Horowhenua - Tier 1 Offensive Super Move (Requires Ranged Proficiency, Area Proficiency) 600 OM
Kopaka takes four seconds to spread his arms wide and call a surge of elemental power from within himself. As his eyes flare brightly, a curtain of heavy ice and powdered snow shimmers into existence behind him. At the apex of its accumulation, Kopaka throws his hands forwards and a veritable avalanche of ice hurls past him in a solid wave that roughly measures thirty feet wide by twelve feet tall. It travels at about 60 mph for up to one hundred feet, smashing through non reinforced structures and bowling over any target in its path. Targets that are caught in the avalanche are carried along with the wave until they crash into a hard enough surface to stop them or the wave stops.
Kopaka cannot move during the charging phase of Horowhenua and neither can he move during its execution. All other ongoing moves, such as illusions or blizzards, must be canceled before execution.
Whakakore i te Roro - (Requires Ranged Proficiency, Homing, Area, Debuff, Telepathy) 300 OM
Kopaka takes 1.5 seconds to switch his mask of power to the Kanohi Komau. The mask of Mind Control is worn, it allows Kopaka to instantly activate a powerful psionic blast that induces mental pain in anyone caught within its area. The blast manifests as a thirty degree cone emitted outwards from Kopaka's face up to fifty feet, and requires all of Kopaka's attention to maintain, though he can walk slowly while doing so. Targets that are closer to the tip of the cone suffer more pain and are liable to be nearly incapacitated than those at the extreme limit of its range, who may only be slightly dazed.
The mental pain causes no actual damage, and ceases as soon as the target is out of the psionic cone. In addition, targets that have their own telepathy or twice Kopaka's TEC score can shrug off the pain with a little concentration. Maintaining the blast is strenuous on Kopaka's own mind, and if he uses the move for more than four seconds, he will receive mental pain feedback and be stunned for an additional four seconds.
Kaha Taiepa o Whaiaro – Tier 2 Defensive Super Move (Requires Area Shield Proficiency) 800 OM
Kopaka calls upon the power of the Kanohi Hau, the Great Mask of Shielding. After a 1.5 second activation period, a brilliant, electric blue veil of light surrounds Kopaka's entire body, granting him near unlimited protection to attacks of equal strength or lower. The shield only works, however, if Kopaka is able to see the attack coming, so sneak attacks and attacks from invisible opponents pass right through the Hau's shield. Kopaka can maintain the shield for 5 seconds. This move is identical to the Tier 1 variant, aside from its magnitude.
Kaha Rawa – Tier 1 Power-Up
Kopaka takes 1.5 seconds to switch to his Kanohi Pakari, the Great Mask of Strength. While utilizing the power of this Kanohi, it inherently boosts the Toa's brute strength and ability to endure great physical punishment. The sharp boost in strength naturally gives Kopaka a slight boost to his ability to run, climb, or perform other athletic feats.
ATK: +2
DEF: +2
SPD: +1
TEC: -
Kopaka takes four seconds to spread his arms wide and call a surge of elemental power from within himself. As his eyes flare brightly, a curtain of heavy ice and powdered snow shimmers into existence behind him. At the apex of its accumulation, Kopaka throws his hands forwards and a veritable avalanche of ice hurls past him in a solid wave that roughly measures thirty feet wide by twelve feet tall. It travels at about 60 mph for up to one hundred feet, smashing through non reinforced structures and bowling over any target in its path. Targets that are caught in the avalanche are carried along with the wave until they crash into a hard enough surface to stop them or the wave stops.
Kopaka cannot move during the charging phase of Horowhenua and neither can he move during its execution. All other ongoing moves, such as illusions or blizzards, must be canceled before execution.
Whakakore i te Roro - (Requires Ranged Proficiency, Homing, Area, Debuff, Telepathy) 300 OM
Kopaka takes 1.5 seconds to switch his mask of power to the Kanohi Komau. The mask of Mind Control is worn, it allows Kopaka to instantly activate a powerful psionic blast that induces mental pain in anyone caught within its area. The blast manifests as a thirty degree cone emitted outwards from Kopaka's face up to fifty feet, and requires all of Kopaka's attention to maintain, though he can walk slowly while doing so. Targets that are closer to the tip of the cone suffer more pain and are liable to be nearly incapacitated than those at the extreme limit of its range, who may only be slightly dazed.
The mental pain causes no actual damage, and ceases as soon as the target is out of the psionic cone. In addition, targets that have their own telepathy or twice Kopaka's TEC score can shrug off the pain with a little concentration. Maintaining the blast is strenuous on Kopaka's own mind, and if he uses the move for more than four seconds, he will receive mental pain feedback and be stunned for an additional four seconds.
Kaha Taiepa o Whaiaro – Tier 2 Defensive Super Move (Requires Area Shield Proficiency) 800 OM
Kopaka calls upon the power of the Kanohi Hau, the Great Mask of Shielding. After a 1.5 second activation period, a brilliant, electric blue veil of light surrounds Kopaka's entire body, granting him near unlimited protection to attacks of equal strength or lower. The shield only works, however, if Kopaka is able to see the attack coming, so sneak attacks and attacks from invisible opponents pass right through the Hau's shield. Kopaka can maintain the shield for 5 seconds. This move is identical to the Tier 1 variant, aside from its magnitude.
Kaha Rawa – Tier 1 Power-Up
Kopaka takes 1.5 seconds to switch to his Kanohi Pakari, the Great Mask of Strength. While utilizing the power of this Kanohi, it inherently boosts the Toa's brute strength and ability to endure great physical punishment. The sharp boost in strength naturally gives Kopaka a slight boost to his ability to run, climb, or perform other athletic feats.
ATK: +2
DEF: +2
SPD: +1
TEC: -
C O L D

