up perfectly fine, locked in a room that looked as organic as it was cold, hard metal. Of course, the strangest part was the fact that she was surrounded by people who should be dead, not to mention purple-armored beings who seemed convinced that they were broken. It was there that Ivhi spent the rest of her terror-filled life, within a star surrounded by the dead and those who wished to dissect her.

Personality: Quiet and alert. Her experiences have left her almost constantly on edge and prepared. She is mentally unstable, swinging from one mood to the next with little rhyme or reason. She can hold a conversation, for what it's worth, but she has a tendency to come off as not quite present.

 

Name: Kahrn

Species: Nocturn's species

Power/Weapon 1: Immense physical strength which increases dramatically the more enraged he becomes.

Power/Weapon 2: A set of armor which absorbs and reflects elemental and energy-based attacks. The armor cannot store the power, and must immediately release it upon contact. The released power can be aimed from the gauntlets.

Power/Weapon 3: Personal density manipulation, allows him to alter the density of his own structure. The upper limits of which make him nearly intangible, though after a rather horrifying incident where he fell through five floors, he rarely goes this far.

Appearance: A gigantic, brutish being who most certainly looks the part of “dumb muscle”. He stands much, much taller than most being, even with his wide, hunched posture. Bulging muscles push out from scarred and battered armor, while four arms end in hands that look like they could put a few holes in solid metal with little to no effort. His head, broad and lengthened, possesses a toothy grin and beady red eyes. His hulking body is mixture of a cobalt blue and bioluminescent green, covered by a set of thick gunmetal armor. All in all, he projects an air of primal power, an image that is only enhanced by the fact that a Makuta could fit into his mountainous form with room to spare.

Bio: Kahrn lived as a fighter for as long as he could remember. If he wasn't part of the gladiatorial games on Stelt then he was the bodyguard of some Vortixx upperclasswoman or the enforcer of some Brotherhood thug. This has lead to a simple, but not in the least uneventful, existence of being the one to break things, and people, in half.

Personality: Violent and destructive, he isn't the smartest nor the most clever fighter around, but he didn't become one because he didn't enjoy the work.

 

Ihvi and Kahrn approved after the explanation.

 

Name: Sandalphon

Species: Toa

Power/Weapon 1: Elemental Control of Magma: Exactly what it sounds like. Has innate and natural control over molten rock in all forms and compositions, able to melt the ground with heat control that is a tad less refined but also a tad more powerful than that of a fire toa, as well as innate resistance to heat heightened enough that, when combined with one's natural resistance to their own element when it is under their control, allows him to even coat himself in his own magma.

Power/Weapon 2: Kanohi Kostanze, Mask of Punting: Allows Sandalphon to, whenever striking something, choose to punt it a ways away, be it a person, an elemental attack, a section of wall, a bad vibe, should he strike it, it will be sent flying. Extends to his weapon, detailed below.

Power/Weapon 3: Greatspade: A misnamed, yet undeniably intimidating cross between an oversized, sharpened Shovel and a Greatsword. Said to be forged by a master smith, the ashy grey Ironwood haft and Metal head are not only tough and durable, but also able to withstand extraordinarily high temperatures, perfect for slinging globules of lava at faraway opponents or batting away bolts of lightning with assistance from his Kanohi.

Appearance: One or two inches taller than average, but everyone of those inches is composed of solid, lean muscle. He's a very active young man, having grown up training in the martial arts at a local summit dedicated to the study and evolution of hand to hand combat. His Natural armor is a dark crimson accented with a burnt orange, with a small smattering of scars across the torso. Wears a nondescript dusty brown coat.

Bio: As mentioned above, grew up spending most of his time out of his single father's household and at the Martial Artist's Summit, literally located at the summit of the local mountain. There they took him in and he absorbed every aspect of fighting like a sponge, quickly picking up grappling and wrestling, to say nothing of his first love, striking. As he grew and matured, he began to apply those concepts to working with his element, resulting in a remarkably smooth career once he became a Gravesman.

Personality: A reserved, quiet man, albeit one with a decent sense of humour and an earnest, polite demeanor in spite of it. Holds a fairly standard set of morals, often placing faith in someone's ability to improve themselves and help themselves should they set their mind to it, thanks to a life of training and improving oneself like he has. Despite his grim occupation and now situation, he isn't overly gloomy or negative about everything. Considers himself to be fairly well-adjusted all around.

Sandy approved.

 

 

Just a few tweaks to my profiles. Including adding art to the appearance sections, updating personalities (I kind of intentionally left them vague so I could figure them out as I posted. :P), and a few clarifications. Changes bolded and in purple for convenience. The posts still contain the original text until these are approved.

 

I didn't realize how fast those glass blades would go last round, so I boosted the limit from three to five. I hope that is alright.

 

I'll update Arkrax once I get his art done. I'll probably have to slip a few Transistor references in there. (why didn't I think of that earlier?) :P

Changes approved.

 

One more profile, then I promise I'll hold off on approval requests for a while.

 

Name: Fia

Species: Fa-Toa

Power/Weapon 1: Elemental control over Magnetism

Power/Weapon 2: Two protosteel prosthetic legs that can be changed from essentially metal boots to sharpened running blades. If Fusa tries to change her legs in the middle of combat, though, she invariably screws it up and winds up losing. Ergo, she can only have one style of leg during any given individual fight, although she can change her legs during the round.

Power/Weapon 3: Supercooled protosteel bolts drilled into her knuckles, capable of causing frostbite on prolonged contact with exposed flesh. Fia, of course, is insulated against this effect.

Appearance: From a distance, Fia looks less like an approaching toa than a malevolent ghost, her form bobbing eerily black against its surroundings, the only noticeable light being a ring of white light on either arm, right below her elbow, a similarly glowing white collar at the base of her neck, and her flat, ice blue eyes, filtered through the smoky gray visor that fills the holes in her powerless Faxon. When she gets closer, however, chilled water vapor can be seen drifting down from the bolts drilled into her fists, and the light can be seen glimmering off her bright silver legs. Fia prefers her prosthetics to look like running blades, giving her an odd, springy gait which pairs well with her light, tall, athletic form.

Bio: Fia hails from a universe that went wrong from the beginning. Kanohi never held their powers for long, rapidly degrading to uselessness, toa died upon giving up their elemental powers instead of becoming Turaga, the Red Star fell and was destroyed, and the Makuta never discovered how to handle becoming antidermis. As a result, the myriad people of her universe had to develop alternatives to what other universes viewed as simple issues. Sadly, medicine was never something her universe truly discovered, so her legs both had to be amputated and replaced after an accident on Odina. Fia has grown accustomed to her new legs since then, but still harbors a deep set grudge against anyone who even reminds her of the Dark Hunters.

Personality/Other: Fia is jaded, angry, and sullen. She views the entire world through incredibly cynical eyes, especially when it comes to Dark Hunters and their ilk. To everyone else, Fia is merely brusque and fould mothed, but to Dark Hunters, she is outright furious, often approaching blows.

Fia approved, I trust you with the magnetism. DOn't disappoint me. =P

 

 

My MOC of this guy isn't done yet, but I thought I'd put the profile up for approval anyway. 

Name:[/size] The Puppetmaster.  [/size]

 

Species:[/size] Great Being. [/size]

 

Power/Weapon 1:[/size] Psionics: he is exceptionally skilled in the use of telepathy, illusion and telekinesis, but cannot directly control or attack minds. [/size]

 

Power/Weapon 2: [/size]Hardlight rifle: a lightweight, bolt-action weapon that absorbs light from nearby and fires it as a fast-moving hardlight projectile. The weapon can also generate a hardlight bayonet for use in melee combat. [/size]

 

Power/Weapon 3:[/size] Ash Transmutation: he can transform body at will into a cloud of ash, which he can then control the flow and direction of using his telekinesis. This power also affects anything in contact with his body (weapons, armour, etc.), but not other beings who may be in contact with him at the time.  [/size]

 

Appearance:[/size] With a similar build and height to a simple Glatorian, The Puppetmaster is covered in smooth, black armour. Due to a previous experiment gone wrong, his skin has taken on the appearance of translucent, electric-blue crystal, through which his bones and internal organs can be seen.  [/size]

 

Bio:[/size] In his world, every plan to stop the core war and save Spherus Magna failed dismally, accelerating the countdown to the planet’s destruction. In the end, the shattering occurred before the Great Spirit Robot could be completed. When the planet burned, those Great Beings who didn’t perish or go into hiding became gods in the eyes of the surviving inhabitants. [/size]

 

100,000 years passed, the date Mata Nui was supposed to repair the planet came and went, and a new god emerged from self-induced cryogenic hibernation. He entered into a world without hope, torn by strife, and upon seeing the chaos that the works of he and his fellow Great Beings had wrought, something broke inside him. [/size]

 

He set off on a mission to end the new war through whatever means necessary, and sought out the Baterra, which had been shut down and stored away in an underground bunker. He succeeded in fighting his way through the Vorox inhabiting the place and activating the Baterra, but instead of obeying him as he’d reprogrammed them to do, they reverted back to their original function: attack anything with a weapon. [/size]

 

Badly injured in the chaos that followed, he awoke inside the Bionifight Facility. Having been in the audience for many previous tournaments in his youth, he knew full well what to expect, and what would be expected of him. [/size]

 

Personality/Other:[/size] His mind twisted by the destruction of Spherus Magna, The Puppetmaster’s original purpose in life - to create and nurture – has been replaced by a drive to control other beings and their creations – and destroy what he can’t control.[/size]

 

In spite of this, he isn’t cruel or callous; nor does he torture his victims – at least not physically. His favourite strategy is to observe his victim’s minds, tricking them into revealing their greatest weaknesses, then using illusions to exploit them. Because he has lost everyone he ever knew and loved, he tries to break his enemies’ wills by making them feel the same.[/size]

 

MOC: [/size]TBA. [/size]

 

Will be watching that cloud of ash power and the psionics; but... I think I will approve this.

 

THE ALMIGHTY PUDDING GOD'S STRENGTH EXTENDS THE FABRICS OF REALITY!!!

 

Name: Pudi - the pudding god (formerly San)

Species: Level Seven Rahkshi

Power/Weapon 1: Confusion

Power/Weapon 2: A sythe

Power/Weapon 3: The almighty power of pudding - he is able to find different types of food and then them into the best pudding.

Appearance: A slightly tall Confusion Rahk, with a halo above his head.

Bio: Shortly after becoming level 6, San left Corpus Rahkshi in his quest to ever find the great pudding, as spoken to him in a dream by the pudding god himself. As he wandered, he found the pudding ruins, and in it the almighty pudding chest. As he opened it, an almighty light bathed him in glory, turning him into both a Shadow Kraata and the almighty pudding god, for he all along was the pudding god. Now, with this newfound power, Pudi could transpire the fabrics of reality in order to find the best pudding of all. As he was transpiring into the heavens above, another, stronger light pulled him away from the heavens. Knowing that his destiny had yet to come, he allowed the other light to pull him elsewhere, into Bionifight.

Personality/Other: Hyper and oversensitive, Pudi is a tricky one to come by as anything that you do may come off as being bad in his books. He also has a terribly high-pitch British voice.

 

Profile not approved on the reasoning of this seeming like a joke character.

 

Okay, Take Two.

...

...

...

Good people of Bionifight, after emerging victorious from my epic battle with Writer's Block, I am pleased to present to you the one, the only, Amorigiahna!

 

Name: Amorigiahna

Species: Unknown. Despite sharing a similar appearance to that of a Toa, she is not one of the Matoran sub-species, as evidenced by her differing powers and the fact that she is not physically weakened when her mask is removed. She has no knowledge of any other beings like herself, so as far as she knows, she is the only one of her kind.

Power/Weapon 1: Kanohi Avsa, The Mask of Hunger - Allows its user to drain light, energy, or positive emotions from a target at a distance. Energy removed from a target is absorbed by the user.

Power/Weapon 2: Nui Stone - Absorbs minute amounts of Toa Power from Toa anywhere within a 3000 Kio radius. This power can then be tapped, granting its bearer greater capabilities for elemental energy. It should be noted that Amorigiahna is the only known non-Toa capable of wielding it in her universe, and that it became fused with her heartlight due to her being hit with a Reconstitute at Random Kanoka at the time Bionifight's teleportation system kicked in, making it impossible to remove without killing her as her body now treats it as a vital organ.

Power/Weapon 3: Elemental/Environmental Adaptability - Allows Amorigiahna to change her elemental affinity to one that matches more closely to her current environment. This power does not change in order to protect herself from elementally-advantageous opponents, nor does it change in between arena matches.

Appearance: Amorigiahna sports a thin, slightly avian build that is covered in a variety of colors, ranging from the standard red and black to the more exotic purple and yellow and finally the occasional white. Pale green feathers hang from her elbows and knees, her chest armor is designed to mimic the head ofa monsterous spider, and her torso is adorned with a black cloak trimmed with silver fur.

Bio: For as long as she can remember, Amorigiahna has always been alone.

Apparently, people stop being friendly when they learn that your element changes depending on what environment you're in and discover that you originally hail from Karzahni.

Chased out of every village that she has tried to enter, she eventually found herself stowing away on a ship heading for another island that had yet to be added to the list of ones she had been forced to leave, only to find it being besieged by mercenaries one stormy night during its journey. Despite the crew's success at driving them off, however, both transports ended up sinking somewhere off of the coast of where she had hoped to find her new home.

Washing up on the beach alongside some of the wreckage, she immediately began salvaging what she could from the ships in order to survive, eventually coming across a small container that was oddly kept sealed by a miniaturised Protodermis Cage. Etched on its side was a riddle hinting at the elements required to unlock it, which piqued her curiosity, but involved an extensive journey around the island to open. Figuring that she could get one of the elements out of the way immediately, she blasted it with a stream of water before gathering the items she was able to collect and taking refuge in a nearby cave.

A few days later, she discovered a group of people ransacking her shelter after returning from scouting the immediate area. Apparently, some of the mercenaries survived the shipwreck as well, and were now tracking her under the belief that she had come into the possession of something called a "Nui Stone," an item of immense power. Realising that it was locked away safely inside the mysterious container still on her person, she quickly set off to dispell the seal.

Unfortunately for her, however, they eventually caught up with her just as she was able to claim the treasure inside, and one of them was lucky enough to hit her with a Reconstitute at Random Kanoka just as she was plucked from her universe to compete in Bionifight. Luckily, they were able to mostly restore her to her original form upon her arrival.

Personality/Other: Because so few people were willing to accept her in her own universe, Amorigiahna can come off as cold, selfish, and distant, often putting her own needs and desires above those of others. That's not to say that she can't warm up to people, however, as she does still harbor the intention of finding her place in the world, hopefully one that doesn't necessarily have to come pre-packaged with the solitude she has grown accustomed to.

 

Seriously watching that Nui Stone; especially considering how it worked for Tuyet. Especially with that Avsa. Just make sure to keep it within reasonable limits, or I'll personally step in. =P

 

Profile approved.

 

Hate to add more to the staff profile-approval load, but looking back at that original rushed Dynomi profile, a lot of it didn't make sense or wouldn't really work in-game. Here's my attempt at a fix.

 

-The Gunslinger-

 

Name: Dynomi Luhso

Species: Toa of Inertia

Power 1: Elemental Control over Inertia: Dynomi is able to manipulate inertia, the resistance of an object to any changes in its state of motion. Example usage of this element: reducing inertia to enable easier acceleration, increasing inertia to make moving a still object much harder. Dynomi is very well trained in using her power and is capable of adroitly dealing with complex tasks, although her carefree demeanour may suggest otherwise. The elemental trait of this power is accelerated perception (about 150%, and no free reflex speed boost with that), enabling its users to better control objects moving at high speeds.

Power 2: Noble Kanohi Elda (Can't detect Mask of Life, otherwise identical to great: Tells her where people are, and not by headaches).

Power 3: Toa Tool: A revolver similar to a Colt Python, and hollow point ammunition, unusual only in that it and its ammo are built entirely out of plastics. The Toa Tool function of this weapon is that it has a delayed effect when elementally powered; Dynomi can assign inertia modifiers to bullets that are only implemented after the bullet is fired.

Appearance: Between a Turaga and normal Toa in size, Dynomi is disarmingly small, creating a faux air of pacificism that is compounded by her buoyant attitude. Her twin colours are Prussian blue and gunmetal gray, contrasting sharply with her vivid emerald eyes. Her revolver is kept in a holster on her right hip, attached to an ammunition belt that circles her twice in an x-pattern.

Bio: Hailing from a universe where, in addition to the base elements, there are myriad potential elemental affiliations, Dynomi is the result of a life of danger and constant combat. Toa in her universe aren't protectors or affiliated with the Matoran civilization; they're self-concerned warriors seeking to gather power, usually from the hands of the regal, Matoran-defending Makuta. Dynomi was an exception to that rule, a bounty hunter who would work for whoever would pay for her. She tried to keep a low-profile, never publicly announcing her success, but was still relatively well known (only by name) as a professional killer with very few failures.

Personality/Other: Alternatingly pollyannaish and vindictive, Dynomi is prone to bouts of extreme emotion, regardless of context. She is usually upbeat and blithesome, although the intensity powering her bouts of happiness can easily transfer to anger or cruelty.

 

Dynomi was already approved, but I approve again. xD

 

Also, to add to your guy's burdens, I drafted up a fifth character. Mainly because I wanted to explore some more custom elements.

 

Name : Hryfon

Species : Toa (?)

Power/Weapon 1 : Elemental Alignment of Binding. In layman's terms, binding is the act of joining two or more objects together on a physical, abstract and/or incorporeal level. This has several common uses, such as

  • Entanglement, binding two objects together so that one will always instantaneously mirror changes in the other
  • Creation of binding oaths, if the user is in physical contact with another person and said person is made to swear an oath, it becomes binding in such a way that breaking the oath will cause harm to the person. The harm ranges from moderate mental or physical trauma up to death, depending on the magnitude of the oath
  • Repairing severed objects, self explanatory. Objects that have been crushed, mangled or severed roughly are difficult or impossible to rebind
  • Strengthening bonds, the user is able to strengthen bonds between objects  
  • Binding objects together
Power/Weapon 2 : Kanohi Iroke, Great Mask of Allure. The Iroke, unlike some masks, does not have an "active" effect, rather, it is always on and at the same level. Acting as a curse of sorts that causes varying levels of attraction to the wearer. What form this attraction takes is dependent on the person being affected, it can range from romantic feelings to a sense of deep and long lived friendship or even the type of admiration a servant may feel for his liege. Effects build over time in proximity and fade with distance and time. If the wearer can speak with and make eye contact with someone, it's effects are quickened

 

Power/Weapon 3 : Ascalon. A great spear, it is built for use as a defensive weapon, keeping foes at bay and out ranging standard melee weapons. It has anti-serpent properties, causing wounds that fester, burn and resist healing against enemies with a reptilian or draconian aspect

 

Appearance : Of middling height and stature, Hryfon wears an interlocking segmented cuirass with similarly structured pauldrons and skirt in deep navy, gray and crimson hues. His armor favors neither defense nor mobility, offering a moderate balance between the two attributes. Underneath the armor he is finely muscled, and handsome in a rather androgynous way His heartlight and eyes both match the gray undertones of his armor. The Kanohi Iroke resembles a skull shaped helmet more than a mask, the plain oblong sphere featuring eye and mouth holes that resemble the face of a hawk, almond-shaped and beak-like respectively

 

Bio : Hryfon comes from a world similar to the canon MU, but differing in several important areas. Including a different set of elemental alignments, an awake Great Spirit, albeit an uncaring and impersonal one and Makuta that favored a subversive political takeover versus open warfare. The Makuta of his world worked "for and with," the matoran. Gaining their trust and companionship while slowly consolidating power. Toa are born from naturally forming Toa Stones or given power by a Makuta, Hryfon falls into the later category. Having a common and unnoteworthy birth, but a proven record as a rahi hunter and squadron leader in that Makuta's forces. As one in possession of a strong dream and goal, Hryfon was unhappy in servitude, however lucrative it was. His means to change this and climb the hierarchical ranks of society presented itself to him in the form of the Iroke. A treasure that an old and powerful dragon had been guarding. The dragon had drawn the ire of his Makuta, and Hryfon was tasked with slaying him. Having been given his great spear as a tool to do so. The mask had been the source of the dragon's legendary charisma, likened to a curse in his world. Actuated by time in proximity to the beast or by making eye contact. Now in possession of the Iroke, Hryfon had been ready to realize his goals...

 

...Then, space had shifted around him and he found himself in the Arena. Waking in a familiar room to a familiar recording, watching the second round on the great viewing screens. Not dissuaded by his predicament, he fights to win the tournament and return to his home world

 

Personality : Hryfon possesses a cunning and ambitious mind, but is crippled by a strict adherence to a view of how the world should be or how it should work, rather than facing reality for what it is. Has some delusions of grandeur and narcissistic symptoms, leading to a good deal of paranoia and a tendency towards mistrust and scheming. Despite this, he is able to put on a charismatic mask, both figuratively and literally with possession of the Iroke

 

This will be an interesting character, I'd say. =P Profile approved. 

 

K, San is next on the hitlist. Also, new profile gais.

Name: Teawa[/size]

Species: Bo-Toa[/size]

Power/Weapon 1: Standard Bo-Toa elemental powers.[/size]

Power/Weapon 2: A spear with the letters Dane engraved on the blade tip. 

Power/Weapon 3: A Great Kanohi Faxon[/size]

Appearance: Tall and lean, with yellow armour and mask. His eyes are a nice lime green. His arms and legs are a yellowish green. His spear looks a bit like this [/size]http://cdn2.bigcommerce.com/server300/aed40/products/94/images/10577/img6_copy__58229.1410992609.1280.1280.jpg?c=2

Bio: Teawa is a travelling adventurer, originally from Mata Nui. He is known for his numerous...ummm...borrowed items from caves that he has raided. He is wanted by numerous tomb raiders for stealing the treasure before them. [/size]

Personality/Other: He is a male, and is usually friendly to everyone. He can get mad when people mention his homeland, for currently unknown reasons.  He can sometimes be described as inconsistent in his nature.[/size][/font]

Warily approved.

 

Change that font colour, though. >_>

 

Name: Farmos[/size]

Species: Augmented Matoran[/size]

Power/Weapon 1: Invisibility - Farmos activates a device built in to his bracer that mimics the effect of a Kanohi Huna.[/size]

Power/Weapon 2: Sonar - By placing a small chip into his bracer, Farmos gains access to the powers of the Kanohi Arthron.[/size]

Power/Weapon 3: Power Drain - By focusing various devices in his bracer, Farmos can temporarily disable one of his opponents once. However, this puts a large strain of his bracer's systems and so can only be used once a round.[/size]

Appearance: Looks like a short Toa, with some piecemeal armour which has been painted black. He wears a powerless black Pakari, and has a sleek bracer that gives him most of his powers.[/size]

Bio: Farmos was once a normal onu-matoran, but he wasn't content with his life. He desired excitement, action, and adventure. He got it when his town was invaded by Skakdi, and was quickly subjugated. Farmos went to Karzhani, and underwent several modifications in order to become stronger. After serving Karzahni in return for his upgrade, Farmos returned to his town. It had been razed to the ground. A few survivors said that it was done by Toa. Farmos is now seeking the truth while making money as a mercenary. [/size]

Personality/Other: Farmos is a fairly calm being, who normally does not kill in his contracts due to his morals. However, he has no qualms against threats and blackmail. He can get angry quite quickly, but also has a good sense of humour. [/size]

Clarification on the Power Drain ability? Edited by An/A Blade
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Will be watching that cloud of ash power and the psionics; but... I think I will approve this.

 

I swear on my grandfather's grave I will use those powers responsibly. 

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Well, I've been playing fairly so far. None of my characters have gotten Enforced, unlike a certain someone....

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I'm kind of out of the loop... I'm confused about what's going on. Clearly I need more experience with this sort of thing. It's easier when the fights start out, but as they wear on, it gets harder to keep track of who's fighting who, and where they are. I'll work on it... Just, someone let me know when/if we ever pop the bubble. 

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Official bubble-popping post coming soon. I think? 

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Eheheh... well that's... good news for Zel'Sai as long as there's no mutagen. But really, aren't the fighters restored completely once the battle's over? And wouldn't that include mutations? And... would they even be able to replicate the Pit Mutagen? (too many questions aaahhhhh)

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There is mutagen, but just so that fighters can breathe underwater. How anyone reacts to that, though, defines if they think it's a good or bad thing.

 

And yeah, post battle, you are restored to factory default, regardless of if you died or not.

All are not the same


But three shall be as one


Freedom in the flame


The end has just begun

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The mutagen allows the survivors to breathe underwater, as far as I know. It doesn't make them amazing swimmers or modify their powers for underwater usage, at least not as far as I know. 

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The mutagen's effects:

- Allows for aquatic breathing

- Improves ability to talk underwater, for communication purposes

- Slightly improves visibility underwater

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save not only their lives


d665fa5c17bc200a946e0a69eaf11f929dc080cb


but their spirits

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The Wyrm versus Kuro: round two. Let's finish this. :evilgrin:

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Not sure how he thought he was going to be able to surprise Kale by landing on his feet really. Also, I'm pretty sure that kinetic energy negation move was not on the fall itself but any movements Okavaung might have made in order to break his fall. It does not make sense the other way.

 

My point with the telepathy stuff can pretty much be boiled down to this. Okavaung can't break into a person's mind in one post and do whatever he feels like.

 

Going from a state of almost surely being about to crash upside-down and die, to landing on your feet and counter-attacking, all in the space of several seconds, is probably a pretty surprising thing. Doubly so for a massive dragon that wouldn't be expected to maneuver so well.

 

I would need L'Etranger to clarify the nature of Selaphiel's attack. As for keeping Okavaung from breaking his fall, I'm not sure what you're referring to, exactly?

 

On psionics, someone shouldn't be able to resist his attack for any length of time when they're diverting willpower to the use of their elemental abilities in a counter-attack. There's also the fact that, as has been stated, illusions are relatively minor when compared to breaking someone's mind. If he has to fight through the same defenses for each act, why would he bother with illusions, in the first place? When I gave him the ability to project sensory illusions, I envisioned it as being like a spy infiltrating a city, in comparison to the crushing of that mind being like an army aiming to raze it.

 

At this rate, I should have just given him his ability to become incorporeal at will, like he had in Aloft, instead of changing it to something more interesting.

 

*Snaps fingers*

Avatar by Brickeens

 

 

 

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Just a quick thing, Arctic, and it's mostly my fault for not picking up on it earlier.

 

If you reread The Wyrm's profile you'll note that his spinners case physical disorientation, not mental. Kuor using his powers on himself isn't really going to accomplish anything. Basically he should be floundering in the water, probably sinking.

Edited by Roman Torchwick

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Name: The Skull Carrier

 

Species: Bionicle G2 villager (mutated)

 

Power/Weapon 1: Skull Armor. In addition to the skull spider plastered to his face, the Skull Carrier bears armor covered in Skull spiders ready to attack on his command at all times. Given the nature of this Tournament, he arrives with just three.

 

Power/Weapon 2: Skull Scythe. A scythe decorated with a skull visage that doubles as a hammer head.

 

Power/Weapon 3: [This slot can be taken away for balancing purposes] A former Jungle villager, he was adept at swinging through the jungle with ease. He carries with him a sling-mace, a slingshot with rock sewn into the pocket, which he once used to hunt food. Now he uses it to cripple his victims.

Appearance: With all the skull spiders clinging to him and his face, there isn't much of the real Karixis left to see. All that is left is the mute, decrepit green armor scratched and pitted by the arachnids clinging to him. The formerly ornamental armor is now shredded and shaped liked janged teeth and terrible claws. The Skull Carrier hunches over from the weight of the creatures is carries on his back.

 

Bio: The Skull Carrier, formerly known as Karixis, was a high ranking member amongst his tribe of the jungle. He helped carry out ceremonies, planned events and defended the village from enemies. That is, until the skull spiders came. While holding the monsters back with the other warriors, the village was flanked by the spiders, and numerous people were taken. By the time the fighting on the front stopped, it had been too late to save the tribe's home. the majority of his family and friends dead, Karixis set out against the Elder protector's wishes and set off on a mission of revenge. As we can see, that mission was a failure, and he was consumed. He now serves as the spiders' vehicle, defending their nests and feeding their young his life energy. Behind the living mask glued to his face, he honestly believes he is still serving his tribe.

 

Personality/Other: The Skull Carrier is in a world of his own, under the illusion that the spiders are his family, and that outsiders are to be destroyed. That being said, those who are the spawn of Makuta may confuse him, he may envision them as people from allied tribes, and treat them with cold respect, as a courtesy and nothing more. He cares more for his spiders than his own life. He is willing to defend them until the end.

Resubmitted for the third time.

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Just a quick thing, Arctic, and it's mostly my fault for not picking up on it earlier.

 

If you reread The Wyrm's profile you'll note that his spinners case physical disorientation, not mental. Kuor using his powers on himself isn't really going to accomplish anything. Basically he should be floundering in the water, probably sinking.

 

He's dizzy. He just needs to calm down and focus. Thus that's reason for him using the power on himself. And he isn't floating, he's already on the ground. He can't sink.

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And he isn't floating, he's already on the ground. He can't sink.

 

Edited as soon as I saw this bit. 

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Not sure how he thought he was going to be able to surprise Kale by landing on his feet really. Also, I'm pretty sure that kinetic energy negation move was not on the fall itself but any movements Okavaung might have made in order to break his fall. It does not make sense the other way.

 

My point with the telepathy stuff can pretty much be boiled down to this. Okavaung can't break into a person's mind in one post and do whatever he feels like.

 

Going from a state of almost surely being about to crash upside-down and die, to landing on your feet and counter-attacking, all in the space of several seconds, is probably a pretty surprising thing. Doubly so for a massive dragon that wouldn't be expected to maneuver so well.

 

 

which brings up the argument of

 

just how was he doing that when he had another dragon right on top of him close enough to be clawing with his hind legs

 

when they were really close to the tops of these buildings

 

and okavaung didn't have a gem of dodging unlike aclaraung

 

because really

 

with him missing a portion of wing like you mentioned, plus having aclaraung that close on top of him, plus what Olari (i think) was doing with magnetism stuff on his wings, and all of us ignoring selaphiel absorbing kinetic energy in this equation, plus him already focusing enough to be trying to mess around with minds while that was happening (if I remember correctly)

 

it doesn't make all that much sense for him to be able to do that =P

profiles i guess

i'm a south american giant otter now

 

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Going from a state of almost surely being about to crash upside-down and die, to landing on your feet and counter-attacking, all in the space of several seconds, is probably a pretty surprising thing. Doubly so for a massive dragon that wouldn't be expected to maneuver so well.

 

Which of course brings up the question of how a large dragon with part of a wing being actively torn to shreds, both wings being magnetized to his central body and being pushed down by an even larger dragon managed to pull off that crazy move.

 

In the space of several seconds.

 

 

On psionics, someone shouldn't be able to resist his attack for any length of time when they're diverting willpower to the use of their elemental abilities in a counter-attack.

 

He stopped using the move from before and shot a trio of shiny shapes at Okavaung. They did not become hardlight until they reached him.

 

 

There's also the fact that, as has been stated, illusions are relatively minor when compared to breaking someone's mind. If he has to fight through the same defenses for each act, why would he bother with illusions, in the first place?

 

 

I'm not the one who came up with the power. You were the one who said he needed to get inside the head of the opponent to do anything.

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

zsUPm2E.jpg?1

 

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Second Mahou Shoujo inbound. Backstory issues are still a work in progress (currently trying to get ahold of T), but I'll submit what I have now:

 

Name: Yoko "Blue Rose"

 

Species: Elementless Toa (formerly a Toa of Light)

 

Power/Weapon 1 and 2: Sky Cloth: Yoko's primary weapon, a large cape draped around her body, holding the soul of her predecessor. It has the ability of self-propelled flight similar to a Kadin, both when worn on her back (think Memory Cloth Cape from the Dark Knight Saga) or as a flying carpet (by taking the cape off of her back and sitting/standing on it). It also can function similar to Keetongu's shields, blocking and negating any force that strikes it. As well, it can vary its rigidity in order to help with the two above powers: hard as stone when the need to fly or defend arises, soft as silk when wearing it like a normal cape. The Sky Cloth holds within it the soul of a previous Toa, known as Haruka; she can communicate with Yoko and others via telepathy.

 

Power/Weapon 3: Kanohi Komau: Great Mask of Mind Control. Using the Komau, Yoko can press her will upon others through honeyed thoughts, sheer force, or other forms of mental deception. Note that mental entry is, in its nature, a one-sided negotiation of wills; as such, it does not work automatically. Its power can be resisted if the entered mind has an abnormally strong will or sense of self. (italicized text taken from the Dasaka Master Reference Post in the Kentoku Archipelago topic).

 

Appearance: Most of Yoko's armor has been stylized to take the appearance of a pale blue tuxedo, taking the place of her natural white and gold color scheme (her mask is an exception, retaining its gold color). She wears a top hat of matching color to complete the figure. Her eyes and heartlight glow a light blue.

 

Bio (WORK IN PROGRESS): Once a magical warrior of love and justice exceeding all others, now she is a Toa gone rogue, insidiously sowing the seeds for the eventual destruction of the police state of Metru Nui. She is the Blue Rose, the Flower of Revolution, wearing the soul of the Sky Queen on her back. Starting her journey in life as a warrior battling the forces of the Makuta, a chance encounter with rioters in Metru Nui kick-started her descent into darkness. Egged on by Haruka, the soul of the Sky Cloth, she was able to discover large amounts of information on the city's shady activities - most notably, the city's draining of the batteries of the GSR, alongside several illegal political machinations with regards to the Order of Mata Nui - before being forced to flee, having become wanted by Metru Nui's government; during her escape, she somehow lost her elemental powers, probably by the hands of Metru Nui forces. Resolving in her heart to bring down the corrupt government of Metru Nui, she spent some time wandering the Matoran Universe, gathering a growing force of dissenters dubbed the "Company of Vagabonds", before being struck down in battle.

 

... Except that instead of dying, she was brought to Bionifight.

 

Personality/Other: while kind and caring at heart, Yoko's career as a Toa as well as learning the dirty secrets of Metru Nui have made her become quite cynical. While formerly a champion of the justice that repairs, Yoko has discovered another kind of justice: the justice that destroys. The events in her life have taught her that while outright destroying one's enemies may not be the best solution, it is the quickest and most efficient; as such, she has no qualms with killing her enemies, or otherwise ruining their lives to achieve her goals. While subdued, self-doubting, and reserved in her weakest moments, she can put on a charismatic and bombastic front when needed (when leading the Vagabonds). Her Sky Cloth, Haruka, is quite stubborn and strong-willed; while the two of them are usually in agreement, Haruka is much more forceful about it, in contrast to Yoko's inner hesitation. She also is protective of Yoko, but this doesn't really amount to much since she can't do anything but talk telepathically.

Edited by One-Eyed Construct
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IC: Kuro/Tarakava/Mahri Nui, Fighting the Wyrm, again

Sensing the creature swimming back gave me the chance to turn around and parry his strike with the mace and fire a spread of Peace beams through it. I knew that I would fail in both tasks but it was a last attempt to get him off me.

 

Let me get this straight: Kuro sensed a near-invisible attacker coming at him from above and turned around in time to parry a stab from a sword that is also near-invisible with a heavy mace while he's under the effects of a disorientation Rhotuka? When I also take into account that Kuro has probably never fought underwater before, I have great difficulty understanding how this is possible. 

 

Please edit to something that is more realistic. 

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Not sure how he thought he was going to be able to surprise Kale by landing on his feet really. Also, I'm pretty sure that kinetic energy negation move was not on the fall itself but any movements Okavaung might have made in order to break his fall. It does not make sense the other way.

 

My point with the telepathy stuff can pretty much be boiled down to this. Okavaung can't break into a person's mind in one post and do whatever he feels like.

 

Going from a state of almost surely being about to crash upside-down and die, to landing on your feet and counter-attacking, all in the space of several seconds, is probably a pretty surprising thing. Doubly so for a massive dragon that wouldn't be expected to maneuver so well.

 

 

which brings up the argument of

 

just how was he doing that when he had another dragon right on top of him close enough to be clawing with his hind legs

 

when they were really close to the tops of these buildings

 

and okavaung didn't have a gem of dodging unlike aclaraung

 

because really

 

with him missing a portion of wing like you mentioned, plus having aclaraung that close on top of him, plus what Olari (i think) was doing with magnetism stuff on his wings, and all of us ignoring selaphiel absorbing kinetic energy in this equation, plus him already focusing enough to be trying to mess around with minds while that was happening (if I remember correctly)

 

it doesn't make all that much sense for him to be able to do that =P

 

 

I wasn't certain of how close they were to the buildings, but if it was far enough for him to not be dead yet, it was far enough to have room for vertical spin. As for the missing wing, I was under the impression that my initial thought of the light attack blowing his wing off was incorrect, and that it merely morphed into some sort of hardlight wire that had just begun eating his wing, and had therefore made little progress. The magnetism, as was stated previously, was not very effective; the wings themselves are entirely flesh (as opposed to, what, some sort of cloth-like metal?), with the only metal present being in the scales that cover the arm part of each limb, and perhaps his skeleton? I don't know, I never decided whether his skeleton was nonmetal, partially metal or fully metal. Mostly because I never thought I'd have to.

 

As for the focusing, Silvan Haven's already said that the mental attack only lasted five seconds, so huh... =P

 

Aclaraung's grappling with him is what allowed the move to be performed, in the first place; by making his wings perpendicular to the angle of his descent, Okavaung increased his wind resistance, suddenly lowering his speed. By bracing his legs against Aclaraung, who was now moving slightly faster than Okavaung, the larger dragon's forward momentum was applied to him in the form of spin.

 

Additionally, I asked several people if the maneuver was realistic, including Takuma Nuva! He said it should be possible, and when I jokingly told him I'd quote him on that if it was challenged, he explicitly told me to "DO IT". =P

 

 

There's also the fact that, as has been stated, illusions are relatively minor when compared to breaking someone's mind. If he has to fight through the same defenses for each act, why would he bother with illusions, in the first place?

 

I'm not the one who came up with the power. You were the one who said he needed to get inside the head of the opponent to do anything.

 

Lastly, this is an outright fabrication. Okavaung's profile never stated any such thing, and the only person who ever said that was Grochi!

 

*Snaps fingers*

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IC: Kuro/Tarakava/Mahri Nui, Fighting the Wyrm, again

Sensing the creature swimming back gave me the chance to turn around and parry his strike with the mace and fire a spread of Peace beams through it. I knew that I would fail in both tasks but it was a last attempt to get him off me.

 

 

Let me get this straight: Kuro sensed a near-invisible attacker coming at him from above and turned around in time to parry a stab from a sword that is also near-invisible with a heavy mace while he's under the effects of a disorientation Rhotuka? When I also take into account that Kuro has probably never fought underwater before, I have great difficulty understanding how this is possible. 

 

Please edit to something that is more realistic.

Well, now I know how far I can stretch sensing vibrations in the water.

 

Time for a lazy death.

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...That kinda goes against the entire idea I had for how the species (as biomechanical dragons in charge of biomechanical dinosaurs) was in the first place, but okay, whatever, let's go with that. Strong magnetism applied to metal covering his entire arm is still going to have an effect that needs to be noted.

 

Now, I don't know what makes Takuma special, but there's another thing to take into account with the grappling translating to spin. So, basically, instead of a much-easier-to-perform barrel-roll sort of spin, turning along his central axis, he was turning along an axis perpendicular to that, if it was the forward momentum translating to the spin? That would be harder to perform for a being theoretically longer than it is wide unless it curled up into a small ball, and to curl up into a ball like that, flip over, uncurl, and land perfectly, when they're close to the tops of buildings, and when somebody else is scratching and clawing at them or trying to grab them and everything...

 

Alongside having the pain of having wires cut away at one of his wings, which should be causing him an amount of distraction and such, and probably wouldn't be working all that slowly...

 

That's unrealistic.

 

And I'm still holding by what I said about the messing-with-the-mind requiring getting-into-the-mind thing. You're directly influencing somebody else's mind to experience sensations it isn't actually experiencing via mental contact. That would require breaching the mental defenses they may or may not have in order to do that, similar to Komau style mind control or something similar. Or to force communication with another being inside their head. Stuff like that.

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profiles i guess

i'm a south american giant otter now

 

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I was under the impression that my initial thought of the light attack blowing his wing off was incorrect, and that it merely morphed into some sort of hardlight wire that had just begun eating his wing, and had therefore made little progress.

 

It's razor wire. Think of it as one big long flexible blade. That stuff will shred anything it comes into contact with and given the fact that it is made out of light it's going to be sharper than normal. Give the stuff on his wing a minute or so and there won't be a wing. Just a lot of scraps of skin and arm falling to the ground behind Okavaung.

 

 

Additionally, I asked several people if the maneuver was realistic, including Takuma Nuva! He said it should be possible, and when I jokingly told him I'd quote him on that if it was challenged, he explicitly told me to "DO IT". =P

 

Who?

 

 

Lastly, this is an outright fabrication. Okavaung's profile never stated any such thing, and the only person who ever said that was Grochi!

 

What I base that statement on.

 

As for it being an autohit: Let's pretend, for a moment, that pain wasn't part of the illusion. Even then, Okavaung's telepathy is based on accessing other beings' minds.

 

http://www.bzpower.com/board/topic/17209-bionifight-infinite-discussion/page-47?do=findComment&comment=877923

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

zsUPm2E.jpg?1

 

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...That kinda goes against the entire idea I had for how the species (as biomechanical dragons in charge of biomechanical dinosaurs) was in the first place, but okay, whatever, let's go with that. Strong magnetism applied to metal covering his entire arm is still going to have an effect that needs to be noted.

 

I noted the effect in the post.

 

Now, I don't know what makes Takuma special, but there's another thing to take into account with the grappling translating to spin. So, basically, instead of a much-easier-to-perform barrel-roll sort of spin, turning along his central axis, he was turning along an axis perpendicular to that, if it was the forward momentum translating to the spin? That would be harder to perform for a being theoretically longer than it is wide unless it curled up into a small ball, and to curl up into a ball like that, flip over, uncurl, and land perfectly, when they're close to the tops of buildings, and when somebody else is scratching and clawing at them or trying to grab them and everything...

 

If you're so attached to the idea of the buildings being extremely close, perhaps you ought to have specified an exact distance for just how close they were? As for scratching and clawing: Before and during the spin, Okavaung's legs were braced against Aclaraung's, preventing them from reaching his underbelly. After the spin, said scratching and clawing would have been directed towards his scale-covered back.

 

And I'm still holding by what I said about the messing-with-the-mind requiring getting-into-the-mind thing. You're directly influencing somebody else's mind to experience sensations it isn't actually experiencing via mental contact. That would require breaching the mental defenses they may or may not have in order to do that, similar to Komau style mind control or something similar. Or to force communication with another being inside their head. Stuff like that.

 

Speaking of the Komau, did you know it's capable of delivering mental blasts? Now, I can't claim this as being canon, or anything like that, but I'd imagine that such an ability is just an extension of the mask's normal power, wouldn't you? That extension would amount to, basically, "Tell the target to 'feel pain here'". This pain, being a result of manipulating the target's mind to make them believe they're feeling it, even when there's no real injury involved, can only be considered illusory pain. Additionally, it is also something that can be used (immediately, might I add) on people with strong enough wills to resist full-fledged mental control.

 

 

I was under the impression that my initial thought of the light attack blowing his wing off was incorrect, and that it merely morphed into some sort of hardlight wire that had just begun eating his wing, and had therefore made little progress.

 

It's razor wire. Think of it as one big long flexible blade. That stuff will shred anything it comes into contact with and given the fact that it is made out of light it's going to be sharper than normal. Give the stuff on his wing a minute or so and there won't be a wing. Just a lot of scraps of skin and arm falling to the ground behind Okavaung.

 

See, now, I assumed that your hardlight constructs wouldn't be so powerful. After all, Ten only gets powerful hardlight constructs in exchange for not even being able to use other aspects of his element.

 

 

Additionally, I asked several people if the maneuver was realistic, including Takuma Nuva! He said it should be possible, and when I jokingly told him I'd quote him on that if it was challenged, he explicitly told me to "DO IT". =P

 

Who?

 

Site staff member.

 

I was joking when I cited him specifically, but his opinion is still relevant.

 

Lastly, this is an outright fabrication. Okavaung's profile never stated any such thing, and the only person who ever said that was Grochi!

 

What I base that statement on.

 

As for it being an autohit: Let's pretend, for a moment, that pain wasn't part of the illusion. Even then, Okavaung's telepathy is based on accessing other beings' minds.

 

http://www.bzpower.com/board/topic/17209-bionifight-infinite-discussion/page-47?do=findComment&comment=877923

 

Your point? All I said there was that Okavaung was accessing someone's mind in order to communicate, which could be construed as a hostile action, and therefore be technically conceivable as an autohit.

 

Never did I state that he had to go through their mental defenses for it; that would have been contrary to my point.

 

*Snaps fingers*

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As for the effect of magnetism: you're saying it was relatively minimal. Not very effective. Even if these guys didn't have a relatively metallic make up, having an arm-wing covered in scales one hundred percent where it isn't wing membrane, it's going to have a pretty substantial effect if somebody is using magnetism to force that down.

 

As for the buildings: you've got two large dragons in the air, one of whom is upside down and shouldn't be able to generate lift well, the other of whom is simply gliding and trying to push the other one down - therefore, not likely gliding all that much. They should be falling relatively quickly. There's problem one. The closeness of the buildings shouldn't have all that much of an effect, assuming we're at a realistic distance here, considering how Prose (right, i think that was the one) was able to provide good power boosts and maglev was able to easily fly around so close and everything. Not just with these two dragons. As for the bracing, I mentioned that when I said the 'grabbing at' part there. It still doesn't help much. If you're curling up into a ball to spin forwards like that, such that the momentum will aid you, which is what it sounds like from what you described (and what you haven't responded to at all), then A: you have to let go first to be able to get your tail curled up too, B: it's going to be harder for you to make a quick enough spin, C: it's going to be harder for you to accurately come out of it and land it without getting hurt. So it's still not realistic.

 

As for the Komau's mental blasts - I wouldn't equate it to trying to force a target to feel pain like that. I'd equate it to trying to batter down their mental defenses and then cause them damage mentally, rather than automatically making it into their minds and forcing them to experience some sort of physical pain they aren't actually receiving nerve impulses for, if only because that makes far more sense compared to how the Komau has ever been used in canon. I'm not sure how you're coming to the interpretation that you are.

 

And I fail to see how Takuma's opinion is valid here.

 

As for mind-access stuff, again, take a look at how I've been playing it with Aclaraung - whether or not his messages are received are fully dependent on wehther or not the person he's speaking to decides to accept the message he's sending and let him in, he isn't just battering their defenses aside and shouting into their mind. He could, but that'd count as an autohit if I did it without giving the other person a chance to respond or it'd just start another battle if I did let them respond.

profiles i guess

i'm a south american giant otter now

 

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Name: The Skull Carrier[/size]

 

 

Species: Bionicle G2 villager (mutated)[/size]

 

Power/Weapon 1: Skull Armor. In addition to the skull spider plastered to his face, the Skull Carrier bears armor covered in Skull spiders ready to attack on his command at all times. Given the nature of this Tournament, he arrives with just three.[/size]

 

Power/Weapon 2: Skull Scythe. A scythe decorated with a skull visage that doubles as a hammer head.[/size]

 

Power/Weapon 3: [This slot can be taken away for balancing purposes] A former Jungle villager, he was adept at swinging through the jungle with ease. He carries with him a sling-mace, a slingshot with rock sewn into the pocket, which he once used to hunt food. Now he uses it to cripple his victims.[/size]

Appearance: With all the skull spiders clinging to him and his face, there isn't much of the real Karixis left to see. All that is left is the mute, decrepit green armor scratched and pitted by the arachnids clinging to him. The formerly ornamental armor is now shredded and shaped liked janged teeth and terrible claws. The Skull Carrier hunches over from the weight of the creatures is carries on his back.

 

Bio: The Skull Carrier, formerly known as Karixis, was a high ranking member amongst his tribe of the jungle. He helped carry out ceremonies, planned events and defended the village from enemies. That is, until the skull spiders came. While holding the monsters back with the other warriors, the village was flanked by the spiders, and numerous people were taken. By the time the fighting on the front stopped, it had been too late to save the tribe's home. the majority of his family and friends dead, Karixis set out against the Elder protector's wishes and set off on a mission of revenge. As we can see, that mission was a failure, and he was consumed. He now serves as the spiders' vehicle, defending their nests and feeding their young his life energy. Behind the living mask glued to his face, he honestly believes he is still serving his tribe.[/size]

 

Personality/Other: The Skull Carrier is in a world of his own, under the illusion that the spiders are his family, and that outsiders are to be destroyed. That being said, those who are the spawn of Makuta may confuse him, he may envision them as people from allied tribes, and treat them with cold respect, as a courtesy and nothing more. He cares more for his spiders than his own life. He is willing to defend them until the end.[/size]

Resubmitted for the third time.

 

Approved.

 

Second Mahou Shoujo inbound. Backstory issues are still a work in progress (currently trying to get ahold of T), but I'll submit what I have now:

 

Name: Yoko "Blue Rose"

 

Species: Elementless Toa (formerly a Toa of Light)

 

Power/Weapon 1 and 2: Sky Cloth: Yoko's primary weapon, a large cape draped around her body, holding the soul of her predecessor. It has the ability of self-propelled flight similar to a Kadin, both when worn on her back (think Memory Cloth Cape from the Dark Knight Saga) or as a flying carpet (by taking the cape off of her back and sitting/standing on it). It also can function similar to Keetongu's shields, blocking and negating any force that strikes it. As well, it can vary its rigidity in order to help with the two above powers: hard as stone when the need to fly or defend arises, soft as silk when wearing it like a normal cape. The Sky Cloth holds within it the soul of a previous Toa, known as Haruka; she can communicate with Yoko and others via telepathy.

 

Power/Weapon 3: Kanohi Komau: Great Mask of Mind Control. Using the Komau, Yoko can press her will upon others through honeyed thoughts, sheer force, or other forms of mental deception. Note that mental entry is, in its nature, a one-sided negotiation of wills; as such, it does not work automatically. Its power can be resisted if the entered mind has an abnormally strong will or sense of self. (italicized text taken from the Dasaka Master Reference Post in the Kentoku Archipelago topic).

 

Appearance: Most of Yoko's armor has been stylized to take the appearance of a pale blue tuxedo, taking the place of her natural white and gold color scheme (her mask is an exception, retaining its gold color). She wears a top hat of matching color to complete the figure. Her eyes and heartlight glow a light blue.

 

Bio (WORK IN PROGRESS): Once a magical warrior of love and justice exceeding all others, now she is a Toa gone rogue, insidiously sowing the seeds for the eventual destruction of the police state of Metru Nui. She is the Blue Rose, the Flower of Revolution, wearing the soul of the Sky Queen on her back. Starting her journey in life as a warrior battling the forces of the Makuta, a chance encounter with rioters in Metru Nui kick-started her descent into darkness. Egged on by Haruka, the soul of the Sky Cloth, she was able to discover large amounts of information on the city's shady activities - most notably, the city's draining of the batteries of the GSR, alongside several illegal political machinations with regards to the Order of Mata Nui - before being forced to flee, having become wanted by Metru Nui's government; during her escape, she somehow lost her elemental powers, probably by the hands of Metru Nui forces. Resolving in her heart to bring down the corrupt government of Metru Nui, she spent some time wandering the Matoran Universe, gathering a growing force of dissenters dubbed the "Company of Vagabonds", before being struck down in battle.

 

... Except that instead of dying, she was brought to Bionifight.

 

Personality/Other: while kind and caring at heart, Yoko's career as a Toa as well as learning the dirty secrets of Metru Nui have made her become quite cynical. While formerly a champion of the justice that repairs, Yoko has discovered another kind of justice: the justice that destroys. The events in her life have taught her that while outright destroying one's enemies may not be the best solution, it is the quickest and most efficient; as such, she has no qualms with killing her enemies, or otherwise ruining their lives to achieve her goals. While subdued, self-doubting, and reserved in her weakest moments, she can put on a charismatic and bombastic front when needed (when leading the Vagabonds). Her Sky Cloth, Haruka, is quite stubborn and strong-willed; while the two of them are usually in agreement, Haruka is much more forceful about it, in contrast to Yoko's inner hesitation. She also is protective of Yoko, but this doesn't really amount to much since she can't do anything but talk telepathically.

Gonna be watching that Komau with all this talk going on here. but approved.

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See, now, I assumed that your hardlight constructs wouldn't be so powerful. After all, Ten only gets powerful hardlight constructs in exchange for not even being able to use other aspects of his element.

 

There is a difference between something being strong and something being effective. Ten's hardlight constructs would be a lot harder to break than one made by Kale with the same amount of EE. That does not mean that Kale is unable to use highly effective techniques using the same basic powerset.

 

 

Your point? All I said there was that Okavaung was accessing someone's mind in order to communicate, which could be construed as a hostile action, and therefore be technically conceivable as an autohit.

 

Never did I state that he had to go through their mental defenses for it; that would have been contrary to my point.

 

My point is that what I said is not a fabrication. You said that he needed to get into the head of the other person before doing anything.

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

zsUPm2E.jpg?1

 

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Okay, firstly...

 

Takuma Nuva. Logical fallacy of the 'appeal to authority', and a blatant one at that. Takuma is a very respected individual, and a member of the site's staff, but their opinion means little in a debate in which they are not present and have no specific expertise to offer. This is a fictional power, and a fictional situation. There's no such thing as an expert witness. Furthermore psionic contact does indeed constitute an action that, if used in combat, constitutes an autohit if no chance for response is given. One does not simply access a mind. Firstly, many of these combatants are fighters with experience dealing with psionics. Secondly, one does not have to be psionic to defend; when you enter a mind, you are stepping onto their turf. Which means getting past their defenses first, such as they may be. Furthermore, whether physical or not, it is a combat action. Any action which affects another player's character in a direct manner (like having an effect on their mind) constitutes an autohit if a chance for response is not given. Obviously this is overruled if you have the player's permission, but that is clearly not applicable.

 

Secondly, as I understand it, Okavaung rolled longitudinally to avoid crashing into the ground. While under attack by Aclaraung, Kale, and under effect from Selaphiel. While his wing was already partially torn. 

 

If I have to explain just how improbably that is, there's a problem. But clearly it's necessary. Firstly, a longitudinal roll expresses a distinct lack of understanding regarding how flight for a winged being works, especially one with a draconic body type. By definition for such a roll it is necessary to fold in the wings, and roll the body itself into a ball like shape. This alone presents issues, given that he is currently under imminent attack by multiple beings, all of whom will use the lack of defensive action necessary to adopt such a shape to shred him. This isn't conjecture, it's a basic extension of common sense. In order to adopt the shape necessary to pull off such a roll, Okavaung will be vulnerable for the entire time necessary to roll himself into a ball, roll, and then unfold. 

 

Now, his wing is also already damaged, greatly reducing control over flight. A winged being's wings are a very, very delicate mechanism. Any disruption to their natural state produces an immediate and distinct disruption to their ability to control their flight. Given the sheer difficulty of a longitudinal roll, and the recovery from it, Okavaung would be having difficulties with an intact wing. With a damaged one, the recover from such a roll shoots up to be impossible to execute smoothly. And this is even setting aside the fact that his opponents will not be permitting him the space to do this, nor ceasing their assault.

 

In short, even getting to a place wherein that such a maneuver could be executed leaves Okavaung wide open to his enemies. Recovering from that roll, in his state, is an impossibility. A modicum of control is possible, but a very small one. Enough, in essence, to try and choose where you crash land. Emphasis on try, given that the fact that there are buildings not far below (and note that while rolling, Okavaung is a projectile; he has no control over his flight. He is, in fact, falling) means that he will come out of his roll dangerously close to rooftops. And all of this assumes that he would come out of Aclaraung and Kale's assault 100% intact (at least as intact as he was), as well as be completely free from Selaphiel's influence.

 

To say that these things are unlikely is to say that the Sun is a bit warm.

 

In short... That doesn't work.

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fK5oqYf.jpg

 

On this eve, the thirtieth anniversary of that first colony, many are left to wonder; is the world fast approaching a breaking point?

 

 

  Breaking Point: An OTC Mecha RPG

 

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All these new profiles make me very tempted to make one myself.. Maybe a psychic character based on The Cultists of the Eternal End from Endless Legend?(on mobile, can't have links) There's more than enough Toa here, and I like the idea of a zealous, manipulative telepath.

Edited by Daniel the Finlander

still alive somehow

BZPRPG profiles

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A manipulative telepath.... Have you not met The Queen? :P

Embers - A Bionicle Saga - Chapters/Review

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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Considering that Amorigiahna just literally received the stone, and the cases where we've seen Tuyet use it was when it was already near the maximum amount of Toa Power it could hold, I completely agree that she shouldn't be anywhere near as powerful as we've seen in canon, and realistically shouldn't be at any point during the tournament. I'm thinking that due to her inexperience with it at this time, at max it could allow her to partially flood a small portion of a Mahri Nui street if the bubble is intact, not manipulate the water pressure around the entire bubble to instantaneously pop it.

On the topic of the Avsa, the BSO1 page concerning the mask wasn't clear on what type of energy it absorbed, so I went with the safe route and assumed that it only meant physical energy and not EE. As such, the usage of the mask would only fatigue an enemy in that instance, sort of as if she was using the Rahkshi power of the same name.

While I do try to err on the safe side with my RPing, I can freely admit that since I'm only human, I'm just as likely to make mistakes as everyone else here in this topic. If you guys feel that what I'm trying to write in is too OP, I'll gladly try to fix it to the best of my ability.

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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