BZPRPG Profiles Topic

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  • Posted 2021-08-28 19:53:42 UTC
    Go to this post on BZPower
  • CHARACTER RULES

     

    Here is where you post the profile(s) for your BZPRPG character(s) (you must post a character's profile before you begin playing). Staff is not required to give approval for characters: you may post and play immediately. However, we can at any time ask you to modify characters if we think that they are too powerful or otherwise against the rules. There is no set pattern when creating character profiles, but if you need inspiration for what to put down, look at the outlines from others’ posts.

     

    SECTION I. General Rules

     

    In the profile page, you are allowed ONE POST; multiple posts by a single player will be deleted. Place all your characters into one post; this makes it easier for you, your fellow players, and the Staff to find your characters. You can have as many character as you want, as long as their profiles all fit into one post.

    Your character must belong in the Bionicle universe. This is not to say your character must be of an official Bionicle species, or come from an official location, but he or she must be something that could come from Bionicle. Specific guidelines about this are in the following sections.

    You cannot play as canon characters, like Tahu or Roodaka, unless doing so under explicit staff permission. Expies – characters that are essentially carbon copies of characters from other franchises, like Transformers or Star Wars – are also strongly discouraged. The point of the game is to create your own unique Bionicle-universe characters, so embrace the opportunity!

    This is the most important rule: Your character must be reasonable. No gods or other invincible characters. Your character MUST HAVE WEAKNESSES; it must be possible for other players to defeat them in combat.

    You must either post a picture of your character, or write a detailed description of his or her appearance – or both – in their profile.
     

    SECTION II. Suggested Profile Fields

     

    Unsure of what to include in your Character's profile? Below are some suggestions as to what would be useful subjects to cover. This is by no means a definitive list; you may include other categories, and some of these suggestions can also be omitted. Remember that the point of your character’s profile is to serve as a reference, so that others can interact accurately with him or her even upon first meeting. Try to be very informative. Here are the suggested profile fields (bold indicates a required field):

    Name:

    Species (Toa, Matoran, Turaga, etc.)

    A detailed description or image

    Gender

    Powers and/or weapons

    Technological items (and, if Foreign Tech, which staff member approved the item)

    Weakness(es)

    Alignment (good, evil, neutral, etc.)

    History

    Personality and traits

     

    SECTION III. The Lists

     

    Below you will find the lists of species, powers, and masks allowed in the BZPRPG. These lists have been carefully thought out; if a certain species or item is not on these lists, it has been omitted for a reason. All characters, unless given explicit staff permission to the contrary, are required to exist within the parameters of these lists. 

     

    Playable Species:

    Matoran – No powers or powered masks

    Toa – One elemental power and one mask from the approved list

    Turaga – One heavily weakened elemental power and one mask from the approved list

    Vortixx – No powers or masks, two pieces of foreign technology

    Skakdi – One elemental power (requires two Skakdi in conjunction to use), one vision power, one piece of foreign technology. See Zakaz Exception in Section IV Technology for Zakazian Skakdi.

    Parakuka – No powers alone, but can be very powerful when bonded to a host (See here for more information on the Parakuka; if your character has bonded with a Parakuka, say so in that character's profile).

    Lesterin – Special innate elemental abilities and either one mask from the approved list OR one piece of foreign technology (See here for more information on the Lesterin). See Zakaz Exception in Section IV Technology for Zakazian Lesterin as well as the LMRP.

    Dashi – See DMRP or Section V for details

    Dasaka – See DMRP or Section V for details

    Datsue – See DMRP or Section V for details

    Kaiakan — See Zakaz Exception in Section IV Technology for Zakazian Kaiakan as well as the LMRP.

    CUSTOMIZATION EXCEPTION:

    Personalized/customized species are allowed – however – they MUST resemble or be similar to one of the above species, including abilities, powers, and power levels, AND must be approved by a staffer before use.

     

    Allowable Toa/Turaga/Skakdi Elemental Powers

    One elemental power per character. No multiples.

    Air

    Crystal

    Earth

    Fire

    Gravity

    Ice

    Iron

    Plant-Life

    Lightning

    Magnetism

    Plasma

    Sonics

    Stone

    Water

     

    CUSTOMIZATION EXCEPTION:

    Customized powers are allowed – however – they MUST be reasonably powerful, balanced, AND be approved by Staff before use.  

     

    Allowable Skakdi Vision Powers:

    Heat Vision

    Impact Vision

    Infrared Vision

    Laser Vision

    Thermal Imaging

    Telescopic Vision

    X-Ray Vision

     

    Allowable Kanohi:

    Kanohi Hau The Mask of Shielding

    Kanohi Pakari The Mask of Strength

    Kanohi Miru The Mask of Levitation

    Kanohi Kakama The Mask of Speed

    Kanohi Akaku The Mask of X-Ray Vision

    Kanohi Kaukau The Mask of Water Breathing

    Kanohi Huna The Mask of Concealment

    Kanohi Ruru The Mask of Night Vision

    Kanohi Matatu The Mask of Telekinesis (off-limits to Dasaka characters)

    Kanohi Rau The Mask of Translation

    Kanohi Mahiki The Mask of Illusion

    Kanohi Komau The Mask of Mind Control

    Kanohi Kiril The Mask of Regeneration

    Kanohi Pehkui The Mask of Diminishment

    Kanohi Kualsi The Mask of Quick Travel

    Kanohi Calix The Mask of Fate

    Kanohi Kadin The Mask of Flight

    Kanohi Sanok The Mask of Accuracy

    Kanohi Iden The Mask of Spirit

    Kanohi Suletu The Mask of Telepathy

    Kanohi Elda The Mask of Detection

    Kanohi Zatth The Mask of Summoning

    Kanohi Arthron The Mask of Sonar

    Kanohi Volitak The Mask of Stealth

    Kanohi Tryna The Mask of Reanimation

    Kanohi Rode The Mask of Truth

    Kanohi Shelek The Mask of Silence

    Kanohi Jutlin The Mask of Corruption

    Kanohi Sana The Mask of Healing

    Kanohi Haunoru The Mask of Focused Shielding

    The Mask of Rebounding

    The Mask of Sensory Aptitude

    The Mask of Emulation

    The Mask of Scavenging

     

    CUSTOMIZATION EXCEPTION:

    Customized masks are allowed – however – they MUST be reasonably powerful, balanced, AND be approved by Staff before use.

     

    Only one mask is allowed per character, unless the duplicate has been won by battle or otherwise granted a special exemption. Suvas are not available, and multiple masks may not be obtained without staff permission. Masks may be changed in game provided this is done reasonably and the original mask is no longer available for use.

     

     

    SECTION IV. Technology

    Foreign Tech

    Per the nature of certain species' foreign origins, if you have a Skakdi or Vortixx character, you are allowed one or more pieces of advanced foreign technology. Technological items of this sort must be approved by staff prior to playing. If your character has a foreign tech item, you must note which staff member approved the tech after you describe the item in your profile.

     

    These are the limitations on foreign tech per species type.

    Skakdi: One piece of foreign tech

    Vortixx: Two pieces of foreign tech

    Lesterin (w/out mask): One piece of foreign tech

     

    Zakaz Exception: Characters on Zakaz may have one additional piece of Foreign Tech. For Skakdi this means two, for Lesterin this means one or two depending on whether or not they have a Kanohi. This does not apply to existing characters moving to Zakaz, and this does not apply to Vortixx as there are no Vortixx native to Zakaz.

     

    The only way for a character not of these species to own a piece of foreign tech is for them to win it fairly from another player’s character in combat. 

     

    Native Tech

    Technology on the island of Mata Nui has taken a step forward, and so more advanced technological items are no longer out of the question for Toa, Matoran, and Turaga characters. If a character wants a piece of this new “native technology,” they can attain one from a Koro Leaderor shopkeeper IC or, as with attaining foreign technology, win it fairly in PC-vs.-PC battle. If your character has one or more pieces of native tech, you must specify in their profile how this technology was acquired.

     

    Smaller, freelance native tech shops can be created and run by players, as long as their merchandise is all pre-approved by staff. Shopkeepers are encouraged to require some kind of task-based IC payment in exchange for their special technologies, just so that native tech remains more valuable than imaginary widgets. There is also a "Living List" of token Native Tech items or item types that may be acquired by PCs in-game without approval. If players wish to suggest other technologies to add to the Living List, they may PM those suggestions to a member of staff.

     

    Here is the list.

    Glass lenses with various focusing/diffusing properties. These are used in telescopes, magnifying glasses, and lamps. Such lenses, usually employed in Lightstone lanterns, can also be purchased separately, as they're prone to breaking.

    Onu-Koronan task tablets or "iStones" with abacus, note-taking, and some document-holding possibilities. These are very difficult to open without damaging the machinery inside - they've been manufactured to break this way by the Onu-Koro engineers on purpose, so that their computing abilities remain essentially unreproducible.

    Basic metal tools such as hammers, axes, pickaxes, and even scissors. These items were available before, but now they're more easy to acquire; the best come from Ta-Koro.

    Simple clockwork devices with gears, springs, and even little bells. The most complex and expensive sort are the smaller ones, especially rudimentary, one-handed watches. Many varieties of little wind-up toys are also available, from bouncing Fusa to rolling Manas.

    Disk launchers have propagated, reducing the need for skill when using a bamboo disk as a weapon. Some launchers hold more disks with spring or gravity-loading magazines.

    Photothermic powder, also known as "Stralix Powder" after its inventor, made up of mixed lightstones and heatstones. This powder is slightly more potent than the explosion of a Madu Cabolo, and is much safer to store and use. Sharp impact, or fire, can set it off.

    Kites and gliders, while usually impractical, can be produced on request by the right craftspeople. Huge, delicate hang gliders are made best in Le-Koro.

    Volo Lutu Launchers, a type of grapnel gun, have been around since the days of Makuta. They're now cheaper to produce, and are available in models able to haul the weight of larger beings like Toa, not just Matoran.

    Patero Launchers, projectile cannons powered by compressed gas. The Patero launcher consists of an elastic bladder that is inflated by hand pump, a projectile barrel, and a rapid air release mechanism. This simple launcher can fire lightweight rounds without much accuracy, but over long distances. Only the smaller, handheld type is readily available; the secrets to making artillery-sized air seals still lies with Onu-Koro. Some types of Patero shots include small fireworks, glass-capped Stralix Powder capsules, clusters of bamboo arrows, and even confetti cartridges.

    Exo-Matoran Suits. See here for details.

     

    SECTION V. The Dasaka

    Like other standard species characters in the BZPRPG, Dasaka may be created and played as without the necessity of staff permission. Any Dasaka characters you create in this way, however, must exist within the parameters outlined below. To have Dasaka characters of a more advanced sort, staff approval is required; the process by which to attain this can be found in "C. Changes To Dasaka Regulation." 

     

    A. Required Profile Fields

    Dasaka character profiles are stricter in structure than the profiles of other species, because there are more required fields. Along with other profile fields you opt to include, these are the requisite fields for Dasaka characters:

    Species (Dasaka, Dashi, Datsue)

    A detailed description or image 

    Caste and Clan

    Gender (see “C. Changes” for details)

    Powers, including (as applicable) mask powers and Menti Discipline(s).

    Weakness(es)

    B. The Lists

    Below you will find the lists of species, powers, and masks allowed for Dasaka characters. All characters, unless given explicit staff permission to the contrary, are required to exist within the parameters of these lists. For more information about particular powers, clans, and castes, please see the Dasaka Master Reference Post.

     

    Playable Species:

    Dashi – No powers or powered masks

    Dasaka – One Menti Discipline and one mask from the approved list

    Datsue – One Menti Discipline and one mask from the approved list

     

    Allowable Castes

    Menti (warrior-level only)

    Dashi

    Ringti

    Saihoko

    Datsue

    CUSTOMIZATION EXCEPTION:

    You may request for your Dasaka or Datsue character(s) to hold higher rank within the Menti caste. 

     

    Allowable Menti Disciplines:

    Soulsword Discipline

    Sighteye Discipline

    Mindarm Discipline

    Willhammer Discipline

    CUSTOMIZATION EXCEPTION:

    You may petition for your Dasaka or Datsue character to be proficient in more than one Menti Discipline. This must be approved by a Staff member.

     

    Allowable Dasaka Kanohi:

    All masks on the list in SECTION III (except for the Kanohi Matatu, Mahiki, Komau, Elda, and Rode) may be used by Dasaka characters.

    CUSTOMIZATION EXCEPTION:

    Customized masks are allowed – however – they must be reasonably powerful, balanced, and be approved by Staff before use.

    Only one mask is allowed per character, unless the duplicate has been won by battle or otherwise granted a special exemption. Suvas are not available, and multiple masks may not be obtained without staff permission. Masks may be changed in game provided this is done reasonably and the original mask is no longer available for use.

     

    C. Changes To Dasaka Regulations

    The above lists and whatnot outline what is acceptable for Dasaka characters that don’t require staff approval to be created or played. However, there are other, more advanced possibilities for Dasaka characters available to you as players, which do require staff approval.  

     

    Caste Approval

    You may request for your Dasaka or Datsue character to hold a higher rank in the Menti caste. You can request to have, say, a Toroshu character, or for your character to perform a special duty for the Rora, or whatever else you can think up. To petition for a more advanced societal rank, your PM must include what rank/duty you would like to have, and a brief statement about why you want that position for your character.

     

    Clan Approval

    You may request to begin a new Dasaka clan. Despite the upheaval in Kentoku and the exodus of many Dasaka to Mata Nui that does not mean that we have seen every clan before. Requests to make a new clan need to include the leader’s name and profile, a brief description of their history and culture, and a description of what lands they hold (or held) and how they have handled the disruption of the Empire due to schism or invasion.

     

    Menti Discipline Approval

    You may request for your Dasaka or Datsue character to be proficient in more than one Menti discipline. Multidisciplinary training is not common but neither is it prohibited. If your character is the First Son of a clan, they are granted permission for two disciplines automatically. Otherwise you must seek the approval of a Staff member. In your request please specify the disciplines that you wish to have, as well as a brief explanation for why the character in question would know them.

     

    Gender Approval

    Male Dasaka are no longer subject to a dice roll. However, in the interests of maintaining lore consistency you are allowed only one male Dasaka without staff approval. Any further characters must be approved by staff. Additionally for a male Dasaka to be a First Son of any given clan they must be accepted by that clan’s leader. Any male Dasaka that is not a First Son does not automatically possess two disciplines.

     

    SECTION VI. Warlords and Forts

    Ambitious Skakdi characters may establish themselves as warlords, vying for glory and power over the lands of Zakaz. But even the fiercest warlord is just one Skakdi: they will need a base of operations, and the support of a band of capable warriors. To establish a fort and claim the title of warlord requires the support of at least two additional Zakaz PCs controlled by other players, and staff approval.

    See Section V of the ZMRP for more details on creating forts.

     

    Required Profile Fields:

    Fort profiles should be included alongside the profile of the controlling warlord.

    Fort name

    Controlling character

    Location (approved forts will be marked on the official Zakaz map) 

    Description or image 

    Forces

    Loot (this will be assigned by the staff upon approval)

  • Edited on 2021-09-16 00:36:35 by Haman Karn: A Magical Girl
  • Posted 2021-08-28 19:53:49 UTC
    Go to this post on BZPower
  • Name: Dastana Arsix, Crowned Rora of the Dastana Republic
    Gender: Female
    Species: Dasaka
    Alignment: The Dastana Republic, her family
    Caste and Clan: Rora, Dastana
    Appearance:  Arsix's appearance (much like her twin brother Jasik) is one that strikes a strange balance between slightly intimidating and beautiful. She bears very handsome defined facial features with strong cheekbones and a sharp jaw-line. Her eyes are a brilliant bright blue, the only discernible feature between herself and her twin brother, who bears topaz orange eyes.


    With clear muscular definition underneath her robes, she is very fit, and has a shape to her which is both alluring and powerful. She stands proud with a good posture and a chin held high. As Crown Rora, Arsix wears a tight buttoned robe, similar to a military uniform, and always kept clean and pressed by her aides. Across her shoulders run small silver snake-like patterns, occasionally spiraling outwards to hold very small twinkling white gems, like little branches bearing even smaller fruit. She also wears a very simple featureless crown, a single rounded silver headband, which seems to turn nearly black in the right light.

    Arsix bears a deep dark blue color, with splashes of gold alongside to accent her overall shape.

    Mask: Kanohi Volitak, Mask of Stealth
    Weapon(s): A single dirk, ordained with crystalline patterns, exactly the same as her twin brother's blade. They are mostly ceremonial.
    Powers: Powers of near invisibility and silencing of own noise and effects (other than removing a shadow) via her Kanohi Volitak. Arsix is also a trained Mindarm, and is very skilled in the Willhammer discipline specifically.
    Personality: Arsix is confident, sharp-witted, and rarely uncomposed. In public facing life, any anger she may feel is hidden well, and only appears under a veil of harsh words. In private, particularly when it comes to family affairs, it is a bit of a different story.

    Since the invasion of Zataka’s forces, Arsix has continued to mature and has come into her own. Now, as the Rora of what remains of the Dasakan people in the Kentoku Archipelago, her sense of pride and duty has increased greatly. Arsix believes she alone can lead the Dasaka through the war with the Rahkshi, and is willing to do what it takes to ensure that she remains Rora to accomplish this.

    Biography: Groomed to become the Dastana matriarch, Arsix was raised in Iki alongside her inseparable twin brother, Jasik. As a very young girl, only a few years after learning to talk, she had already begun taking classes on etiquette, history, literature, and political strategy. Sometimes, the differences between the pair were so slight, that particularly lazy aides would mistake the two, and Jasik would often be dragged to these same classes instead. Eventually, Jasik was shipped away from Iki because it had become so problematic, and to begin his Menti training - sooner than is customary. Initially, Arsix refused to let him leave alone, but after enough coaxing from their mother, Yomiken, she stayed behind. Still, as “punishment”, Arsix refused to speak for days to her aides and teachers, frustrating them until Arsix’s mother agreed to take a trip to Sado to see Jasik.

    Years later, Arsix and Jasik found themselves motherless, killed by an angry Dasakan citizen, after the Dastana family found themselves under great public scrutiny when Rora Yusanora was assassinated. Arsix quickly found herself no longer just a socialite and mouthpiece for the family, but the Toroshu, arbiter and leader. With Jasik by her side, Arsix seceded the Dastana clan from the Empire, officially declaring that the family and it’s loyal clans no longer recognized Rora Yumiwa’s authority.

    With the Umbraline family no longer present in the Archipelago, and the invasion of Zataka’s Rahkshi, the Dastana forces swept into Sado, allowing ships to flee, and fought off the brunt of the attack. After days of fighting, and as Sado began to stabilize and it became clear the Dastana held the majority of Dasaka military strength, Arsix declared herself Rora, the new leader of the Dastana Republic. Many families welcomed the centralization of the Dasakan people, but Arsix knows that some do not, and would wish to see themselves in her position instead. With death on seemingly every doorstep of the Archipelago, and a tumultuous political landscape, Arsix has become single-minded: To ensure victory at any cost.
    Weakness(es): Arsix is a capable fighter, even being physically stronger than her brother. However, her real skill rests in her abilities as a Willhammer and Mindarm. She is more likely to lose if fought physically.

     

    Name: Tuara Drigton
    Gender: Female
    Species: Toa
    Element: Ta (Fire)
    Alignment: Self, Ta-Koro and its people (Chaotic Good)
    Appearance: Uncannily and unbelievably gorgeous, Tuara’s armor is mostly red but ordained with black highlights, accenting her figure "...in all the right places". Her Pakari is rather smooth and fitted specifically for her. Tuara walks with an air of confidence that demands authority, and with purpose. She wears black fingerless gloves on her hands with a red stitched pattern on the edges. Her black and red belt hangs loosely on her waist, the round buckle in the center. On her back she has one medium-long staff with the head of a large hammer on the end.

    Illustration by @Vezok's Friend


    Mask: Red Pakari, Mask of Strength
    Weapon(s): A medium-long staff with a hammer-head on the end and a returning throwing disk.
    Powers: Element of Fire, mask power of Strength.
    Personality: Tuara can be a bit of a spit-fire when angry. Temperamental, as most Ta-Toa are, Tuara is known for her hot-headedness, although she isn’t one to jump into a situation without knowing what’s going on.
    Biography: Originally raised in Ta-Koro Tuara trained herself to fight at a young age as an outlet. She was generally well known and considered one of the more popular of her friends due to her quick wit and good looks. Tuara’s family all went missing when she was young, a case that remained unsolved. Tuara, distraught by the memories of her family in Ta-Koro left the fortress village, taking up residence in Le-Koro. There she worked and lived, and did her own private investigative work, occasionally employed by Kongu and the Gukko Force. It was here she refined her combative skills, and learned about judicial systems and forensic sciences. After some hundreds of years of this, Tuara packed up, and made her way back to Ta-Koro, returning home to continue her work and protect the weak. Tuara eventually became the Deputy of the Ta-Koro Guard. Jaller’s right hand woman, she was loved by the people of the village. However, over the years, the baggage of her escapades began to catch up to her, and turned to the bottle for comfort. She’s been declining ever since. Matters came to a head when it was revealed that Tuara’s long-lost older brother Kitea was alive again, and in Ta-Koro. He begged her to keep his existence a secret, and had turned to her after making what he described as a simple mistake - the murder of a Ta-Koro Guardsman. Tuara reluctantly hid the body, but felt mysteriously compelled to reveal Akiri Jaller of what she had done.

    At this, she decided Kitea and she should skip town immediately, but was not quick enough, when Agni, an old friend from the Guard and their shared adventures, and Dorian, her lover and fellow survivor of the Mark Bearer incident, confronted her at the gates with the rest of the Guard. Here, she gave in, and the siblings were taken into custody.

    After questioning, Dorian came to speak with her, revealing that Joske had been killed, and that he alone was heading to the Mangaia to finish what he started. After a curt discussion, Dorian left for his mission, not to be seen by Tuara again.

    After questioning, Tuara returned with Agni to Tuara and Dorian’s home, where she promptly removed each bottle of alcohol from the cabinet and one at a time sent each of them to their graves. Agni, witnessing this, and in helping her clean up, superheated the glass, which the pair turned into a small pendant as a reminder of her decision.

    Maybe this time, it’ll stick.
    Weakness(es): Tuara's a much less effective combatant while at range. The real danger is getting in range of her hammer, powered by the strength of her Pakari.

     


    Name: N’ashka Akkataka
    Gender: Female
    Species: Skakdi
    Element: Fa (Magnetism)
    Alignment: Self (Chaotic Neutral)
    Appearance: N’ashka is about average height and weight for a female Skakdi, bearing silver armor, with a very slight greenish tint to it, barely perceivable underneath the plethora of nicks, dents, and scratches. She has a stocky muscular build, and bears a tight-lipped grimace most of the time. Her eyes themselves have been taken out, leaving two scarred empty sockets, which she leaves uncovered. Her left hand is missing two long and bony fingers, leaving her with just her clawed thumb, pointer, and middle finger, once bit off by a warlord’s Muaka. The same Muaka is responsible for the long deep scars which start just below the shoulder, when she shoved her arm into the same Muaka’s mouth to retrieve her missing digits before her husband cleaved it’s head off.
    Mask: None
    Weapon(s):
    A two-handed broadsword that N’ashka is able to collapse down into a shape just larger than its own hilt, coloured a deep copper brown-red, made for easy concealment. 

    Additionally, N’ashka’s upper incisors and lower canines are covered in a conductive metal, which when clamped down on hard enough send an electric shock into whatever her teeth are sunk inside. At first glance, they simply appear as somewhat effective replacement teeth.
    Powers: Element of Magnetism (if in conjunction with another Skakdi), and no vision powers, as her eyes have been cut out.
    Personality: A fine tactician in her time, but a bit of a brute otherwise, N’ashka is known for her brash but controlled leadership style, having directed troops in both large and smaller scale combats. Now, having grown older, and essentially retired from her and her husband’s conquests, she has grown a bit quieter and more reflective.
    Biography: N’ashka Akkataka grew up in Irnakk’s Tooth, and found work in a smithy, making and repairing weapons and armor. Eventually, she began taking on more responsibilities at the smithy, and as a teenager took to the road, delivering such goods. It was here she and her husband Lahkenn met, at the sharp tips of their weapons - he still at this time being a young simple raider. After their first altercation where half of both parties were killed, both groups spent days at a stalemate at the mouth of a well defended cave. N’ashka’s group and Lahkenn’s group eventually clashed in a climactic battle in the night, when N’ashka and the others had created a second exit further up the mountain-side, ambushing the enemy in their sleep. However, the battle ended with only N’ashka and Lahkenn left standing. Wounded, hungry, and exhausted, the pair made an unlikely and tense truce to escape the Northern Mountains together.

    Years later, N’ashka became Lahkenn’s armorer, as he amassed more and more followers, eventually building his own fort and becoming a self-proclaimed warlord. During this time N’askha became his first wife, and he began to involve her more directly in his work, often sending her as his representative or leading his men in war, becoming a full-fledged warrior and commander. At Lahkenn’s side, N’ashka participated in felling a great number of enemies, including personally defeating two enemy “warlords”. For a period of time, within the clan, N’ashka was known among the other women as the “Ash;tak”, which roughly translates to “wife-of-the-blade”.

    Eventually, on a particularly hot night just south of the Criebe:Luur river, Fort Lahkenn was razed to the ground by a rival warlord Ipsudir Garsi. She personally assaulted the fort, and came to defeat Lahkenn. N’ashka stepped in between them to defend Lahkenn, her fellow wives, and her three children. Ipsudir however, gained the upper hand and one at a time, took out her eyes with her own hands. Ipsudir, having incapacitated N’ashka, then moved onto Lahkenn. She did not hear him scream when the killing blow was struck, but she heard the shouts of rage from her three children, who too jumped into the fray and were quickly cut down. Ipsudir, having decided the crippled N’ashka was no longer a threat, allowed her to live - in suffering - and threw her out of the burning fort.

    Since then, N’ashka has been living on the streets of Irnakk’s Tooth with no family to speak of, and nothing to her name.
    Weakness(es): Being blinded, N’ashka relies on her other senses in combat, which she now avoids, but she isn’t totally defenseless.

     

    Name: Pae
    Gender: Male
    Species: Toa
    Element: Fe (Iron)
    Alignment: Self
    Description: Average height, extremely well toned. Pae's armor is mainly black, deep green accents line different parts of his armor. The look that he wears on his face is usually void of emotion, hardly practiced in expression.
    Mask: Kanohi Kakama, Mask of Speed
    Weapon(s): Two small proto-steel hammers designed to break and crush enemy bones and armor.
    Power(s): Elemental control over iron, speed
    Personality: Only saying something when it's worth being said, Pae is known for keeping his mouth shut and his ears open. The Toa of Iron tends to stay off to the side of things, observing before acting; whether it's a conversation or a battle. The few times he does speak, his voice cuts through the air like hot butter. Pae never will take an enemy head on if he can avoid it. Stealth and precision is his game.
    Biography: Pae was taught at a young age that the strong survive. Growing up in the slums of Xa-Koro without any family to speak of, Pae honed his skills until he had become an emotionless machine. Most of his childhood was spent learning to watch and predict the people around him. This practice conditioned the Toa to be at arms with his surroundings at all times. The man is so aware of himself that he's aware of each breath as he takes it. Each moment to blink is pre-planned by the constant clockwork of his head. He's always looked after only himself. Himself and one other person, the only person on Mata-Nui that he ever considered a form of family. He's righteously devoted to Kino Iho, a child-hood friend, somebody he has not seen since Ko-Koro first fell.

    Pae currently is working alongside two Vortixx, under special employment from Ishi-Polzin, having been promised something he has not shared as payment. It seems his companions, Jin and Nika are in a similar boat. The trio does not necessarily trust one another, but they do know that whatever it was they’ve been promised, it’s enough to throw themselves at it together. Even if it’s as unlikely as chasing the wind, there’s a chance.

    Rarely, is that enough for Pae, but maybe this time it will be.
    Weakness(es): Pae specializes in closing distance and making powerful calculated strikes up close. Keep him at a distance.

     

    Name: Chand Kura
    Gender: Female
    Species: Dasaka
    Alignment: Self, her direct family
    Description: Pink eyes, average height, Kura is slim, with strong arms and legs. Typically, over her light-blue and silver body, she wears light crystalline armor, custom fit to provide an emphasis of mobility. Around her neck she wears a beaded necklace. The beads are made from small round yonoki shells, a rare colourful creature found in deep volcanic rock. The necklace was gifted to her by her father whom she has never met.
    Mask: Kanohi Arthron, Mask of Sonar
    Weapon(s): A crystal knife with a carved wooden handle of deep-purple shade, smoothed and finished to fine sheen. Kura crafted the knife with her mother, who had begun teaching her crystal-smithing before she left home.
    Power(s): The ability to detect the location and approximate size of nearby beings with the Arthron. Additionally, Kura is well practiced in the Dragon’s Scale Menti discipline, able to cover portions of her body with hardened psionic energy to act as a shield.
    Personality: Kura is a young and impressionable Menti warrior. Although she is deeply spiritual (despite not being a Dragon’s Heart), she often comes across as brash and sometimes rude even. However, Kura is kind-hearted, and if possible, will aid others even to her own detriment.
    Biography: Kura's early life was spent with her Chand mother, living a nomadic lifestyle on Odaiaba. Most days were spent riding Hoko with the other children, and . One day, Kura found a necklace and part of a written letter, her mother kept secret. Kura learned it was a gift intended for her from her father - a Long. Hurt and confused by her mother’s stubborn secrecy on the topic, Kura with her Soko horse, Naiana, left her travelling family for the mountainous peaks. There, she began her training in the Dragon Scale discipline among predominantly Long peoples, hoping one day to find answers about who her father is, and why her mother refused to tell her anything about him.

    Of course, this was all before Odaiba opened up, and Zataka’s invasion of the Archipelago began.
    Weakness(es): Kura is often unwilling to step back from an important fight, if the stakes are high and if lives are on the line, and is less likely to make 

  • Edited on 2021-09-23 21:55:25 by Palm
  • Posted 2021-08-28 19:54:12 UTC
    Go to this post on BZPower
  • -Staff Characters-

    Name: Chojo [Crown Princess] Umbraline Desdemona
    Species: Dasaka
    Caste and Clan: Menti Caste, Umbraline Clan
    Gender: Female
    Appearance: Desdemona is a willowy creature, just inches over the average height but slim and slender enough to require a layer of slim, interlocking crystal armor over the upper half of her body wherever she goes, as though she were a bauble that were in danger of breaking. Her actual armor is a dark navy, so dark it appears almost black, with fine golden trimmings running near the joints and along her chest in ornamental patterns. Her face has a similar look; attractive to behold but frail and slim, only her eyes look consistently healthy. They are a deep, powerful navy blue, a rare color for a Dasaka that may be linked to her prowess as a Menti and telepath.

    Weapon(s): For her court appearances, when Desde made them, she carried a long, ornate crystal dagger marking her as a member of the ruling clan. But she was not particularly skilled at using it and instead deigns to carry with her a small pouch around her neck, along with three crystal spheres fashioned for her by her nurse as a child. 

    Her Soulsword process, historically middling compared to her prowess in the other three Menti disciplines, has recently begun to manifest in odd spurts.

    Mask: Kanohi Sanok, the Great Mask of Accuracy, in the shape of a Hau.
    Powers: To make up for her lack of strength and fortitude from birth Desdemona was blessed with a profound, natural knack for the Willhammer, Mindarm, and Sighteye disciplines, as well as her lifelong prowess at Ideatalk; she and her sister were two of the youngest Menti fast tracked to Battlemaster in the history of the Empire, and it is a source of endless pride that she managed to reach the rank before her sister. Her ability is such that it is almost always on, with the same amount of effort it takes to remember to breath or swallow food. In general, it manifests as nothing more than a quiet mental tug for most and when she wants to she can drop most of her whims and desires into another person’s head and embed them there, in the subconscious mind. She kept this, as well as most of the range of her abilities, secret, so as to avoid scorn or undue attention on her family while they maintained control over the island, but the end of civilization and an enormous Soulsword Kanohi Dragon tends to pull the lid off the crown princess' powers.
    Traits: Quiet and reserved from her years spent in glorified house arrest, Desdemona is a sharp, politically savvy girl who realizes the gravity of her birth, her powers, and her situation. If not for her birth as an Umbraline and second daughter of the Rora it is entirely possible she would be abandoned or shunted to some other lesser clan affiliated with her family, for her situation is one that unnerves many of the matriarchs in her clan. She is shy and sweet, always willing to be of assistance to the sister she idolizes, but resents the fact that Yumiwa values handmaidens more than her and sees her as a summit to climb, a benchmark for her own achievements rather than her younger sister.

    [Her Soulsword process, historically middling compared to her prowess in the other three Menti disciplines, has recently begun to manifest in odd spurts.]

    Since her kidnapping at the hands of Clan Fursic, subsequent escape and the fall of Sado, D̸̩̀e̸̺͝s̸̞̽d̵͓̋e̴͖͌m̸̩̉õ̸̗n̸̠̚ả̴̧ has grown bolder and more outspoken with her opinions. She has been freed from her tower, albeit under the worst possible circumstances, and she has no desire to ever be imprisoned again.

    [Mask: Kanohi Sanok, the Great Mask of Accuracy, in the shape of a Hau.]

    Biography: If she were in any other clan – even the Fursics – she would be dead. 

    Desdemona was born almost a month early, frail and already sick from the day of her birth, and her very survival was, depending on which gossip you talked to, either a stroke of luck or some sort of omen from Zuto Nui; on her very first night alive she had used what could only be natural telepathy to scan Yusanora’s mind and plant a single word there: D̷̘̦̬̣̱̰̮͓͉̫͈̠̑̎͊̅̽͝ȅ̶͕̹͙̣̌͆͋̌͑͐ͅs̶̢̟͈̞͔̠̲̬̮̩͙̄̓͛̔͘͜͜͝d̵̢̛̺͈̱̂̊̅̒̓̀̀̈́̈́e̴͕̥̭͖̪̬͗̍̋̎̾͌͆͆̄̎͘m̷̳͉̪̱͈̹̞͚̫̣͗̌͑͌̈́͑̋͌͊o̶̜͍͎̞̬͎͕̞̣̟̽̿̌̓͗̌̎̓̾̍͝͠͝n̸͕̝̲̘̠͂̅̐̽̀̄̏͋̈́̕͝ͅą̵̛͉̠͖͊̏̀͂͊͂̊͌̒͊͘̕ͅͅ The name stuck, and over the course of her life the natural prowess of the Rora’s second daughter manifested at odd times, in odder places; the usage was never more than fleeting but it was decided that she should be tutored as a Willhammer in private, away from anyone else training as a Menti. After she was trained as ably as she could be – at a certain point she started to overshadow many of her own tutors – the isolation stuck, for both her sake and to prevent her from inadvertently latching on to those at court who she may affect and manipulate –  publicly, anyway. If she were in any other clan – even the Fursics – she would be dead.

    Desdemona spent much of her life confined to the Imperial Palace grounds, a potential harbinger of the Rora's decline that none dared publicly reveal the extent of...until the Rora's decline came upon her anyway, at the launch party for the Chiisai Ryuu. Convinced of Fursic involvement, the Chojo began her own ill-advised investigation. She found herself kidnapped for her efforts, and would have died at the hands of the Fursics if not for her sister's sworn sword, Korae Inokio, and the assistant to her uncle Umbraline Masayoshi. The princess had scarcely recovered from her ordeal before the Rahkshi fell upon Sado. In the chaos, Desdemona manifested a miracle - a fully formed Soulsword, in the shape of a Kanohi Dragon, to cover the escape of countless civilian ships. The trauma of this manifestation left her comatose for most of the voyage to Mata Nui, and her presence on the Ideatalk plane has become even more dominant and invasive than before. D̵̡̧̧̛̛̖̗̙̺̞͔͉̯̟̟̝̗̙͇̤̠͕͓̦̖́̅̅̊̈́̐̉̀̔͗͘͜ͅe̴̡̹̜̮̗̖̤̤̖̰͎̳̯̿͊̄͋̈̕͜s̴͚̻̩̤̩̟̬͍̽̅͂̈́̍̅̈́̆̂̕͘͠͝d̵̡͓̩̟͓̜̫̖̝̣̮̹̙̝̈́̐̓͗̈́̃̓̃͗̓́̉̄̍̔͂̈́͛͑̓̔͊͝ȩ̴̧̛̠̩̬̻̱͉̣̣͚̼͕̠̥̻̭͑̔̈́͂͌̓̄̎̃̔͂́̇́̍̚͝m̶̢̢̡̛̛̠̘̻͉̟͙͕̹͓̦̪̣͖̯̠̭̻͔̘̟̬͋̆̈̅̐̌̐̄̂̍̓̍̋͐͠ṏ̷̡̪͎͚̰̠̟̟̹̗̝́̏̇͜n̵̢̙̤̠̞̱͖͉͕̰̋̈́̇̀̓̌̆̔̾̓̋̿̈́̇̿͂̔͌́̽͊̋͂͘͘͜͝͠ͅa̵̧̖̦͌̇̏̂̂̑̀̈́̐̐͗͆̀̀͛
    Weakness(es):D̵̡̧̧̛̛̖̗̙̺̞͔͉̯̟̟̝̗̙͇̤̠͕͓̦̖́̅̅̊̈́̐̉̀̔͗͘͜ͅe̴̡̹̜̮̗̖̤̤̖̰͎̳̯̿͊̄͋̈̕͜s̴͚̻̩̤̩̟̬͍̽̅͂̈́̍̅̈́̆̂̕͘͠͝d̵̡͓̩̟͓̜̫̖̝̣̮̹̙̝̈́̐̓͗̈́̃̓̃͗̓́̉̄̍̔͂̈́͛͑̓̔͊͝ȩ̴̧̛̠̩̬̻̱͉̣̣͚̼͕̠̥̻̭͑̔̈́͂͌̓̄̎̃̔͂́̇́̍̚͝m̶̢̢̡̛̛̠̘̻͉̟͙͕̹͓̦̪̣͖̯̠̭̻͔̘̟̬͋̆̈̅̐̌̐̄̂̍̓̍̋͐͠ṏ̷̡̪͎͚̰̠̟̟̹̗̝́̏̇͜n̵̢̙̤̠̞̱͖͉͕̰̋̈́̇̀̓̌̆̔̾̓̋̿̈́̇̿͂̔͌́̽͊̋͂͘͘͜͝͠ͅa̵̧̖̦͌̇̏̂̂̑̀̈́̐̐͗͆̀̀͛ is physically weak and incapable of hand-to-hand combat. Her prodigious Menti powers, possibly the strongest in living memory, have started to manifest an unprecedented fourth Discipline - telltale hints of which have also begun seeping into her Mindarm, which rattles objects at a distance without her will, Sighteye, which induces mild hallucinatory illusions in unprotected beings, and her prodigious Willhammer. Her tell, which once manifested as deja vu, can seem to trap people in a skipping version of the same moment, sentences repeating upon themselves again and again and again and sentences repeating upon themselves again again and again and again and again and--

     

    -Personal Characters-

     

    Name: Reordin Maru

    Species: Toa of Ice

    Gender: Male

    Powers: Due to using Kopaka’s Essence Stone, Reordin has immensely honed control over the element of Ice and can resist some of the coldest temperatures on Mata Nui for extended periods of time.

    Kanohi: Reordin wears a Kanohi Tauhaka, a Mask of Alchemy. The Kahoni Tauhaka allows its user to change the material or element(s) of one object into another. For example,Reordin could turn a tree from wood to stone, or a metal door to glass, the transmuted object gaining all the new strengths and weaknesses of the new material. The Tauhaka cannot create or destroy new things; it can only alter already-created items. The rate of change is determined on the size of the object – the larger the object, the more time is required exponentially to transmute its substance. Against living beings, the Tauhaka is far less effective.

    Weapons: For weapons, Reordin wields two ice axes (what most people would call ice picks) with serrated inner edges; the weapons are versatile for both combat or for maneuvers which may require him to grab onto something such as the top of a building or the crevice of a canyon.

    Appearance: Tall and noble looking, with the poise of a leader, Reordin has the lean, athletic physique of an athlete and a soldier. His old, custom-designed black and white armor has transformed now that he’s a Toa, becoming a smooth, seamless blend of whites, with accents of grey and black across his entire frame lending a less conformed look to his attractive body shape. The Toa of Ice is built for free running, and spikes on his feet allow him to climb up a variety of surfaces, such as mountains or canyons.

    Reordin’s face is handsome, with defined cheeks, a strong jaw, and a thin mouth that seems to be continually smirking. Most notable are his eyes: two big, steel blue orbs shrouded in mystery that seem to focus like those of falcons gazing at prey when he’s examining something or coming up with a plan; his gaze can either pierce your soul or warm it, depending on his feelings towards you.

    Alignment: Wanderer's Company (Neutral Good)

    Abilities: Extremely diverse knowledge of parkour, or free running; his body is adjusted for the toughest physical conditions, and he has borderline Calix-level power over his body movements. He's also versed in several different hand-to-hand and sword-fighting styles. Reordin has the natural poise and tactical brilliance of a leader, and has a good feel for the emotions of his men and how to assuage them.

    Personality: As a lifelong soldier and cop, Reordin has always made his living off of what he believe: namely, the subtle facial tells of a suspect's face, the evidence someone leaves behind at a murder or robbery scene, or the tactical layout of the place where a perp is hiding out. Destiny is not high on his list of favorite things, nor is the concept of fate; as someone who has deliberately plotted out his own life path ahead of time, the Toa of Ice is a very quick thinker, always planning on the move, even sometimes switching up his entire battle strategy in the middle of engagement if only to confuse his enemy and give him the upper hand.

    During his time with the Wanderer's Company and his tenure as Stannis' presumptive deputy, however, Reordin has developed an appreciation for deep thinking as well as quick thinking, often trying for the sake of the rest of his team members to create a hybrid of the two that both fits his leadership style and the purpose the team was assembled for. The personality imbibed into him by Kopaka's Essence Stone has only furthered this begrudging appreciation for the philosophical. Though he may occasionally be the butt of jokes for this, Reordin is not a man who suffers fools gladly, and will pay back a jibe or a gag in turn down the road, and much more sharply. His anger can be a simmering thing, long and bitter, and he will nurse resents for a time, but in the end his bonds with his team and his friends are unbreakable. Despite his penchant for provoking personal conflicts, he will always come to their aid - if only to make them feel like tossers for going against him in the first place.

    Biography: Reordin started out his days as a simple Matoran - a bright eyed idealist, in fact - with a sense of duty to Mata Nui and to his people. The moment that he reached the age of eligibility, he signed up for the Sanctum Guard and quickly became one of Ko-Koro's most well-known beat cops; criminals and Guards alike both feared and respected him for his growing willingness to go outside the boundaries of what a normal cop would do, and only by the skin of his teeth and his brilliant capture record did he escape administrative action. However, while leading a platoon of Sanctum Guard troops for the Island Liberation Squad in the Battle of the Hive, Reordin's lieutenant, Darrick Bane, as well as the majority of his men, were killed in combat; the two other survivors died en route to Ko-Koro to spread the news.With no one to corroborate his actions, Reordin - along with, unknowingly, his Ussalry counterpart and bromance partner Sulov Koskium - were placed on administrative leave; while Sulov was discharged, Ko-Koro was attacked by terrorists before Reordin's case could be reviewed, and the lieutenant immediately led a group of ILS forces to the village to see what he could do. He is currently assisting his home in any way he can, all whilst bearing in mind the ominous visit of a strange Ta-Matoran the morning after the Battle of the Hive, during which Reordin was told to watch for the Wanderer, who would change his life forever.

    So he watched. And watched. And watched. And…Stannis.

    Instantly, he and the Pa-Matoran butted heads, arguing over strategy, the Essence Stones, what the fate of the Chosen may be, and, at the crux of each debate, the faith of the saint vs. the logic of the soldier. Throughout their journey, however (and with the help of a certain Le-Matoran flygirl turned Chosen One) Reordin managed to develop a budding appreciation for the Wanderer’s style of leadership. When Stannis and Oreius, another Matoran from the team, were separated from the rest of the Company, Reordin took charge and collected two of the remaining stones while Stannis’ half of the team collected Pohatu’s.

    When the team linked back up together, Stannis and Reordin (kind of) buried the hatchet, and the team used the Essence Stones to transform into Toa. Now Reordin is a Toa of Ice in the vein of Kopaka, and is learning to use the power of the First Toa whilst not completely surrendering himself over to the personality of his predecessor. Of all the predecessors he could have gotten, it was Reordin's forefather that ended up being Heuani; the Toa of Ice refused to follow in his footsteps and assisted in the final vanquishing of Makuta. After the battle and the team's experiences in Mangaia, Reordin returned to Ko-Koro to defend the village. He was instrumental in leading the resistance against the Legacy, bringing the ILF as a shock force and reuniting with the Maru there to drive out what remained of Makuta's garrison. He once again serves as the village's chief protector.

    Weaknesses: As a Toa of Ice, Reordin isn’t big on fire or intense heat, and his penchant for cockiness in the face of an enemy hasn’t exactly dulled much, either.

     

     

    Name: Akiri Hahli

    Species: Matoran

    Alignment: Ga-Koro

    Gender: Female

    Appearance: Hahli is of average height and width for a Matoran – possibly an inch shorter than normal – well-formed and graceful. She carries herself with a speed borne of military training that belies her soft, poetic nature.

    Weapon(s): As a Marine, Hahli is talented with all manner of Matoran tools and weapons; she practices with a Bamboo Bow regularly but does not carry it with her many times, leaving her with just a Bamboo Disk, Ga-Koro fishing staff, and a long, well-made dagger given to her by Akiri Jaller. The blade is Protosteel edged with rena and the hilt is black, polished Muaka bone; though somewhat plain looking the blade is powerful and expertly crafted, and will never give out or break.

    She also came into possession of one suit in the first wave of Exo-Matoran, serial number C09T, through her influence as Akiri. She's fallen in love with piloting it around Ga-Koro for fun as of late, and in her off hours has fun swapping out its Patero Launcher and rotating triple trident arms for pressurized water cannons and reinforced, wedge-shaped feet for kicking beach balls. This configuration, nicknamed 'Summer Hahli,' is a known urban legend in Ga-Wahi and in the nightmares of Akiri Jaller. As a backup, her faithful assistant Eutuchia's Exo-Matoran, serial number Z63L, is often used to rotate parts and weaponry in case her primary Exo-Matoran takes damage - or, in times of great injustice, used to combine into a larger, two-pilot Exo-Matoran. This configuration, nicknamed 'Hahli Gattai,' definitely lives in Jaller's nightmares.

    Which is why it's based.

    Mask: Powerless Great Kaukau

    Powers: Control of Ga-Koro and a natural grace with her surroundings: this gives Hahli greater ease when moving around, whether through athletics, parkour, or other physical activities.

    Traits: Though a formerly high-ranking Marine, with all the borderline workaholism that the moniker implies, Hahli is, at heart, a poet. She has a deep-running appreciation for the world around her and often looks for the philosophy in life where others may overlook it. She’s a student of history, a firm believer that while history may not always repeat itself, it does always at least rhyme, so she’s trained herself to learn from any mistakes she made as a Marine and improve on them as an Akiri.

    Though she’s loving towards all of Mata Nui in general, and often tries to mediate small-scale conflicts between other Akiri, she will ultimately put her village and people above all else, and will detach entirely from communication for weeks at a time if conflict truly does arise, leaving Ga-Koro an oasis of peace and neutrality in Mata Nui. Despite her poetic and generally peaceful nature, Hahli can use her gift of words to call upon her incredibly sharp wit; the Akiri can deliver a barb twice as piercing as any stingray with just words, and her time with the Marines and outfoxing the Toa Daedra and Nokama's murderers has left her 

    Biography:  Hahli cut her teeth in the Marines, serving Ga-Koro and Turaga Nokama – her mother figure – as diligently and loyally as could be. She was kidnapped and held by Nokama's murderer, a cavalier Skakdi by the name of Grokk, and forced to watch her Turaga die - alongside several of the Toa "Arete," secretly the Daedra. When Ga-Koro's supposed protectors and Nokama's killer both viewed her as a loose end, Hahli slipped free and went to ground in Ga-Wahi for the last weeks of Makuta's fall, evading capture by Makuta's forces. She returned in the chaotic aftermath of Makuta's fall, to the joy of all her friends and fellow citizens who thought her dead. Well-known and loved throughout the village, the intrepid Ga-Matoran was voted into the position of Akiri in a near-landslide. Hahli accepted the position with the same humility and care she accepted her charge as a Marine with, and she does so to this day.

    Weakness(es): As a Matoran, Hahli has none of the powers, strength or size of other, larger beings, leaving her weaker in a melee fight.

     

    Name: The Red Hot Chili Pepper ("Redhot")

    Species: Toa

    Gender: Male

    Mask: Kanohi Pakari
    Powers: Elemental Power of Earth
    Equipment: His elbows, fearsome things to behold, have been known to cave in a man's cheekbones - no matter how pretty - with a single crushing blow. Has fists like marbled ham, if you put marbled ham on a morningstar and slapped someone in the face with it Pakari-tier.
    Appearance: About a hand-and-a-half taller than the Toa average, and thick with muscle; Redhot's jaw is lantern-shaped and spare, his face stark and teeth massive, but his grin always betrays a certain cheerfulness, and scarlet eyes brim with energy, giving him a youthful cast. Bears midnight black armor, with some concession to bright red streaks on the vambrances, calves, and heartlight. His costume is a single bandana tied around each wrist and a half-mask that covers his eyes, shaped in the form of a bright red bell pepper.
    Personality: Soft-spoken and friendly, the Red Hot Chili Pepper takes his name less from his personality and more from his famously resilient taste buds - he loves all manner of spicy or hot foods and can wax poetic about them for hours. Also passingly fond of good alcohol, though he tries not to get drunk when he can help it. Red Hot Chili Pepper tends to serve best as a lowkey bastion of wisdom and advice, though he is more than willing to function as a party tank if need be, raising the question of whether there might be a little bit of a berserker's streak to him after all.
    Biography: See Whitehot.
     
    Name: The White Hot Munequita ("Whitehot")
    Species: Toa
    Gender: Female
    Powers and/or weapons: Earth, super-strength, jar of dirt, Swole Hatchetton the Swole Hatchet
    Appearance: Whitehot is either an inch or two taller or smaller than her brother; no one really knows because when the two stand together, a witness tends to be thrown bodily into the air so high that all other witnesses are forced to locate him, like a golf ball voyaging whimsically across the cosmos. Either way, tall and shapely, with muscled arms, legs and abdomen lending her the power of a brick (HOOOUSE) the Warrant Officer tends to cut a striking figure in her navy Marine uniform, clashing against her white and black armor set and highlighting her cheerful green eyes. Her Pakari is shaped like a Kualsi and colored a light grey.
    Technological items: Volo Lutu Launcher
    Weakness(es): Her little brother's ######, being an Earth Toa in a largely aquatic environment
    Alignment: Hot
    Personality: Despite looking like a happy-go-lucky bimbo, Whitehot shares her brother's love of a fight and berserker's streak, though tends to be much less vigilante about it. Her time with her partner has slowly coaxed her out of her shell a bit, but Whitehot still tends to be the "bad" cop (AYY YO MA) and it requires a lot more to earn her respect than her happy-go-lucky big brother.
     
    She could still drink your ###### under the table doe she's not the White Hot Munequita for nothing.  
    Biography: Whitehot was born to a poor family in Onu-Koro famous for its obscenely muscled, ridiculously laid back kids, but most of her easy-going attitude was spent on trying to keep her younger brother Redhot out of trouble. A huge kid even by Hot Family standards, and always down for a brawl, Redhot grew up wanting to pound people into the dirt for a living under the Ussalry banner, but after his infamously disastrous entry exam her brother went off to the Crucible with all the funds he'd intended to save up for his Ussalry uniform.
     
    Whitehot went out through Mata Nui, from the highest jungle to the meanest snowbank, looking for her brother. Finally, heartbroken and nearly hopeless, she stumbled into a hall in Ga-Koro known as the Crucible - there she saw not only her brother, cleaned up and happier than she'd seen him in a year, staring starry-eyed at a young Toa of Fire who was literally jumping rope with a drunk's body.
     
    Satisfied that Redhot's new infatuation could keep him on point for the time being, but still wanting to keep an eye on her brother regardless, Whitehot took the entry exam for the Ga-Koro Marines and passed with flying colors. Her only request was the ability to choose her own partner, a totally contradictory pretty boy who was just coming off a slump of his own [NOT WHAT YOU THINK] and took a similar Warrant Officer job.
     

    Name: Deuandra, the Diamond Fox

    Species: Cy-Lesterin

    Gender: Female

    Powers: As a Lesterin of Crystal, Deuandra has an incredibly acute sense of vision and tends to emit a hallucinogenic, Lightstone-ish glow that has been chemically imbalanced to strobe various colors. Over the years, under the influence of her various concoctions, she has on occasion accidentally caught a glimpse of her own fluorescent reflection and nearly shocked herself into catatonia. Luckily, not many of these are fatal thanks to her Lesterin physiology.

    Kanohi: Kanohi Iden, Great Mask of Spirit

    Weapons: Deuandra is not trusted with weapons, so to speak, save for her Kitab al-Stevia, or Book of the Pure Waters. With this tome, she seeks to purify the blood Arms bleeds, denoting various chemical formulae and their use for battle or recreation. She also has a small, electronic device powered by hand cranking with enough memory to record and repeat one song ad nauseum. (approved by Tyler)

    Appearance: A Lesterin of slightly shorter than average stature, Deuandra’s unintimidating presence nonetheless feels as though it could never fit into polite Lesterin society. Her face is sharp and attractive but unkempt; her lime green Kanohi has been slapped over with hues of gold. They pair well with her white armor and blue highlights around the torso and limbs, but her haphazard mask is but one example of her carelessness regarding how she looks. She has painted the brand of Khy;barr on both shoulders, seemingly just to do it, even though she is technically not a slave herself. Her fingertips, which have been constantly singed by chemical fire or subject to decay, have been painted back over with smiling faces drawn on each fingertip. She wears goggles that constantly hide her bloodshot eyes, even outside the confines of her lab. She also has a generally haggard, emaciated look to her; perhaps one of her greatest assets to the fort is that she never seems to actually partake in food, and as such cannot be a drain on Arms’ resources.

    Alignment: Khy;barr (Best [Chaotic] of the Worst [Neutral])

    Abilities: Her Lesterin racial abilities aside, the main thing keeping Deuandra’s weak sense of self together is her intelligence. She is whip smart and has a knack for chemistry and anatomy, having just enough of an idea how species might respond to potent substances that she can personalize brews that work best for whatever warrior comes barreling into her lab. She supplies Arms with a number of potions, drugs, or healing poultices for his conquests, and hasn’t come anywhere close to running out of ideas. She records every successful recipe in her book.

    Personality: It’s important to look beneath the surface with Deuandra. She’s capable of a facsimile of casual conversation, but it may not be altogether pleasant one. Usually completely enthralled by the possibilities of her work, she can be curt and dismissive of any disruptions, save for Arms himself, to whom she extends a sort of detached gratitude for his resources. Any time he lumbers in, she makes sure to actually check on what exactly she’s brewing up before handing to him, suggesting she is aware somewhere in her brain of the consequences for handing off the wrong drug. None of them ever seem to affect him adversely, even when she has no plausible explanation for why, but she just considers that proof of a continually satisfied customer. Everyone else who doesn’t take what they want from her narcotic buffet and leave is subject to heavy sarcasm and barely disguised impatience.

     

    But rest assured, inside her head, Deuandra is having fun.

     

    Constantly dancing around to the one-song soundtrack of her life, she sees the world in hues even she doesn’t have the words to describe. She is a passenger in her own brain, utterly riveted by the sights that it has to show her; she lacks much self-image and seems perennially on the edge of disappearing into a puff of technicolor smoke and wafting back out into the sky. She is used to passing out from one mishap in her lab or another and doesn’t seem cognizant of the fact that she has, in fact, been the lucky recipient of a number of successful Tryna usages - combined with subconscious use of her Iden. As she’s never dead longer than a few minutes, these are technically more resuscitations than they are resurrections.

     

    She is educated on matters of science and Zakaz’s history and has reason to believe that the beginnings of her cookbook date back to Lamo-Lyco-Oshan itself. In fact, she seems fond of conspiracies and ghost stories in particular, and rumors abound of the witch in the bowels of Khy;barr who plies her black magic and attempts to reforge links with the old, dark gods of the Lesterin.

    Biography: Deuandra is the second generation in a family of singularly talented alchemists – with singularly bad taste in benefactors. Her mother, Deandra, was renowned throughout Seprilli as a renaissance woman – equal parts skilled healer, potent bombmaker, culinary artiste and narcotics dabbler. Ever a woman with a flair for the dramatic, she fashioned herself the White Cobra of Seprilli. Locals who had been on the receiving end of her caustic nature were less charitable with their monikers, picking on her gangly looks and obnoxious nature by calling her, simply, “the Big Bird.”

     

    Whatever her spirit animal, Deandra and her adolescent daughter were in constant demand. Though they enjoyed a relationship that resembled teacher and student more closely than mother and daughter, they were nonetheless cordial with each other and worked well as a team. The first time Deuandra ever left Seprilli was with her mother, as part of Malnak Seprillian’s campaign through the Zakaz delta. Their bombs were crucial in the taking of several fortresses, their healing poultices helped seal wounds many warriors would have thought mortal, and their more unsavory concoctions provoked a battle haze akin to the fiercest Spine Slug reactions.

     

    Their success, however, was closely tied to Malnak’s; in the century after his conquest, the two Lesterin attached themselves to various causes and lesser warlords, attempting to find a customer base in the dangerous eastern areas beyond the Rift. None of these campaigns were particularly successful or notable, but it was on one of them where her mother met her end. As Deandra was preparing chemicals for the battle, her daughter had finally found the courage to crack open the Kitab al-Stevia, her mother’s book of secrets, formulae and theorems that had been kept from her all her life. To her shock, she realized that her mother was only capitalizing off the knowledge of others – using the shoulders of giants to inflate her own self-image and present herself as a genius.

     

    The resulting shock led to obsession with the book’s secrets quickly – biological theories and black magic abounded, enough to overwhelm the unprepared adolescent when her assistance was most needed. This led to a fatal misstep. Among the chemicals Deandra and Deuandra carried around was a single vial of Antidermis, the product of careful extraction from the very lip of the Rift; even the two scientists weren’t mad enough to enter for larger samples directly. It was up to Deuandra to mix the compounds their warlord benefactor relied on for his fervor in battle, and in her fugue state (or perhaps out of a detached, scientific curiosity, who could say?) she mixed the Antidermis into what she thought was the warlord’s potion.

     

    It was her mother’s coffee.

     

    What followed was chaos. The warlord, probably pretty fairly to be quite honest, blamed her for her mother’s death and considered her a traitor to his cause. She fled with nothing but the coat on her back and her mother’s book, scurrying into the wilds. What followed was survival by any means necessary, a lonely girl attempting to make do with what little hospitable flora the island of Zakaz had available. She fended well for a time, but it’s likely she would have died had a certain four-armed goliath not stumbled upon her looking for a place to dump his raw and fearsome materia. In one hand, he gripped the skull of some monstrous Rahi that Deuandra had never encountered before. With his other three, he began burdening her meager campsite with garbage. Through all this, Deuandra sat silently, brewing the hallucinogenic, mushroom-heavy goulash she had been subsisting off of for months. Arms, as is his wont and his right, took a great spoonful right from the broiling pot.

     

    What he saw after imbibing, he has never revealed – nor has Deuandra even been particularly curious enough to ask. What matters is that he signaled for her to follow, and she did. She took that to mean she had some freedom of movement when she arrived at Khy;barr (ironically, the very fortress her mother and her had been hired to help besiege) but she has never exercised it, preferring the simple comforts of her lab and the excitement of a new day of cooking over roaming around Arms’ grim demesne.

    Weaknesses: Deuandra has little capacity for caring or worrying about her own life. She might not even be cognizant of being permanently killed, so she doesn’t really sweat it much. Being unarmed doesn’t help her in this regard, but if someone has gotten deep enough into Khy;barr to dig her out, she’s probably toast anyway. So in the short term having no weapons is probably for the best.

    -Tyler

  • Edited on 2021-09-06 02:31:27 by Haman Karn: A Magical Girl
  • Posted 2021-08-28 19:54:29 UTC
    Go to this post on BZPower
  • Staff Characters

     

    Name: Warlord Vanok the Undying

    Species: Skakdi

    Gender: Male

    Element: Gravity

    Vision Power: Laser Vision

    Appearance: Age has begun to rob Vanok of stature but only just. The hunch in his back had not been there in his youth but only a fool would call it a sign of weakness. Vanok’s muscles were built young, as broad and strong as any Skakdi, and never faded. He wears no unnatural armor; the black Warlord’s front is covered in scars, thick and thin, faded and new. Scarcely an inch of skin is bereft of one, white marks tracing muscle in stark contrast to his skin. A single scar marks his back, just to the left of his spine, a thick, circular mark where a weapon was driven deep. It lies just behind the largest mass of thick, well-healed scar tissue surrounding a battered and scratched metallic plate in the center of his chest. The device, for it can be nothing else, was clearly not made by Skakdi hands. It’s too smooth for that, even after a lifetime of wear and tear, and the individual parts fit together too closely. The word ‘Nak’ has been scratched into its surface and purple light emanates from the seams and lettering. Faint by day but unmistakable in the dim Zakaz dusk. A crown has been crudely tattooed above it, matched by a series of crimson lines to its left. 

     

    Despite his age Vanok still stands as tall as almost anyone on Zakaz. Age has dulled neither the intelligence in his eyes nor the command in his voice, and the harness for his axe fits as tightly as the day it was made. The two handed weapon rests on his back cresting his right shoulder, a Tahtorak’s tooth set into its base. Hide from the same beast makes up the boots on his feet and the leather of his belt. 

    Weapons: Zakaz’s technology has a look all its own, and at a glance the device in Vanok’s chest isn’t it. It’s of an older, more advanced make; crafted by Vortixx hands before their kind vanished from the island. It serves as the heart he lost, a mechanical, infallible, inexhaustible machine that keeps Vanok on his feet when a lesser warrior would have dropped from exhaustion. He doesn’t get winded, he doesn’t lose his breath, he (and it) just goes and goes and goes. The axe slung across his back is less advanced but no less effective for it; every movement made feeds into its power, every bit of power inside it can be focused and fired from its edge like a Skakdi’s Impact Vision. Only much sharper, and if you’re unlucky enough to catch it fresh, much stronger.

     

    Vanok also carries a Nakihl shotgun at his hip, and a series of wicked knives festoon his belt. Beyond these, what Vanok chooses to carry depends upon his mood, the battlefield, and what victory he wishes to boast of today.

    Powers, fighting style, and weaknesses: Vanok is a juggernaut of unmatched potential, a stampeding Tahtorak, and the original unstoppable force. The loss of independent control over his element was a setback, perhaps, but not a substantial one. The strength of his own back is enough to cleave men in half, and were it not enough his axe’s power can do the rest. Without superior skill to stop him, Vanok will simply outlast and overpower. He has grown old on an island where precious few do, and he is in no hurry to die. If you’re too far away to hit, you’re still in range of his Laser Vision.

     

    If Vanok has a weakness, if, it is that his age has brought him past his physical prime. Though only a fool would consider him any weaker, and many a dead fool has paid the toll for their stupidity. 

    Biography: Vanok is a Warlord, and a real Warlord who earned his title the right way. He didn’t claim it on force alone, he went through the trials to prove it. He has lived long enough to see the loss of the Skakdi’s old power, the disappearance of the Vortixx, and countless Warlords rise and fall. Some of them have been his own children and grandchildren. When he was a young Skakdi, not yet a Warlord, a Vortixx tried to kill him. The legend goes that the cowardly schemer dared not face him and instead put a cannon to his back and blew out his chest, his heart with it. But Vanok did not die. His craven attempt doomed to failure the Vortixx begged on his knees for a chance to live, and Vanok ordered the inventor to build a replacement for the heart he had taken through trickery. Superior in every way, or the young Skakdi would strike his head from his shoulders before he succumbed.

     

    The Vortixx built it, and true to his word Vanok let him live… After taking his hands so that he could never again raise a finger to his betters. A true Skakdi’s word is worth something, but be careful what you ask for. 

     

    Vanok the Undying, in his time, has raised hordes and won countless victories. Every heir of his has been given a gift from the trophies he has won through his long life and sent on his way to seek glory. Some have been among the upstarts seeking to bring him down.

     

    None who tried have lived or succeeded. 

     

    Despite his age Vanok is one of the most respected men on Zakaz, and for good reason. 

    Personality and Traits: Bloodthirsty, combative, arrogant, and scrupulously fair by Skakdi standards. A Warlord’s word is his bond, at least to another Skakdi or one who has won the right to that respect. Such men do not believe in trickery, their intentions for good or ill are not to be hidden. He can make for a powerful ally if his respect has been earned, and to his extensive family he can be quite paternal. Their successes are his, and their ambitions are worthy of respect… Even those who have been lead to their demise at his own hand. Their lack was not in spirit.

     

    Like any Skakdi, Vanok has a deep distaste for Lesterin as a species and outsiders as a whole. Their worth is unproven, and the hearts are weak. They deserve neither his respect nor his assistance until they have won both. 

     

    Player Characters

    Name: Krayn Inzaka, former Lieutenant of the Gukko Force
    Species: De-Toa
    Gender: Male
    Mask: Sanok
    Powers: Sonics
    Equipment
    -2x Six-Cylinder Revolvers, and rounds
    -Machete
    Appearance: Krayn stands taller than most of his species, though it is not immediately apparent. His armor is the natural gunmetal gray and silver of his element, though the former is more prevalent in his armor than the latter. He wears a black Sanok. His eyes, behind the mask, are dark green in color, and often unreadable in expression. If it's true that the eyes are the window to the soul, then Krayn's soul is very guarded indeed. Though that has been changing; following his ordeal the former officer has been making an effort to be more open in his communication with others. Though that hasn’t exactly extended to smiling a lot more yet. Krayn tends to avoid moving his left arm these days, and when he does it often provokes a grimace.


    He left his coat, and most of his gear, in Onu-Koro and hasn’t had any inclination to go back. A thick winter cloak purchased in Ihu-Koro has replaced it for his time in Ko-Wahi. Gone also are the weapons he used to carry, replaced instead with a sturdy machete on his back and the holsters on his sides. 
    Biography: Krayn was a member of the Gukko Force for an extended amount of time, serving alongside, and later under, Commander Daring. His path brought him into encounters with the Mark Bearers, pirates, criminal syndicates, and included time serving as a member of the Aggressors. He served on the Fowadi for a time, and was stationed in Po-Koro as a go-between for the Force and the Sentinels. He has since resigned his position as a Lieutenant of the Gukko Force, and is presently a civilian.


    After his experiences in the battle to retake Ko-Koro Krayn has been traveling, one can’t quite say wandering, the Ko-Wahi Wastes.
    Weakness: Krayn’s left shoulder has never properly recovered from its injury. That is his claim, at least; whatever the medical reality it aches and moves stiffly, without the precision and coordination that he expects of it from years of practice. Owing to the healing that took place under skilled hands the lingering effects may be psychosomatic but they impact his ability either way. Krayn shares the sensitivity to loud noises common to all De- elementals, especially if he has been separated from his safeguards.

     

    Name: Jaller
    Species: Matoran
    Gender: Male
    Mask: Kanohi Hau (Powerless)
    Powers: N/A
    Equipment: N/A
    Appearance: Jaller is a strong, athletically built Matoran, mostly red and yellow in color. He walks with the discipline of military background clear in his steps. Jaller generally holds his face in a mask of calmness and focus, even if what lies behind it is stirred by irritation at insubordination or danger.
    Personality: Jaller has excellent self-control over his emotions unlike many of his fellow Ta-Matoran. He can generally keep his temper under control and is known by all for his courage and responsibility. He has a strong sense of justice. Jaller leads his village firmly, but believes in leading with an ear open to suggestions.
    Biography: Jaller served as the captain of the Ta-Koro guard when Vakama was the village’s Turaga. He distinguished himself in combat against the forces of Makuta on many occasions, and his restructuring of the Ta-Koro military was crucial in keeping the Koro safe. When news of Vakama’s death reached Ta-Koro, the citizens of his village almost unanimously supported Jaller to take up the Turaga’s mantle.
    Weaknesses: Being a Matoran, Jaller can be overcome physically by most other species of beings in contests of brute strength.


    Name: Tarnok
    Species: Matoran
    Gender: Male
    Mask: Kanohi Kualsi (Powerless)
    Powers: N/A
    Equipment: Knives; Protosteel saperka; repeating crossbow
    Appearance: Like most of those with his element, Tarnok is taller, bulkier and more muscular than the average Matoran. His naturally black armor is largely covered by an external set of gunmetal gray armor, one carefully crafted and issued to all of Ussalry Seventh. It’s closer to plate armor, designed for maximum protection and maximum mobility. A large knife belt encircles his waist, and a crossbow is almost eternally slung across his back. His powerless Kualsi is usually set in an impassive mask.
    Personality: Usually quiet, though tends to speak at length when a conversation is initiated. Possesses a very strong sense of Duty, and a determination to keep his village safe. Tarnok tends to be skeptical of Toa claiming to be heroes, and demonstrates little fear of beings far larger and more powerful than himself.
    Biography: Tarnok started life as a simple miner, and were it not for a series of unfortunate events, he would have remained one. He joined the Ussalry and was assigned to Ussalry Seventh under the command of Sulov Koskium. During that time, he participated in the Hive battle and acquitted himself reasonably well. In the months following Sulov’s exile he fought off several marauding Toa, went toe to toe with a Valkyr, and fought Whenua's assassin to a standstill. He effectively organized the defense of Onu-Koro in the face of the impending Rahkshi assault, and fought in the battle that followed. After Makuta's fall, little has changed: the restructuring of the Ussalry left him bereft of his former squadron, with many former comrades promoted above him. As a result, his already limited socialization has decreased.
    Weaknesses: Tarnok is only a midget in a world of tall people and as such has less reach and zero access to physics-defying powers.

    Name: Sinshi
    Species: Dasaka
    Caste and Clan: Menti of Clan Umbraline
    Gender: Female
    Mask: Kanohi Calix
    Powers: Dual Soulsword Manifestation (Tiger Hookswords)
    Equipment: Rapier
    Appearance: Sinshi is slightly taller than the average member of her species, a trait evident from her straight posture. Her armor is a regal blue, accented primarily with touches of silver (although her pauldrons possess tints of brass-like gold). She wears the best crystalline armor she can afford, and tries to ensure that the details are in the same silver as her mask. When not in armor, she tends to wear robes accented with purple, and on other occasions, a dark blue coat with the Umbraline insigna in purple. Her Kanohi is a blue a few shades darker than her armor and accented with a simple silver. Though she would never describe herself as such, she is rather pretty when not scowling.
    Personality: Quiet the majority of the time, bordering on stoicism, Sinshi is actually pleasant when she opens up. Driven to succeed, and thus earn her family honor, she makes no attepts to disguise her distaste for those in positions they haven’t earned.
    Biography: Generations ago, Sinshi’s branch of the Umbraline clan was held in high regard, superior to all but the royal family itself. Yet now it is a mere shadow of its former self, a laughingstock behind closed doors. It is this that drives Sinshi’s every action, for her entire life is devoted to reclaiming her family’s past glories.
    Weaknesses: Sinshi is easily enraged by insults to her family, and rarely manifests her Soulsword unless her safety or the safety of others is threatened.
     
     
    Name: Saeva Sareta
    Species: Toa
    Gender: Female
    Mask: Kanohi Kadin
    Powers: Elemental Power of Fire
    Equipment: Sword; Trench Knife; Knife
    Appearance: Sareta is a few inches taller than the average Toa, with a medium build. At a glance, she appears to be a merchant or server. Most of her body weight is in the form of toned muscle, a fact that more than one opponent has learned the painful way. Her armor is a deep crimson, accented by splashes of lighter color and touches of black. Her face seems practically built for grinning, her most common expression. Blue eyes are set behind a black Noble Huna-shaped Kadin, and much of the time she seems irrepressibly cheerful.
    Personality: An enthusiastic brawler, Saeva enjoys seeking out new and more challengng opponents. Though her temper can often be evident, it rarely reaches true anger. Impulsive, with a fondness for making the most out of every fight, she is however a surprisingly decent tactical mind.
    Biography: Born to a pair of Ta-Koro merchants, Saeva spent her days either working in her parents’ shop of satisfying her curiosity and pushing her boundaries. With the village’s tendency for trouble, she found herself involved in the occasional brawl, and attempted to take her experience with her into the Guard. However, disagreements prevented her from doing so, and with the consent of her parents, she found herself travelling the island. She eventually arrived at the Crucible in Ga-koro, combating all who challenged her until she met a certain Toa of the Green. They soon established a vitriolic relationship, and left the fighting ring for greener pastures.
    Weaknesses: Saeva tends to make her own battles harder by not using her powers in order to challenge and enjoy herself.
     
    Name: Skrihen
    Species: Toa of Plant-Life
    Gender: Female
    Mask: Pakari
    Powers: Control over plant-life, as well as her Mask of Strength.
    Equipment: A large zweihander with a secondary subhilt and handle above the main crossguard, carried on her back. Crossed opposite it on her back is an Acurahk staff, taken from the Hive battle two years ago. A reasonably sized dagger and a survival knife are secured to her left hip, and a small crossbow to her right.
    Appearance: Roughly average height, Skrihen’s armor is colored the muted hues of an evergreen forest in winter. Pale greens accented by light gray, she is at home in most of the island’s forests. Her personal colors are contrasted by the stark black of the waist length jacket she wears, and the well-kept silver of her weapons. Her Pakari is a slightly darker shade of pine green than her body, and her gaze is tempo teal behind her Kanohi. She usually carries a small bag of supplies with her.
    Biography: Skrihen’s past isn’t entirely clear. There isn’t much of a trail, of people she knew or places she’s lived, but a general idea can be formed of who she was. For much of her life Skrihen looked out for number one, without much regard for anyone else. Their well-being was their problem. Somewhere along the lines she was burdened with the Mark of Joy, a Mark she had to feed on a daily basis. Her path, rather unintentionally, brought her to the Island Liberation Front’s Pala-Koro just in time to participate in the Hive Battle.

    After that… She stuck around for a while. She was a regular member of the ILF for the rest of their (admittedly short) duration of existence, and manned the village’s bar when its owner left. The culmination of events beyond her control took her Mark from her, and she returned only just in time to defend the village against the Followers of Makuta.She helped to defend against the Rahkshi during Makuta’s fall, and eventually left Pala-Koro for parts unknown. Most of her time since then has been spent traveling the island, taking mercenary work from time to time.

    The fall of Ko-Koro has proven to be the first event to truly draw her attention since the fall.
    Weakness: While normally an agile being, Skrihen’s zweihander severely limits her mobility when she uses it. Her Pakari enables her to move without too much effort, but she still experiences a drawback in her speed. This is not an issue when using her other weapons. Additionally, the physical nature of her element means that she uses more energy when using it in an area without much plantlife.
     

    Name: Masayoshi

    Caste and Clan: Menti, Umbraline

    Species: Dasaka

    Gender: Female

    Mask: Arthron

    Powers: Mindarm

    Equipment: Exact equipment varies depending on the circumstance, ranging from lightly armed to heavily.

     

    -Crystalline walking stick, sword hidden within the body.

    -Vambraces, carefully designed with the densest material available. Meant to blend in as part of her standard armor, but reinforced enough to, if necessary, block a limited number of blows.

    -Katana sheathed at either side of her waist, a smaller wakizashi just below them. (Katana x2, wakizashi x2).

    -Straight short sword, sheathed horizontally at her lower back.

    -Dagger in a sheath on her left thigh.

     

    Appearance: Of average height and athletic build, Masayoshi is armored in the same material as most Menti. Her armor is deep blue, with faint accents of pale gold most notably on her body upper arms. On most days, she keeps only the dagger sheathed to her left, only donning her more apparent equipment when the situation calls for it. Her cane is, without exception, held easily in her right hand. Her Kanohi Arthron is shaped like a sleek Kakama, her visage almost pretty but for one thing; the carefully crafted, nearly opaque, crystalline visor slotted into place over her eyes. Very notably, her attire is completely devoid of both the Umbraline’s colors, and their sigil. making it difficult to place her within a clan on sight.

    Personality: When one thinks of the Imperial Executioner, one thinks of the stoic, level headed mountain of a Dasaka that occupied the position. His bodyguards are a mere afterthought, silent shadows to the mighty Umbraline.

     

    Masayoshi very much subverts that expectation. While quiet in the presence of the company she often finds herself with, this is only to avoid drawing too much attention to herself. When she starts talking, she’s a very cheerful and enthusiastic conversationalist. Remarkably casual about her own impairment, it’s shown only out of public sight that she’s not half as disadvantaged by her impairment as she lets on.

    Biography: Masayoshi was considered one of the best up and coming Menti while training. She used her Mindarm abilities and her Kanohi Calix to, at least among her peers, almost unparalleled effect, weaving in and out of her opponent’s attempts to strike her and dealing out her own from every angle, both with limb and mind. To her pride, she had attracted both attention to her own skill, and attention to her family. Given the nature of the Yards’ methods, pairing students of roughly equivalent skill to spar, she found herself pitted quite often against those supposedly her betters, not the least of which were a handful of First Sons. Rarely did their pride escape intact, and one in particular was consistently enraged by the “nobody upstart”. Himself a Soulsword of considerable ability, the duo sparred often, both due to the instructor’s intentions and her opponent’s own desire to humble the young Umbraline. Sparring in the Yards, particularly with Soulswords and live weapons, was mandated to be strictly light touch, if there was to be weapon contact to the body at all. Near the end of their training, when such bouts became permissible at all, the two fought yet again; it seemed to be much like their other bouts, until, somehow, her opponent’s Soulsword bypassed her guard and connected with her face. Only her Calix prevented it from connecting perfectly, but even then the blow shattered her Kanohi and left a deep wound horizontally along her face.

     

    The healers responded slower than usual, resulting in a single outcome; while most of the damage could be healed, there was nothing that could be done for her eyes. It had taken too long to get her to a skilled enough Sana user. They managed to restore the appearance of her eyes, even a limited degree of functionality, but she would never be able to see. The Umbralines treated her well, even gave her a comfortable job back at their estate, but it immediately became clear that it was as much to sweep the issue under the rug as it was to treat her with respect. The duties she performed were formalities, and the First Son never faced an investigation into the event. It was in her new position that she stayed, for a good many years. She steadily adapted, using her new Kanohi to replace her lost sight, slowly regaining the independence she had once had. All the while, she trained. Trained to regain her skill, to somehow compensate for her lost sense.

     

    Eventually, she attracted the attention of the Imperial Executioner, on one of his visits back to the Umbraline estate. An offer was, after a time, made; Rayuke offered to give her a position as his assistant. She accepted quite quickly, and returned to the Imperial Palace for the first time since completing her training to take on her new duties, despite the whispers behind closed doors.

    Weakness: Masayoshi is blind. If she were to uncover her eyes she would be able to see varying levels of light, but she is almost completely blind. Though her Arthron easily compensates for this, if one were to find a way to bar her access to its powers, she would once more be rendered without sight.

     

    Name: Vana
    Gender: Female
    Species: Lesterin
    Appearance: Plants on Seprili have the space, and the weather, to be vibrant and colorful much like the Lesterin of Plantlife. Their blues and greens take on subtle hues accented with a bright, clean yellow. Plants on Seprili could never survive on Zakaz. Vana’s armor is the color of midnight on the river delta accented with dark, burnished bronze. Weather-beaten and bronzed in the harsh sun, but nowadays often covered in a rough hooded cloak. Only her blue eyes, piercing and somehow unfocused, can easily be seen from behind its edge. Despite her recent history— and her reputation— she doesn’t look much like a shade or a skeleton; below the cloak she has a solid, well-toned form. One however marked on her shoulder with the previous warlord of Khy;Barr’s seal. The symbol marks her as a slave, though it is not the only one that she has borne in the past. Warlords come and go, and all of them can be brought low.

    Her left wrist is marred by small, persistent scars from the manacles that bind her hands together. Her right is covered— or perhaps replaced by— a gray gauntlet that extends nearly to her elbow. The device is marked in an unknown script, especially circling the crimson gem inset on the back of her hand. Small, pointed claws end her fingers. 
    Equipment: Matches made with photothermic powder, dried Miracle Cactus and other mild hallucinogens. The shackles on her hands, a knotted wooden staff, and her cloak. The last piece of her equipment is not so much a possession as a part of her, perhaps even replacing a portion of her limb. The gauntlet on her right hand drains vitality from whoever it touches, enough to quickly weaken them after a brief period of contact and render them unconscious if contact is sustained long enough. From there, well…

    This life force does not simply dissipate but is instead stored inside the device, presumably the inset gem. The power inside can be converted into strength for Vana herself, though once it has been depleted it must be filled anew. 
    Powers: Kanohi Tryna, photosynthesis, poison immunity.
    Weakness: Vana is not generally permitted the use of her hands, and seldom is she permitted access to any real tools. Despite the way she can be very, very useful to whomever commands her abilities at the moment her lack of any true loyalty to the people who command her makes her a double-edged sword.
    Bio: What Vana’s history once was is unknown. Or rather, no one has cared to find out. What they know instead is her value on a land built upon its corpses. No matter where she walks, no matter what battlefield she is brought to, they can be counted on. She can raise them and immediately multiply the forces her warlord has at his or her command. Should any of their horde fall, they may rise again at her command. By no stretch does that warlord command her loyalty, however. Vana has a long history of striking back against her erstwhile masters in search of her freedom, however long it may last. 

    Khy;Barr’s previous ruler was one such master. In a bid for freedom she killed one of his top lieutenants and broke free before she was again captured. In punishment he chained her to the fortress’ wall to serve as a warning, unable to move but unable to die. Rain from the coast and sun from above kept her alive until the warlord was overthrown and, told of her existence, Arms had her released.

    Not that he trusts her much farther than his predecessor did.

     

    Name: Nihonei

    Species: Dasaka

    Caste and Clan: Toroshu of Clan Eiyu

    Gender: Female

    Mask: Mask of Emulation

    Powers: Nihonei is an incredibly skilled Sighteye. She usually uses her abilities to educate, but can turn them upon enemies in order to support her allies. In this time of chaos she has traded her Volitak in for a Mask of Emulation.

    Equipment: Paired katana and wakizashi, Rahkshi staff with one of the ends missing. Several satchels containing the Eiyu's most important records and texts.

    Appearance: Nihonei is of slightly shorter stature than most, and where once she wore a set of crystalline armor befitting a Toroshu she now wears the battle armor of her ancestors. Thicker than her more regal garb, crafted of segmented crystalline plates so as to avoid limiting her mobility. It clearly once had a shoulder cape, perhaps of half length, in Eiyu blue but the fabric is raggedly torn. The armor itself has accrued new damage over the past few weeks.  Despite her peaceful nature, Nihonei is still in the prime of her life, and her movements belie her athleticism. She did not, after all, survive this long by being incapable. Nevertheless a new weariness has set in upon her face, an exhaustion that comes from weeks of fighting and fleeing.

    Personality: Despite her stature, she is a very kind and friendly individual to those of the lower castes, with the near constant kind smile on her face a testament to this fact. Rarely subscribes to the clear hierarchy of the empire, though she respects others for their adherence to tradition. Tended towards more passive behavior, barring exceptional circumstances, but that was before the hordes descended on her home. Since then Nihonei has been pushed to her limits, physical and emotional, more times than she can count. One couldn't call her paranoid, nor skittish, but a certain anxiety shadows her thoughts now. An awareness that for the moment she cannot take safety for granted anywhere.

    Biography: Nihonei was born into the Eiyu clan, taking to their teachings like a fish to water. The near-infinite possibilities of the Sighteye discipline attracted her during her early studies, and upon undergoing training in Twin Souls, utilized her abilities effectively alongside her sister.  She is an able leader, bringing the Eiyu into a new era of prosperity, until the portal opened on Mt. Koshiki. The Eiyu hailed from Odaiba, and their home was under attack before they even knew of the invaders. Despite their surprise Nihonei was able to coordinate a defense and even an exodus for many of her people, lingering herself to secure the most critical of her clan's knowledge.

    Weaknesses: Nihonei is not an aggressive fighter. Not that she is lacking for skill, but she does lack for experience and a certain killer instinct. Nihonei excels as a tactician and strategist, and her skills in a support role (especially for her sister Saritsu) are nearly unmatched. But alone and left to fend for herself Nihonei will go on the defensive, a dangerous tendency in today's Kentoku.

  • Edited on 2021-09-06 21:01:49 by Krayzikk
  • Posted 2021-08-28 19:54:57 UTC
    Go to this post on BZPower
  • Name: Eita

    Species: Dashi

    Caste and Clan: Ringti Caste, Clan Kinzoku

    Gender: Male (approved by Tyler Durden)

    Appearance: A Dashi of average height, Eita’s physique is rather muscular to due his trade as a smith. His armor is primarily dark blue with gold highlights, with minimal crystal armor on his arms and legs. His bright green eyes are soft but have a clever twinkle to them.

    Weapons: Eita carries with him a crystal katana as well as a metal dagger that he forged back on Iki. He additionally also carries his forge’s crystal hammer with him.

    Mask: Powerless Calix, the Mask of Fate

    Powers: None

    Traits: Eita is friendly and a hard worker. He rarely misses a chance to prove himself to someone, and rarely abandons a goal when he sets his mind on it. He additionally has trained himself as a swordfighter, something that he is particularly proud of.

    Biography: Eita awoke on the shores of Iki with no memories or name. He was adopted into Clan Kinzoku where he quickly arose to prominence for his seemingly inherent skill in metalworking. He soon earned the title of Master Metalsmith, although there was little time to celebrate as Zataka arrived in the Archipelago. Clan Kinzoku was almost wiped out; Eita was one of the lucky few survivors. Now he plans to set up shop on the island of Mata Nui, hoping to continue his craft.

    Weaknesses: As a Dashi, Eita has no powers of his own, and therefore is vulnerable in a fight against an opponent with powers. Additionally, Eita suffers from debilitating migraines, which can come without a moment’s notice.

     

    Name: Atamai

    Species: Matoran of Fire

    Gender: Male

    Appearance: A Matoran of average height and slender build, Atamai’s armor is red, with a black mask and feet. His yellow eyes are sharp and piercing, with an air of intelligence to them.

    Weapons: The only weapons Atamai carries are a simple spear and a bamboo disk launcher; these weapons rarely see use as Atamai is not a fighter.

    Mask: Powerless Akaku, the Mask of X-Ray Vision

    Powers: Photographic memory and inherent Ta-Matoran resistance to heat; otherwise, no powers

    Traits: Atamai is quite blunt and rarely humorous. He has been described as a “Ko-Matoran in a Ta-Matoran’s body”.

    Biography: Atamai was appointed as the Caretaker of the Wall of History in Ta-Koro. After Ko-Koro was taken over by Makuta worshipers, Atamai became concerned about the loss of knowledge and history, and began his project of archiving and digitizing the Wall of History. Once Ko-Koro was freed, he began to do the same to the Wall of Prophecy. Atamai continues to make weekly trips there to update his archive with any new information.

    Weakness: As a Matoran, Atamai has no powers of his own, and therefore is vulnerable in a fight against an opponent with powers.

     

    Name: Tamatane

    Species: Parakuka (affected by antidermis- bonded to the body of a Toa [approved by Krayzikk])

    Gender: Male

    Mask: Jutlin (unusable)

    Appearance: Tamatane appears as a Toa bonded with a Parakuka. But the truth is more than that- Tamatane was exposed to antidermis, and was able to expand his control over the entire body of his Toa host, Zenix. Zenix’s mind was “eaten” by Tamatane’s consciousness, leaving only the mind of the Parakuka as the sole owner of the body.

    Tamatane’s body itself is primarily black with red speckled here and there. His eyes are a sickly green and glow with hate.

    Powers: Tamatane cannot access the powers of the mask he wears. However, as with all Parakuka, he has access to a burst of speed and strength. While his speed is the same as all others of his species (less than a Kakama), his strength has been increased to a Pakari level.

    Weapon: Tamatane carries a curved single-handed sword.

    Biography: The Toa known as Zenix received a Parakuka named Tamatane. Tamatane, being one of the oldest Parakuka, was a perfect match for the Makuta-worshipping Zenix. At some point Zenix received a small amount of antidermis, and chose to expose Tamatane to it. However, this would be a grave mistake for the Toa, as the substance allowed Tamatane to fully inhabit Zenix’s body. The Toa’s mind was snuffed out, leaving only the Parakuka.

    Tamatane has sensed his father’s return, and seeks to aid him in gaining control over the island of Mata Nui.

    Weakness: Tamatane still retains the weakness that all Parakuka share- his powers cannot be active for more than ten minutes.

     

    Name: Verdian "Verdi" Koanga

    Species: Bo-Matortan

    Gender: Male

    Alignment: Le-Koro

    Guild: Gukko Force

    Mask: Powerless Pakari

    Appearance: A skinny but athletic Matoran, Verdi’s armor is a mix of green and sky blue. His eyes are bright green and mischievous.  

    Powers: Verdi has no powers as a Matoran. However, like all other Bo-Matoran, Verdi has an innate understanding of plant attributes, such as poisons and possible medicinal uses.

    Weapons: Verdi carries a tomahawk and a bamboo disk launcher

    Bio: A veteran of multiple major battles, such as the battle at the Nui Rama Hive, Verdi is one of the Gukko Force’s premier fliers. His prideful nature often leads to him showing off his flying tricks with his Gukko partner, Ajax, but he has no hesitation to jump to the frontlines and focus up when needed.

    Weaknesses: Standard Matoran limitations. He's also very proud, and his pride sometimes gets to him.

  • Edited on 2021-08-30 05:24:21 by ~Xemnas~
  • Posted 2021-08-28 19:55:03 UTC
    Go to this post on BZPower
  • Staff Characters

     

    Vrinak, the Broker


    Species: Skakdi

    Gender: Male

    Element: Earth

    Vision power: X-ray vision

    Allegiance: Himself

    Appearance:
    Born a runt, Vrinak is smaller and slighter of build by Skakdi standards, but nonetheless commands a gravitas beyond his stature by dint of his demeanour and reputation. Charcoal and gunmetal in colouration, his typical choice of clothing is a cloth waistcoat under a long leather greatcoat, both gold-trimmed black. Like many Skakdi he sports a large chin, and an extensive and well-maintained set of teeth broken only by the occasional golden replacement. His eyes are golden in colour as well, and gleam with a sharp cunning. He speaks in a gravelly baritone.

    Weapons:
    The Broker carries no weapons openly, but it seems unlikely that a man of his paranoia is ever unarmed.

    Fighting style and weaknesses:
    The Broker lacks the sheer physical strength of a Skakdi warrior. As such, he uses his wits to avoid involving himself in open conflict, and relies on others for raw muscle. That said, the very fact that he remains alive and prosperous on Zakaz demonstrates an ability to survive that his stature and affluence might belie.

    Biography:
    Vrinak the Broker is a powerful man, but he is not a warlord, nor could he ever have been. To be born a runt on Zakaz is to have little life expectancy and no prospects, but the Broker is an anomaly: through cunning, patience, subterfuge, and (as he would have it) sheer will, he has raised himself from the lowest of Skakdi to a major player on Zakaz — albeit an atypical one. To survive, a Skakdi runt must find ways to make himself valuable to those larger and stronger than him, and few have ever done so as successfully as Vrinak. Possessed of a keen ear for secrets and a sharp eye for value, he made himself an increasingly valuable acquaintance to the ambitious and the paranoid, providing his ‘betters’ with resources, weapons, information — always at a reasonable price, but always for a profit. As his own resources and influence grew, he was able to employ first his fellow runts, then Lesterin and Kaiakans, then the more mercenary-minded among the Skakdi warriors. Operating out of the Warrens (a sprawling network of natural caverns and long-disused mines, beneath the southern badlands) he built an organisation of a size to rival any warlord’s forces. But the Broker is not a warlord: he has shown no desire to expand into new territories or conquer fortresses — or to put it another way, to make himself a threat to those who would. Instead, he continues to operate much as he always did (albeit on a far larger scale): as a “businessman”, commanding an island-wide network of caravans and seaships, trading in anything and everything of value. Be it information or raw materials, cutting-edge tech or simple reliable steel, the Broker is the man to go to. It is common for battles to be fought with the Broker’s weapons on both sides, for Vrinak will sell to anyone from the lowliest thief to the mightiest warlord. In fact — though none of them would admit it — most if not all of Zakaz’s self-styled warlords find themselves dependent on the Broker to some degree, and so turn a blind eye to his arming their rivals. Of course, Skakdi pride being what it is, there have been times when this tenuous arrangement breaks and a warlord becomes hostile towards him. But it seems these occasions are always short-lived: the warlords in question were soon overwhelmed by their rivals, deposed by their own subordinates, or met with unfortunate accidents. The Broker is nobody’s enemy, but his is a dangerous friendship to lose.

    Personality and traits:
    Vrinak the Broker is the pre-eminent “businessman” of Zakaz. His demeanour is typically jovial, seemingly generous and fair, but this affability masks the cunning and ruthlessness that are the cornerstones of his operation. Every conversation is a transaction, and every transaction is to be carefully manipulated for his benefit. To the powerful, he somehow becomes a resource they cannot operate without. To the lowly, he somehow becomes a patron whose debt they cannot escape, becoming part of a carefully-maintained web of contracts signed and favours owed. But despite all his power and influence, he shows no sign of higher ambitions. Amid the chaos of conquest and re-conquest, of countless warlords’ rise and fall, he remains a constant, playing the long game of survival.

     

    ______________________________________________________________________________________________________________________________________________________________

     

    Personal Characters

     

    Korero
     

    Species: Toa (Maru)

    Element: Air

    Gender: Male

    Mask: Kanohi Hiko, the Mask of Jumping

    Allegiance: Mata Nui, Le-Koro

    Appearance: Art by Vezok's Friend, third from the left

    Powers: 
    Korero, as a Toa Maru, possesses a level of elemental power above the average Toa, and he has natural and instinctive control over it.  He has inherited Lewa's skill, meaning that he has a level of proficiency above that of the usual Toa of his inexperience. The Kanohi Hiko allows Korero to jump between real locations in a flash. The Hiko allows for unlimited distance between locales, since it is not based on direct sight, but rather on images. The user can simply look at a picture of a location, or recall a memory of a location, and instantly "jump" there. If the location is unknown, then the picture must be explicit for the Hiko to work, for there is no room for error; any confusion in the moment of the jump will have grave and potentially mortal consequences. The user can also transport up to twice his or her own body weight with the mask, meaning he/she can jump with up to two other people or equivalent equipment. The Hiko does not allow for transportation through time or new dimensions.

    Weapons: 
    Korero carries his Toa Tool, a pointed-oval shield of green and silver with a circle at its centre, on which is carved the symbol of Faith.  He also possesses Lewa's legendary axe, which he retrieved from Mangaia.

    Fighting style and weaknesses: 
    Korero does not possess much strength, so he relies on his speed and agility (coupled with the use of his mask and element) in combat.  As his Toa Tool is a shield, most of his attacks come in the form of kicks and punches, although he can use his shield's sharp edges as a weapon.  Plus, the shield can be thrown similarly to a disk, spinning at the target then arcing back to clip onto Korero's forearm.  His main weakness is his relative vulnerability to physical brute-strength attacks.

    Personality and Traits: 
    The Toa Maru of Air is known for his inquisitive and optimistic character, but he has lost much of his naivete and innocence in fighting Makuta and the following months. He is kind-hearted, and rather idealistic in his sense of right and wrong, and as he has grown more confident in himself, this has sometimes brought him into conflict with allies. He has a sharp mind, and an excellent memory.


    Biography: 
    Korero was once a Ko-Matoran, an amateur archaeologist and historian who spent his time wandering the island searching for artefacts to discover and events to record. Everything changed when he met the Wanderer, Stannis, and joined his Company. Korero was revealed to be the sixth Chosen One, destined to become the Toa Maru of Air, and having transformed, he and his brothers and sister descended into Mangaia to defeat Makuta. Emerging victorious, they returned to their respective villages, and Korero was accepted as protector of Le-Koro.
    But this apparent new age of peace and prosperity was not to last. The newly-arrived Piraka attacked Ta-Koro, Korero and his teammates were on hand to fight them back, but the Chaotic Six managed to escape and deal significant damage in the process. A schism grew between the Maru, with Korero frustrated with Stannis' dishonesty and growing disillusioned with his leadership.
    Alongside his Toa-Brother Oreius, Korero infiltrated Ko-Koro during its occupation by the Legacy of Makuta, and helped teleport most of the other Maru in when the fight to liberate it began. As estranged as he had been from the Koro of his birth, seeing it under the thumb of the Nightfall shook him to his core, which was only made worse by the subsequent return of Makuta he'd been dreading since he learned they had failed to destroy him, only banish him from the world. He remains the valiant Toa Maru of Air, protector of Le-Koro, but inside he carries a burden of guilt and fear.

     

    Kilanya

    (N.B. Not fully updated for this arc.)

    Species: Dasaka 

    Gender: Female 

    Clan: Ageru 

    Caste: Toroshu

    Disciplines: Soulsword plus Willhammer

    Mask: Kanohi Haunoru, the Mask of Focused Shielding

    Appearance: 
    Tall and elegant, Kilanya is clearly a Toroshu. Beneath her glittering segmented crystal armour (which also includes, in places, valuable filigreed plate metal), her colouration is a mix of middling blue and indigo, trimmed with gold as often befits Menti warriors. Her mask is shaped similarly to the Hau, but more smooth-cheeked and flowing, and emanates charisma and nobility. Behind it, yellow eyes glow with the fierceness of a warrior and the intelligence of a general—she is undeniably both. Her livery of emerald-green cloth is worn both in the common waist-robes fashion (albeit shorter) and also as a pair of short strips, one draped on each shoulder. 

    Powers: 
    Kilanya is a powerful Soulsword, one of the finest Clan Ageru has ever produced.  Her psionic weapon takes the form of a typical Dasaka katana, and is sky-blue in colour. She is also well-practised in the Willhammer art of mental entry, and of course Ideatalk. The shield created by her Haunoru is shaped like a polygonal kite-shield about twice as long as it is wide, and manifests with the same blue colour as her Soulsword.

    Fighting Style and Weaknesses:
    In battle, Kilanya makes use of both her psionic weapon and her Kanohi’s shield to great effect.  A warrior using the physical equivalents of such weapons would be slowed down and restricted by their weight; Kilanya suffers no such drawbacks and is able to move as quickly and freely as if she were unarmed, while still making very real swings and blocks.  Coupled with her excellent physical conditioning and skill, she possesses impressive versatility and agility on the battlefield.  The energy required to sustain the blade and shield, however, will take its toll if battle is drawn out; and there are many elemental attacks against which she has comparatively little defence. 

    Personality and Traits: 
    Many things are expected of a Toroshu; honour, leadership, discipline...and Kilanya fulfils all of these.  As a warrior, she is formidable.  As a commander, she is respected by her troops.  As a judge, she is said to be unwaveringly firm but fair.  With all the responsibilities of a Toroshu and expectations of society on her shoulders, she keeps her kinder, gentler side well-hidden—but it does exist. 

    Biography: 
    Kilanya was born into nobility, the first and only daughter of the previous Toroshu, and under Clan Ageru’s rules of succession was thus earmarked from an early age as her mother’s heir.  Not content to rest on the laurels of birthright, however, she went about her duties and Menti training with a determination and talent that left little doubt that she was the clan’s destined leader — even duelling and defeating her teacher in her year’s Tarakona Games.  Despite Kilanya’s eminence, she does hold one well-kept secret: during her Menti training, she fell in love with a male of the same age, Ageru Dakte, in direct violation of mating laws. Her family, seeking to save her and the clan from this deep dishonour, managed to cover it up and avoid the shame that such a relationship would have brought upon them. To this day, not a soul outside Ageru’s most trusted knows of this. When her mother became a Datsue and retreated into the role of Matriarch, she took her rightful place as Toroshu of the clan.  By this time her distinguished military service had earned her respect and also training in a second discipline: that of the Willhammer. As Toroshu, she has commanded the Menti of Clan Ageru admirably, but leaves much of the day-to-day civilian affairs to her mother and the clan’s Steward.
    When the Rahkshi incursion struck and Yumiwa ordered the evacuation of the Archipelago, Kilanya became the first Ageru Toroshu in generations to defy a direct order from the Rora. Unable to evacuate more than a third of her people, and unwilling to leave the rest unprotected against the demonic assault, she sent as many as she could on the Ageru's boats and remained behind to defend the rest. As a member of Arsix's war council, Kilanya and her remaining Menti hold the front line in a war unlike any the Dasaka have ever known.

     

    Sahkra
     

    Species: Lesterin

    Gender: Female

    Element: Air

    Mask: Kanohi Huna, the Mask of Invisibility (only worn when needed) 

    Allegience: Herself

    Appearance:
    Sahkra is of average height, with a limber physique well-suited to climbing and moving fast. As a Le-Lesterin her natural armour colouration is leaf-green with red accents, with a shape evoking willow leaves at her shoulders and the tips of her head-crest, the seven points of which arc down from the back of her head until they point almost straight downwards. Her eyes are pale green. She typically wears a large bandana over the top of her head (recently joined by a pair of dust-goggles) and a wide sash at her waist, both red and patterned in a traditional Lesterin motif. Her Kanohi Huna usually resides in her backpack or hangs at her belt when not in use.

    Personal effects and belongings:

    • One Zakaz-built motorbike — unfortunately only a knockoff of the sonic cycles popular among certain warlords.
    • Lockpicks, kept hidden on her person.
    • A grapple gun analogous to the Volo Lutu of Mata Nui.
    • A pack containing various other supplies.
    • A seven-stringed Lesterin khyleh, on which she enjoys strumming and finger-picking in her free moments.

    Weapons:

    • Zapper (Foreign Tech): A small device, about the size and shape of a pocket pistol, that Sahkra keeps concealed under the sash at her left hip. Ordinary scraps of rubber inserted into the bottom of the grip are converted into pellets of an adhesive gel, which the device is able to imbue with an electrical charge. Up to three of these pellets can be stored at any one time. When the trigger is pulled, the device fires one of these gel pellets with enough velocity to stick it to a target within about 10 metres. With the flick of a switch, the user can then set the device to shock mode, in which holding down the trigger will activate the gel and release the stored charge(s), delivering an electric shock strong enough to incapacitate a fully-grown Skakdi if fully released (which takes about four seconds). Alternatively, the trigger can be held down when firing the pellet, in which case the pellet will immediately activate upon contact.
    • Two long daggers, one concealed in each boot.
    • A Najin revolver worn on her right hip — though this usually serves only as a deterrent or a last resort.

    Powers, abilities and weaknesses:
    As a Le-Lesterin, Sahkra is able to move with a preternatural speed, and hold her breath for long periods of time. She avoids open combat wherever possible, specialising instead in stealth to avoid such situations, and speed and agility to escape them. When fighting is the only option, she relies on speed to avoid attacks; if this is countered and she is forced to take hits, she will go down quickly.

    Personality:
    Sahkra usually exhibits a friendly, casual and laid-back demeanour, with a playful sense of humour and a penchant for sarcasm; but all of this often masks a laser-focus on her goals, which she will pursue no matter how much she has to lie, cheat and compromise in order to do it.

    Biography:
    Were you to meet Sahkra on the streets of Seprilli Port or in the inn of a Zakaz settlement, you would gain the impression she was a courier, transporting messages and packages from point to point across the lands of the Zakaz and the Lesterin. This is not untrue, but neither is it her only occupation: she is in fact a professional thief.
    Growing up an orphaned urchin on the streets of Seprilli port alongside her brother, Sahkra quickly learned to steal to survive. She and her sibling became quite the pair of artful dodgers, but as the two grew to teenagerhood she was unable to persuade him to stay on Seprilli, and the two parted ways. Now alone, she nevertheless continued to ply her trade, learning to operate solo — in fact she found she was even more effective without her brother’s often-brash approach, free to pursue her own forte for stealth.
    But no thief is perfect, and after one unfortunate slip-up she had no choice but to flee her home for the mainland of Zakaz, where she managed to acclimatise surprisingly quickly. Treatment of Lesterin on Zakaz was not so different from treatment of guttersnipes in Jukvere, and if anything, she found the Skakdi easier to rob than her own people. Enough time has now passed for her to safely return to Seprilli, but she has continued to work primarily on Zakaz, using courier work as cover for her thievery.
    With her sharp mind, agile physique, and Kanohi Huna, Sahkra is perfectly suited to cat-burglary, even stealing from warlords when the opportunity arises. But as skilled as she is, she is hardly prosperous; she carries more debts than she cares to admit, some of them to very dangerous people indeed. For a Lesterin on Zakaz, the price of freedom is high.

     

    Merror
     

    Species: Turaga

    Element: Fire

    Gender: Male

    Allegiance: Mata Nui

    Mask: Noble Kanohi Calix, the Mask of Fate

    Appearance: 
    As a Turaga, Merror is smaller of build than he was as a Toa and appears stooped with age, but is still far from frail. His natural armour colours are dark red and silver, and he typically wears grey Turaga's robes, suitable for travelling. He has kind green eyes which, despite his aged appearance as a Turaga, carry less pain and weariness than they did when he was a Toa.

    Weapons: 
    Merror carries the Badge of Office into which his Toa Tools were transformed: a staff as long as he is tall, with a head similar to the Firestaffs used by other Ta-Turaga, through which he can channel what remains of his elemental powers.

    Powers, abilities and weaknesses:
    With his transformation into a Turaga, Merror's elemental powers have dwindled; he can still conjure flames and, if pressed, cast small fireballs, but any greater displays of power are now beyond him. However he does remain physically capable, in part thanks to his Calix. His strength is reduced, but he retains all his long-honed skill in combat, and is able to hold his own using his staff or, if necessary, hand-to-hand techniques. Besides his mobility (which is also somewhat reduced), he lacks in defence against ranged or elemental attacks.

    Personality and Traits: 
    As a Toa, Merror was an upstanding and compassionate individual, albeit with an overly rigid sense of morality by which he did not shy away from judging others. He was wracked by deep guilt for his failures, and a grief for those he had lost. As a Turaga, he has mellowed, and found an inner peace: he remains firmly on the side of good, and unafraid to try to keep others on the straight and narrow, but has become more understanding and forgiving; wiser, perhaps. His wry sense of humour now comes out more often, and he enjoys playing into the "grumpy old man" stereotype of a Turaga.

    Biography: 
    Formerly a veteran Toa, Merror has seen and done a great many things in his time. Long plagued by survivor's guilt over the deaths of his original Toa Team, he strove to atone for his failures and mistakes for many years, saving and helping people wherever he could. But all too often he could not, which only added to his burden of guilt. As a result of his grief, he clung to the Toa Code, and refused to kill under any circumstances; and holding others as well as himself to the same rigid view of morality. He insisted in sparing even undeniably evil Toa such as Echelon, despite the harm they would undoubtedly go on to cause. In time, Merror began to realise his inflexible view of the Code was causing harm, and began to reassess his principles, becoming more forgiving and accepting of others' choices.
    When Dorian set off alone to face Echelon in the Vault, only Merror noticed him leave. He tracked Dorian to Mangaia, and arrived in time to witness the young Fe-Toa's victory and the death of his old nemesis. But this victory came at a price: not only was Makuta himself freed in the process, but Dorian had been mortally wounded, and despite Merror's attempt to get him to a healer, the young man began to die in his arms. In this moment, Merror realised his destiny was to save one life: Dorian's. He relinquished his Toa power to heal Dorian of his wounds, and so became a Turaga.

     

     

    Syrik


    Species: Toa

    Gender: Male

    Element: Magnetism

    Mask: Kanohi Kualsi, the Mask of Quick-Travel 

    Appearance:
    A tall man of athletic build, his natural armour coloured grey, black and gunmetal, with bright orange eyes. He often wears a dark grey hood, and a cape of the same colour over one shoulder, concealing his left arm, around which his chain weapon is typically wrapped. His Kualsi is shaped like a Great Kanohi Mahiki.

    Weapons and equipment:

    • A protosteel quarterstaff, his Toa tool. Both ends contain a foot-long blade that can be extended or retracted via his elemental power.
    • A belt of metal throwing knives, worn across his chest.
    • Two ceramic-bladed daggers made entirely of non-metallic materials, sheathed at either hip.
    • A 7-foot protosteel chain, wrapped around his left arm.

    Powers, abilities and weaknesses:
    Syrik could almost be called a living weapon. He exhibits excellent physical conditioning, high intelligence, and is greatly skilled not only in the use of his various weapons, but also his element and Kanohi. Despite his freewheeling demeanour, the precision with which he wields his weapons and powers hints at a far more rigorous training than any simple Xa-Koronan mercenary could have hoped to receive.
    While his offensive capabilities are substantial, he relies on his mobility (especially his Kualsi) to avoid anything he can’t block. If he is subject to concentration-disrupting or mind-affecting attacks, he will be left vulnerable. 

    Personality:
    Syrik’s demeanour is mercurial: at times he may be an affable conversationalist, a dispassionate professional, or a vicious assailant. But behind his capricious facade he is an extremely driven man, willing to risk everything in pursuit of his agenda.

    Biography:
    A Fa-Toa going by the name “Syrik” appeared in Xa-Koro a few years before its destruction, and quickly built a reputation as a highly efficient mercenary, albeit an enigmatic one. Talking a lot but saying little, even those on friendly terms with him would find they had been told contradictory stories of his past. When pressed, he would seemingly just spin another. But regardless of his origins, he seemed perfectly at home in the lawless Koro, and was happy to take any manner of job without compunction so long as the pay was good.
    But in time, that began to change. In the final year of Xa-Koro’s existence, his colleagues and patrons found to their surprise that Syrik was getting more picky about the jobs he took, less blase about the ethics of his line of work. It was as though the once-callous Fa-Toa was going soft.
    That changed abruptly following Xa-Koro’s destruction, after which Syrik appeared to suddenly reverse his apparent moral awakening — if anything, his contemporaries thought he seemed more ruthless than before. Nobody dared ask why: there was a rage in Syrik’s eyes that his affable facade could not hide.
    But during the Legacy’s occupation of Ko-Koro, despite the transformation of the city of Ice into a merc’s paradise, he was nowhere to be seen. Indeed, his fellow soldiers of fortune have seen no trace of him since. His whereabouts and his reasons for shunning the captured Koro are anyone’s guess.

     

  • Edited on 2021-09-14 19:45:00 by Ghosthands
    Adding Syrik
  • Posted 2021-08-28 19:55:12 UTC
    Go to this post on BZPower
  • The Woodsmith

    • Name: Nichou
    • Species: Onu-Matoran
    • Gender: Male
    • Appearance: The Onu-Koronan carpenter has a sturdy frame befitting his line of work. While Nichou may have the stout body of a trained warrior, his posture utterly lacks the swagger and confidence a soldier might have. His toned musculature is covered with his scuffed black and grey natural armor that similarly betrays the reality of manual labor and years of travel. It's in perfectly good functional condition, with several minor field repairs visible upon inspection, but it's clear that aesthetics are not a priority. The only part of Nichou's armor that's kept in nearly pristine condition is his bright purple Kakama. Bright emerald optics glow behind his Kanohi's tinted lenses. His boots are colored similarly to his Kanohi, although unlike his Kanohi, they are the most worn parts of his armor.

      The craftsman has an array of tools and trinkets strapped to his armor's toolbelt - the self-reliant, monk-like nomad is the walking definition of 'every day carry'. A leather bandolier with many pockets and straps stretches from one hip to the opposite shoulder, helping support and distribute the weight of the variety of equipment the utility belt carries. Where the bandolier meets the belt is a large satchel for carrying lighter items, and the back of the bandolier has a slot to easily secure Nichou's staff if necessary.

      In adverse weather, Nichou wears a simple grey burlap poncho.
    • Mask: Purple Kanohi Kakama
    • Powers: Like all Onu-Matoran, Nichou has innate earth powers:
      • More easily able to sense vibrations in the ground
      • Excellent night vision
      • Physically stronger than most other types of Matoran (Innate strength - with Nichou's line of work, he's well above that Onu-Koronan baseline as well)
    • Skills: Nichou is a craftsman by trade, and has accumulated many skills:
      • Carpentry was Nichou's first love - his manipulation of wood is unmatched by all but Toa of plantlife or the finest woodsmiths of Le-Koro. If it's made of lumber, either Nichou could build it, or more likely, already has.
      • Masonry is a skill Nichou learned from the artisan stone carvers of Po-Koro during an extended pilgrimage to the city.
      • Architecture is one of Nichou's more recent practices, spurred for the necessity of housing the influx of refugees into the massive after Ko-Koro's fall. The combination of Nichou's prior experience, it's ironically become something he's most known for by now, if anything, despite being more recent. Many a displaced Ko-Koronan has given thanks to Nichou's rapidly built shelters housing them in their time of need, though most don't know the architect by name. If he had charged for his work, Nichou might have even made a small fortune of his own.
    • Equipment:
      • Metal Staff: A walking stick Nichou was gifted in his days as a member of Stannis's Companions, its green hue is chipped and faded from years of travel across the island. At its head is a notch with a groove for quickly inserting an attachment
      • Dagger: This universal tool rests snugly in a sheath on Nichou's toolbelt. While it was built and purchased ostensibly for self defense, the carver typically uses it for whittling trinkets in his spare time. The hilt is configured to easily slot into the notch on Nichou's staff for usage as a spearhead.
      • Hatchet: A particularly durable one handed axe, well sharpened and maintained. Trees beware.
      • Heatstone: An invaluable resource from his time in Ko-Wahi, Nichou has taken to keeping a heatstone thermos on his toolbelt out of habit.
      • Chisel: The smallest of tools can move mountains.
    • Technological Equipment:
      • iStone Tablet: This peculiar yet popular Onu-Koronan device is invaluable for its note taking capabilities. While Nichou is skilled enough to not need to rely on a schematic before building something, in recent weeks he has realized the benefits of the technology's software for coordinating construction with others.
      • Lensed Lightstone Flashlight: You'd be hard-pressed to find an Onu-Matoran that didn't carry a lightstone just in case. Even long after Nichou had acclimated to surface dwelling, this is still the case. This recently acquired mass-produced metal housing directs the lightstone's energy through a lens into a focused beam. The head of the device can be twisted to adjust the aperture, controlling the ray's width and intensity inversely. The beam can be constrained to the point where it becomes nearly a point, which is very useful when Nichou directs other beings in construction projects.
      • Tinted Lenses: A pair of lenses that fit snugly into teh eyeholes of his Kakama, partially blocking the light coming in. A common product used by many Onu-Koronan expatriates, although occasionally used by other Matoran on bright days or for "style points".
    • Alignment: Good
    • Personality & Traits: Nichou's most endearing quality is perhaps his boundless curiosity. The Onu-Matoran's love of exploration and learning have driven him to visit most of the island of Mata Nui by this point. Nichou believes in Mata Nui and hopes for his awakening, with the Matoran's faith encouraged by the leadership of others and the fulfillment of the second great prophecy. His faith in Destiny has been tested by his friends becoming legend, but after deliberation, believed his lack of heroism to be his greatest strength.
    • History: One day, Nichou woke up with a renewed thirst for adventure. He closed his workshop and on a whim, went on a fruitless bounty hunt that taught him the dangers of the world. While nursing his wounded ego, Nichou heard the call of the Matoran Stannis, who was forming a group of companions to hunt for clues to fight back against Makuta. He travelled with the Companions to investigate Kini-Nui, protect Hafu in Po-Koro, search for Taipu in Onu-Koro, and meet with Nuju in Ko-Koro, where Stannis was christened the Wanderer.

      Shortly thereafter, Nuju was captured by Makuta and Stannis, now the subject of the Second Great Prophecy, disbanded the companions under murky circumstances. There had been growing distrust of the suddenly important leader's secrecy, and according to Destiny, only two of the companions were meant to join the Wanderer's new company. A disheartened Nichou returned to Onu-Koro. When the Rahkshi came, Nichou helped to defend and later repair his home Koro.

      In the aftermath of Makuta's defeat, Nichou trekked to Po-Koro to meet his old friend Stannis. In the caravan across the desert, Nichou met the spy Ishi Polzin, although Nichou only knew the Po-Matoran under the false identity of the Kohlii player Khyra. The two became roommates, and with no luck finding Stannis, Nichou spent his time learning the art of masonry.

      After some time, the duo travelled to Ko-Koro, splitting ways at Rhanus's Inn as Nichou went to The Massif, the remote hillside village his friend Stannis hailed from. Initially meant to be a short trip, when Ko-Koro was besieged, Nichou found his skills were needed, and spent the duration of Ko-Koro's control by the Legacy building housing for the refugees inside of the Massif

      When the Koro was recaptured, Nichou initially assisted in the repairs, but it wasn't long before news arrived of a similar crisis befalling the Dasaka in Ga-Wahi. Knowing his skills were needed, Nichou travelled with some trusted Ko-Koro refugees and monks from the Massif to construct homes for the overflowing Dasakan population in Ga-Koro...
    • Weaknesses:
      • Careful, Icarus: Nichou's innate curiousity can be as much a detriment as it is a boon.
      • Augmented Vision: The night vision of an Onu-Matoran comes at a cost - Nichou is more sensitive to intense brightness. While he has darkened lenses to shield his optics from harm, if those aren't on, he is vulnerable to distraction and surprise.
      • Kneeling Is Rude: As a matoran, Nichou is much smaller in stature compared to many other sentient species.

    The Trapper

    • Name: Kreigero
    • Species: Ko-Matoran
    • Gender: Female
    • Appearance: The majority of Kreigero's white and black body is normally hidden beneath a hooded, snow-white cloak that was thick enough to provide protection from the harsh Ko-Wahi weather, but light enough to not be cumbersome in long journeys. This cloak is fastened by a brooch engraved with the symbol for ice. Her dark grey Kaukau is often obscured by a black shemagh.

      Underneath those protective coverings, her armor is fitted with a smorgasbord of of straps, sheaths, harnesses, and other modifications in a highly optimized effort to keep every tool necessary for survival available as quickly as possible at any time. Her torso and arms are a brilliant white, with her kanohi and greaves in a dark grey.

      Kreigero wears a backpack to carry further supplies for survival alone in the drifts, and often has a quiver of red flags ready for navigation in storms.

      Picture (Circa 2012)
    • Mask: Dark Grey Kanohi Kaukau
    • Powers: Like all Ko-Matoran, Kreigero has innate ice powers:
      • Ice & cold resistance
    • Equipment:
      • Ice Pick: An implement of many uses, from climbing to combat.
      • Spear: There is no finer tool for keeping Rahi at bay than a long metal stick with a sharp end.
      • Dagger: The original multitool.
      • Round Shield: While large, it can be strapped across Kreigero's back, used to block the wind or support a temporary structure, or a sled.
      • Rope Spool: In these glaciers? You can never have too much rope.
      • Snow Shoes: Even for the wide feet of Matoran, these are useful.
    • Technological Equipment: 
      • Kreigero doesn't need it, clearly. If you can't survive in the drifts from your own wits, will, and strength, perhaps you aren't meant to.
    • Alignment: Neutral Good
    • Personality & Traits: Given her self-sufficient lifestyle, Kreigero is unsurprisingly not trusting of outsiders, although it is unclear which of those came first. She travels alone, except with her hunting partner - a light grey Hapaka named Reyal.
    • History: A hunter from Ko-Wahi, Kreigero mainly hunts rahi in the drifts and North March, returning to Ko-Koro on rare occasions when in need of supplies she can't make or repair herself. During the Legacy's control over Ko-Koro, Kreigero tracked further into the drifts to avoid League activity. Now that things are 'back to normal', Kreigero is keeping an eye on the changes to Ko-Koronan society.
    • Weaknesses:
      • Cold Shoulder: Kreigero isn't particularly sociable, much preferring to rely on herself instead of others.
      • Snowflake: As a matoran, Kreigero is much smaller in stature compared to many other sentient species.

    The Hunting Partner

    • Name: Reyal
    • Species: Hapaka
    • Gender: Male
    • Appearance: A hapaka with light grey fur and a few scars. Wears a cloth harness.
    • Powers: 
      • Enhanced senses
      • Enhanced agility in mountain environments
      • Herding skills
      • Barking
    • Alignment: Doggo
    • Personality & Traits: Barks & bites. Protects Kreigero. Hunts. Tracks.
    • History: Kreigero's tame Hapaka. Possibly not the first. Probably not the last.
    • Weaknesses:
      • Good Boy: Unwavering loyalty; Reyal will protect his owner to his last breath.
      • Rahi Rage: Hapaka may be smart predators and loyal hunting animals, but when it comes to fight or flight, sometimes instincts will always take priority.
      • Thrill of the Chase: Reyal can be easily distracted.

    The Lovable Rogue

    • Name: Quoribay
    • Species: Fe-Matoran
    • Gender: Male
    • Appearance: Quoribay has a sleek, athletic body colored dull grey. His armor is lightweight and flexible, designed for absorbing impacts of falls and slices of blades. Currently, his armor's outer layer is colored a dull bronze on his chest, forearms, and boots - a clever disguise blending him in with the Po-Koronan populace and keeping him from being recognized by any Sentinels.

      Deep blue optics peek from beneath his Kanohi, which he changes often.
    • Mask: Bronze-colored Kanohi Pakari
    • Equipment:
      • Ceremonial Daggers: These two ornate dirks were 'liberated' from a shipment to a Po-Koro Sentinels depot several months prior, and Quoribay has been putting them to use ever since. Hewkii probably didn't miss them.
      • Bamboo Disks (4x): A classic, inconspicuous weapon on mata nui, their sharpened edges are not to be underestimated. Kept in Quoribay's backpack alongside his disk launcher.
      • Balisong: A strange, impractical pocket knife, used more for show and giving nervous hands something to do than actually cutting anything. Well cared for.
    • Technological Equipment:
      • Smoke bombs (3x): These miniature balls have a particularly ashy conconction of photothermic powder, meant to create a large puff of smoke on impact.
      • Telescoping Disk Launcher: A custom order by Matan and Natan's inventions in Onu-Koro, this high powered disk launcher has been souped-up with an variety of unique elements. Flicking a small lever on the handle the rifle-length launcher can telescope inwards and then fold over the other half of the disc launcher to create a surprisingly compact package. Quoribay keeps this in a backpack strapped to his back, its purpose obscured by its complexity.
    • Alignment: Chaotic Neutral
    • Personality & Traits: Adventurous. Jocular. Cocky. Sarcastic. Sneaky. Shortsighted. If he didn't have that mouth of his, he might have found several jobs with his skills.
    • History: Quoribay has been living a life of crime as long as he wants to remember. Running from the law for this and that, living the thrill of the chase. Except that one time. His biggest score was selling a group of ten Ko-Koronan hostages for 20,000 widgets as a henchman in the Shadow Hapaka, an upstart criminal gang. His 50/50 split of the stash is buried in a place in Onu-Wahi that only he knows.

      He spent some time in Ko-Koro after the fall, a haven for a petty thief, but when things began to heat up, he disguised himself once again and slipped out of the city along with the refugees. He spent the time since scouting out Forsi, looking for his next big score, craving the rush and thrill of the chase.
    • Weaknesses:
      • #??? Accountant: Quoribay tends to have trouble seeing the true value of things such as fiat currency, or properly assessing the risk versus reward of certain actions.
      • Wanted Man: Quoribay is on the run from a variety of petty crimes. While most if not all of these were performed under a different appearance, there are only so many masks and color schemes you can paint yourself as before people start drawing connections.
      • Offer He Can't Refuse: Greed is good. Propose a deal that's too good to pass up, and... well... it is.
      • Underdog: As a Matoran, Quoribay is much smaller in stature compared to many other sentient species.

    The Detective

    • Name: Vrill
    • Species: Toa of Crystal
    • Gender: Male
    • Appearance: A thin, athletic build, with a blueish-teal kanohi in the shape of a sleeker, more tactical Kakama. Behind the kanohi burn two orange optics. His blue armor has a thin outer layer of blue and seafoam-tinted crystal that he often manipulates with his powers for an advantage, such as patching holes or thickening his armor in a fight. While not subtle, it is certainly effective. Over this armor, Vrill wears a large light grey cloak so as not to stand out more in a crowd or at a distance when he doesn't want to be seen, and in general to assist in adverse weather.
    • Mask: Mask of Perception (Approved by Nuju Metru & Reapproved by Tyler Durden)
      • This Kanohi, when activated, enhances the thought processes and sensory input of the user, Giving a surreal experience to the user, as if time had slowed down around him/her.
      • This Kanohi does not alter time in any way, only letting the user experience more and comprehend faster, thus giving the "Slow-Motion" illusion. The user's body is as at the same speed of control as normal, so the user cannot use the mask to do impossibly fast attacks, etc.
      • The user is able to control how much faster his mind is, with a maximum of increasing his/her awareness tenfold from his normal perception of time.
      • The higher the speed the wearer's mind overclocks to, the more strain is put on his/her system, and memories of the experiences aren't as clear as normal memories would be. Prolonged periods of using the mask or using it many times in succession will give the user headaches of varying sizes, depending on the time used, speed used, and frequency.
    • Powers: 
      • Toa level control over crystal.
      • Ability to use Kanohi.
    • Equipment
      • Diamond Blade: A cruciform steel sword that is seemingly standard from a glance.
        • Upon closer inspection of the cutting edges, it becomes clear that the edge is flat and unsharpened, with a myriad of small slits leading to the sword's hollow core. Inside the sword is a mixture of several crystal types that Vrill can grow with his elemental powers to go through the holes and outside the sword, where they can be used to coat the edge of the weapon in razor sharp crystal of various types and shapes.
          • Vrill is known to coat his blade in crystals such as diamond, obsidian, lightstone, and heatstone, and even shape the blade into different configurations.
        • Unfortunately, this sliver of space makes the regular protosteel cutting edge of the sword much less sharp than an equivalent sword.
      • Satchel: Vrill keeps a leather satchel on him at all times, where he keeps various supplies such as a notepad and pen that he keeps to himself.
      • Powder Horn: A horn-shaped leather flask for storing powder. Whereas some would use this for storing photothermic powder or perhaps some salts or spices, Vrill keeps his topped off with the soot and ash that's critical in the photothermic powder mixing process.
    • Technological Equipment:
      • Grenades (5x): Softball-shaped crystalline containers of photothermic powder. Vrill can use his powers to manipulate the grenade itself, alongside the shape of the outside for better throwing and fragmentation. He can even absorb some of the crystal in the explosive compound to change the composition of the explosive charge.
      • Handheld Patero Launcher: A short range, wide-bore patero suited to one handed firing. Often used for hurling small grenades or signal flares, Vrill can use it to fire anything at high speeds from close to mid range, with dubious accuracy. It's encased in a crystalline holster by his hip that keeps it from being visible, smoothed over beneath his thigh armoring.
    • Alignment: Chaotic Good
    • Personality & Traits: Cool, calm, collected. Keeps his wit to himself, mostly, unless he needs to talk his way out of a problem. A skilled liar, Vrill isn't afraid to break a few rules or skirt the boundaries of Sanctum Guard protocol to get things done. Analytical, Vrill was selected for his role due to his quick thinking and ability to act independently.
    • History: An undercover officer of the Sanctum Guard, Vrill was out of the Koro when the siege came and the guard's command structure disintegrated. Lacking leadership and not wanting to break his cover, he travelled around the Wahi to continue the investigation he was tasked with, albeit more as a vigilante than a guardsman.

      After the recapture of Ko-Koro, Vrill returned, disheartened.

      While Vrill is adept with his sword, he primarily uses his element in combat, with his sword acting more as a Toa tool for directing his elemental power usage with less effort and more strength than a weapon made of pure crystal, although he does use conjure those on occasion. He relies on his kanohi to give him an edge in combat with impossible reaction times, using his advantage to better predict, dodge, and redirect the attacks of his opponent for a swift victory or escape. In times of need, he can whip out his patero for a quick table-turning grenade round.
    • Weaknesses:
      • Plainclothes Patrolman: Vrill keeps his identity as a Sanctum Guard secret, allowing him to perform investigations others can't. Revealing this can be dangerous, and as such, such a threat can be exploited.
      • Cutting Edge: Vrill's custom sword's design means it's actually dull when crystals are not grown on the outside edge. Even when those crystals are grown, it can't cut much more powerfully than a crystalline sword.
      • Free Your Mind: The Mask of Perception requires moderation to use without giving pain to the user. Push Vrill too hard and have him overclock for too long, and you can get an easier opening.

    The Courier - Soon™

    • Name: Frii'Glokk
    • Species: Fe-Skakdi
    • Gender: Male
    • Appearance:
    • Equipment:
      • Bayonet
      • Shield
    • Technological Equipment:
      • Prosthetic Arm Gun
    • Alignment: Neutral
    • Personality & Traits
    • History:
    • Weaknesses:
      • The Phantom Pain:
      • Forgetful Fog: His memories were purged by an unknown cause before his arrival on Mata Nui. Certain objects might trigger harsh reactions from subconscious memories of his past.
      • Bulked Up:

    The Climber - Soon™

    The Fixer - Soon™

    • Name:
    • Species: Ga-Lesterin
    • Gender: Male
    • Appearance: 
    • Mask: Kanohi Arthron
    • Powers: Lesterin have several powers that 
      • Able to hold his breath for exceptionally long periods of time.
      • Heightened agility, although he only uses it when necessary.
    • Equipment:
    • Technological Equipment:
      •  
    • Alignment: Lawful Neutral
    • Personality & Traits: Old, wisened, and slow, ____ respects the power of promises. He knows there are laws, even amongst the lawless, and does everything in accordance with those rules. He plays the game fairly, but with a healthly recognition that survival is not mandatory on Zakaz.
    • History: Not much is known about 
    • Weaknesses:
      • Man of His Word: A rare trait on Zakaz, 

    The Negotiator - Soon™

  • Edited on 2021-09-18 06:01:09 by BULiK
    small edits
  • Posted 2021-08-28 19:55:45 UTC
    Go to this post on BZPower
  • Name: Ra'lhen Kodin
    Wiki page: Ra'lhen
    Power: Can create, control, and absorb electrical energy. Can also shield himself from any physical attack of which he is aware. Sometimes, he can channel enough electricity through metal to create an electromagnetic field, but this takes a lot of his power and could only be sustained for a couple of minutes, tops.
    Weapon: Two-handed Longsword

    Appearance: Slightly shorter than the average height of a Toa, but he is very muscled enough to still remain as brawny as he is handsome. His new armor is a soft pearly white that compliments his blue limbs and match his white pauldrons and white boots. Despite the coloring, the armor is very sturdy and protective, absorbing a surprising amount of force without compromising on comfort.
    Biography: A long time ago, he was the leader of the Toa Kodin. Now, the deep-voiced swordsman known as Ra'lhen is constantly tormented by the memories of the Dark Time. Once on a mission to avenge the First Toa and slay the Makuta, the unfortunate hero found himself influenced and forced into mental bondage by the dark god and given the slave name "Ronkshou". Now, Ra'lhen serves as a Sentinel in the port town of Ostia, under the supervision of Toa Wokodin.

    While he is not as strong now as he was when his name was Ronkshou, he is still a formidable opponent with centuries of fighting experience. Combined with his ability to stun or shock his opponents, there is still much to be concerned about for those who would want to harm him.

    He recently received new pearly white armor to replace his red armor, which in a way, helped Ra'lhen shed the last of his identity as Makuta's servant
    Weakness: His mind is still recovering from his time as Makuta's slave, which makes him especially susceptible to mental attacks. Telekinesis and gravity elemental powers can also disorient him if he is not prepared. 

     

    Name: Niici (Pronounced "NEE-See")
    Wiki Page: 
    Niici (BZPRPG III)
    Species: Toa
    Gender: Female
    Alignment: Neutral Evil
    Mask: Great Matatu
    Power: Ice and Telekinesis
    Weapon: Crystal-Mounted Staff
    Appearance: She proudly wears sapphire-colored armor and has a blue crystal on her staff. The staff is lighter than it looks. While she tries to hide it, but toned arm and leg muscles imply serious athletic training in her earlier years. She is also herself very young, and would be about 26 in human years. Her riches exclusive cloths also make her exceptionally attractive and one of the most wanted bachelorettes on Mata Nui.

    Biography: Niici is one of the last people that villagers would expect to become a Toa. Since birth, she has already been sickly and weak, needing constant attention to function in this harsh natural setting. However, her problems have only encouraged her to push herself further and acquire all that it takes to become a legendary Toa. A left-handed fighter and socialite, she can be very unpredictable.

    WeaknessesShe's a lefty. She depends on a periodic dosage of an herbal medicine that she can make herself. Without it, she will become physically ill. Combat-wise, she is weaker than the average female Toa. However, combatants should be warned that Niici believes that her condition gives her cause to fight dirty.

     

    Name: Vidar (Pronounced VEE-dahr)
    Wiki Page
    Vidar
    Species: Toa
    Gender: Male
    Alignment: same as whoever gives him orders
    Mask: Miru (possibly powerless)
    Power: Adept combatant and follows orders exactly. No real powers. Possibly has air powers, possibly not. 
    Weaknesses: His sanity is virtually non-existent. Often depends on directions from someone else in order to do anything useful
    Weapon: none
    Biography: Vidar was one of Makuta's most feared minions. He recruited Echelon and chased down Tamaru, helping kill him. He then worked with Echelon, Ronkshou, and others to execute Hafu, the famous carver. Later, he tried to kill the Wanderer and his company. He was held at bay by Toa Antrim. Finally, he was defeated by Joske at the Battle of Kini Nui. The battle rendered him insane because of the severe injuries, and he hasn't been seen since.

    He has been trained to follow the orders of the people who did eventually find him. He lacks the mental capacity to execute or understand complex plans, and the orders he follows come in the form of bird-speak. He lacks the will to act on his own, and so his actions only reflect the will of those who give him orders. 

     

     

    Name: Makua
    Type: Toa
    Gender: Male
    Alignment: Neutral Evil
    Mask: Great Calix
    Powers: Can create, absorb, and manipulate ice and cold energy. Can also fight and move at peak performance when his mask is activated, achieving physical feats that most would consider impossible.
    Weapon: Longsword, called the Sword of Vengeance. Also carries a shield with an engraving of a Calix in the center.
    Appearance: Has an icy white body with light gray limbs. He sports golden pauldrons, dark gray armor, but a bright white Kanohi mask and white boots. He is tall for a Toa and muscled with broad shoulders, and has enough nicks and scars to show that he is an experienced fighter. 

    Biography: Unlike most Ko-Toa, Makua is very loud and extroverted. He has the strength and endurance of a Stone Toa, and has the temper of a Fire Toa. These qualities are what make him a Toa best left alone, though he is able to be balanced by the even more boisterous Tailua. He is able to withstand heat to a greater degree than the average Toa of Ice, and naturally, he is most dangerous in the Ko-Wahi drifts.

    Weaknesses Prefers hand to hand or melee fighting and lacks experience with projectiles. Related to this, he does not fight as well against multiple enemies of varying disciplines. 

     

     

    Name: Tailua
    Type: Toa
    Gender: Male
    Alignment: Neutral Evil
    Mask: Great Sanok
    Powers: Can create, absorb, and manipulate fire and heat energy. Can also hit most targets with any sort of projectile when his mask is activated.
    Weapons: Attachable Metal barrel used to shoot fireballs. Attachable shortsword. Attachable rusty hook (for show)
    Appearance: Has what some have called an "inverted torso". He was a similar build to Toa Pohatu, however, he has red body, feet, and mask. He also has gray arms and legs. He is burly and broad-shouldered. Lastly, he is missing a right hand. Instead, there is a metal cap which allows him to attach various tools. 

    Biography:  Tailua cared about order and work, but cared less about ethics and the feelings of others. He is loud and boisterous, and has spent most of his time traveling Mata Nui with his best friend Makua. One fateful day, he discovered a ragged-looking Toa wondering aimlessly through the Le-Wahi jungle. Tailua and Makua then went to the owner of a circus in Fau Swamp in order to use the Toa (known as Vidar) to do skits and performances. Makua and Tailua are both well-versed in bird-speak, and were able to train Vidar. Makua acted as the carrot, and Tailua was the stick.

    Weaknesses Prefers fire projectiles and elemental manipulation and lacks experience with hand-to-hand combat. He does not fight tactically, and lacks a lot of the combat discipline that most Toa have. This can make him more dangerous, but a Toa who has been trained or is creative enough may be able to use this to their advantage.

  • Edited on 2021-10-02 16:57:17 by Emzee
  • Posted 2021-08-28 19:55:51 UTC
    Go to this post on BZPower
  • :t::a::r::r::m_o::k:
    Skakdii Mercenary

    Tarrok is a hulking black Skakdi with colorful designs painted over his armor, which depict Tahtorahk, dragons, and demons battling the ancestors across his arms, torso, and legs. Upon his face, he bears a tattoo of Irnakk’s ancient worlds: Fan:Dii, Balom Skak:Dii, as a reminder to everyone of the nature of his race. A thick cluster of spikes runs down his back, sticking in all directions. A deep scar runs across the left side of his face, over an empty eye socket, but his right eye burns amber with an intensity that reflects his hunger for life. 

    Tarrok dreams of having powers like the ancestors of old, but makes what he can of his one eye of impact vision and his latent elemental power over air, which can only be used in conjunction with other Skakdi. Even without powers, he is a force to be reckoned with, a trained warrior who could lift a boulder as large as he and twirl a blade like a showman duelist. 

    Tarrok is a warrior by profession, and his tools of the trade come in a variety of shapes: daggers, swords, caltrops, grappling hooks, and other bladed objects, but his prized possession is his Sword Hammer —  a Warhammer with a blade running parallel to the shaft, so he can safely hold it along the length of the weapon, using his immense strength to either swing the hammer or invert it and wield it like a sword. The blade can vibrate at immense speeds, allowing it to cut through rock, weak metal, and the bodies of his enemies. He also carries a harpoon gun mounted on his left forearm, which can be used to grapple to higher places or impale his enemies and drag them back toward him. 

    Tarrok would never admit to his faults in combat, but he knows what they are: his left arm is weaker than his right, and his left eye is gone, meaning his aim is poor, and his vision power is half as strong as it should be. These drawbacks trouble him little, for he knows how to compensate for them. What haunts him wherever he goes is his fear: Of water, of dark things beneath the earth, and most of all, of his own death. 

    (Sword Hammer and harpoon gun approved by Tyler)

    :v::e::r::a::k:
    Rougish Toa of Sand

    Verak’s lithe, tan and brown body shows the history of his thrill seeking, marked with scratches, gouges, and scars that are he retains of his many adventures. His Kanohi Kualsi is equally distressed, missing both of its usual prongs and a section of crest above the head. But the decades of battering have no effect on his bearing — he swaggers, smiles, and winks like a man who’s never failed at anything in his life.

    Verak is, in theory, has all the same powers as a Toa of Stone, but he’s never learned how to use something as solid as real rock. All he’s able to command is the sort of stone that’s as shifting and mercurial as he is. This makes him a force to be reckoned with on beaches and deserts, but leaves him without any elemental resources in other environments beside the flask of sand he carries with him wherever he goes. He does retain the use of his Kanohi Kualsi wherever he travels, making him a slippery opponent to pin down. 

    Verak currently carries a flask of sand, a few days provisions, a knife, a handful of stolen widgets, and not much else.

    Verak is a master of repressed memories, hunted by demons that catch up to him if he slows down too much.  He can never settle down, and abandons his short-lived friends and companions without even a goodbye. He’s impulsive to a fault, and never realizes the consequences in his actions until they catch up to him.

    :k::m_o::r::z::a::a:
    Ko-Matoran Captain of the Sanctum Guard

    Korzaa is a stocky, well built soldier, who bears the scars and the weary attitude of someone who’s been at war for her entire life. She has the white and blue armor of the average Ko-Matoran and a crude plain Hau. 

    Although she has no special powers of her own, she has authority over the newly strengthened Ko-Koro guard, and her centuries of experience in war has made her a keen tactician and a bold and trustworthy commander. In combat, she is brave, quick thinking, and competent with a spear.

    She owns little, but is never parted from her small knife and her standard issue Ko-Koro guard spear. 

    Despite her position, she does not understand politics. She is slow to trust, stubborn, and always ready to prioritize Ko-Koro’s safety over anything else, for better or worse. Her great failure at defending the village against the Makuta-followers haunts her every day. 

    :k::i::r::i::k:
    Skakdi Thug

    Kirik’s eyes burn with lust for violence, and his wiry green body belies the strength he needs to enact it. He has four arms, two mechanical, and three hands — one of his original ones was chopped off at the elbow, and has been replaced with a long thin blade, which he tries to make use of at least as much as his hands. He has only a few thick spikes protruding from his back, with a cluster of small horns rising from the back of his skull, and large teeth are filed into predatory points. A few black demonic symbols are tattooed in seemingly random places along his frame, some magic ritual with a purpose known only to him. He’s built to kill, and it’s his favorite hobby.

    In a fight, Kirik is fast, strong, and merciless. He usually wields a dagger in the hands that haven’t already been replaced by one and rushes headlong at his foe, firing his laser vision. His lasers behave a little differently than most, moving slower but zigzagging unpredictably, sometimes even able to fire around corners.

    Kirik has two important pieces of tech: his two robotic arms, surgically affixed below his real ones on the sides of his torso, which are thinner than his real ones. Despite the assurances of the Skakdi surgeon who attached them at knifepoint, their connection to his nervous system isn’t as precise as it should be, giving him some trouble controlling them, and sometimes they behave as if they had a mind of their own. His prized possession, however, is the motorbike he has lovingly dubbed “Lante”. Kirik knows enough about how it works to just barely keep it in working order, and has decorated it with the skulls of his enemies, making it a mobile shrine to his murderous habits. A few unclean spears protrude from the front of the vehicle, and blades stick out of its sides and its wheel wells, allowing him to use the bike as a weapon, not just for transportation. Although far from the most well built bike out there, it’s hardy, tough, and functions well. 

    Kirik’s intellect is not his strong suit. He thinks only of one thing: how he can get his next kill. Therefore, he’s easily fooled, but tries to make up for it with sheer unpredictable fury — the unpredictability of his vision power and his extra arms often lead him to surprise even himself in combat. 

    (Robotic arms and Lante the motorbike approved by Tyler)

  • Edited on 2021-09-01 17:49:05 by Visaru
  • Posted 2021-08-28 19:55:53 UTC
    Go to this post on BZPower
  • Name

    Dehkaz Kyhrilik

    Species

    Toa of Magnetism

    Gender

    Male

    Appearance

    A burly, broad-shouldered man of impressive physique indicative of a regimented lifestyle of dedicated training. While only slightly above average in height, his heavy build and ramrod posture make him easy to pick out in a crowd. As with most Toa of Magnetism, Dehkaz's natural armor is primarily an indigo black and dark slate. These hues are accentuated by a cobalt tone that adorns his shoulders, back, and torso; as well as running down the outside of his arms and legs down to his feet. A bright orange sits beneath the rest, situated around the joints and other flexible sections. The design of his natural armor is angled and geometric, and has an overall matte quality to it.
     
    The armor he wears is rugged and plated, allowing for moderate range of motion on top of exceptional protection. It's heavier than most worn by Guard members, though makes up for the added weight with sheer durability. A collared cuirass and flat plates which wrap around his torso and abdomen provide exceptional protection. The right shoulder guard is angular and extends to most of his upper arm; meanwhile the left is composed of large, flat plates, serving as a small shield. A long segmented piece travels down the length of his spine for an extra layer of protection, forming part of the cuirass near his upper back. The gauntlets of his armor are bulky and blockish, connecting to the armored plates protecting his hands with segments that cover his wrist. His right gauntlet cuts off at his fingers to allow for unobstructed movement when using his weapons. A leather belt is strapped from his shoulder to his hip, while another is slung across his waist. Both hold the various magazines for his rifle, in addition to the holster for his pistol. His rifle is normally slung across his back. This armor is mainly a sand, flat dark earth color, and shares the general design language of the standard Sentinel armor. Markings of burnt yellow and black cover these plates in straight, parallel lines. His left gauntlet is an unpainted dark grey, and is marked in yellow.
     
    Prefers to wear a rugged, and rather worn, duster when not expecting to fight. Though it only leaves room for a handful of armor plates beneath it, the lack of clear identification as being a part of the guard has its uses.
     
    His Kanohi, in the shape of an Arthron, is stylized to match his segmented armor. With strong features and a rugged disposition the Commander is recognizable, his distinct features hinting at Lesterin ancestry. A large scar runs across his left shoulder while another smaller one runs along his jawline on the same side. His Kanohi shares the same indigo-black and cyan coloration of his body. His eyes are grim; the violet orbs holding a piercing gaze. His heartlight shares this deep violet color, as well as the various lights on his natural armor. The Po-Koro Guard symbol is crafted into his right shoulder armor, as well as his current rank of Naval Branch Commander.

    Kanohi

    Kanohi Iritak, Great Mask of Laser Vision- Its power is pretty much what the title of the mask says: It allows the wearer to shoot variable-sizing (from very thin to as thick as one's eye) lasers from their eyes. Unlike the Avohkii, it does not provide further light manipulation than that, and a wearer of the Mask of Laser Vision cannot make the lasers any wider than their eyes without help or a lens. However, the lasers can be used many more times than regular light powers and can be shot from the pupil of an eye, meaning a wearer only has to turn their eyes, not their head, to fry things with their ocular weapon.

    Powers

    Dehkaz, as a Toa of Magnetism, has all the powers and abilities that come with that. He can shape, create, and absorb magnetic fields. Applications include magnetizing materials, flying by way of pulling his own armor through the air, firing magnetic pulses, as well as various other techniques and uses. His elemental power also allows him to indirectly manipulate metal, plasma, and even lightning; something which he has developed respectable skill with. He has a very fine control over his elemental power, as a result of both extensive use in combat and dedicated training. He commonly channels his element through his rifle to fire off shots with unprecedented velocity and power.
     
    In addition his elemental power grants him the ability to sense magnetic fields, giving him a great sense of direction. Very handy when out on the high seas.
     
    His Kanohi gives him the ability to fire lasers from his eyes, which he has become quite accurate with. After having to use this power as a means to cauterize battlefield wounds the Commander has furthered his ability to control the intensity of the beams.

    Skills

    A tactician at heart, Dehkaz is a firm believer in out thinking an opponent as a means to swift victory. That being said, overwhelming firepower certainly has its advantages, and he doesn't pass them up. He's a crack shot with his ranged weapons, and integrates his elemental and Kanohi powers liberally into his fighting style, on top of his already varied arsenal of weaponry. Much of the time he works to keep opponents pressured and on the defensive through varied and unrelenting attacks. While no longer his primary armament, he likes to keep his skills with his knives sharp.
     
    Unarmed Dehkaz is an excellent fighter, relying on an effective hybrid of striking and grappling styles of hand to hand combat which takes advantage of his physical strength. He favors well placed, powerful shots as opposed to volume striking. This focus on power translates into his clinch work and wrestling as well. Liberal use of elbows, knees, and varied kicks round out his striking repertoire. He tends to fight pragmatically so as to end a confrontation before it escalates, he does not prolong engagements unnecessarily nor spend time dueling an opponent.

    Equipment

    Simple knives designed to be thrown with accuracy. They are light, strong, and easily replaced. Their triangular blades resemble kunai. He has about five normal throwing knives and two double-bladed ones to be manipulated by his elemental power. They are stored in a clip on his thigh armor.
     
    A weapon of his own idea, it was designed and built by the inventor Farzan. It was custom made for his own specialized use, and as such is markedly different from the standard diskette rifle. Visually, the weapon is long and bulky. It is constructed mainly of metal for durability, though it is somewhat heavier as a result. A sturdy stock is attached directly in line with the launching mechanism for stability, while an ergonomic pistol grip is moulded into the weapon itself. Unlike the standard diskette rifle, this version only has a single barrel, which takes the form of a deep vertical slot that runs from the launching mechanism to the end of the rifle. Two bars of alloy flank the groove on either side, in which Dehkaz can channel his elemental power. The weapon loads from a top mounted magazine, and can hold anywhere between five and fifteen shots depending on the ammunition used. Because it only has one barrel, it can only fire half as fast as the normal diskette rifle, however, this allows for a huge increase in stopping power and projectile velocity with the oversized mechanics. A recent modification of his has been to attach a four-edged spike bayonet. It may be removed for use as a normal combat blade, or reversed to be stowed in the handgrip below the barrel.
     
    A specialized Toa Tool taking the form of two angled, flat bars of metal built into the back of his right gauntlet. There are no internal mechanisms or moving parts to the device, instead each blade encases tightly wound coils of wire. By channeling his elemental power into the weapon he can induce an electric charge within it. Contact will discharge it.
     
    A modified version of a Patero launcher. Rather than taking the form of a rifle, the mechanisms are built into a gauntlet worn on his left side. Two flattened barrels run parallel to the back of his arm, each covered in a heat shroud. As it is more compact than the rifle variant, each barrel can only be fired once before needing to be repumped. Uses a flammable oil as ammunition, with pellets of photothermic powder within to ignite it on impact.
     
    Wrist Voto-Lutu Launcher
    A device crafted into the underside of his right gauntlet, this grapple gun allows him to ascend sheer faces and entangle foes with its metal cord. Designed by the inventor Farzan.
     
    Lens Channel
    A relatively simple device to augment his Kanohi’s ability in the form of a series of flip up lenses which are attached to the underside of his left gauntlet. These are embedded in durable metal to protect the crystalline protodermis lenses, and a flat armored plate folds over them when not in use. There are four currently installed, the main lens which occupies the space closest to his elbow, and then a series of three secondary lenses which each have a different shape. By aiming his Kanohi’s beams through the main lens and one of the secondary lenses he can focus the energy for a specific use. The first of which focuses the beams even more, giving them greater range. The second flattens out the beam into a fan shape, limiting the range but greatly increasing the target area. The third diffuses the beam to significantly less harmful levels, acting as an intense light to blind enemies.
     
    Smaller than his rifle but easier to conceal, Dehkaz' pistol serves as a backup to his main weapons. It can accept the same ammunition as his rifle in magazines that hold two to seven diskettes each.

    Other Possessions

    Diskette Ammunition
    The ammunition used by his rifle takes on a variety of forms, but all are about the same size and shape, and all are metal to take advantage of his power. The standard ammunition Dehkaz uses are simple solid disks of metal, their edges sharpened for penetrating power. The magazines for his rifle can hold the most of these. He does have more specialized munitions, such as thicker disks that are hollow and filled with "Stralix Powder". These are explosive, and he can only load five in a magazine at once. Another type has grooves cut into the disks, and are designed to shatter into sharp shrapnel upon impact. The final type are covered in wood and blunt, considerably less lethal than his other ammunition.
     
    Vo-Baton
    A half bio long metal baton, with a leather grip and side-mounted hilt. A button is inlaid with the handle, while the squared length of the weapon is pressed between two conductive bars. Buried within its length are two electric capacitors, which discharge the stored energy into the baton to deliver a shock on contact. It takes a little over a second for the capacitors to charge back up to be used again. Currently completely disassembled and inoperable.
     
    Equipment Belt
    Carrying various pieces of smaller gear, including things such as metal wire, handcuffs, a collapsing spyglass, and bag of metal shards. 
     
    Heavy Naginata
    A reinforced, single bladed staff weapon. Crafted from blackwood, the staff is flattened into a rectangular shape, steel running along the length for strength. The blade is heavy, with very little curve. The weapon is currently in two pieces.

    Affiliation

    Aggressors Task Force 
     
    Po-Koro (Commander in the Sentinels)
     
    Captain of the Fowadi

    Alignment

    Lawful Good

    Personality

    A previously stoic man whose disposition has since relaxed over the past few years. A strong sense of self-dependence has given way to solid trust in his comrades. He is loyal and more than willing to risk his life for the lives of others, and sacrifice it for his friends. He still retains a pragmatic outlook, though it is distinctively less brutal and cold than it once was. A strong sense of justice guides his moral bearing. While he does not shy away from necessity, he takes no pleasure in taking a life, as unfortunate as it may be. All this paired with a strong concept of duty and commitment lead to a driven, honorable man.
     
    Confident in his abilities, though keenly aware of his limitations, he nonetheless strives to overcome them. As much for his own sake as for those around him. Failure in any situation could mean losing that which matters the most, an outcome the Commander is never willing to let pass.

    Weaknesses

    Prefers hand to hand or fully ranged fighting to melee weapon ranges. His loyalty and sense of selflessness can lead to his undoing, would not see harm come to those he cares for or deems as his responsibility while he has any breath left in his lungs.

     

    Fore - Side - Top - Deck - View

    Physical Description

    The Fowadi has undergone a number of incremental and large-scale refits over the warship’s service in the Sentinel Navy; the most recent of which has extensively overhauled the ship’s physical structure and capabilities to keep up with the rapid technological development of the island.
     
    Large, imposing, and heavy, the ship’s hull flares out towards the waterline in a pronounced tumblehome design, as with all Po-Koronan ships to greatly increase stability whilst also allowing for a higher overall profile, providing both a greater number of decks as well as better seakeeping in rough weather. The ship’s bow cants forward and out into a reinforced ram, sitting just below the waterline. Armor plating covers the entire length of the ship, with hardened metal belting wrapped around the hull lines, only broken up by portholes and weapon positions. Amidships and protruding from both sides of the hull is the heavily-armored central battery.
     
    Jutting out from the tumblehome, all the way up to the main deck, it provides expanded arcs of fire for the mounted weapons within their casemates. The ship’s sheer size and armament has led the Sentinel Navy to give the Fowadi an entirely new naval designation -Anakepakaru.
     
    Each of the Fowadi’s sails is a crisp white and, although an occasional mended tear can be picked out, well cared-for. Additionally, the rigging is simple, yet efficient - all these innovations indicate just how much time and effort the Sentinels have put into R&D, all to design a ship able to be crewed by much less than its official complement as needed. 
     
    Two Sentinel skiffs are held in davits on the main deck, serving as scouting vessels for the mothership, as well as the vessel’s lifeboats. Each is equipped with a single disk-launcher for defense.


    Armaments

    The Fowadi's armament includes a mixture of disk-launchers, heavy ballistae, and patero. Two heavy ballistae are mounted on the surface deck (fore and aft respectively) giving them clear arcs of fire. Various types of bolts are stored on deck, including explosive and incendiary. The ballistae are the Fowadi’s longest-ranged weaponry, able to accurately fire bolts out to great distances.
     
    Supplementing these are nine upsized disk launchers on swiveling mounts, positioned four to the port and starboard sides respectively, plus another towards the fore-end. Larger than standard disk launchers, their projectiles allow for ranged elemental control to those so inclined.
     
    Enshrined within the ship's armored citadel are casemate-mounted patero launchers. The Fowadi is equipped with a total of twenty spread over two decks; two guns positioned fore, with the remaining eighteen making up the main battery to port and starboard. The fore launchers have slightly better degrees of articulation.


    Complement - Deck Plan

    The Fowadi has accommodations for a full complement, with personal cabins ranging for the ship's Captain and senior officers, plus hammocks hung up along the weapons deck for the rest of the Sentinel crew.
     
    The Captain’s cabin is located on the starboard side of the aftcastle, connected to a sternwalk that wraps around the aft of the ship. Cabins are positioned on the waterline, crew, and gun decks. Officer cabins are larger, with enough space for a berth and personal storage, while still retaining some space to spare. Crew cabins have between 4-6 bunks per room, with storage space adjacent to each bunk.
     
    At the stern of the ship, and underneath the Captain’s cabin lies the Fowadi’s radio. A large and powerful affair, it requires so much space that its room spreads through both the gun and crew decks. Most of that space is taken up by the radio itself, which is as bulky as any other on the island. Above the radio, positioned at the aft of the forecastle is the radio operator's room. Said operator is here at all times to monitor communications.
     
    The ship’s pump sits amidships and towers up between the waterline and crew decks. Capable of switching between pumping in air for the vessel’s patero and pumping out water in case of flooding, it is powered by a series of photovoltaic batteries, ensuring capable performance whenever needed.
     
    On the starboard side of the waterline deck lies the armory, stocked with the latest technology available to Po-Koro. Next to the armory, at the behest of some of the Aggressors, is a training room not unlike those found back at the Sentinel HQ, albeit smaller. The sickbay is centrally located on the waterline deck, with a number of beds and the tools needed to maintain the ship’s crew. Situated at the foremost on the ship's crew deck is the galley, fully stocked for several months' travel, with the crew's mess attached to the galley on the starboard side. The officer's wardroom sits in the aft of the next deck up - the gun deck. Adjacent to the wardroom is the workshop, equipped with the necessary tools to repair and maintain both the ship's heavy weapons and equipment, as well as those of the crew. Additional training spaces are located in the remaining space on this deck, though are commonly used for weapons testing.
     
    The forecastle on the main deck has been cleared for use as a gukko stable for Destiny, though also is used to store deck weaponry during rough weather. The aftcastle, in addition to the previously mentioned captain's cabin and radio room, holds a general meeting and readyroom, as well as a heavy equipment room where specialized mission-specific gear is stored.
     
    Up on the quarterdeck sits the ship's wheel, just before the navigation and map room.


     

    Name

    While he undoubtedly had a name assigned to him at some point, he is known simply as “Arms” by those who know of him. If this is some sort of ironic joke given his biology, or a descriptor of his occupation is not entirely clear.

    Species

    Vakar

    Gender

    Male

    Appearance

    A giant among giants, the being known as Arms is of massive scale, as if his form has reached the upper limit of what a sentient being can attain. Unquestionably not Skakdi, though he is neither Lesterin nor Kaiakan either, Arms is a unique creature on the war torn island of Zakaz. Besides his incredible size, the largest deviation from the common species of the island are his, perhaps ironically, arms. All four of them, to be exact. Each massive appendage sprouting from his monstrous upper body ending in a four fingered hand that looks as though they could, and have, crushed bodies in a single grip. His form is roughly comparable to that of the other known bipedal sentient species of the land, though slightly off in disconcerting ways. Animalistic proportions, a hunched posture, and an almost carapace-like quality to his natural armor give some merit to the theory that Arms is some incredibly intelligent Rahi twisted and shaped by the Antidermis on the island.
     
    Sitting atop his tree trunk of a neck is what in the loosest definition for even a Skakdi could be called a face. Elongated and broad, four slit-like red eyes stare out from either side of his head, the upper one on the left covered by an eyepatch. A pair of ridges, starting at his forehead and terminating into curving horns adorn either side of his skull.
     
    His armor is primarily jet black, with a haphazard collection of plates and leathers intended for much smaller beings augmenting it.

    Powers

    None apparent, save his prodigious strength and resistance to bodily harm.

    Skills

    It’s said that Arms killed a Tahtorak with a single blow, though he himself has never validated these claims. He is unsurprisingly a brutally effective warrior. While his appearance may not indicate as such, also in possession of a cunning mind.

    Equipment

    Somewhat surprisingly given his command, Arms eschews the use of weaponry save for his own earth-shattering fists.

    Other Possessions

    Rare for the island, a rather large collection of texts and books. Inexplicably, some of them are burnt and ruined beyond comprehension, but still occupy the shelves regardless.

    Affiliation

    Khy;Barr, the rocky fort of which he commands.

    Alignment

    Chaotic Neutral

    Personality

    An enigmatic mystery even to those closest to him, his motivations and desires would be bordering on insanity if not for the cold, calculated dedication with which he applies himself to them. Not interested in wealth, and yet he readily engages in lucrative trade. Not motivated by conquest, yet defends the small fort which he claims as his own with ferocity. Some say he is a being lost, amassing a collection of knowledge in the hopes to return to whatever land he previously called his own, or banished from it for incomparable crimes. Whatever the reason, on Zakaz, Arms simply is.

    History

    The beginning of Arms’ story before his appearance on Zakaz is a mystery, perhaps even to him. He was found, for lack of a better word, on the rocky shore of the Spineless Bay by Lesterin traveling merchants. Unconscious, and appearing to be nearly dead, the giant was loaded up on their caravan and taken to the nearest fortress, perhaps being seen as an oddity or beast of burden to be sold to the warlord which occupied the fort. 
     
    The senseless giant was hauled before the warlord, whose ambitions for conquest crafted many a plan involving using the being who would come to be known as Arms for a weapon of war. These ambitions were stopped short, as a tremor rocked the fortress even as the giant was shocked to consciousness. About half a body length’s short, as the Tahtorak defending its domain from the encroaching fortress relieved the warlord of that excess weight. The ensuing chaos gave the giant, while understandably confused by the situation he found himself in, the opportunity to escape his would be captors and to the island at large.
     
    Arms spent time wandering the island, the unforgiving land a familiar place for him so it seems. At times he offered his services for food or equipment, which usually entailed leaving mangled bodies in his wake. As he was no Skakdi, the giant was still very much a second-class citizen of the island, the only respect he garnered was that which he claimed through sheer brute strength. It was this mercenary work that brought him to what would become his eventual permanent station on the island.
     
    After a number of missions involving the eradication of rivals of the warlord in control of the mountain fortress of Khy;Barr, the giant returned to find the warlord unwilling provide compensation for his efforts, assuming that the giant would have met his end at the hands of the countless foes he faced. It was, then, understandable that Arms took the warlord’s head, and fortress, as payment. Here he resides to this day, seemingly satisfied to carry on with the production of weapons which the fortress had been known for prior to his taking control.

    Weaknesses

    A gigantic target, with a distinct lack of any sort of ranged combat capability.

     

     

    Fort Name

    Khy;Barr

    Controlling Character

    Arms

    Location

    Eastern Spur

    Description

    While not the largest, nor the most heavily defended fortress on the island, Khy;Barr is nonetheless a valuable location for the island at large. It sits up in the Eastern mountains, accessible by treacherous passes and steep footpaths. The land around is rocky, steep, and devoid of the few bits of flora that cling to existence on the jigsaw island. It is defensible, but the local is lacking in any apparent natural resources worth fighting over.
     
    The fortress itself is built into the side of a cliff face, buildings seemingly jutting out from the sheer rock face at random, haphazardly suspended over the gorge below. A combination of blackwood, metal reinforcements and cabling, and stone hewn out of the cliff face itself. Rope bridges and ladders connect the buildings, though some are kept in better condition than others, more than one unfortunate soul having met their end by not watching their step. The largest of these structures spans the gap between both sides of the gorge, with even smaller huts and stations built atop of it as if it were solid ground.
     
    While the majority of the fortress is visible, the whole reason for its existence within the otherwise inhospitable mountain peaks is buried within the mountain itself. Both sides of the gorge are riddled with mines, the tectonic forces which forced them up into the sky bringing with them some of the purest deposits of ore from deep beneath the ground. While raw materials such as these aren’t particularly coveted by the majority of warlords at large on the island, a lump of metal no matter how pure being no more useful to them than just any other rock, they present ample opportunity to those gifted with a scrap of ingenuity.
     
    This nearly limitless supply of material gives the smiths that primarily occupy the mountain fortress carte blanche when it comes to creating any and every manner of devices and objects, though they are rarely if ever constructive creations in of themselves.
     
    Far from it, the Fortress of Khy;Barr is most known across the island as the source of the most common Najin firearms used by or used on nearly every individual across the Skakdi’s lands. As diverse as they are numerous, and more than a few of questionable functionality, they nonetheless give the fortress a nearly permanent foothold among the chaotic and ever changing physical and political landscape of Zakaz. The sheer availability of the weaponry across the island helps dissuade those who would attempt to conquer the area, though the main deterrent comes from the lockstep operation with which the fortress works with the Broker to the south.

    Forces

    While ostensibly a fortress, those who call the mountain fort home are a larger percentage craftsmen and laborers than average. While skakdi make up the majority of the population, there is a large population of non-skakdi species. Free lesterin and kaiakan are common among the cliffside walls, though it is difficult to say whether or not Arms despises the practice or just has no concept of slavery.
    Verakastian (Perp)
    Vana (Krayzikk)

    Loot

    TBD

     

     

    Name

    Leli

    Species

    Matoran

    Gender

    Female

    Appearance

    Leli is around average height for a Matoran, if a few inches smaller. She wears a single vambrace on her left arm, has minimal shoulder armor, and light torso armor; all of which is a dark black. This allows her great freedom of movement and allows her to move quickly, at the cost of protection. Unlike most of the Matoran in her village, Leli's natural armor is different variations of green. Her shoulder armor, hands, and feet are a green-teal color; while her torso, arms, and legs are Mata-green mottled with lime and dark green accents. Her Kanohi shares this color, and is shaped like a Great Huna stylized for a Matoran with an angled, feminine quality to it. She is athletically built, which shows her agility and speed. Leli's heartlight and eyes are a greenish-yellow color. Commonly has a light backpack around her shoulders, as well as a hunting knife strapped to her thigh. Her vambrace has straps that carry darts coated with dagger spider venom, and she has recently taken to wearing a few gukko feathers near her Kanohi (for "flair"). Her shoulder armor is painted with white markings showing her as one of the Ussalry, as well as her current rank. A length of rope is wrapped around her body, from her left shoulder to her right hip. A necklace of wooden beads sits around her neck, which she frequently fiddles with when nervous.

    Skills

    Leli, as a Matoran, has no powers of her own. However, she is extremely quick and nimble, her light armor and natural skill giving her an agility that surpasses even the Le-Matoran in her village. Her smaller size allows her to move quite quickly through the trees without problem. She is incredibly acrobatic, and is actually quite strong for her size. She can be stealthy, something she uses to her advantage.

    Equipment

    Blow Dart Launcher
    A fairly simple bamboo tube that she uses to shoot her darts, this is quite accurate. Curiously enough, it can also be used as a flute of sorts.
     
    5 Darts
    Coated in dagger spider venom that causes temporary paralysis in the target, she is quite accurate with the darts both when thrown and when shot out of her blow dart launcher. These darts are carried on her vambrace.
     
    Knife
    A fairly average survival knife. The blade is made of a protosteel alloy, and so is very strong. The blade curves a bit near the tip, and is serrated on one side about two thirds of the way up. This is strapped to her thigh for easy access.
     
    Rope
    A length of light, but strong rope. It has a grapple-like hook on one end, and can also be attached to her vambrace.
     
    Bladed Staff
    A weapon of Ta-Koroan origin, it's basically a reinforced metal staff with two collapsible double edged blades built into either end. It's light and sturdy, able to be used as both a weapon and as a means to block attacks.

    Other Possessions

    Spyglass
    Something that comes in handy during her job as a scout. This is stored in her backpack.
     
    Map
    A map of Le-Wahi, which she uses when out on her adventures. Also kept in her backpack.
     
    First Aid Kit
    Because one never knows what's going to happen out in the jungle.
     
    Notebook
    A journal of sorts she keeps in her pack.

    Affiliation

    Onu-Koro Ussalry (Division Head, Light Cavalry)

    Alignment

    Lawful Good

    Personality

    Bubbly, sly, and always-in-a-good-mood. Leli is extremely adventurous, wanting to see as much as she can in as little time as possible. She is friendly, energetic, and seems to almost never slow down. She is quite loud and talkative, even for a Le-Koroan, and is almost never shy. She absolutely loves to travel and see new places, recording it all in a small notebook she carries. Leli likes meeting new people and making friends, and is always willing to help anyone, or anything, in need. She can be possessive and overbearing, getting defensive of her friends. Extremely stubborn and competitive, she will never, ever, give up. Gets a kick out of crazy stunts that are always dangerous, which has gotten her into trouble more than once. She is an adrenaline junky in every possible way. Has a thing for dramatic flair and is more than a bit of a show off. Eccentric is another nice word to use to describe her.

    Weaknesses

    Leli does not have any powers, and so despite her quick reflexes and agility, she will be at a disadvantage against those with powers. Her light armor, while still effective, isn't as strong as normal armor.

     

     

    Name

    Vezok

    Species

    Skakdi of Water

    Gender

    Male

    Appearance

    Tall, broad shouldered, and muscular; Vezok is athletically built, his limber form packed with lean muscle that belies an immense, animal strength. His scarred armor is mainly a deep navy blue highlighted with lighter accents, with his chest being a silver color, which is shared with his clawed feet. His red eyes burn with an intelligent, maniac gleam, a trait enhanced by his permanent wide grin.

    Powers

    Vezok has impact vision, which allows him to hit a target with incredible force. Additionally, he can absorb the powers of those around him, temporarily storing them for a few hours for his own use. As a Skakdi of Water, he has access to elemental Water powers, though only when used in conjunction with another willing Skakdi. He is extremely agile, a trait made obvious by his lean build, while still possessing a prodigious strength.

    Equipment

    Water Harpoon
    A dual-use weapon that can pull himself through the water through the use of the harpoon or by way of water jets. The opposite end has a buzz saw that hurls water daggers – blades of compressed water that strike a target with great force.
     
    Zamor Launcher
    A fairly standard zamor launcher that has the ability to fire a multitude of spheres.

     

    Affiliation

    Piraka

    Alignment

    Himself

    Personality

    Vezok is calm and collected, totally indifferent to the world around. Or at least, at first glance it seems that way. Burning rage is paired with an extremely clever mind in a deadly combination just barely held in check behind his cool exterior. Though an excellent tactician, he's far too intelligent for his own good, and harbors a “healthy” amount of either paranoia or contempt for those around him. This definitely extends towards the other Piraka, where as he can barely stand the likes of Hakann or Zaktan, with Reidak being the only one he can tolerate to any degree. And only because he doesn't believe the big brute to be smart enough to plot against him. He manages to keep his calm demeanor up, save his outbursts of rage in which he normally finds his weapons a better communicator than words can ever be. Nonetheless, when he does talk, it normally amounts to a non-too-subtle threat hidden behind some brutal observation of the world around. Any who spend a great length of time in his vicinity get the impression of a bomb just waiting to be set off at the slightest disturbance. One that wants to be set off, for that matter.

    Weaknesses

    Vezok's greatest flaw is easily his temper. His bouts of sheer rage leave him with little to none of the sharp intelligence he normally possesses.

     

     

    Name

    Kalih

    Species

    Ga-Matoran

    Gender

    Male

    Appearance

    Around average height for his species, Kalih is of generally fit build that’s common to many of the matoran living on the island. His armor is primarily a deep sea green, the squared plates framed by grey blue. The additional armor he wears, as well as his Kanohi, is a bright, somewhat translucent, teal.

    Kanohi

    Great Komau (Powerless)

    Powers

    Increased lung capacity, innate swimming ability.

    Skills

    An excellent shipwright and sailor, he possesses a creative and analytical mind that has served him well over the years. A pretty good shot with his diskette, recreationally practices his marksmanship.

    Equipment

    Diskette carbine
    A handy stocked weapon which he keeps for self defense.

    Affiliation

    Po-Koro

    Alignment

    Good

    Personality

    A bookish individual whose curiosity nonetheless tends to get the best of them. Deeply fascinated with the technological progression of the island’s industry, his appetite for knowledge is only matched by his love for experimentation. While not particularly social, he’s easy going enough and enjoys like-minded company.

    History

    Kalih’s early life was spent in Ga-Koro, working as many did as a fisherman out in Naho bay, though it was not a life that he was content with. Fortunately, his knack for repairing damage to the boats which he worked on did not go unnoticed, and it wasn’t long before he began working under the shipwrights of the village of water. While he was a sponge for knowledge, eagerly learning everything he could from anyone who would tolerate his incessant questions at the shipyards, it took disappointingly little time for him to outpace what was known. Frequently at odds with the more traditionalist shipwrights of his home village, and bored of building yet another bamboo fishing boat, Kalih struck out on his own for a time, making his way around the island in an effort to satisfying his curiosity, accompanied by his trusty companion the amethyst-shelled keras Haa.
     
    Opportunity presented itself not long after, as the expansion and development of the island's Koros meant that many a mind like his own were needed, and Kalih soon found himself working as one of the premier shipwrights in the rapidly growing port of Ostia. There he played a large part in the development of the Po-Koroan ships with their distinctive, sturdy iron hulls and integration of the rapidly developing technology of the time.

    Weaknesses

    Kalih is, at the end of the day, still a matoran, with all the disadvantages that come with that.

     

     

    Name

    Lii Ihlian-Long

    Species

    Dasaka

    Gender

    Female

    Appearance

    An athletically built young woman of relatively average height for her species, Lii gives the impression of one who is certainly no stranger to a physical lifestyle. Her toned physique, while unmistakably feminine, speaks of a strength and endurance born from a rigorous training regime. She tends to the heavier build of a powerful fighter as opposed to lithe and lean. A crafty gaze sits beneath her Kanohi, all too often paired with a confident smirk and relaxed posture. Her features are overall angled and sleek, this look extending to the lines of her natural armor as well, which noticeably compliments her figure. Her Kanohi is similar in appearance to an unmutated Mohtrek.
     
    Her natural armor is primarily a neutral black, though a deep yellow makes up a fair bit of her form, her Kanohi sharing the lighter of these two tints. Indigo blue accents these colors along her body. Generally wears a bright red uniform, sleeves rolled up to accommodate various plates of crystalline armor. The little armor she does wear takes the form of minimal shoulder plates, in addition to gauntlets/vambraces and greaves. The knuckles of her armor are noticeably reinforced. Her crystalline armor is pure white, akin to quartz. Intricate tattoos, the stark white ink contrasting sharply against her natural armor, wind their way up her right arm and chest, displaying a motif not dissimilar to the Kanohi Dragons which inspire her training. These can also be seen on the upper left of her Kanohi.

    Kanohi

    Kualsi

    Powers

    As a Soulfire practitioner Lii possesses slightly different psychophysical abilities than the rest of her species. With it she journey's down the treacherous path of Dragon's Rage, the martial artist having a preternatural knack for the technique. However, while she shows potential, the ability is no less risky for her to use. It requires an intensity of mind that will quickly burn through energy if great care is not taken, in addition to the far more hazardous consequences of self harm. Push too far and the body starts to rip itself apart from the power; an experience which she is none too eager to repeat. While the costs can be great, the benefits are worth the risk. While under the force of Dragon's Rage her physical attributes are greatly enhanced, pushing past normal physical limits into uncharted territory. Unfortunately there is no subtle way to use this ability, with a fiery crimson aura of psychophysical energy wreathing her body that grows in intensity with the strength of the ability.

    Skills

    Unsurprisingly, her style of fighting is entirely physical. She leverages the benefits of her powers to augment a highly kinetic style of striking that melds well with her prodigious physical power. While she still has much room to grow as a fighter, Lii's skill is not to be taken lightly.

    Alignment

    Chaotic Good

    Personality

    A spirited, hotheaded young warrior. One who showed a talent for martial ability at an early age, and was pushed to pursue this skill to her absolute best, and beyond. While her competitiveness can land her in trouble, it is born from an innate desire to improve herself; her biggest opponent has always been within. Impatient, and frequently frustrated with what appear to be setbacks and slow progress, she nonetheless views effort and hard work as being the end all path for the betterment of self. Something which has more than once caused her more harm than good and resulted in injury, exasperated by her refusal to quit despite what state her own body might be in. Hungry for knowledge, and eager to improve. Possesses a vehement distrust for Imperialistic Dasaka, one that teeters on the edge of derision. Lacks a brain to mouth filter at times, though she is working on that, honest!

    History

    Lii was born in the faceted shadow of the Imperial Palace, the only daughter of a Tajaar textile trader and artisan. The details since then are difficult to ascertain, Lii herself refuses to speak of how she ended up a Soulfire disciple, or how she ended up on the mountaintop.

    Weaknesses

    Overconfidence in her abilities, and underestimating those of opponents is her biggest flaw, in addition to all the risks inherent with using her Soulfire power.


     


    more to come


     

  • Edited on 2021-09-20 04:06:18 by sunflower
  • Posted 2021-08-28 19:55:55 UTC
    Go to this post on BZPower
  • Name: Skyra Daring

    Sex: Female

    Species: Toa

    Element: Air

    Mask: Great Calix, Mask of Fate

    Powers: Standard powers that come with being a Toa, controlling element power, mask power, etc.

    Equipment: Skyra has collected a vast assortment of weapons in recent months. She has of course her signature twin protosteel katanas, along with her throwing knives, two-handed broadsword, a spear, a metal staff, and a naginata. Since it would be rather impractical to try and carry all these weapons at once, Skyra usually stores the majority of them either on the Fowadi or in a large satchel that is attached to Destiny’s harness. 

    She also has a flute that she can play in order to call Destiny to her, as long as the Kahu is within hearing range she will fly to her. 

    Foreign Tech: A blunderbuss of Skakdi make, fires projectiles with enough force that can punch through a person's chest as easily as paper. The muzzle of the weapon is gold in color, while the handle is wooden. The weapon has to be reloaded after every shot with metallic pellets or something of similar shape. The weapon also relies on Skyra's elemental power to fire. (Approved by Tyler)

    Mounts/Pets: Destiny is Skyra’s Kahu, which the Toa has raised since she hatched many years ago. These days when the bird isn’t flying she is usually nested somewhere on the Fowadi, probably getting fat off of scraps of fish that everyone keeps tossing towards her. 

    Alignment: Chaotic Good

    Appearance: Skyra is primarily dark green in color, with black as her secondary and mask color. She’s lithe in appearance and average in height for a female Toa. Her armor is designed to be light weight and allow quick movements while still providing decent protection.

    Illustration by @Vezok's Friend

    Strengths: Her years of training in the Gukko Force have made her a capable fighter, being skilled with the ways of the sword, riding Gukko and Kahu, and more recently training in other types of weapons such as spears and the naginata. She’s been a Toa for long enough to have gained decent mastery over her elemental and mask powers, using them in combination with her other skills as she sees fit. Her natural Le-koran agility and nimbleness makes her fast on her feet and a difficult target to pin down. She’s okay at playing the flute. 

    Weaknesses: Skyra is lightweight and doesn’t wear heavy armor, and so getting a good hit on her will really mess her up. She’s also a lightweight when it comes to drinking. She’s rather easy to rile up if you know how to push her buttons, and has a bit of a temper. 

    Ever since her head injury back in Ko-koro, she has had frequent headaches on the left side of her head which vary in severity. At best it’s slightly irritating, at worst it can severely hinder her and cause great pain. 

    Personality: Cheeky, with a dash of sarcasm. She generally tries to look at the bright side of things but her more recent experiences have toned that down a bit. She is a bit of a goof and likes to do weird , but when push comes to shove she tries to be reliable and help her friends. While still quite reckless in the face of her enemies, she seems a bit more cautious than she used to be.

    Biography: Skyra is not the man she used to be. While life on Mata Nui has never been easy, it’s not ridiculous to say that Skyra has been through more trauma than most. While she doesn’t usually show it and keeps a peppy attitude, everything she’s been through for the last few years has started to wear on her, whether she realizes it or not. 

    Of course what weighs most heavily on her mind are the events of the liberation of Ko-koro and the battle that ensued there. Due to her own rash actions and lack of judgement people got hurt, and that’s something she cannot allow to happen ever again. Once she recovered from her own injuries, she spent some time going back to the basics, training with weapons she was less familiar with as a way to hone herself further. She has taken an extended leave from the Gukko Force, feeling that perhaps it is time to move on and just be a Toa, nothing more than that. 

    Name: Hakari

    Species: Lesterin of Plantlife

    Appearance: Her armor is blue green with yellow as her secondary color, has dark blue eyes. Looks very much like a Toa in appearance besides her quite distinctive Lesterin traits.

    Mask: Kakama, Mask of Speed

    Gender: Female

    Powers/Abilities: Immune to poisons, able to photosynthesize to obtain energy

    Weapons: Twin scimitars, ceremonial dagger, chain belt.

    Technological items: None.

    Weakness: No elemental powers, is very naive. Will go out of her way to help people even if it's really not necessary or a good idea.

    Alignment: Chaotic Neutral

    Personality and traits: Quite the energetic individual, she often talks as quickly as her mask allows her to move. She’s a bit of a pacifistic, never looks for a fight, and only fights when she has to defend herself or others. She’s often described as bubbly and sweet hearted.

    History: Hakari has trouble remembering her life before she came to the island of Mata Nui, in fact she can’t remember much at all other than her name. Up until this point she hasn’t done anything noteworthy besides doing odd jobs here and there to support herself. Things have changed recently and Hakari is starting to regain memories of her past, remembering a place called Seprilli.

    Name: Arisaka

    Species: Dasaka

    Castle and Clan: Menti Caste, Umbraline Clan

    Gender: Female

    Mask: Kanohi Pakari, the Mask of Strength

    Appearance: Mask and external armor are darker shades of blue that gets lighter on the limbs, golden highlights on the edges of her armor. Has fierce yellow eyes that can look straight through you. She appears to be extremely fit and athletic, plenty of muscle there.

    Powers: Dual Soulsword discipline, Arisaka is one of the few Menti to have mastered not only being able to wield one psychophysical weapon, but two simultaneously. Both weapons take the form of a standard sword, though one is colored green while the other is the standard blue.

    Weapons and equipment: She wears gripped gloves and boots that allow her to scale walls and other objects more easily, she has an assortment of crystalline throwing daggers sheathed on each side of her belt, just in case.

    Personality: Arisaka isn’t what you’d call a scholar, or one with much of a philosophical outlook. She prefers to get things done with strength and valor, often solving issues with her fists and military tactics. She takes the three virtues very seriously, and finds anyone who dares to break these virtues the worst of scum.

    Strengths: Very few can match the handmaiden’s strength or endurance, Pakari or not. In combat she is in every sense a bruiser or berserker, she will overwhelm her foes with sheer strength and relentless attacks. Has a very tactical mindset.

    Weaknesses: Brute strength isn’t always the answer. Arisaka isn’t the brightest Dasaka on the block, and as a Soulsword she is particularly vulnerable to the powers of the mind, such as the Willhammers and the Sighteyes. In the heat of battle she may not realise when she reaches her limit, if such a thing were ever to happen to begin with.

    Bio: Even at a young age, Arisaka showed great promise as a warrior. Growing up she always proved to be a cut above the rest in every athletic activity, outdoing every opponent she faced in terms of strength and agility. Only the most clever of opponents could hope to match her, cause they certainly couldn’t match her strenght. She was raised by the clan to be a guardian of the royal family, who only choose the best to guard the Imperial Palace.

    She's been on Mata Nui for some time now with Commadore Ayiwah as part of the expedition. She did not expect the rest of Kentoku Archipelago's population to soon follow. 

    Name: Oceanna Gallywix

    Species: Toa of Earth

    Mask: Kanohi Kadin, the Mask of Flight

    Appearance: Oceanna isn’t particularly muscular for a Toa of Earth, she has a more average built, not really skinny or thick but somewhere in between. Rather average looking by all accounts, though she isn’t looking to win a beauty contest anyway, her arms and legs are adorned with tattoos and very few people have seen if she has any elsewhere. Her body color is mainly black, though her mask and highlights are purple, she has those typical dark green eyes you’d expect from an Onu-Toa.

    Gender: Female

    Powers: Elemental control over the earth, mask grants the ability to fly.

    Equipment: One massive, proto steel guitar. It’s heavy and metal, she can play music and bash people’s faces at the same time, neato. She's also recently acquired a Rahkshi of Laser Vision's staff, it had been split in two, but she recently had it reforged by a Smithy back into a single piece.

    Strengths and Weakness(es): She’s more of a lover than a fighter, her main strategy in a fight is to ensnare her opponents into the earth and bash their heads in with her guitar, if that doesn’t work she runs(or flies) like ######.

    Alignment: Chaotic Good

    Personality and traits: She’s very eccentric about her music, always humming or playing some sort of tune. A bit absent-minded, often lost in her own world, trying to find the perfect melody. She’ll go to extreme lengths to spread music across the island.

    History: After a fight with her family involving soap or some ###### like that Oceanna ran away from home and set out to make a living as an artist. So far being a solo guitarist hasn’t really paid the bills so she’s looking for potential members for a band. She can’t really sing so she’s hunting for someone with a really rocking singing voice.

    Name: Taleen

    Gender: Female

    Species: Toa

    Element: Sonics

    Mask: Great Huna, mask of concealment

    Powers: Elemental control of Sound, mask power allows complete invisibility.

    Equipment: Twin protosteel daggers. She carries small bags of powder that can be used as smoke screen, various vials of poison. Twenty throwing knifes.

    Alignment: Chaotic Neutral

    Appearance: Typical grey and black color scheme like most Toa of Sonics. Her armor is very sleek and light built, designed to make as little noise as possible. Though it lacks the heavier armor that many Toa use. Her feet are padded in order to further dampen her footsteps as well. She has the look of an assassin overall, a rather pretty one at that.

    Strengths: A very deadly assassin, uses her element and mask power to sneak up on her target, striking before they know what hit them. She’s been trained and conditioned to be the perfect killing machine. Even without the use of her powers she’s a very deadly fighter, can kill just as easily with her bare hands as with a dagger. Been known to simply poison her target’s food or drink if the situation calls for it.

    Weaknesses: Opponents who have an Arthron or some other means to detect invisibility would give her a severe disadvantage. While she is excellent at taking on single targets, fighting against multiple ones would more difficult, especially out in the open.

    Personality: Cold, calculating, efficient, that pretty much sums up her work ethic. She has little use for idle chatter, though she will use it if she finds it to her advantage, or if she's simply in the mood for it. She is very good at manipulating people's emotions. Oddly naive when it comes to socializing and more 'normal' lifestyles'.

    Biography: Taleen’s past is rather vague, all that is known about her is that she was trained to be one of the most deadly assassins known on her home island from a very young age. She’s known little else but the life of a killer, simply following her orders and carrying out each mission with efficiency and precision. She rarely failed to kill a target.

    Name: Zanakra

    Species: Skakdi

    Element: Stone

    Description: She looks like your typical Skakdi of stone from Zakaz, brown and covered in scars and other injuries that she proudly shows off. Her armor has plenty of twists and spikes for good measure, with a wicked grin that could send a shiver down even the toughest warrior’s spine. 

    Gender: Female

    Vision Power: Impact Vision

    Foreign Tech: (Approved by Tyler)

    Impact hammer - Zanakra wields a massive two-handed hammer. It has jets on one end that let her swing with more speed and impact, and when the hammer is slammed into the ground it can create small shockwaves. 

    Shrapnel gun - a rather unorthodox weapon that grinds up stone and metal and fires the pieces as projectiles, shooting them in a spread much like a shotgun. Most solid objects can be used as ammo as long as it’s grindable. 

    Weakness(es): Zanakra lacks a gentle approach, which can make even her allies a bit afraid and leery of her. She will never back down from a challenge even if it’s to her own determent. 

    Alignment: Chaotic Neutral 

    Personality and traits: Zanakra is cold and brutal towards her allies and enemies alike, so much as look at her funny and you’ll find her stepping on your head. She has a sense of humor, but it’s about as wicked and cruel as it gets. She wants to become a notable warlord and will step over as many bodies as it takes to do so. 

    History: Zanakra’s mother always told her, ‘Kill or be killed’. Zanakra took this to heart, even as she used her impact vision to send her mother hurling off a cliff to her death. Zanakra's brutal reputation gained her a small following over time and she decided that becoming a warlord was a worthy goal and has since erected a fort worthy of herself.

     

    -------

    Fort Profile: 

    Fort Name: Razorfish;Vaa

    Controlling Character: Zanakra

    Location: The fort is located in the delta of Spineless Bay. 

    Description: A fort made of mainly stone with steel spikes decorating the outer walls. It is compact and square in shape, designed to be durable and functional rather than pretty. It is roughly four stories tall. The mess hall has a razorfish mounted on the wall, and the bones of razor whales decorate both the interior and exterior of the structure.

    Forces: T’harrak (Whisper), (Sparticus147 Nakihl Ahuum), Jojax (Smudge8)

    Loot:  a Lightstone Rifle, Eccentric Rock, a Firework Revolver, and a Cordak Blaster.

  • Edited on 2021-09-19 16:23:51 by Snelly
  • Posted 2021-08-28 20:09:31 UTC
    Go to this post on BZPower
  • Leah Maru

    Species:
    Toa (Maru)
    Alignment: Lawful good
    Gender: Female

    Appearance: Slim and athletic, Leah fully looks the part of the Toa Maru of water; her element reflected in her piercing, aqua eyes: Calm, but with the power of the ocean behind them. Her armour is mainly cerulean, her legs & arms are light blue with a hint of turquoise. Smaller gaps and vents reveal an underlayer of black muscle tissue and silver mechanical parts. Her right shoulder and upper arm are covered in white tribal markings that tell her story, from her Le-Matoran past to her present role as protector of Ga-Koro. She often wears a dark red cloth, sometimes wrapped around her hips like a skirt but mostly riding low on her waist as a sash. 

    Weapons & Equipment: 
    Brushed Protosteel Bo-Staff, held in a sling on her back.
    Gali Mata’s hooks - inherited from her predecessor and clipped to her belt.
    Multipurpose pouch, hanging from her belt and secured to her thigh.

    Mask: Kanohi Ruhaku, The Mask of Intent
    The Kahoni Ruhaku allows its user to sense the intent of other beings in the form of a colored aura around them. The Ruhaku does not read minds or reveal what concrete actions someone will take; it is merely lightly clairvoyant, telling the user - or someone else designated by the user - what others might do or may already be doing, based on their emotions. The mask is always on at a low level. The aura colors and their corresponding intent are as follows:

    Red – Angry/intent to attack
    Orange – Lying/intent to deceive
    Yellow – Afraid/intent to flee
    Green – Helpful/intent to aid
    Blue – Indifferent/no intent
    Violet – Passionate/strong, unknown intent
    No color - Mask is being blocked
     
    Powers: Leah is one of - if not the - strongest wielders of water on Mata Nui, commanding her element with the skill and nearly the power of a Toa Mata - thanks to the essence-stone that transformed her into one of the Maru. 
    In addition, she is extremely agile and a tremendous martial artist, both with her tools and unarmed. Having trained long before becoming a Toa, her transformation gave her the boost to turn a skilled Matoran into a full-blown fighter.

    Traits: Leah is among the kindest people one can encounter on Mata Nui. A good-natured optimist, she is humble and hard-working and tries to maintain as positive an attitude as possible, reasoning that there is enough darkness in the world already. Darkness, that, as a Maru, she has the power to stand against - for Ga-Koro and all of Mata Nui. She has a strong sense of duty and devotion to the people under her protection - traits that go back to her days in the Gukko Force. Originally a Le-Matoran, she has a thing for humor and her bright laugh often helps the morale of the Toa Maru, though recent events have dampened her spirits somewhat. Still determined to do her best, Makuta’s apparent return, an island in turmoil and unresolved tensions within her team are weighing heavily on her.

    Biography:
    Though she is the Toa Maru of water, Leah’s journey began in Le-Koro, as a Rahi tamer in the Gukko Force. When not on duty, she practiced her martial arts, or helped other villagers, many of whom she’s still friends with. Most notably among them is Sisk, a fellow tamer, who heard his call to adventure after the untimely death of Tamaru and left to investigate. With her friend on leave, Leah was promoted and put in charge of all the Gukko support crews.
    Not soon after, fate found her as well: When the Turaga were kidnapped and held captive inside a massive Rama hive - one of Makuta’s strongholds -  the Gukko Force, Ussalry and others attacked it. Leah found herself flying into battle alongside them. And though the day was won, the Turaga were lost. In the aftermath a strange Obelisk was discovered in the hive’s ruins, but its importance wouldn’t be realized until later. Leah spent a short time after the battle in nearby Pala-Koro, reuniting with Sisk, as well as Lashev, Verdi and Lans,  before returning to her duties in Le-Koro.
    Just a few nights later, Stannis ‘the wanderer’ and four other Matoran - Reordin, Sulov, Oreius & Lepidran -  showed up on her doorstep with a prophecy: Mata Nui had chosen the six of them to follow the first Toa’s footsteps and defeat Makuta. Reluctant at first, Leah joined the wanderer’s company. A trail of clues left behind by the late Takua led them all across the island to six special Toa-Stones, containing the very essences of the Toa Mata. Makuta’s minions were always close behind, but they found allies too: Joske - former Kolhii-champion turned Toa and their prophesied vanguard & Korero - a Ko-Matoran following his own destiny, and appointed chronicler of the company. With the six stones retrieved, they returned to the Obelisk in the ruined Rama-hive - revealed to actually be a Suva - their Suva. But that wasn’t the only surprise: Korero, not Lepidran, was to pick up the mantle of Lewa.
    And so the six Matoran placed their respective stones in the Suva and were Matoran no longer: The Toa Maru had arrived!
    And they did not go unnoticed: Almost immediately, they were ambushed by Rahkshi. They defeated Makuta’s children and made their way to the great temple at Kini-Nui, where they met Joske again, who fulfilled his destiny and opened the gateway to the metaphysical ‘keeping place’ for them. In this realm, the Maru were tested and found worthy, emerging with new masks, finally ready to take on the Makuta. Descending down into his lair, Mangaia, they faced off against the fearsome Manas, and - even more terrifying - the corrupted shadow forms of the first Toa themselves,  before finally reaching their target. Makuta attacked them physically and with dark visions, but united, the Maru ultimately drove him back, allowing Stannis to finish him with the power of his Kanohi Hiripaki.
    Victorious, the six heroes returned to their respective Koro with the good news. Though it took time, Leah earned the trust of Ga-Koro under Akiri Hahli and settled in as their protector.
    But the new peace was cut short by the arrival of the Piraka. They attacked Ta-Koro; then the fight became a chase that led Leah, Recording & Sulov back into Mangaia once more. Despite having sealed off Makuta's lair after his defeat, the Piraka managed to gain entry. The three Maru engaged them again, but were forced to flee when the Piraka somehow took control of a horde of Rahkshi. Using most of her power, Leah flooded the cavern, allowing the outnumbered Maru to escape and regroup. This defeat caused tensions within the team, which hit their breaking point when Stannis confessed that Makuta had not been truly destroyed; merely banished to another realm of existence - ‘the legend’. Feeling betrayed by their leader, the Maru went their separate ways.
    Returning to Ga-Koro, Leah was just in time to witness more newcomers arrive on Mata-Nui's shores: the Dasaka. Luckily, first contact with their delegation played out much smoother than initially feared and the Dasaka settled into Ga-Koro. As it turned out, they were enemies of the Piraka too, and it had been in pursuit of them that their empire had discovered Mata Nui.
    But before the new allies could decide on how to deal with this common threat, an old one struck: the remaining followers of Makuta, united under the dark Toa Echelon, conquered Ko-Koro in a surprise attack, turning it into their new stronghold. Despite their team spirit having been shaken to the very core, Leah and Korero reunited the Maru once more and they, together with allies from all over the island, launched a counter attack to liberate Ko-Koro and rescue its remaining inhabitants.
    She has since returned to Ga-Koro and resumed her duty as the village’s protector.

    Weakness - Too hot to handleDespite her immense power, Leah is still a Toa of water. As such, heat and fire and drought are her weaknesses.    
     

     
    Agni

    Species: Toa
    Alignment: lawful good
    Gender: Male

    Description: Agni stands a head above the average Toa; his face an intimidating study of hard edges; orange eyes glowing with a fierce determination behind his Kualsi. His body is primarily dark red, with black muscle tissue and silver technical details. He wears dark golden armour with a brushed texture. It has a strong collar and the right shoulder-plate sports the red insignia of the Ta-Koro guard. He usually wears a red scarf around his neck that has definitely seen better days.

    Weapons & Equipment: 
    A pair of butterfly swords adorned with red, flame-shaped inlays, which glow when channeling elemental power. Agni carries them in sheaths on his lower back for easy access.

    Multipurpose with sheath attachments and pouches hanging from either side, for storing healing herbs, widgets, lightstones and other common items.

    Masks: 
    Kualsi, Mask of Quick-travel, in the same dark gold brushed finish as his armor.
    Advanced Mask of Psychometry, given to Agni by Toa Joske. It works on the remains of dead organic beings as well as inanimate objects and can reveal information about their last moments, depending on the state of the remains. 

    Powers: Agni is a veteran Toa of Fire, wielding his element with great skill.
    He’s an expert swordsman and capable hand-to-hand fighter, backed by his long experience as a guardsman. 
    Traits: Agni has seen much in his time. Perhaps too much. He’s often hard nosed, cynical and even disillusioned on bad days. But not without reason: He is an idealist, determined to give it all he’s got to protect those in his care and do the right thing when push comes to shove. But ideals have a hard time when faced with the ways of the world - and his were tested, to their breaking point - and beyond. To atone, he became a strict adherent to the Toa code. While he often comes across as a curmudgeon at first, he does in fact have a dry sense of humor and has notably lightened up over the course of recent adventures, something he blames on Joske and Dorian for rubbing off on him.  

    Biography:
    Agni used to be a Matoran in the Toa-Koro guard. He became a Toa seemingly by accident, after nearly being killed by a rockslide while on patrol near the Tren Krom break. Badly bruised he dug himself out of the rubble, only to discover a Toa-stone - which promptly transformed him. Turaga Vakama proclaimed it providence, yet destiny seemingly had no other plans for Agni: There was no further call to action for the young Toa. So he remained in the guard, now a warrant officer, pondering his fate while investigating crimes, fending off Rahi; gaining years of experience - and frustration. Until the Toa Mata disappeared and Makuta began eliminating the former chronicler's company. 
    It was then that Agni encountered Toa Valria. She had escaped the clutches of a terrible slaver, Telric, and was seeking justice. Agni left his post on his own authority to aid in her quest and together, they set out to bring Telric in. Yet after witnessing his brutality firsthand, Agni consciously broke the Toa code, leaving the villain to burn alive aboard the ship they’d cornered him on. Shaken, he and Valria parted ways, even though they’d grown fond of each other. Realization sunk in that he had failed to live up to his ideal of a ‘true Toa’. And so, Agni vowed to do better, with Telric becoming his personal cenotaph.
    That’s when his path crossed with the novice Toa of Fire named Joske and the Ga-Toa Cael. Recognizing something of himself in Joske, Agni offered to teach him how to fight and use his element, while Cael focused on the many important non-physical aspects of being a Toa. Over the following months, Agni was officially assigned to train Joske (a quasi-punishment for going AWOL). And as Joske’s skills developed, so did his friendship with his mentor - and his love for Cael.
    So when he was called to aid the wanderer's company in their quest to defeat Makuta, they accompanied him. Joined by fellow Toa Angelus and Tuara, the group began to retrieve crystals from each of the Koro's principle temples, which Joske needed to unlock the keeping-place for the Toa Maru at Kini Nui. While they faced Makuta below, Agni helped to defend the great temple, and later assisted the Koro against attacking Rahkshi. 
    Despite this great victory, the villages were still in dire straits after the assassinations of the Turaga - and Agni found himself assigned to the mercenary Dorian, on a mission to track down his former allies who had carried out the hits.
    They would never complete that mission however, as they encountered Joske once more and were drawn into his quest to find and stop Echelon - leader of the remaining Makuta followers and a far greater threat. They tracked the dark Toa to a hideout deep in Le-Wahi's jungles, but Echelon managed to avoid capture. Agni and his companions survived the encounter, but found themselves faced with new problems: Ko-Koro had been overrun by Echelon's forces and a terminally ill Utu - former mark bearer and villain, was now with them. Severe arguments ensued over how to deal with him and the group’s course of action, causing Dorian to leave while the group traveled to Ko-Wahi, in order to find Echelon's new lair - and to assist Utu on a final journey home, where he joined his ancestors in death not long after arriving in the snow covered ruins of his former village.
    Distraught after witnessing yet another traumatic event, the remaining group split up, leaving only Agni and fellow veteran Ta-Toa Merror to eventually return to Ta-Koro after gathering what intelligence they could on the occupation of Ko-Koro.
    But upon their return, instead of a debrief, the two Toa found themselves in the middle of a murder investigation - alongside Dorian, Toa Angelus and Akiri Jaller. The suspects? Their friend Tuara, haunted by personal demons - and her supposedly dead brother Kitea. Tuara was determined to plead guilty, but Agni’s detective work revealed the truth: Kitea was the culprit and Tuara was covering for him. With the truth laid bare and her brother under arrest, Tuara broke down. But her friends would not give up on her. Dorian, her partner, impressed upon her that she deserved a good life. Jaller and Angelus made sure she would have a chance at redemption - and Agni was determined to be by her side to help her take it. He currently spends his days back at his old job with the guard while keeping an eye on Tuara - unaware that a greater pain is lying in wait for him.

    Weakness - Chill out: Water and cold, duh     
     

     
    Commodore Ayiwah 

    Species: Dasaka
    Caste and Clan: Menti, Clan Umbraline 
    Gender: Female 

    Appearance: Ayiwah is tall, slender and toned, her body colored dark blue and silver. Her eyes are bright grey, like froth on stormy seas. If her posture and bearing didn’t give her away, her uniform and armor would leave no doubt as to her identity: Her perfectly tailored naval coat matches her dark blue color and is adorned with gold trim all over, indicating her rank as commodore. Above that, she wears silver/gold protodermis armor, covered in crystals on her chest, shoulder pauldrons and vambraces.

    Mask: Kanohi Arthron, mask of sonar, in the shape of a great Matatu (without scope). 

    Discipline: Soulsword. While the majority of Umbraline's Menti are powerful Willhammers, there are exceptions. The Commodore is one of them. Trained since earliest youth by the best tutors, she has become a master soulsword. So adept is she in her discipline that many an opponent have been defeated in duels without her ever taking a step or raising a hand, defeated by her psionic rapier swordplay alone.

    Weapons & Equipment: 
    Ayiwah carries no additional primary weapon besides her soulsword, though she is skilled with traditional physical swords as well. 
    Crystal knife, a valuable tool on any sailing ship and emergency backup to her soulsword, carried in a sheath on her hip.
    Her uniform has several pockets and attachment points to carry her personal belongings: a small first-aid kit, a compass, crystal timer & spyglass as well as other commonplace items (lightstone etc.).

    Personality:
    According to imperial navy scuttlebutt, there is no Dasaka sailing the high seas tougher than the Commodore. While she herself would humbly dismiss such claims, there is the usual kernel of truth to them. Indeed, there aren't many that rival her in her focused discipline and no-nonsense attitude - the result of her upbringing and an acute awareness of the responsibility placed upon her. Her looks and demeanor reflect this: Her armor and uniform are kept immaculate and she moves and speaks in an energized, yet controlled and precise manner. Valuing professionalism & thoroughness, she sets the baseline standard the sailors under her command adhere to. She does not suffer fools nor insubordination and will consequently hand out fitting punishments for misconduct, but never unjustly so. Her judgment is fair and understanding. She does not demand unattainable perfection, but rather the willingness to strive towards it. While at first glance, she may appear cold and sometimes harsh, Ayiwah feels great compassion for her fellow Dasaka. Some even claim that the Commodore possesses a sense of humor and has been known to smile and joke every now and then. 

    Biography:
    Ayiwah's bloodline within Clan Umbraline is of some repute. Her mother was one of the few to have offspring with Mune, legendary Menti Soulsword, Sighteye, and head-bodyguard to the previous Rora. Out of her blood-sisters (children of the same male Dasaka, not to be confused with clan-sisters), Ayiwah was one of only a few with a similar affinity for the soulsword, like their father. Eager to learn and showing early promise, the Toroshu allowed her to train directly under Mune himself, until his death during an attempted coup by Clan Fursic. Not content with merely having an exotic discipline within her clan, she pushed herself far beyond the regular training of soulswords. Using physical weapons, Ayiwah prepared her mind for the requirements of psionic swordplay, from which she later developed a fighting style best described as psionic fencing. 
    Already a skilled warrior, Ayiwah discovered another talent in the aftermath of her father's demise, while hunting down the instigators of the attempted humbling of the Rora: Sailing between the Archipelago's islands, she fell in love with the high seas and tall ships. With her true calling found, she officially joined the imperial navy shortly after the end of the campaign against the Fursic. 
    Putting the same amount of effort into her military career as she put into her soulsword, Ayiwah proved herself to be an exceptional officer and strategist, eventually rising to the rank of Commodore. Only answerable to her Toroshu and the Rora herself, she has been the supreme commander of the imperial naval forces for many years now, leading the fleet from aboard its flagship, the Yukanna.
    The incursion by the Piraka and subsequent discovery of Mata Nui threw the Kentoku archipelago into upheaval and it was decided to establish formal contact with this strange new island - and track down the Piraka. Ayiwah and her first mate, Tazera, were tasked to escort a delegation to Mata Nui aboard a prototype submersible vessel: the Chisaii Ryuu. But their departure was overshadowed by tragedy: Rora Yusanora was assassinated at a party in her daughter’s honor and princess Yumiwak suddenly found herself thrust into the role of empress far sooner than expected. Despite wishing to stay, Ayiwah had to assemble a crew and set sail. And so she did. They nearly didn’t make it, as the Ryuu was beset en route by a massive Kraken-like Rahi and only saved by the exceptional work of its crew, barely escaping the arrival of an even larger leviathan of the depths.
    Eventually, an astonished Ga-Koro bore witness to the arrival of the Ryuu. Ayiwah spent the next months ensuring peaceful relations with Mata-Nui and tracking the whereabouts of the Piraka. Eventually, she and Tazera learned the six resided in the Mangaia vault, and led a taskforce of Menti to Kini-Nui to bring them to justice -  only to bear witness to the unexpected return of the dark spirit the Mata-Nuians call Makuta. With refugees inbound from Kentoku, things will certainly be interesting for the commodore. 

    Weakness - Glass Cannon: Besides her prodigious soulsword, Ayiwah does have very little besides her own strong will that she can put up against the other Dasaka disciplines of the mind. In addition, she has no protection against elemental attacks aside from her armor and fighting-skills.   

     
    Kohra

    Species: Vortixx
    Alignment: ???
    Gender: Female

    Description: Tall like most of her species, Kohra is very slender in appearance, and while once physically fit, she now appears sickly, with bloodshot, purple eyes. Her body is mainly black, clad in worn-out, pitted dark-blue armor and retains little of its original good looks, mainly due to her left arm. Once a powerful tool touched by Makuta’s corruption, it has now turned into a black, sinewy, clawed appendage that hardly seems to belong to a living being. This change in appearance began on her left shoulder, but has since spread to her torso as well. Even stranger, these parts of her body are covered in oily, black feathers. Kohra tries to conceal these features as much as possible by wearing a large, hooded poncho she salvaged. It is equal parts disguise, travel wear and sleeping bag.

    Weapons & Equipment:  
    "Crow's Talon" This strange glove is fused seamlessly to Kohra's hand. It is evil in design, with sharp spikes protruding from the knuckles and feathers around the wrist. It was acquired by unknown means and once granted Kohra telekinetic abilities, including razor sharp telekinetic currents with its claws - literally slicing through the air, damaging beings and objects in its way. But cut off from Makuta and his antidermis essence, her powers have become unstable and nearly inaccessible.

    Energy-Crossbow. While exploring the treasures of the Mangaia vault, Kohra found several weapons-grade components and a self-recharging energy-cell that she turned into a collapsible forearm-mounted crossbow. It requires no ammunition to be loaded to fire its energy bolts. However: the longer the shot, the longer the recharge time. There are three firing modes: Single shot, Rapid fire (shooting three smaller bolts in quick succession) and a scattershot (many small bolts simultaneously in a spread). The crossbow arms can fold flat while being worn, or the entire weapon can be stored as a compact rectangle. When in use, the two halves of the prod and iron sights flip open; the stock splits in two, with the grip, trigger and brace between them. The brace secures the crossbow to Kohra’s lower right arm. This permits greater stability as well as making it difficult to disarm her.

    Powers: No innate powers, besides a natural affinity for technology and the telekinetic powers granted by her glove, which are virtually inaccessible at this time.

    Personality: Kohra is a lost, corrupted soul. Once she was Makuta’s agent - twisted, cruel and hating all of Matoran society. But after the events in the dark walk, she remembers little of what she’s done, as her mind was nearly broken by her ordeal.

    Biography:
    Kohra remembers only fleeting shadows from her life before she woke in a dark cave with an immense pain in her left arm. Escaping the labyrinthine caverns underneath Mount Ihu, she found that a strange glove had fused with her hand, which could not be removed. To her horror, her arm began changing as well. Slowly at first, it progressively decayed - but didn’t die. And then the whispers came. Whispers in the back of her head, so subliminal she didn't know at first whether they were her own thoughts or someone else's influence. They began to guide her, promising rewards, influencing her views and driving her to commit heinous acts. Eventually the whispers grew so strong, Kohra realized they came from Makuta and pledged her allegiance to him - the only one looking out for her interests. She used this connection and her own cunning to actively work against the three virtues, in order to spread mistrust and divide the Matoran - starting with poisoning Po-Koro's water supply and flooding the great mine - and always pointing to other Matoran as the perpetrators. Faithfully serving the darkness, she was captured after Makuta's defeat, which almost killed her. With the connection to him severed, she developed severe antidermis dependence, which nearly drove her insane, until Echelon broke her out of prison. Joining forces, she soon became his second in command and together they pulled off their greatest coup - conquering Ko-Koro. But their success was short-lived. Just before the counter-attack to liberate Ko-Koro, Echelon asked Kohra to accompany him on a mission that led them towards the Mangaia vault once more. But when her antidermis dependence flared up again, the dark Toa decided her usefulness had come to an end and abandoned her to an uncertain fate in the depths of the dark walk.

    Weakness: Kohra’s powers have gone haywire and are unstable and dangerous to try and use at this time. She is also in chronic, almost debilitating pain.
     

     
    Sisk "The Tamer"


    Species: Le-Matoran
    Alignment: Lawful Good
    Gender: Male

    Description: A wiry Matoran, Sisk is colored in the traditional Le-Koro greens. His upper torso, shoulders and arms are adorned by tribal markings. His mask looks like a Zatth. His left leg is reinforced with a brace after an injury that never quite healed.

    Mask: Non-functional Zatth (shape only)

    Element: none, but has an affinity for the air and green and the associated perks of being a naturally skilled climber with a keen sense of balance.

    Weapons & Equipment: 
    Two Bamboo-Batons, however Sisk's prowess in combat is that of an amateur at best. He has a talent for improvising with items found in nature around him for self-defense however.
    Backpack: a small versatile bag made from tough leaves, also featuring sheaths for his two batons on either side, which holds many common items. Once an inseparable part of him, he rarely wears it these days.

    Personality:
    Sisk used to be called "the tamer", and with good reason. Despite boasting about his various encounters with the wild-life of Mata Nui, rumour has it that he once got his rear handed to him by a Ghekula of all things -  and the nickname stuck as a reminder. Back in those days he was ambitious and a thrill-seeker; skilled and quite knowledgeable in the Wahi’s flora and fauna, but also socially awkward - though that never stopped him from talking. But after many battles, ever greater dangers and a serious injury, the tamer has mellowed out. He still tells tales of past exploits, but is content just doing his job in Le-Koro, where he can be found at the Gukko Force HQ.  

    Biography:
    Sisk has been on Mata Nui his whole life, which is almost as long as he has been assigned to take care of Le-Koro's Gukko, Kahu and Kewa. But at some point, that wasn't enough anymore and Sisk began to venture into the jungle, hoping to become an accomplished Rahi-tamer. He studied the various Rahi found on Mata-Nui thoroughly and knows much about their behaviour.  Among his greatest accomplishments is the fending off of a full-grown Muaka, earning him the first of many scars and a promotion within the Gukko Force. Despite the slightly humorous moniker given to him by his fellow guardsman for the Ghekula incident, he has proven himself both a skilled tamer and Kahu Rider. After Tamaru’s murder, Kongu permitted him to join the group hunting for his killer. But when they finally tracked them down in Po-Wahi, Toa Merror, whom he had befriended, asked Sisk to find and protect Kapura and the remaining chronicler's company instead. He joined up with the Ga-Koro Marines in Ta-Koro, as they had the same goal. Kapura proved too elusive for them - but not for Makuta. Sisk only found out about his death days later. In response, together with the Matoran Lans, Verdi and Lashev, Sisk formed the "Rahkshi-hunting squad". They assisted in the attack on the Rama-hive and during the following battle for Pala-Koro, after which they immediately got caught up in the defense of Le-Koro. This many battles so close to home and the assassination of Turaga Matau eroded the villagers’ trust in the guard’s ability to protect them. Sisk, together with Commander Skyra, began to rebuild and win back hearts and minds. Shortly afterwards, he assisted in evacuating the village when Makuta's Rahkshi-Legion attacked, but was seriously injured. It took a long time for his leg to recover, during which he remained in the village of air, eager to take to the skies once more on Skyscratcher, his Kahu companion.
    That opportunity arose when Ko-Koro fell into the hands of Makuta’s followers. Sisk took part in the united effort to liberate the village of ice. Leading a Gukko-Force unit, he provided air support during the attack. In Ko-Koro, he was reunited with his old friend, Toa Leah. But though the village was freed, Sisk found that his leg still gave him trouble, decided to stay in Le-Koro for the time being. This may change in the future, but for now, his adventuring days are behind him.

    Weakness - back to basics: With no elemental control, no mask-powers and no skill in martial arts, Sisk has to rely on his wits to get him through his adventures. Despite a lot of experience in taming various Rahi, he has little chance to put up a real fight against an opponent with access to powers.

     
    Rhow


    Species: Skakdi
    Alignment: Neutral Good
    Gender: Female

    Appearance: Rhow's appearance mirrors her tough attitude. Her face has the characteristic Skakdi grin and prominent cheekbones. Two bright neon-green eyes with slitted pupils scan her environment for prey or foes. While she is not as buff across the shoulders as other Skakdi, she is still extremely ripped and covered in scars. Her dark blue armour is equally dented and scratched. Her spine is lined with long fins that are almost lime green at the tips and worn with age and battle.   

    Element: Water (in combination with another Skakdi)

    Vision power: Thermal Imaging

    Weapons & Equipment:
    Blade, though that gives this weapon entirely too much credit. It is a sharpened piece of scrap metal, with a crude handle that Rhow salvaged sometime before her coming to Mata Nui. It is entirely practical and without any special properties - a barbarian’s tool, unclean and deadly, akin to the tooth of some large predator, cast in metal.
    Leather pouch strapped to her thigh, with room for many common items (light/heat stones, etc.) - and an assortment of cooking utensils and spices.

    Personality:
    When she arrived on Mata Nui, Rhow was just as wild and rough as the seas that carried her ashore. Conditioned by her homeland to be a ruthless fighter, it took some time for her to shake this brutal streak. Stranded and free of the violence of her homeland, Rhow started to long for something more than bloody survival at any cost. And when the Horde formed, it looked like she’d found it. But lately, her nights have grown restless with dreams of Zakaz, the homeland she never forgot but couldn’t remember. Questions about her origin plague her mind and demand she find answers.

    Biography:
    Rhow washed upon Mata-Nui's shore one grey morning and began her stay focused on nothing but survival. She roamed the forests along the border between Ga-Wahi and Po-Wahi, ventured into the Motara desert as well as climbed the flanks of Mount Ihu. Staying on the move she hunted Rahi of all kinds, land, sea or air. Anything weaker than her was prey and anything stronger, prey that would be weakened in time.
    A brief encounter with the Hordika Lantz brought her to Le-Wahi, but they parted ways soon after and Rhow wandered aimlessly for a time - until she stumbled across the pit trap where Kapura had been killed. There she was attacked herself by one of Makuta’s dark Toa, but their fight was cut short by the arrival of several Rahkshi and Rhow was forced to flee. This was her first real encounter with others on the island and she began to realize there were bigger things at stake, things she could not face alone. Fortunately, she met Iraanus, a fellow Skakdi of water. And after finding they had a lot in common, the two of them agreed to work together moving forward. They jokingly dubbed their fledgling group ‘the horde’, since they were anything but, hoping to rally more like minded Skakdi around them. They traveled to Le-Koro, and while there, attended a meeting informing them and others of the recently come-to-light activities of a secret organization: "the peers". Willing to help and hoping to build up some goodwill, Rhow and Iraanus returned to Ga-Koro, to warn the village about the danger posed by the peers.
    But Ga-Koro was in trouble already: They arrived at the time of the late Turaga Nokama's funeral and almost immediately were caught up in the Toa Daedra’s infighting for control over the village, and only ended when a legion of Rahkshi attacked the village during the seemingly final battle with Makuta. Rhow and Iraanus aided in the village’s defense and have since made Ga-Koro their adopted home. The horde grew too, joined by  Destian, Mortis, Taoki, Viloz, and Kahlynn. They occasionally serve as mercenaries for just causes, but most days they serve food and drinks, running a bar and restaurant in the village, named the "Great Takea". 

    Weakness - a hammer for every nail: Rhow isn't much of a tactician in the heat of battle. She isn't stupid by any means, just very straightforward and single-minded, and does not think ahead much. After all, she never had much need to before, her brute strength and ferocity were usually enough. She just needed to hit her enemies harder than they could hit back.

     

  • Posted 2021-08-28 20:09:36 UTC
    Go to this post on BZPower
  • The Industrious Akiri

    Name: Nuparu

    Species: Matoran of Earth

    Gender: Masculine presentation and pronouns

    Powers and Traits: Enhanced Strength and Night Vision

    Kanohi: Great Pakari (Powerless)

    Tools and Equipment: Various iStones filled with notes and blueprints, tools of all sorts nearly always within reach

    Appearance: Nuparu is an average-sized Onu-Matoran, not particularly remarkable in a crowd of his people, but for the respect they afford him when he walks among them. Nuparu is darkly armored, with orange highlights including his mask. Unlike some other of the Akiri, he has not adorned himself specially for his office; robes, after all, would only get in the way when he tinkers. Nuparu's hands reflect his active mind; they tend to always be in motion, tinkering with a small contraption, or gesturing animatedly. Nuparu walks with a slight hunch from being bent over work tables for so long, though he tries to improve his posture to look more the part of Akiri. 

    Abilities: He is very intelligent and enterprising; his mind is orienting towards solving problems like an engineer. A master inventor, he loves to build things and learn about the new technologies his Koro creates. Nuparu enjoys nothing more than to fix complicated mechanical puzzles. On one level, he sees the current state of the island as one such mechanical puzzle, and believes it is his duty to keep Onu-Koro into the best situation possible among its whirring gears. On another level, Nuparu has learned the need to temper such technocratic thinking with more humanitarian impulses. If the people he leads aren't cognizant that he's doing what he can to care for them, he doesn't expect them to follow him.

    Weaknesses: As a Matoran, Nuparu is physically outmatched by most other species in contests of brute strength. For that matter, Nuparu isn't particularly fast or agile either. Though reasonably able to defend himself, he is not a particularly skilled warrior.

    Personality: Nuparu is cordial and likable, and is able to appear more sociable than his generally introverted tendencies, this is still a far cry from being a genuine social butterfly, of course. The impression Nuparu gives off remains rooted in his background as an engineer and mechanic. He doesn't value the personal power his leadership role affords him as much as he values the ability it grants him to provide Onu-Koro and the island with forward momentum. Nuparu has recently taken a different tack when it comes to his approach to the rest of the island: Onu-Koro isn't the center of this great mechanism any longer, but one component of a greater whole which must do its part.

    Biography: In the days before Makuta, Nuparu distinguished himself as one of Onu-Koro's brightest minds, and earned himself the position as the Left Hand of Turaga Whenua. He never expected to be made into Akiri following Whenua's death, but rose to the occasion as another puzzle to be solved.

     

    The Forgemaster 

    Name: Ferron

    Species: Turaga of Iron

    Gender: Masculine presentation and pronouns

    Powers and Traits: Diminished Elemental Iron, Enhanced Endurance

    Kanohi: Noble Sana, Mask of Healing (shaped like a Noble Pakari)

    Tools and Equipment: Smithing tools

    Appearance: A muscular and tall Turaga, with prosthetics in place of his right hand and left (lower) leg. His appearance is rugged, but calmly maintained, giving off the appearance of a hardened veteran of many battles who's finally found some semblance of peace to live with. The color scheme is overwhelmingly a burnt orange, with some highlights of black. Eyes and Heartlight shine a silver color.

    Abilities: Ferron is an experienced and capable blacksmith, mostly in the field of weapons and armor, although more common everyday appliances and components are certainly well within his field of expertise. As an Iron elemental he’s got a higher degree of strength and endurance than most of his peers, which serves him well as a blacksmith. He maintains a good grip on his greatly reduced elemental powers. He's pretty tough, as far as Turaga go, and his long experience as a Toa gives him a fairly acute and intelligent outlook on the world around him.

    Weaknesses: Ferron is limited by the shortcomings that naturally come with giving up his Toa Power. He’s weaker, slower and less balanced than even some Matoran. Ferron’s prosthetics make him more vulnerable to anyone with power over Iron, Lightning or Magnetism. Ferron nurtures a strong emotional attachment to those close to him, and can very feasibly be pushed to extremes attempting to save them from whatever misfortune they've been struck with. Ferron is also prone to occasional bouts of depression, a takeaway from the hurtful things he's experienced as a Toa that has left a few emotional scars aside from his physical ones.

    Personality: Ferron is most often calm, mellow and welcoming upon first encounters. He's the kind of guy who wouldn't hurt a fly if he could avoid it, but if the situation does call for it, he's never been afraid to get tough with the opposition. He's willing to help anyone who asks for it to the extent that he can, but doesn't feel like making a big fuss about any heroic tendencies of his. He feels like he's been burned one too many times by doing so. Ferron empathizes strongly with people who have gone through extremely taxing and troubled experiences. He's been there himself, and knows what it feels like to hit rock bottom.

    Biography: If wisdom comes from pain, then Ferron has become very wise indeed. Ferron has seen things as a Toa that a lot of the would-be heroes of Mata Nui could only dream of. To hear him tell it he's been dragged through Karzahni and back several times over. He's lost a Toa Team, two good friends and a loved one to various types of misfortune and evil. Ferron was scarred by these events, and over several years he toiled and struggled through a long and slow healing process. It has paid off, though, and many of his wounds have healed. He now runs a fairly reputable forge in Onu-Koro, and remains a good-hearted individual who's willing to provide what help he can when the situation calls for it.

     

    The Lone Wolves 

    Name: Mar

    Species: Toa of Sonics

    Gender: Masculine presentation and pronouns

    Powers and Traits: Elemental Sonics, very acute hearing

    Kanohi: Great Akaku, Mask of X-Ray Vision

    Tools and Equipment: Mar's Toa Tool is a "Sonic Crossbow". A sturdy metal implement designed for medium-to-long range firing. Often used as a focus for his elemental powers, firing sonic blasts down its sights is a common attack for Mar to utilize.

    Technological Items: 1x "Diskette Pistol" that he's taken to using as a sidearm. His favorite type of ammunition for this weapon are Diskettes stuffed with Stralix powder, making for a crude form of explosive ammo. When used in tandem with his elemental powers the weapon can pack a much bigger punch than it first appears to.

    Foreign Tech: 1x “Advanced Lenses": The telescopic sights on Mar’s Akaku look much the same as any other, but they have an additional function that others don’t: The ability to switch into a filter for infrared vision. (Aquired IC, Approved by Tyler)

    Mar's Pet

    Name: Karv

    Species: Male Kavinika

    Description: Karv (pronounced as "carve"), is Mar's loyal companion and Attack Rahi on his long treks across Mata Nui. Mar has learned how to use different signals, mostly whistles, to command Karv to do different things. Karv is slightly larger than the average Kavinika, but is otherwise relatively indistinguishable from your average member of the Bionicle equivalent to wolves.

    Abilities: Mar is a capable fighter, but entirely self-taught (hence also somewhat unpredictable). He tends to keep his distance as his long-range skills are more potent. He is a good shot with his crossbow, and can hit a target from an admirable distance, and his Akaku enhances his accuracy. He's quite competent with his element and can use it in some pretty inventive ways. A personal favorite of his is to use his Crossbow as a focus for his powers, firing Sonic blasts down its sight. He has a great deal of agility as well, more often than not able to outmaneuver his opponents. As a former fisherman, he still knows how to catch, prepare and cook most members of aquatic species (in addition to accompanying skills in cooking in general), and is still pretty good at all things sailboating.

    Weaknesses: Although not bad, per say, Mar's not a shining example of close-quarters combat. He also has the classical De-Toa weakness of being vulnerable to loud noises, (although he regulates it with his powers) and is vunlerable to having his sight disrupted whenever he's aiming with his Akaku, as it makes his sight more. Mar tends to overdo it with his elemental powers, and relies heavily on them, some would say too heavily.

    Appearance: External Image

    Personality: Mar is a reserved, polite sort of fellow. His demeanor at times betrays insecurity or hesitation that seems out of step with the look he gives off of being a toughened mercenary. It's something he himself is cognizant of, and it's what occupies his thoughts the most when he's not trying to do good the best way he knows how.

    Biography: Mar used to be a simple fisherman, and was never a "somebody" as a Matoran. He eventually became a Toa, by accident it seems, and went the path of a mercenary out of opportunism. After hitting an unexpected slump, Mar enjoyed a high tide under the employ of Rhea Heartsflame, as a member of Renegade Tactical. Although the mercenary company has since dissolved, Mar remains energized, and has again struck out on his own. The experience has given him a taste of something he's now interested in getting his hands on for real; a team to call his own.

     

    The Old Crow 

    Name: Zelvin

    Species: Toa of Crystal

    Gender: Feminine presentation and pronouns

    Powers and Traits: Elemental Crystal, excellent visual acuity

    Kanohi: Great Mask of Sensory Aptitute (shaped like a Noble Ruru)

    Tools and Equipment: Zelvin's main armanent is her War Scythe, a sharp protosteel blade grafted to a crystalline shaft. This is purposefully done so that Zelvin has an unusual amount of control over her weapon. With her powers she can move it without even touching it, and guide its movement in ways that make it very versatile. She is for example quite used to growing a weapon on the other end of the staff for temporary use, or breaking, extending and reforming the staff as needed to increase her range of motion and angles of attack.

    Zelvin has recently taken to carrying capsules of stralix powder around as a throwable projectile, either as a weapon or a form of distraction.

    Foreign Tech: 1x Impact Crystal Launcher, carried in a sling on her back when not in use. (Aquired IC, Approved by Tyler)

    Abilities: Zelvin might be substantially older than most in her line of work, but she’s not a Turaga by any means. She remains a highly trained and fit individual, capable both in weapon-based combat and elemental fighting, especially the latter. Her long career has given her plenty of experience, and she’s got a level head on her shoulders. She’s agile and light-footed, but also observant and thoughtful. Additionally, she's got an eclectic collection of "handy skills" that she makes judicious use of. These are lockpicking, pickpocketing, very basic crime scene investigation skills and a stomach well-accustomed to liquor.

    Weaknesses: Zelvin can be fairly easily overpowered by brute physical force, and she’s prone to letting her mind wander at inopportune times. She's also a lone wolf, both by choice and by nature.

    Appearance: Zelvin is tall, lithe and wiry, with long, slender limbs and facial features alike. Over her appearance, dulled colors, chinks and weathered skin and armor mark her as a woman who’s getting up there in years. If you squint, Zelvin shows clear signs of once having been a very good looking woman, remnants of slender curves and sharp, angelic features now dulled by time. However, even though age has begun to catch up with her, she retains a dignified, elegant sort of aura about her, one which makes her seem very welcoming and heartfelt, which in some ways she is, in her own way. Zelvin usually wears a white, somewhat worn traveler’s cloak. Her color combination of blue and light blue means she's sometimes mistaken for a Toa of Water. Her eyes and heartlight are colored a deep, voluminos purple.

    Personality: Zelvin is a calm, muted and contemplative person. She's generally a loner, but will happily go out of her way to interact with others, and is always up for a good conversation. This cordial habit extends even to thieves and murderers of the worst stripe, a type of people Zelvin isn't at all shy about hanging around with. If people in her immediate vicinity are in need, Zelvin will reach out a helping hand, but she only rarely goes out of her way to root out criminals and evildoers, and would much rather have a pleasant time with whomever's available, in any manner they think it suitable, except for the obviously wrong stuff like murdering, pillaging and the like. Not so much because she has a genuine moral objection to such things, more because she’s at least smart enough to not make herself an obvious target.

    Zelvin fancies herself quite the thinker, and her conversations will turn anywhere from amusing personal anecdotes to learned lessons from her long career to deep philosophical elaborations on the nature of existence. Zelvin is at her best and happiest when she's found a truly excellent intellectual sparring partner.

    Zelvin doesn't actively shy away from adventure, but makes it a point to pace herself to stay healthy in her older days. She’ll say she can still throw down with the best of them, but at the same time prefers to leave the really dangerous troubles "to the youngers" unless she deems her involvement necessary.

    Biography: Zelvin is a semi-retired Bounty Hunter, having perfected her profession, which she practiced even before she became a Toa, to such an extent that she’s accumulated enough riches to live out her days in comfort. However, now and then she still goes out and gets herself a bounty or two if she finds the hunt particularly fascinating. When she's not pursuing bounties, Zelvin can usually be found in some sort of bar, tavern, cafe or tea house, basically just anywhere she stands a good chance of pleasant company and a solid beverage.

     

    The Spirited Rebel

    Name: Trava

    Species: Lesterin of Plantlife

    Gender: Feminine presentation and pronouns

    Powers and Traits: Photosynthesis and Resistance to Poisons

    Kanohi: Great Mask of Sensory Aptitude

    Tools and Equipment: Dart Blower, Bo Staff, Hunting Knife

    Technology: 1x Wrist-Mounted Volo-Lutu Launcher

    Abilities: Fast, agile and fluid, Trava moves with a dancer’s grace, matching the movements of her prey even as she uses precise blows to bring them down. She’s a tracker, a survivalist and pathfinder, all the skills a hunter needs. She’s also knowledgeable in the ways of poisons and herbs, for healing, tea, paralysis and sleep draughts.

    Weaknesses: Being a hunter first and foremost, Trava's experience fighting or dealing with other fully intelligent beings isn’t very extensive. She’s vulnerable to massive sensory overloads as well, as she uses her mask often.

    Appearance: A physical specimen in her prime, Trava is no fragile female: corded muscle runs the length of her lean form, and her armor fits around her body like a comfortable glove. She’s tall for her kind, and is generally wearing pretty light travelling garments. Through her oddly shaped mask burns the eyes of a hunter; dead set, piercing and dissecting. Her primary color is green, with accents of yellow on her limbs. Her eyes and heartlight are a light green.

    Personality: Sarcastic, solitary and proud; Trava is a Strong Independent WomanTM with an attitude and lifestyle to match. She's a huge defender of personal freedom, and despises repression of most any kind accordingly. As long as whatever you're doing doesn't involve walking over someone else, Trava will be glad to see you enjoy what you do.

    Biography: Trava was raised on the road by her travelling merchant father. He was a haggler, and not completely reputable, and most of the time Trava was left to her own devices when she wasn’t helping her father. She sought to nature for many things; comfort, excitement, fun, friendship and challenge, and quickly got aspirations of becoming a hunter after seeing one with his spoils and hearing his tale. Her father didn’t approve, however, insisting that she was to take over his business when she came of age. Trava grew to resent her father, growing more and more enamored by the image of the hunter, and the freedom of her animal friends every day until her father died in an accident involving angry customers and too much pushing. Trava left her old man behind and started pursuing her dream. The Rahi taught her freedom, and that’s where her fascination for them comes.

     

    The Soft-Spoken Engineer

    Name: Wiremu

    Species: Matoran of Earth

    Gender: Masculine presentation and pronouns

    Powers and Traits: Enhanced strength and Night Vision.

    Kanohi: Noble Ruru (Powerless)

    Tools and Equipment: Smock with tinkering tools

    Technological Items: iStone and Disk Launcher

    Abilities: Wiremu’s greatest assets are his abilities as a mechanic and engineer. Wiremu can be given bits of metal, a few tools, and time, and he will have tinkered with the parts and made something functional out of them. He also puts in regular practice with his disk launcher, should the need to defend himself arise.

    Weaknesses: Wiremu, as a powerless Matoran, is very easy to defeat in combat due to his inexperience in battle and relative frailty. He understandably evades fights if at all possible.

    Appearance: Wiremu is an average-looking Onu-Matoran, if on the smaller side. He is mostly black and grey in color, but has some purple accents such as his mask and hands. Wiremu wears a pair of round-eyed goggles at his forehead and a smock at his waist – the smock has numerous button pouches in which Wiremu carries tools.

    Biography: In the days of Makuta, Wiremu was an average, albeit highly skilled, tinkerer, who sold both functional and aesthetic trinkets in the Onu-Koro marketplace. He worked often on his peoples' mining machinery, and was trusted - and guarded - by Turaga Whenua as a skilled set of hands. Since the industrialization of Onu-Koro, Wiremu's stature has increased, as his abilities with machinery have become more valuable not only to his own Koro, but to the others as well. Wiremu is at least partly to thank for conceptualizing several of the new technologies around the island. He greatly respects Akiri Nuparu, and is happy to do whatever makes him the most useful.

    Wiremu has been tapped by Nuparu as one of the lead overseers of the new Po-Onu technology initiative. Teaching is something he is quite new to, but excited to try his hand at. He believes in the forward progress of Onu-Koro.

     

    The Manic Inventor

    Name: Farzan

    Species: Matoran of Magnetism

    Gender: Masculine presentation, he/him or they/them pronouns

    Powers and Traits: Internal Compass

    Kanohi: Great Akaku, Mask of X-Ray Vision (Powerless, albeit with working scopes)

    Tools and Equipment: Various ranged weapons, telescopic mask lenses

    Technological Items:

    Farzan has invented a small handful of weapons and gadgets that he sells in his shop in Po-Koro (Available to any character IC).

    #1. Wrist-Mounted Volo Lutu Launcher ("Wrist-Volo")

    Exactly what it says on the tin. Same size restrictions as regular Volo Lutu launchers, but you can now have it on your wrist. It's a pretty bulky device, however, takes up a fair bit of space on your wrist. It's essentially a big arm bracelet. Point being that it's not particularly elegant, but it gets the actual job done just as well as the regular version.

    #2. Diskette Launchers

    Downsized disk launcher technologies that fire smaller, weaker ammunition at a higher fire rate. The actual "diskettes" can come in many different forms: in bamboo, protodermis/metal with sharpened edges, hollow and stuffed with stralix powder, or potentially some unique version crafted by a user with elemental powers. The actual diskettes are usually around the size of a hockey puck.

    There are two version of the weapon.

    Diskette Rifle: Two-handed, double barreled rifle.

    Diskette PistolOne-handed sidearm.

    (Custom tech items approved by Krayzikk. Artwork done by Perpetual and Gravity)

    Farzan’s Pet

    Name: Kreff

    Species: Male Ussal Crab

    Description: Kreff is a standard, black and orange Ussal crab, though apparently quite young, much like Farzan himself. He’s large and strong enough to carry Farzan and a sizeable amount of cargo comfortably enough. He helps Farzan with many things, including heavy lifting, transportation and testing.

    Abilities: Farzan is a capable innovator, inventor and craftsman. He has good skills with welding, ballistics, explosives, gear mechanisms etc. He’s also a good shot with most projectile weapons and is very adept at facing adversity, able to think quickly and act on it. Farzan has also picked up a few "handy" skills from living on the street, in particular pickpocketing and navigating tight spaces.

    Weaknesses: Farzan is limited by several things: his small size, his still developing body and mind and his lack of close combat skills. He has issues with taking authority seriously, and doesn't inspire any real amount of trust or respect in any potential teammates without serious effort.

    Appearance: He has a thin and slender build and a very youthful appearance. His limbs and fingers are similarly long, able to stretch far into machinery to root out broken pieces. His face is very expressive, and you could easily tell what he feels by looking at it. He’s a bit scrawny, but surprisingly tall for his age, and pretty lanky. Farzan is very clearly quite young, almost too young to be so mechanically gifted, like a maturing youth, right at the cusp of manhood. He's primarily colored black, with silver accents on his hands, shoulders and legs, and has yellow eyes and heartlight.

    Personality: Farzan is a reckless, creative and excitable guy. He loves coming up with new ideas, and likes ideas that are spectacular and impressive. Farzan is a tinkerer, and approaches problems accordingly, some clever gadget is bound to be the way to solve any problem, surely. Failing that, a big explosion ought to do the trick.

    Biography: Farzan grew up in the gutter, on the street, and was very much a “street rat” type, he got around doing odd jobs and such, fixing small gadgets and occasionally making ones to sell from recycled material. He actually found a way out of this life thanks to an Onu-Koronan government program devised to help create jobs. Farzan was found to have remarkable technological affinity, and got the funding to start his own business. While attending a Technology Expo in Po-Koro, Farzan caught the attention of Akiri Hewkii and received an offer for a job with the Sentinels, which he accepted, joining the Sentinels' Engineering Division.

     

    The Grumpy Elder

    Name: Mako

    Species: Datsue

    Gender: Maculine presentation and pronouns

    Caste and Clan: Vilda Datsue

    Powers and Traits: Mindarm and Willhammer Disciplines

    Kanohi: Noble Kakama, Mask of Speed (Powerless)

    Tools and Equipment: Crystal Chakrams.

    Mako’s Pet

    Name: Kama

    Species: Female Janu Bird

    Description: Mako’s “favorite girl” is getting up there in years, much like himself, but much like her Datsue caretaker, she’s not your average oldie. While her colored strata have faded and she looks a little scruffy, she still carries herself with dignity, and continues to enjoy her time with Mako.

    Abilities: Unlike most Vilda, Mako’s primary discipline is that of the Mindarm, which he can use with great skill and precision. He’s also received training as a Willhammer, a discipline he mostly uses to connect with his Janu Bird, Kama, though he can still persuade others with enough effort. He’s in very good shape for his age, and is still to be found in the ring now and then.

    Weaknesses: His old age slows him down quite a bit. His hands-on attitude and ingrained bodyguard reflexes can often kick in involuntarily.

    Appearance: Mako continues to be active in his older years, and it shows. As a product of the Vilda’s breeding practices, Mako is a surprisingly handsome old man, with finely chiseled muscles and jawline, and clearly in the prime of his old age. He’s not very hunched over and not as weathered as many other Datsue. He can usually be seen just wearing his functional crystal armor and a simple, loose robe in the official colors of the Vilda; colored primarily green with red outlines.

    Personality: Mako is that old grandfather in the corner at the family gathering who tells raunchy jokes and speaks his mind no matter the consequences. Since his retirement, Mako spends most of his time tending to his personal interests.

    Biography: Mako's status as a Datsue is fairly recent, he's only been one for a few years. As a "regular" Dasakan Male, Mako's path was essentially chosen for him before he could form coherent sentences. His entire adult life, he was a bodyguard, serving as aide and muscle to high-ranking nobles who acquired his services for reasons ranging from baseless paranoia and personal status boost to legitimate fears and sinister intentions. It was a largely thankless job, especially because Mako never got a chance to speak his mind without being berated for it. After growing old and being released from his position, Mako is determined to enjoy his new personal freedom to the fullest and push whatever boundaries he can. This old man is out and about, and he doesn't care what you think.

     

    The Fuse, from bionicle

    Name: Krex

    Species: Skakdi of Stone

    Gender: Feminine Presentation and Pronouns

    Powers and Traits: Dormant Elemental Stone and Heat Vision

    Tools and Equipment: Krex’s bread and butter is simple grenades and pre-set explosive charges. The sort that explodes and shreds whatever is close by into uncountable numbers of pieces. Should the need come for it, she's also got a nasty spiked mace ready to heft should someone get too close for her comfort.

    Foreign Tech: 

    Elemental Launcher: A weapon that at first glance looks like a broad-muzzled, very well maintained and kept naljin-powered firearm. Were it not for the fact that there is no visible ignition hammer or firing residue that usually follows the heavy use of such weapons.

    This weapon works the same way that those of the Piraka do, letting Krex access her elemental powers in a limited way. In her case, she can generate ammunition for the weapon to fire, rocks as she is a Skakdi of Stone. The longer she charges up, the bigger the rock becomes, which allows her to vary the firing rate according to need; anywhere between machine-gunning pebbles or rocket-launching big boulders. (Approved by Tyler)

    Mine Rhotuka: Fitted as a one-handed firearm kept on her belt.

    The spinners fired by her Rhotuka launcher stick to whichever surface they hit, turning into a motion-sensitive explosive after a strict time period of 30 seconds. Comparable in payload to what you would be able to manage with the materials and equipment native to Zakaz itself. (Approved by Tyler)

    Appearance: Krex is a bit stubby and… “compact” by Skakdi standards. She stands shorter than average, her spine and armor colored a dusty brown that blends quickly with the ground on which she treads. Scarring and actual scars spread out from where her left eye is a featureless, flat white. Krex's damaged eye is not completely unusable, it can still distinguish shapes and gray tones. It is however no longer capable of seeing colors or emitting her vision power. 

    Abilities: Krex has sometimes been referred to as "a firespitter in a rockbiter's body". She has a great love and affinity for things that go boom. Mines, grenades, Demolition charges, balloons. You name it, she's got a kill count for it.

    Her heat vision is a precision tool. With only one eye capable of projecting it, she's made her single eyebeam longer-reaching and stronger to compensate. She often uses it to trigger pre-laid explosives or light fuses from afar.

    She is a lot more quick and agile than she appears to be. Maintaining momentum on the twisting mess that is a Zakaz battlefield is an invaluable skill. 

    Weaknesses: Aiming at very long ranges is for sure not Krex's strong suit, nor is careful aiming with anything other than her heat vision, really. Neither is close-quarters-combat. Most of her arsenal is just as dangerous to her as it is to whomever she's targeting, and is therefore useless in a close Melee. 

    Personality: 100 % Swears, 0 % Fears

    Krex can swear up a storm with the best of them. She's a hard-drinking, hard-living sort of gal, ready to follow her warlord wherever she goes. Most of the time.

    Biography: Krex fancies herself a bit of a “self-made woman”. She has no particularly notable ancestors who won great renown she can coast on today. Her line have been retainers of the Garsi for quite some time, and in that job hasn’t been much more than a footnote mentioned in the chronicles of their triumphs and foibles, if such chronicles even exist in the first place. Krex has been pretty impressed by Ipsudir’s project so far, and sees great success in her future that she wants to get in on.

     

    The Nomad

    Name: Tamachan, “Tama” for short

    Species: Dasaka

    Gender: Feminine Presentation and Pronouns

    Caste and Clan: Ageru Menti

    Powers: Soulsword Discipline

    Kanohi: Great Mask of Rebounding

    Tools and Equipment: Round Crystal Shield, Composite Bow and arrows.

    Tama’s pet

    Name: Sarala

    Species: Female Soko

    Description: A strong, lean half-breed much like her rider, Sarala is as much a war steed as she is one of Tama’s closest friends. Sarala is uncharacteristically colored black, a color which usually is considered unlucky on a Soko. Tama reasons that “we’re both unlucky, so we ought to help each other out”.

    Abilities: Tama’s Soulsword manifests in the form of a Dao. She’s an able wielder of it, and is also an adept archer, either on Soko-back or on foot. Her mother taught her much about living off the land and about armed combat, which are important for a Taajar, and as such Tama is skilled in swordfighting relevant to her discipline, as well as cavalry archery. Her Kanohi lets her get back arrows that miss their target, and even throw her round shield on occasion. Tama’s skills navigating Kentoku society are also quite well developed, considering how often she had to hide her heritage to avoid becoming completely ostracized.

    Weaknesses: She’s somewhat apathetic and selfish, out for herself and her own goals first and foremost, since she doesn’t expect anyone else to hand it to her. In combat, her Soulsword specialty leaves her vulnerable to the mental influence of the other menti disciplines. The personal turmoil that Tama suffered when the Rahkshi invaded has introduced a tinge of desperation in her behavior. She's liable to go to destructive lengths in pursuit of her goals

    Appearance: Tama is a lean, powerfully built woman with masculine features. She’s taller than the average Menti, and looks even more imposing on Soko-back, almost as if she’s just as much at home there as she is on the ground. By her menial and simple clothes and armor, one couldn’t tell that she comes from a Taajar family on her mother’s side. The fact that she's a capable Soko-rider is perhaps a bit of a dead give-away, however.

    Personality: Tama is an aloof, cautios, a-social and somewhat cynical person. She's very careful about how much of herself she lets others in on, and will generally avoid conflict where it isn't in her interest. She has a lot of distaste for Imperial "High Society" and anyone she can easily compare to them.

    Biography: Tama is the child of a Taajar woman and an Ageru man. Since her mother was exiled from her people for the exogamous union, and her father lost a great deal of respect for marrying a “Barbarian”, Tama was raised in her father’s clan, somewhat unusually with her father actually taking a more active role as a parent. Often forced to hide her true heritage due to prejudice among her peers, Tama became a capable, but quite menial-ranked and insignificant Menti. When the Rahkshi invasion hit, her first priority was to ensure her family was safe. Thanks to Toroshu Kilanya's efforts, Tama's father was saved from being killed by Rahkshi, but her mother is still missing. Finding her again is Tama's number one goal at present.

  • Edited on 2021-09-14 13:21:43 by Geardirector
  • Posted 2021-08-28 20:20:39 UTC
    Go to this post on BZPower
  • please let this work the fourth time

    Name: Vaíl
    Gender: Female
    Species: Toa of Plant Life
    Mask: Miru
    Appearance: Dark blue body with pale green armor and mask. Tall; athletic frame. Reddish eyes. Often wears a brown leather knapsack in which she carries her equipment. Occasionally wears a red bandana.
    Powers: As a Bo-Toa, Vaíl is able to manipulate plant life and possesses an innate understanding of the various attributes of plants, even those she is unfamiliar with. Her mask gives her the ability to levitate.
    Skills and Abilities: In addition to her natural understanding of plants and their properties, Vaíl has extensively studied most of the flora native to Mata Nui. She has accumulated considerable knowledge of natural poisons and antidotes, as well as more mundane information such as nutritional value and seasonal growth cycles. She is a competent hunter and tracker, and she favors her bow when she needs to fight.
    Weapons, Equipment, Tech:

    • One compound bow
    • A number of standard arrows
    • A handful of arrows fitted with a modified version of a Stralix grenade rather than an arrowhead. Expensive and relatively unreliable, these don’t get used often.
    • One short sword
    • One dagger
    • Numerous vials of poisons, antidotes, and medicines.
    • One first-aid kit
    • Two lightstones
    • One heatstone
    • Two canteens
    • One pair of binoculars
    • One coil of rope
    • One grappling hook
    • One bedroll
    • One tinderbox
    • Two bandanas
    • One mess kit
    • Several days’ rations
    • One pouch of widgets

    Bio: Vaíl has traveled much of the island. Recently, she spent an extensive period living alone in the jungles of Le-Wahi.
    Personality and traits: Reserved, pragmatic, and self-sufficient.
    Weaknesses: Though she has combat experience, Vaíl is not a trained fighter. She tries to avoid direct confrontations when possible.

    Name: Lekua
    Gender: Male
    Species: Matoran of Air
    Mask: Miru (powerless)
    Appearance: A bit taller and leaner than the average Matoran. Green and white armor; green mask. (MOC) (Art by Bulik)
    Powers: As a Matoran of Air, Lekua possesses enhanced agility and athleticism.
    Skills and Abilities: Lekua is strong for a Matoran, though he is still much weaker than members of other species. He is a skilled bird-pilot and a good shot with a disc.
    Weapons, Equipment, Tech:

    • Two short swords with white blades
    • One dagger, also with a white blade
    • Several wooden throwing discs of various weights
    • A wooden flute; used to call his kahu, Cyclone
    • One heatstone
    • One spyglass
    • One disc launcher; usually mounted on Cyclone’s armor

    Bio: Lekua was a member of Le-Koro’s Gukko Force for many years until he was given leave by Turaga Matau to join Stannis in the latter’s search for the missing members of the Chronicler’s Company. When Stannis, Aurax, and Lepidran left the party, the rest of their companions disbanded, with the exceptions of Lekua and Nichou, who continued traveling together. Eventually, these two parted ways as well, and Lekua wandered the island alone for a time before returning to the Gukko Force. Back in Le-Koro, Lekua was approached by a mysterious Matoran who implored him to travel to Kini-Nui and seek his destiny. To be honest I kind of lost track of what happened after that but he wound up in the Kentoku topic somehow and there was a portal and a kanohi dragon and some rahkshi, then he hopped on a boat and went home
    Personality and Traits: Lekua is not so carefree as he once was, but he is still opposed to taking life too seriously. He can be rather impulsive and easily becomes impatient when things aren’t done quickly or efficiently. He shows little restraint in providing his opinion on any given topic.
    Weaknesses: Lekua’s recklessness and impulsiveness have landed him in more than a few difficult situations. He harbors a healthy fear of water and sincerely hopes there aren’t any more boats in his future.
    Cyclone: Lekua’s friend and companion, Cyclone is a kahu who trained and served with Lekua during his time in the Gukko Force and remained with him throughout his travels, except to Kentoku. He is of average size, and his jet-black body is protected by teal armor.

    Name: Iraanus (eer-RAW-nuhs)
    Gender: Male
    Species: Skakdi of Water
    Appearance: Golden body and spine; wears royal blue armor. (MOC)
    Equipment:

    • Spear
    • Zamor launcher. Zamor types: acid (contains a highly corrosive green liquid) and chain (contains a silvery liquid that binds the target to the nearest living being with an energy chain) [approved by Tyler]
    • Hidden daggers x2
    • Staff won from a rahkshi of shapeshifting (obtained here)

    Powers: Elemental water (in cooperation with another skakdi); impact vision
    Skills and Abilities: Iraanus is proficient in melee combat. He sees himself as a talented tactician. He’s also the head chef at the Great Takea bar-and-grill.
    Bio: Iraanus rarely speaks of his life before his arrival on Mata Nui, claiming that he prefers to live in the present. After his unceremonious awakening on the beach of Ta-Koro, a “chance” encounter with rahkshi in Le-Wahi led him to join forces with another Ga-Skakdi. Rhow and Iraanus recruited a “Horde” of skakdi with a shared hatred for Makuta and his servants. The group’s travels eventually led them to Ga-Koro, where they settled as the owners of the Great Takea.
    Personality and Traits: Iraanus has generally good intentions, but his demeanor is often aggressive and abrasive. His problem-solving strategies tend to be either very direct or hopelessly convoluted.
    Weaknesses: Iraanus is supremely confident in both his martial and tactical prowess, and he is not as effective in ranged combat as he is in melee.

    Name: Aija (EYE-zhuh)
    Gender: Female
    Species: Dasaka
    Mask: Kaukau
    Caste and Clan: Saihoko; Taajar (Zhagravar) [not approved due to player inactivity]
    Appearance: Very dark blue body; mask and natural armor are copper in color. Wears loose robes, poncho, and straw hat typical of Taajar saihoko.
    Powers: Aija has some competency in the Mindarm discipline, but she she has had no formal training, instead relying on informal guidance and self-study. She can breathe underwater courtesy of her mask.
    Skills and Abilities: Aija is a skilled fisherwoman. Having spent much of her life on the road or the sea, she is a capable survivalist. Like many Taajar, she is trained in the use of various melee weapons common to the culture, and she is physically strong from a life of manual labor.
    Weapons, Equipment, Tech: Aija currently has nothing to her name except for a stone dagger.
    Bio: Aija was born to clan Zhagravar, a small Taajar clan of herders and fisherwomen native to Oki. She was trained in the latter profession and made her trade traveling throught Oki and the Archipelago with a handful of her kin. When the rahkshi descended on Kentoku, her band were scattered - to her knowledge, she was the only survivor. She now makes her way back to her family home on Oki to learn of her clan’s fate.
    Personality and Traits: Determined and resourceful. An optimist and a survivor.
    Weaknesses: Fairly inexperienced with her discipline. Can be excessively stubborn.

  • Edited on 2021-09-01 22:08:15 by BBBBalta
    god told me destroy bzp's post editor and I said yes sir lord jesus I will do it
  • Posted 2021-08-28 20:29:53 UTC
    Go to this post on BZPower
  • Village at the Top of the World: Ihu-Koro

    Staff approved.

    What used to be a small village of approximately 30 composite ice and wood houses, the small Koro atop Mount Ihu has grown quite a bit of late. A massive tree grows in the middle, large enough to shield the center, older part of the town from the worst of the weather. While similar to the native tree species of the region, the gargantuan tree is plainly not natural. The core of the settlement is protected from attacks by a 5 bio tall, 3 bio thick iron coated wooden wall that surrounds the first huts, the only gate facing the path down the mountain. 

    The inn, tavern, grocery and smithy shops are located in a central square around the tree, though other establishments have started to spread through the village, particularly in the section between the two walls. The hospital, which has finally had its additional wings made more permanent, also clutters the interior of the village.

    The refugee “tent city” of sorts that had sprung up around the interior wall has been replaced with wooden, stone, and ice homes. Most of the residents of the outer ring are former Ko-Koronians who decided they'd like to stay in Ihu, as well as the various immigrants who have come in since thanks to its increased prominence. The larger exterior wall furnished by Po-Koro surrounds this section, sheltering it from wind but not snowfall.
            
    Locations of interest include the graveyard nearby, where the previous residents of the village are buried, and the Forge in a ravine, where the rena is mined and smithed. The elevator up from a newly dug tunnel that goes toward Onu-Wahi is also found a good distance inside the exterior wall, allowing for commerce between the village of Earth and its highest neighbor.

    A Gukko platform has also been added of late, allowing Gukko riders from Le-Koro easy landing and take-off, which accompanies the port down on the Hura Mafa--really more of a glorified dock--as the easiest ways to get goods into and out of the Koro.

    Principle Export: A gold material called rena is mined from a vein under the town. Rena is much tougher than protosteel under normal conditions, but it's also more susceptible to heat and less susceptible to cold. The physics of its state changes dictate that it's a little lighter than protosteel. Fe-Toa affect it as normal. It's too rare and difficult to work with to forge entire weapons out of, but the smiths of Ihu edge weapons with it- for a fee.

    Relations:
    Ihu has established trade treaties with every Koro save, ironically, their nearest neighbors--though that is likely more a matter of wanting an Akiri to make a deal with than any rivalry.

    Ta-Koro: 
    The Guard of Ta-Koro has been furnished with Rena edged weaponry in exchange for a detachment of the best-trained military in the Koro seeing to the training of the small ice village's Highlanders. These more disciplined troops were also used as part of the core of the Ihu-Koronian assault on Ko-Koro and acquitted themselves valiantly.

    Le-Koro:
    The treaty with Le-Koro has somewhat been reworked to bring the villages closer together. Rather than a small exchange made for aid with tree care, Le and Ihu now do cooperative training exercises in case the Highlanders once again need to serve on the same battlefield as the Gukko Force. Gukko fliers also serve as couriers for the Koro at the peak of the world with regularity, and Ihu has provided Le with the resources necessary to make the journey through the perilous ice with regularity.

    Po-Koro: 
    As well as furnishing the stone wall that surrounds the exterior of the Koro, Po-Koro provides a telegram line for Ihu as well as certain other network advantages in exchange for providing security for the line in the icey wastes of Ko-Wahi. 

    Onu-Koro:
    The Onu-Koronian treaty provides for the elevator that leads down into the depths of the mountain as well as the trading of technology for Rena ore.

    Ga-Koro:
    <Need to talk to Ty>

    History:
    Ihu-Koro is, in truth, the second village to bear its name. The first was massacred, its residents left to freeze where they fell in the bloody snow until finally being buried only a few years ago. The village was rebuilt by exiles and rejects, a band of Toa who didn't even stay in the village long enough to be considered its Toa Team, leaving it in the hands of similar rejects and exiles that found the idea of a mountain haven too appealing to pass up.

    For a time, it was more of a lawless settlement than a true Koro.

    This changed with the discovery of Rena ore. Flocks of miners, smiths, and families came, and the rule of law finally took hold--along with their election of Ahka Tamara, a Vo-Matoran with a distinctly community mindset, to lead them. The Koro still languished, small and relatively insignificant, until the fall of Ko-Koro. The Ihu Koronian Highlanders lost a quarter of their number in the fall.

    However, the necessity of good relations came to the forefront with the followers of Makuta so close by. While fighting a... questionable guerilla war effort, Ihu established itself as an ally to many of the other Koros, trading their horded Rena for supplies, aid, and troops. 

    And when the time came to retake the village of Ice, its small neighbor provided much of the military regulars who participated in the assault, serving as the ground accompaniment to the Gukko Force. Similarly, a detachment of Highlanders stayed in Ko-Koro until a new Akiri could be elected--and only recently returned up the mountain.

     

    Disgraced Toa-Hero: Kaithas

    “Look, I don’t know about destiny. I’m no Turaga, and my opinion is probably worthless anyway. But everything in me screams that my mistakes, my wounds--I dare not give myself the respite of claiming they’re all part of a cosmic plan. They’re mine, and mine alone.”

    Name: Kaithas--Goes by Erith.

    Species: Toa

    Gender: Male

    Appearance: A battered Toa, Erith’s armor seems to be made of wooden plates, worn to the point of appearing smooth--apart from gashes and slashes among the covering that mar the surface and occasionally reveal his true green protosteel components beneath. The wood is blackened from repeated exposure to the elements and flames, each slash telling the tale of another battle--and two large, blackened and cracked marks in the middle of his chest could have only come from a Rahkshi of Heat Vision. His mask, while no less battered than the rest of him, is fairly well taken care of and his glowing yellow eyes are kind. Ordinarily he wears a canvas tabard to cover up the worst damage to his armor--at least part of the tabard seems to have been stitched from a torn ILF flag. 

    He limps slightly, favoring his left leg.

    If stripped of his wooden shell, the protosteel underneath is broken and cracked, covering masses of scar tissue and flesh mottled with old injury. Horrible scars mark his body, scars that seem to have robbed him of something of the agility he once had.

    Weapons: A heavy machete made of protosteel, covered in scratches and battered by frequent use from the curved end to the hand and a half hilt. He also has a katana-shaped blade strapped across his back, but seems reluctant to remove it from its vine and canvas wrapping. If drawn, it reveals itself as a golden blade with a flawless edge, made of pure Rena ore. It lacks the glow it once had, its more magical purpose already achieved. 

    Mask: Huna-shaped Kualsi.

    Powers: Control over plantlife, teleportation.

    Abilities: Experienced with his blade, has an unorthodox fighting style that takes advantage of his blade’s weight and heft rather than using the more agile strikes of most sword fighters. Strangely specialized when it comes to his control over plantlife--rather than focusing on quantity of material produced, he manipulates the variety and properties of plants created.
    Fighting style: Minimalist and pragmatic. While his strikes are brutal and he displays creativity with his abilities, he keeps his power contained, usually focusing his elemental prowess through his blade or armor rather than using large displays of force. He wastes no energy in combat, preferring to not use his element if he can avoid it, and fights to avoid damaging anything he can. His agility is somewhat lacking--old wounds slow him down--but he makes up for it with skill with his blade. 

    Personality: Quiet and terse, Erith doesn’t speak much. His face has the lines of someone who was once laughing and expressive, but he now saves his words for when he needs them. Despite his reticence, however, his most common expression is a small, kind smile. He’s quick to leap to the defense of those who need it, especially threatened Matoran, and his soft voice has a pleasant tone. 

    Bio: Erith is not deserving of his name or his history. He must earn them once again.

    Weaknesses: Fire, as it burns through his element. He seems somewhat rusty at combat--swordplay in particular--though this will diminish with time.

     

    Rising Leader: Ahka Tamara

    Name: Tamara
    Species: Vo-Matoran
    Mask: Powerless Kakama
    Faction and position: Leader of Ihu-Koro and thus ostensible head of the Ihu-Koronian Highlanders.

    Weapons: A protosteel short sword edged with the golden material that is Ihu-Koro's principle export. Words are etched into the metal, reading "For the many, One."
    Appearance: A slender, short Matoran, Tamara doesn’t strike a very imposing figure. Her light armor is a dull black with light blue highlights, its stormy coloration often matching her countenance of late. She looks world-weary, worry lines appearing around her eyes and mouth earlier in life than a vainer Matoran might hope. Her violet eyes are always active, either focused with a keen intensity on the person she’s speaking with or glancing around, keeping attention on everything around her at a frenetic pace.
    Weaknesses: No special powers above those of a normal Vo-Matoran.
    Biography: Through competency and wisdom, a Vo-Matoran rose to lead a village of misfits atop the mountain. Her tenure has not been remotely without trouble. Ko’s fall has taken its toll on her, the stresses of an enemy settlement so close to her border weighing on her as she was abruptly thrust into preparing her village for war and rapidly increasing relevance to the island as a whole. 

    It was her decision to send the forces of the Koro to liberate Ko-Koro, and her decision to withdraw them after. Her stresses have since decreased--her nearest neighbor no longer wants her dead--but her activity and general excitement have not.

     

    The Loyalist: Sentinel Commander Tera

    Name: Tera
    Species: Toa of Stone
    Appearance: Tera is an obvious soldier, her body honed by millennia of service in the Po-Koro Sentinels. She tends toward the thick, bulky side, her element's natural strength exhibited in her form. Her wide, broad hips compliment the strong legs of a longtime Kohlii player, her armor fitted to her body but still fairly heavy. It's plain her strength is meant to compensate and give her a quick, full range of motion despite the sturdier make of her outfit. 

    Her eyes are a light, sky blue, shining out from behind a tan Kakama, the rest of her armor shades of brown and pale beige. Her skin, where it shows beneath her plating, is usually very tanned on top of a naturally dark brown. 
    Personality: Tenaciously loyal and convicted, Tera's love for the city of stone and her people is second to none. She's stood by the Sentinels since before they were the Sentinels, defended the city from the Rahkshi, mourned those who died, and survived an Akiri. While stoic, her reticence is mostly something she learned from her old partner rather than a natural behavior.

    It is worth noting that her loyalty is to the city and its people--not necessarily the Akiri. Nowhere was this more obvious than her reaction to the activities of the previous Akiri when he threatened to start a civil war that would likely have destroyed the city of stone.

    When off-duty she tends to be friendly and easy-going: her favorite activity was her daily donut run with Prei.

    She's seldom simultaneously off-duty and awake.
    Mask: Kakama
    Weapons: Protosteel longsword and rectangular shield, about 3 and a half by 2 and a half feet. The former is edged in Rena ore from Ihu-Koro and has a rib of elemental stone that runs along its length. Her shield has a Rena ore filigree and a similar affectation of stone--both can serve as her Toa Tool. 

    She additionally has a repeating crossbow of Po-Koronian make.
    Alignment: Lawful Good--to her own code and ideal of what Po-Koro can be. 
    Weaknesses: Tenacious loyalty and an unwillingness to bend can both be one's undoing. In combat, Tera has difficulty with ranged attacks--even with her crossbow, she's had comparatively little training with it and does not have anything like a mask of accuracy to compensate.
    Bio: Tera has lived her entire life in Po-Koro, joining up with the Sentinels early on in life and serving without interruption since. She gradually rose in the ranks, eventually leading the defense of Po-Koro against the Rahkshi, and has since become the Sentinel commander (approved by Lloyd and later Silvan). Hewkii excluded her from his plotting, assuming--rightly, as it turned out--that she would not take kindly to scheming against the other villages and inviting their wrath upon the village of Stone. She survived his deposition, and now serves Akiri Renaka as a vigilant protector of the golden age Po-Koro has entered--a spear, forever pointing outward from the village.
     

  • Edited on 2021-09-03 19:20:36 by Leaf
  • Posted 2021-08-28 20:37:57 UTC
    Go to this post on BZPower
  • All Characters Pre-Approved by Staff

    Zakaz
    -The Reconqueror-
    Ipsudir Garsi
    Gender: Female
    Species: Skakdi (Stone)
    Alignment: Chaotic Evil, Reputation
    Vision Power: Impact Vision
    Appearance: Ipsudir is pale tan, but she always chooses armor of pristine white, the better for any blood and dirt to show.  While built like a true warlord, lithe and muscular, she stands a full head below any of her warriors.   Best not disparage her height ever though, if you value your kneecaps.   This isn’t a joke.
    Weapon:  While this skakdi prefers her fists, we can’t always be nice in the middle of war—and therefore her favorite weapon outside of the sarke happens to be a vicious, serrate1d harpoon.   It can be used at close range as a fighting weapon or, to the dismay of anyone trying to run, fired at remarkable speed as a grappling hook, usually into flesh.

    The second piece in her arsenal is far more subtle; a listening device disguised as a simple click beetle—of which there are infuriatingly a lot of in Fort Garsi.   The warlord’s ears are everywhere.

    Abilities/Weaknesses:
    Ipsudir was never afraid to make a fool of herself.  From childhood, she became a fixed figure in the sarke pits, and even as a full fledged warlord she has been known to challenge anyone who likes to run their mouth too much to a bout.  It’s an effective way to take out people who might become a problem—after all, there’s nothing in the rules against permanently maiming your opponent. Ipsudir is also fond of bringing whatever happens to be her favorite consort at the moment along for a little fun with power linking.   Mutual hobbies bring couples together, after all. However, Ipsudir has a nasty habit of making long-suffering enemies…and who knows when those enemies will reach critical mass.
    Biography:  “Landed Gentry” is a paradox on Zakaz, but the Garsi come the closest to it.   They trace their line back to Amaris;Dii, third wife of Nektann, who decided during his Valin;Xalt that five skulls were a paltry amount and that she could take them wherever she pleased. The land the clan seized in the southwest, between The Spineless Bay and the port to Seprilli, remained held steadfast for centuries—and while the Garsi  acquired a reputation for their nastily built defenses they also received the burden of being seen as soft, safe behind their trenches of barbed wire and iron fences. Thus, Ipsudir’s rise, which of course included offing several of her siblings, was seen as a new era.  The excitement reached a peak when during her Silva;ria;Dii, she foiled a cousin’s attempt at sabotage by wrestling him off a cliff with her and using his body as a shield.   She claimed to have known his plans and let him go on anyway.

    It was altogether unfortunate that on her triumphant return home Malnak struck. Therefore, most of the warlords life has been devoted to a vicious war of attrition in attempt to gain both her land and reputation back.   In the process, she has made quite a few enemies, but none will ever call her soft.

     

    Fort Garsi, the Keep of Bones

    Controlling character
    The woman herself, Ipsudir Garsi—a figure of towering charisma not matched by her stature.   But this warlord loves to play with expectations, and she values people as clever and as ruthless as she is.

    Location 

    Southeastwest Zakaz, the mountains in between Spineless Bay and The Warrens.

    Description
    Fort Garsi is a near perfect cube, the result of a long line of Stone Skakdi with perhaps too much time on their hands.   The walls are cut through with patterns of iron—some say they’re Nakihl witchcraft but it’s more likely that the hundreds of cleverly concealed blades are what actually keeps anyone from climbing them.

    Any would-be conquerer, however would have to first make their way through the acre of iron fences, false tunnels, real tunnels, conveniently collapsable trenches, and the occasional hungry rahi.  There’s a reason this keep has stood for centuries.

    Forces 
    The Garsi family has sway over a few dozen retainers whose families gathered around Amanis;dii when she first seized these lands.   These are the people most likely to actually be at the fort.

    Ipsudir, in her campaign to both seize back the lands stolen by Malnak and restore the clans reputation as warriors, has ordered those physically able to to take a more aggressive role in combat and to leave the keep more often.  She’s also started to recruit new blood, but she doesn’t want a simple mercenary after money—she wants people with goals, with pride in their work, with ambition…not too much though, for their own health.   The Lady of Linens took her position by resting it from the cold hands of quite a few people, and she knows that there are plenty who would like to do the same to her.

    Affliated PCs

    Krex (@Geardirector) Kirik (@Visaru) and Grolasch (@Wotz)

    Mata Nui
    -The Adrift-

    Tally Anach
    Gender: Female
    Species: Ga-matoran
    Alignment: Chaotic Good, The Ga-koro Marines
    Mask: Powerless Great Kakama
    Appearance: Talli has the sleek, swimmer’s build of many a Ga-koronan, filled out with a good amount of muscle due to an active lifestyle.  Of particular notice are her well toned-arms and shoulders.  Most of her body is a deep, intense sea blue, while her natural armor is a lighter, more purplish color.  Her golden brown eyes would twinkle if her face could manage anything more than a solemn frown in recent days.
    Weapon: Talli is experienced in throwing many things, and very willing to improvise.  She is particularly skilled in fishing spears, however, due to her extensive experience with them—and disks, due to her military training.  She has started to carry metal disks with her on her patrols of the village, and eschews modern disk launchers, preferring the control that throwing by hand gives her.

    She also carries a standard-issue Marine’s knife and a few darts.
    Abilities/Weaknesses: Tally is one of the best disk arms in the force and has a good eye for most anything—from Kohli to fish.   She’s also a great improviser and her knowledge of the village were she grew up allows her to both get the drop on enemies and surprise them with an unconventional throw that takes advantage of quirks in the weather and natural features.

    However, many of Talli’s skills vanish once she’s actually put into close quarters—while she has marine-trained reaction time she doesn’t really have much in the way of technique and is likely to swing wildly in an attempt to disengage as fast as possible.
    Biography: Talli is the second-oldest child from a poor family of fishermen in Northern Ga-Koro. She virtually grew up on a boat, and gets uncomfortable without the gentle rocking of the sea beneath her. Her family lived well, if simply, until her father lost use of his legs when his fishing fleet was attacked by infected rahi.
     
    Her older brother, Chahlu, joined the marines soon after this incident, against both of their parents wishes. Talli, hoping that she could contribute as well, joined a couple months later on his recommendation. Despite the objections of their parents, the money the two brought in was able to keep their family on its feet, with some to spare. Work on the marines was dangerous, but exciting, and the rest of the family got used to Talli and Chahlu coming home with numerous scrapes and bruises. For a few months, their lives seemed almost normal.

    And then abruptly, everything came crashing down.  The conflict between the Toa Daedra and the Toa Massai cut a swath of destruction through the Koro, and Chahlu was one of the victims.  In the accompanying chaos of the battle, Talli slipped out to search for her brother, and was the first one to find his body—and the trauma of the event is still etched into her mind.

    Had Talli been given time to heal, she might have recovered—but the subsequent betrayal of the koro’s “protectors” shattered her trust and her sense of security.   Feeling increasingly helpless in a brutal world where nothing was certain, she grew increasingly reserved and frequently lashed out at those around her, her anger and trauma mixing into a churning stew that slowly ate away at her sense of self-control.

    Tally served as a cook on the crew of the ill-fated Invincible during the expedition to the Kumu Islets, and currently makes rounds as a village guard.  Or at least she did, and until a single interview with a Ta-matoran guard changed everything.  Talli now is the owner of a toa stone that responds only to her touch, and maybe, at last, is considering that she might be out of her depth.
    Family: Julah(father), Salli(mother), Chahlu (older brother, deceased), Nahlu (younger brother), Melsu and Jumah(twin younger sister and brother, respectively).

    -The Musician-
    Ranok Selli
    Species: De-matoran (though often mistaken for a Le-matoran due to his coloring)
    Gender: Male
    Alignment: Neutral Good
    Mask: Powerless Noble Ruru
    Appearance: Ranok is small for a Matoran, with a slim build, delicate wrists and ankles. Most of his body, including his mask, is dark green with navy blue accents, while his body under his armor is dark grey. His eyes are bright emerald, in striking contrast to the rest of him.
    Weapons/Tools: Ranok carries no weapons except for a small knife, concealed in his money bag, for emergencies. His main tools of operation are a bamboo flute, a five-stringed banjo, and a harmonica.
     
    Abilities/Weaknesses: Ranok has a great ear and memory for tunes (as well as voices), and picks up instruments in little time. His skill with interpretation and invention is what has kept him fed and sane for so long.
     
    Like most of his kind, Ranok has sharp hearing, though it has been somewhat dulled by living in noisy Le-koro for all of his life. This means he is not as sensitive to loud noises as most De-matoran.
     
    Biography: Ranok’s parents were traveling minstrels, moving from Koro to Koro and living off others’ hospitality and their skills with music. One night, they went to play at a gathering, leaving the young Ranok alone in the inn where they were staying for the night.
     
    They never came back. They were believed to have died in a Rahi attack, but Ranok still doesn't know the details of their deaths, and at this point he has long since given up pursuing.  Ranok took up his parents work, traveling around the island and playing for his daily bread. At first, he had no reputation and often had to rely on charity or sleep outside, but eventually he was able to make ends meet. However, the attacks by the Makuta’s servants soon became too frequent for him to travel safely, and he became aware of the danger many others were in. Wanting to do his part, he joined the Gukko Force as a messenger.  Assigned an unusually small bird, he was put in charge of carrying news between Le-Koro and the various resistance fighters stationed around it.  The attacking rakshi at the end of Makuta’s reign killed his bird and left him with a broken arm. Ranok was glum when faced with the prospect of playing neither of his instruments for a month or more, until a Skakdi merchant sold him a harmonica. It was more or less love at first sight.

    Ranok played a minor part in repelling the attack on Le-Wahi by the entropy beetles.  He flew out to meet the attack with Kunitu, and the two of them got to know each other during the aftermath.  After drifting through Onu-koro for a couple months, he is now holed up in Ihu-koro—providing a little entertainment to the recovering fighters and carrying messages when he can.
     
    Personality/Traits: Ranok appears to be concentrated only on his music, and seems to be a bit naive. In truth, he is much more aware and shrewd than he appears. He is always listening and watching, looking for a way to slip into the spaces between other people’s lives.

    Ranok speaks a mixed dialect that includes quite a few treespeak expressions due to his Le-Koro upbringing, but he generally avoids using these expressions outside Le-koro.  They tend to slip out when he is nervous, however.
     
    Family: Tresa (mother, deceased) and Kutro (father, deceased)
    Friends: Kunitu

    -The Messenger-
    Lucira Bohren
    Species: Ta-Matoran
    Gender: Female
    Alignment: Neutral Good, The Ta-koro Guard
    Mask: Powerless Great Miru
    Appearance: Lucira is stocky and little shorter than average, with wide hips and sturdy legs. She has narrow shoulders, but muscular arms. Her feet and hands are pale orange, the same color as her mask. She has a yellow torso, dark red arms and legs, and a bright yellow eyes. The protosteel armor she wears is simple and light: a chest-plate, and guards for her upper arms and thighs.
    Weapon: A plain short sword with an protosteel pommel sheathed at her hip, a set of three throwing axes strapped to her back. When making her rounds of the Koro on police duty, she carries a sturdy wooden baton.
     
    Abilities/Weaknesses: Lucira is a decent all around fighter, but she truly excels in narrow spaces. She is surprisingly agile, and thinks quickly in battle, moving decisively in ways that make up for her lack of speed and small stature.  She has little in the way of defense against elemental powers, obviously, but tries to make up for it by using the environment around her.
     
    Biography: Lucira’s family mostly consists of merchants and shopkeepers, but it wasn’t a surprise when she joined the force as young matoran. She has since become independent from her parents, and lives in a small but clean hut in outer Ta-koro.
     
    During the war with Makuta, she took on multiple campaigns in Onu-koro, and knows the area quite well.   She has been active in the local Ta-koro police force for quite a while, and it was while undertaking a special mission for the investigative branch of the city authority that she discovered a few things—Makuta had been creating gruesome experiments in the heart of The Mangai, and she was apparently meant to be the carrier of a new toa stone. Deciding to take a work vacation in Ga-koro, where the stone seemed to point her, Lucira found the matoran that was meant to use it surprisingly quickly.  That was, after she became involved in the defense of an inn by brutally stabbing the attacker in the back of knee.  She hopes that the rest of her vacation will be less eventful.
    Personality: Lucira is friendly and easygoing, and gets along well with her comrades. She is generally non-confrontational and would prefer to talk things out, but she knows when such a thing is pointless.  She is seemly content with her life small cog in the grand machine, but she does have occasional moments of feeling adrift in a world that changes all too quickly without her.
    Family: Terek (father), Kiroth (mother), Melika (younger brother)

    -The Gentlewoman-
    Ferellis Garsi
    Species: Skakdi (Stone)
    Gender: Female
    Alignment: Chaotic Good, The Gukko Force
    Vision Power: Impact Vision
    Appearance: Ferellis is solid and tall enough to stand eye to eye with most toa.  However, her frame is not particularly massive for her kind.  She’s mostly an unremarkable color of tan, and she normally covers the double row of spikes along her spine with a dark brown heavy coat.  Her most distinctive feature is the patchwork of steel and gold that his her teeth.  They’re a result of her horrible sweet tooth, but she doesn’t usually tell people this, preferring to let them think what they will.
    Weapons/Tools: A wide-barrelled pistol.  It shoot metal slugs at a velocity that hurts a lot and can leave a dent, as well as stun someone if they’re hit correctly. (Foreign Tech slot)
    She is never without a tin of lozenges of various flavours.
    Abilities/Weaknesses: As a skakdi of stone, Ferellis has the ability to use her elemental power in conjunction with other skakdi.  However, she doesn’t have much of an occasion to do this.

    Ferellis has a sharp eye for detail and keeps meticulous (if disorganized) notes, but she’s a beat cop, not a detective genius, and can easily miss the big picture.  She’s mostly used to dealing with day to day crime and backalley brawls, and would be at a disadvantage in an open fighting situation.  However, she’s good at dealing with situations caused by intense feelings and too much drink, as happens a lot in Le-Koro.  Also a pretty good quickdraw and can throw a decent punch.

    Biography: Where exactly Ferellis came from, no one knows.  However, it seems that in the past her family was fairly wealthy, in a way that both shielded her from injuries that mark most Skakdi and kept her from developing a taste for open battle typical of her species.  It also seems to be where she acquired her taste for candies, and she is never seen without at least one tin of mints.

    Regardless, she gravitated to the internal wing of the Gukko force and has been there ever since, dealing with everything from homicide to theft of madu fruit.  She was briefly involved in the defence of Le-Koro during the Rakshi attacks.

    Personality:  Ferellis is chivalrous and easygoing, and speaks in a languid drawl.  She prefers to strut into situations and intimidate her way out of them, but always keeps her manners about her.

    Kentoku
    Imperials

    -The General-
    Name: Plangori Morie
    Species: Dasaka
    Gender: Female
    Alignment: Lawful Neutral, The Imperial Order
    Mask: Great Akaku, Mask of X-ray Vision
    Appearance:  Morie is of average height, though the years have given her a slight stoop.  Her base layer of armor is aquamarine, lined in gold, with a pale blue-violet body showing underneath.  Pale turquoise crystal armor covers her chest and upper arms.

    Morie wears a pale plum sash, marked with a design of white flowers and black leaves.  Together, these are the colors of her clan, and the sash itself has been handed down for generations.  It is newly dyed every hundred years.
    Weapons/Tools: Morie was once deadly with her machete, but years and a primarily peaceful life have sapped her strength and dulled her combat instincts.  She forgoes it currently for a pair of crystal knives hidden in her clothes.
    Abilities/Weaknesses:  Morie is an accomplished Sighteye, specializing in visual and auditory illusions.  Her main strength is one of distraction—she can create landscapes so breathtakingly beautiful that her enemies are lulled into a sense of peace.  She was also trained in willhammering, though most of her ability is concentrated towards the defensive brand favored in her clan.  She is very skilled at detecting the presence of other willhammers and can defend the minds of others by projecting herself onto their surface thoughts and forcing their opponent to engage with her.  In addition, she has refined her ability to ideatalk so she can more easily receive and project messages over a distance.

    Biography: Though well into her years, Morie shows no signs of retiring from her position as Toroshu, much to the dismay of her six children.  It’s not that she distrusts the rest of the clan, she simply knows that she does a much better job than any of them would.

    Morie was a single child, as her father died of disease and her mother, the previous Toroshu, never found another mate.  Thus, she grew up knowing that the office of Toroshu would always rest on her shoulders.  Her arrogance is outmatched only by her political knowledge and her will to command.  Since she rivals most of the clan Datsue in age, she rarely will consult them, although she will hear out their strongest concerns and opinions.

    Morie is determined that Clan Plangori should survive and prosper, no matter what becomes of the world outside, but she realizes that her clan is heavily dependent on the rest of the world.  She staunchly opposed any action in the direction of Mata Nui, as she felt it would complicate the already shaky political structure of the islands.  She strongly supports the crown, though less out of personal affection for the new rora and much more so for the ideal of a strong central leadership that she believes holds the island together. Morie has decided to remain in Sado to defend the city against the attacking forces of Zataka.

    -The Secret Keeper-
    Plangori Fanai

    Gender: Female
    Species: Dasaka (Menti)
    Alignment: Lawful Neutral, The Welfare of Her Clan
    Mask: Great Elda, Mask of Detection
    Appearance: Fanai is tall, with a slim, athletic build and the excellent posture of someone trained to stand guard.  Her body tends toward greener side of blue, with pale gold—almost silver—accents.  Her silver eyes are also pale, with a misty sort of look to them.  Her unique mask—the result of an inheritance—is more angular and lacks some of the design features of most elda, making it closer in appearance to a noble matatu.  The crystal armor on her lower limbs, chest and shoulders glimmers in subtle shades of jade.  Her uniform is eggplant-colored, with the plangori emblem died on the chest and back
    Weapons/Tools: Fanai carries a machete of dark purple crystal, worn at the side, as is traditional for her clan, as well as a set of concealed knives.  Her favored weapon, however is a light naginata with a sparkling, diamond blade.
    Abilities/Weaknesses:  Fanai’s presence as willhammer makes itself known as a drifting white mist at the edge of her targets vision—that is, if it manifests at all.   Fanai, like most of her clan, is a subtle willhammer who can easily drift at the surface of someone’s consciousness without probing deep enough to alarm them.  However, she takes the subtlety inherent in her training and takes it to a new level—focusing on completely eliminating her presence on the mental plane.  No one has perfect control over their discipline, of course, but Fanai is for most purposes mentally invisible when she wants to be.  She is experimenting with extending that ability to a willing target, but has yet to test it to the fullest.

    Fanai is also, because of her duty as a guard, trained to detect the slightest disturbance on the mental plain.  Once battle is joined, however, she has to rely mostly on her weapons, as it’s hard to make the subtle suggestions that her discipline favors when openly engaged with an opponent.  Due to the nature of her duties, almost all of her combat training has been strictly formal—by no means easy, but built more for catching the odd spy than for war.
    Biography: Fanai had a completely unremarkable life—a younger cousin of Toroshu Morie, she didn’t stand out to any particular degree and completed her training at the school of the mind.  She might have passed into a completely below notice if one of the senior guards hadn’t remarked that she was so unremarkable as to completely disappear.

    The clan council, after some deliberation, decided to send Fanai back to Sado to train under a Daikura master of willhammering.   She refined her technique there, making occasional trips to the temple of Zuto Nui to train in meditation.   Someone else might have seen the position of the Toroshu’s personal guard as an opportunity to acquire power for themselves, but Fanai entertained no such thoughts.  In any other clan, she might have faded into the background, but now she had purpose, and she would fulfill her duty.

    Fanai appears to have no dreams and ambitions outside of preserving the safety of her charges, but the truth is somewhat more complicated.  She has somewhat of gentler manner than her cousin, which she tries to use to put the clan’s allies at ease.  She is also one of the few people who Morie respects enough to take advice from.

    -The Snake in the Grass-
    Name: Plangori Akiyo
    Species: Dasaka
    Gender: Female
    Alignment: Lawful Evil, Herself
    Mask: Great Rau, Mask of Translation
    Appearance: While she is otherwise petite, Akiyo none the less has the strong legs of someone who is used to moving around a lot, often through the thick growth of the jungle.  Her form might be called “pleasantly feminine, but not voluptuous.”  She wears pale periwinkle armor over a body of medium sky blue, lined with silver and augmented on her chest with crystal of delicate saffron, the same color as her eyes.  She can also be seen wearing voluminous dresses of various pastels, which usually fall at her elbows and knees.  For official functions, she usually garbs herself in dresses of white, with whimsical patterns resist-dyed in black, with plum appliqués of flowers.  She is highly interested in fashion and makes sure that she is always up with the latest trends, despite her clans somewhat reserved location.

    Akiyo’s face is positively cherubic: round with large eyes and a small rosebud mouth.  Something about her demeanor, however, keeps her beauty from acquiring a childlike air, and gives here the presence of a young women.

    Weapons/Tools: A light amethyst machete, as well as an accompanying tantō.  She also often carries a parasol with a concealed blade.
    Abilities/Weaknesses: Akiyo has traveled extensively on the island of Oki, and knows it like the back of her hand.  She has also plenty of experience fighting in narrow, confined spaces.  Naturally, she finds herself at a distinct disadvantage facing opponents in open areas, especially when they have a longer reach than her.  She often relies on stealth, particularly since strength is not her strong suit.  While agile, she does not respond very well to displays of brute force.

    Akiyo, like most members of her clan, was trained early in the art of defensive willhammering.  However, while she can mount a formidable defense for herself she has virtually no attacking capacity, and she cannot extend her shield to protect the minds of others.

    It is in her sighteye discipline that Akiyo excels in.  Specializing in sensational illusions, she can not only inflict pain but also pleasure with precision, either can distract her opponents to great effect.  She has also studied the application of other sensations, and can mix them if she so desires--making her opponent feel both hot and cold at the same time.  However, she holds the main weakness as a sighteye of not being able to move when she uses her power, and because it takes so much of her concentration she tends to lose awareness of her surroundings when she activates it.

    Biography: Akiyo is the firstborn daughter of Morie, and despite the slew of daughters that followed after her she intends that she will be the one to succeed her mother.  She has studied and traveled extensively, both on Sado and on Oki, and possesses her mother’s interest in politics, cloaked with an outwardly sweet, whimsical temper.

    This sweetness is a bit like poisoned sugar.

    Akiyo wants power, power that she feels that she deserves, and the whole world is simply in her way.  Part of the fun, of course, is getting rid of the obstacles—which in Akiyo’s case happen to people.  Whenever a secret resentment can be exploited, or shame magnified Akiyo will find a way to insert herself into the situation.  She keeps close tabs on the clans dyers, and they all fear her, although no one will dare say why.  After all, she is a proper Torushu’s daughter, courteous and soft-spoken.

    Akiyo makes friends, of course, in the higher social circles of Kentoku—she isn’t a cloistered plotter by any means.  There are plenty of people enough like her that she can get close to them, but not enough like her to see how disposable she sees them as.  She lives the socialite life—though certainly not to excess— and shares the full extent of her plans with none of them.

    Now cloistered in a ship on the way to Mata Nui, forced into an advisory position to her younger sibling, Akiyo stews.  But she has a plan for everything, and she certainly never gives up.

    - The Second Son -
    Name: Plangori Yukie
    Species: Dasaka (Menti)
    Gender: Male (Trans)
    Alignment: Lawful Good
    Mask: Great Haunoru, Mask of Focused Shielding
    Appearance: Yukie stands a little shorter than average for a Dasaka, but compact and strong, with a noble bearing that makes up for his stature.  His face is broad and plainly handsome, unremarkable except for his catlike, silver eyes.
     
    Yukie typically long, dark grey coat similar in style to that worn by the navy, with pink crystal armor covering most of his body.  His under-armor is pale blue-gray plate lined in white gold, with silver etching.

    Yukie reads as a male called so at birth to most casual observers, due to specially requested molding of his crystal armor.  His shorter height leads certain people to make assumptions, however.
    Weapons/Tools: A set of turquoise crystal knives, inside of sheaths sewn into his coat.  These are backup weapons in case he cannot maintain his soulsword.
    Abilities/Weaknesses: Yukie, like many of his clan, is a close combat fighter--used to dealing with the narrow spaces in his jungle home.  Unlike most of his clan, however, he trained in the use of the soulsword, which manifests a medium-sized, pale pink glowing machete.  His mask allows him to summon a weightless energy shield of similar appearance.  The shield is broad, shaped like an inverted teardrop, and nearly as wide as it is tall.

    Yukie’s fighting style is purposefully contrary to his manner—if he decides to engage he immediately attempts to get within his opponent’s reach, aggressively lunging forward while using his shield to block and obstruct his opponent’s line of view.  He doesn’t hold back in terms of attacks either, punching, kneeing, and tripping furiously trying to get the advantage until his opponent is overwhelmed.  This works pretty well for stunning the average imperial-trained warrior, but people used to this more brutal style of fighting are harder for him to deal with.  His soulsword, while brutally effective within its range, is not an elegant weapon and limits his reach extensively, and isn’t an effective parrying weapon.  It’s also his weaker discipline, and he can’t maintain it if distracted by pain or by fighting another willhammer.

    Yukie excels at his clan’s discipline of defensive willhammering; he can extend his consciousness to easily break the control of another willhammer on an ally, and protect their mind from further attacks.  Like his mother’s, his power manifests as a swarm of petals, though they are crystal, translucent pink instead of her metallic silver.  Naturally, his mental “shield” gets stronger or weaker depending on his own condition.  Also, because his ability is almost solely defensive, he has difficulty going further into the minds of all but the weakest-willed opponents.
     
    Biography: Plangori Morie welcomed the birth of a second daughter.  While a son would have given her more prestige, a second heir made the clan more secure--and Yukie was always a polite and yet precocious child, an ideal legacy for the clan.  Akiyo possessed many of the same traits of course, but she was more interested in the politics of inter-clan relations than the day to day transactions and the dye work that kept Plangori going.  They would balance each other, ensuring the future of her clan.

    But Morie had been wrong about two things. Her two eldest children did not get along as she might have hoped.  And she had not given birth to a daughter, but a son.

    Yukie’s first few years of life were intensely confusing to him; he didn’t understand why the members of the clan, even the old dyer women who he considered aunties, called him a girl when he clearly did not feel like one.  Whenever he expressed his own feelings on the matter, he was usually met with chuckles, though some of the clan members indulged him--thinking it was something he might grow out of eventually.  Akiyo watched this, and saw an opportunity to secure her birthright that her younger sibling had put in jeopardy.  She was outwardly sweet to him while consistently implying that he was delusional and pitiable.  Yukie took refuge in literature and the study of his mental disciplines, avoiding his older sister whenever possible.  He developed an intact, albeit besieged sense of who he was, though he never insisted on his pronouns to the extent that he had as a child.  He had become determined to fulfill his sister’s fear of overtaking her as heir to the clan, and he knew no man had held the position of Toroshu in the recorded history of the empire.

    As daughter after daughter followed him, Yukie casually began slipping into the duties of a first son, eventually convincing his mother to let him train again at The School of the Mind, this time with purpose of developing a soulsword.  In the capital, he found, no one would question the identity of the handsome young male strolling through the marketplace, and neither could anyone argue that a Toroshu’s daughter was being obscene by dressing like a member of the navy.  Eventually the whispers of “First Son of Plangori,” came to a head and a few of the more rash and cruel students decided to teach him a lesson.  In the formal atmosphere of duels at the school, however, Yuki excelled.  His furious style of fighting completely threw the other students off, and yet he never was uncontrolled enough to cause disciplinary measures to fall on his head.  Eventually, the challenges stopped, and Yuki returned to Oki with a newfound confidence, and the determination to finally stand toe to toe with his elder sister.  The two of them appear to get along on the surface, but Yukie is constantly on guard against Akiyo’s provocations and her attempts to destroy his reputation.

    During their willhammer training, Yuki was often paired up with his younger sister Shuuan to practice.  Yukie developed an extremely tight mental defense against Shuaan’s brutal and recklessly strong attacks, and Shuuan developed an empathy for her older sibling that caused her to pull back from her usual dogged curiosity.  They have grown to respect each other, even though Shuuan thinks Yukie is too much of a doormat and Yukie thinks Shuuan is too focused on her immediate feelings that she loses sight of the big picture.

    Yukie's status is somewhat ambiguous with regards to other clans.  Some see his unusual status as a violation of tradition, while others accept him as much as possible--reasoning that he is simply taking on necessary duties until a "real" first son marries into the family.  His mother, Morie, still sees him as a daughter and treats the gossip around him as baseless rumors founded on petty jealousy.  She was so impressed by him, in fact, that she appointed him as acting Toroshu, in her absence.  Yukie has what he always wanted now, but holding onto it isn’t going to be easy, especially in a new environment where clan influence doesn’t have the same power it had on Kentoku.

    -The Prodigal Daughter-
    Name: Plangori Shuuan
    Species: Dasaka (Menti)
    Gender: Female
    Alignment: Chaotic Neutral, whatever annoys her mother
    Mask: Great Kadin
    Appearance:  It would be absurdly generous to call Shuuan pretty, even less accurate to call her average.  She is, to put simply, ugly.  Her jaw is too heavy, her brow large and protruding over her squinty yellow eyes.  It’s thought that she chose her specific mask to heighten the effect.  Her figure might be lent a shred of dignity if she were tall enough to intimidate, but her height is below average, a fact made worse by her habit of slouching.  Dull grey crystal armor covers most of her dark blue torso and disconcertingly bright gold arms.  She's also lost weight on the journey over to Mata Nui, giving her a somewhat hollow eyed, ghoulish look.
     
    Weapons/Tools: Like most warriors of her clan, Shuuan was trained in the use of a light machete, but she never showed any particular aptitude and the trainers soon gave up on teaching her.  Her much preferred weapon--at least of the physical variety--is a giant longbow and quiver.  She figures that if she has to fight anybody the first priority should be using her mask to get out of the way and picking them off from above.
     
    Abilities/Weaknesses:  Shuuan's willhammer is somewhat of an enigma.   In a clan known for their defensive oriented, careful approach to willhammering, she has almost no defensive ability at all.   The clans signature cultivated sensitivity, however, is so natural and present in her that even a nearby menti feeling particularly strong emotions can effect her mental state, and an unexpected intrusion could leave her moaning and incapacitated on the floor.  Yet, it is very hard to sneak up on Plangori Shuuan, for that same sensitivity that leaves her mind vulnerable gives her a razor keen awareness of the mindscape around her.   In the past, she had caused several embarrassments by accidentally overhearing an ideatalk conversation she was not privy to, and in the present she is much less accidental in causing said embarrassments.

    When she goes on the attack, however, Shuuan is prodigiously strong, lashing out with all the emotion she has been exposed to--her awareness of others allowing her to sink her mental hooks fast and deep.   She's been known to overwhelm other menti is a matter of a few seconds, her mind of taking the form of a shadowy swarm of things that resemble bats but are never quite right--Shuuan always had quite the imagination, and the jungle offered plenty of inspiration even when it wasn't being swarmed by rakshi and infected rahi.

    There were even rumors, whispered between her teachers, that she could rival the Chōjō in sheer mental force...but they have faded as of late.   Shuuan, after all, has done nothing so impressive as summon a soulsword dragon--and attempts to teach her other disciplines failed largely due to her habit of needling her teachers.   The only other one she has some promise in is mindarm, and it manifests with no control or precision--usually when she want to keep someone physically away.  Furthermore, her single, overwhelming foray is often the only advantage she has in mental combat--if it fails, she likely to be backed into a corner.
     
    Biography:  The third daughter of Morie, Toroshu of Clan Plangori,  Shuuan wishes she was further away from the coveted spot of succession.  She cares little for the pursuits of the clan--which she views as concealed greed--and loathes the political posturing that needs to be done to satisfy their clients.  Displaying all the pride of her mother but none of her tact, Shuuan resents her and tries as hard as she can to sabotage the clan’s expansion at every turn.  She also is plainly disgusted with noble society and says so every chance she gets.

    It might strike one as strange, but Shuuan is also a lover of literature and poetry (though she loathes philosophy), and a romantic.  She has no trouble shouting when she’s angry, crying when she is sad, laughing when she happy, and generally ignoring all the rules of honor and courtesy.  She spent most of her youth running off into the jungle and prefers the company of books to other Dasaka.  As she got older, however, she learned that she was no longer able to escape everything.  And she hated it.

    Shuuan’s time on Sado has allowed her to develop somewhat cordial relationships with other clan outcasts, in particular Herupa Jiyu.  She has also, to her delight and his despair, found her way into the feelings of Vilda Kulrik, a fact that would surely cause a great amount of scandal if it came to light.  Shuuan isn’t exactly known for being discreet, however…

    -The Old Snakecharmer-

    Vilda Pradhai

    Species: Dasaka (Datsue)

    Gender:  Feminine (she/they pronouns)

    Mask: Noble Mask of Sensory Amplitude (powerless)

    Clan/Caste: Vilda, Menti (Former Battlemaster)

    Appearance:  Time erodes all things, and even the most stunning Vilda realizes this eventually.   Pradhai’s deep aqua and gold figure become hunched and wizened with time, her once delicate features nearly lost in wrinkles.   But the eyes behind her mask are still bright with the same lust for life that she possessed in her youth.

    She typically walks using a magnificent carved cane that she supposedly won in a duel with a Taajar.   She may or may have not used her mindarm to wap people with it.


    Powers:

    - Mindarm Discipline: Most of Pradhai’s mindarm practice was directed towards pushing people around or making them stay put, not manipulating objects.  However, she’s lived long enough to have tried everything out.  Her favorite technique is tripping people with a precisely applied momentary mindarm on their foot.

    - Sighteye Discipline: Pradhai specializes in visual and tactile illusions, and first drew attention for the incredibly realistic animals she was able to simulate.  Should she fight someone, she’s found that a simple but usually effective technique is to simulate whatever creepy crawly they fear most crawling all over them.

    - Willhammer Discipline:  Pradhai is a master of the Vilda brand of willhammering, dedicated to the subtle and complex art of interacting with animals.   Many dasaka over the years have gone to her for help in finding a bond animal.  Necessarily, this means she has less experience in direct mental battles with other menti, though convincing the local wildlife that her opponent would make a tasty snack usually works for her.

    - Bond Animal Most Vildas bond with birds.  Most Vildas are not Vilda Pradhai.  Laka is a type of non-venomous serpentine rahi that frequent the jungles around Oki.  They grow throughout their lives and the largest can swallow a full grown Dasaka.  Pradhai is older than dirt, and bonded with Laka very early in life.  You can put it together.

    Weaknesses:  There’s no getting around it--Pradhai is old.  She tries to remain fit, but she still might be bowled over by a stiff breeze.  Such is her age that it’s begun to affect the strength of her mental disciplines--while she’s incredibly practiced and skillful, the mental exertion they require is extremely taxing for her, and she can’t keep them going for long.


    History: Pradhai is older than dirt, older than almost anyone alive in clan Vilda.   She was old when Relisai became toroshu, and has only gotten older since then.  Necessarily, her past is shrouded in mystery, as any good mysterious-crone-who-lives-in-the-jungle’s should be.

    However, it’s not that complicated really.  She’s showed interest in the jungle from a very early age and honed her mental disciplines to better explore and take care of it, attaining the rank of battlemaster at the ascension of Relisai and Robalta’s mother.  Her prime was far before the Fursic Rebellion, and prior to it she had already retired to become the equivalent of a wilderness ranger and guide on Oki.   She was somewhat of a legendary figure used to scare children with, though any that encountered her found she her to be pretty awesome.

    Leaving her beloved Oki and all of its jungles was a hard decision for her, but she ultimately decided that battles were for the young.   Besides, a whole new island?   At her age?  Well it was quite an exciting idea.

    Taajar
    - The Hard Bargainer-
    Name: Kuychar Ilykaid
    Species: Dasaka (Toroshu/Jahagir)
    Gender: Female
    Alignment: True Neutral, Her Clan’s Safety
    Mask: Great Calix, Mask of Fate
    Appearance: Ilykaid is short and stout, with broad shoulders, thick arms and legs that end in strong hands and feet.  She has wide hips and a slightly round belly, and a round, pleasant face with warm golden eyes that narrow into slits when she smiles.
     
    Ilikaid has dark teal skin that contrasts with her sky blue under-armour and mask.  While relaxing, she prefers a pale tangerine orange sari. In times of battle or diplomacy, however, she dons the full regalia of a Jahagir: dark blue crystal chain mail and a leather-and-bone helmet, with grey and white gull feathers woven into the band.  Often, she wears a felted coat, dyed pale blue and turquoise, over her armor.
     
    Weapons/Tools: Ilykaid possesses all weapons common to Taajar zrupgar, but normally she only carries her dark topaz katar and stone dagger.  In training or battle, she also carries a deep indigo crystal great kris and two sparking diamond throwing knives, and rides her dappled grey mare soko, Maki.  She also possesses a huge yellow crystal anti-cavalry sword, but it normally hangs in her receiving room unless she foresees fighting unmounted.  She also carries a large leaf shaped shield on her left arm, decorated with the simple wave design in dark blue.
     
    Abilities/Weaknesses: Ilykaid may look like a kind auntie, but she is a warrior and was trained as one.  Unsurprisingly given her physique, she is very strong and easily carries her larger than normal sword.  While the kris is her most proficient weapon, she also can throw her knives far, fast, and with devastating accuracy.  She can present a large target in battle, however, so she doesn’t usually fight at range, preferring to use a surge from her mask to dodge projectiles as she charges close enough to make use of her sword.

    Maki, her mare, is a trained warhorse, responsive to commands and calm in the face of blood and battle.  Any opponent on the ground who comes within close range of Ilykaed will find themselves on the business end one of her hooves.
     
    Ilykaid is a sight-eye specializing in creating nonsensical landscapes in her opponents head—her favorite trick is making an opponent perceive the world as upside down.  However, like most Taajar, she relies more on physical combat as opposed to her menti disciplines.  She his no slouch, however, when it comes to battle strategy and directs her warriors with a firm hand.
     
    Biography:  Ilykaed was suddenly thrust into the position of jahagir following her sister’s death in the last Fursic rebellion.  She has taken to her new position with vigor and determination, and the clan has thrived under her watch.
     
    Ilykaed is sometimes derisively called “the Bargainer” by her critics.  She is determined to preserve the traditions that the Kuychar have been able to salvage, but she is also determined that no cleansing like the one which put her family in power will ever occur again.  To this end, she is somewhat hard on those that overstep their bounds in the view of Imperials, though she is significantly more lenient in regards to behavior at the clans home village of Sednkuy.
     
    Ilykaed briefly studied in Sado, at both the Temple of Zuto Nui and the School of the Mind.  She is responsible for adapting meditation techniques used by the priestesses and imperial menti into the training of koshi zrupgar, a move which turned quite a few heads at the time.
     
    Ilykaed normally appears cheerful and gregarious, regarding Imperial political maneuvering with an eye of wary humor.  However, she quickly becomes serious and invested if the effects of such politics have potential to reach her clan.

    - The Land’s Child -
    Kuychar Hatchi
    Species: Dashi (Saihoko)
    Gender: Publicly female.  Privately agender/thirdgender.  (Specifically, nyihzyr, individuals who often worked as warrior priests and traveling shamans in traditional Taajar culture, now virtually unheard of.)*
    Alignment: Neutral Good
    Mask: Powerless Great Pakari
    Appearance: Hatchi is a little taller than normal, with a wiry frame.  Most of their body, including their mask and crystal armor, is indigo blue.  Dark gold accents show in the area around their joints.  Typically, they wear a multicolored felted overcoat decorated with Taajar designs, as well as a wooden Zuto Nui rosary.  Holes are drilled into either side of their mask, where they typically hang mask rings carved of shell, bone, or rarely, wood.
     
    Hatchi has a wide jaw a little too soft to be chiseled, prominent round cheekbones, and a smooth round brow.  Their eyes are an unusual color of dark ash brown, round, and set a little wide, with long lashes.
    Weapons/Tools: Hatchi hides two katar in the voluminous sleeves of their coat, strapped to wrist sheathes that allow the daggers to easily slip into their hands with the proper flex.  In recent days, they have switched out their caravan leader’s baton with a sharpened topaz half-pike, and taken to carrying a hunter’s sling.
     
    Abilities/Weaknesses:  In their youth, Hatchi received rigorous and comprehensive training as a koshi-zrupgar, a dashi warrior trained by none but a few taajar.  Koshi-zrupgar are expected to learn and master a variety of weapons, and Hatchi took to them easily—although because of prohibitions on swords their training focused more on small weapons and pole-arms.  The second, and more closely guarded, part of the koshi-zrupgar training is the mental and physical training they receive in order to fight menti.  This includes, but is not limited to—reading the physical cues and predicting the moves of mindarms, forcing soulsword users to loose their concentration, developing a well-tuned enough sense of direction to operate under sighteye influence, and detecting and repelling willhammer inclusions.  Hashi showed promise in these areas as well, but they never got to complete their training, at least formally.
     
    On a particular unlucky day, Hatchi was watching the mukau heard while the majority of the clans warriors were dealing with a Kanohi dragon that had nested too close to the village.   One of the older bulls suddenly went into a territorial rage, breaking its fence and injuring several cows.  Hatchi managed to distract the beast and eventually slew it—but not before it shattered their left leg almost beyond repair.  It would take even a skilled Sana user an immense amount of energy to heal such a complex fracture, and the clan only had one of moderate skill.    Hatchi’s left leg was healed, but only partially—whole but crooked and twisted inward.  They would never walk again without the aid of a cane. It was in the period after their accident, when their dreams seemed all but lost, that Hatchi learned two things—how to ride the fickle and temperamental husi bird, and the final secret to being a koshi zrupgar.  The technique is involves directing a willhammer’s influence with one’s own mind, letting the intruder in so they become entangled within their target’s thoughts.  This allows the koshi zrupgar to physically attack their near-incapacitated opponent—and Hatchi now had a wealth of pain to draw on—enough to still even the most war-weary menti for just long enough.  Hatchi never received the full title of koshi zrugar, but they had their trainers word—and that would have to be enough.  Enough for Hatchi not to let their training slip well into their middle age.

    Biography:  Hatchi grew up among the other young menti of their clan, cheerful and carefree—playing in the waves and sand and huddling in insulated huts over hot mugs of tea in the winter.  They always felt a little different, but unsure as to why—it wasn’t like they were an outcast among taajar society—they had plenty of friends and a fulfilling, yet simple life.  Of course, they were hungry to see the world—but that could wait until they finished their koshi zrupgar training.

    It was from a datsue storyteller who was, even by Kuychar standards, a little too loose-lipped about tales of the old Taajar gods that Hatchi first heard the word nyihizr.  The word was a remnant of Old Taa, and referred to people who identified as neither men nor woman, as well as the position of a traveling warrior-priest that such individuals often filled.   This was what Hatchi was, why they always felt slightly out of place in the world.  But this was not a world that accepted nyihizr anymore, with their connection to the old Taajar gods and their confusing defiance of Imperial notions of duty.

    Following the old storytellers advice, Hatchi buried the thoughts of their identity, and tried to fit into the position of a zrupgar and woman.  The accident that left them handicapped sent them on a different path, however.  The clan elder assigned them a roll wandering caravan after their accident, and they experienced first hand the callousness, fascination, or occasionally outright disgust of Imperials.  Hatchi built their mental walls high even as they made connections within the caravan, bonding with the other saihoko and learning the ways of a merchant.  Hatchi found the warrior’s skill of reading the physicality of their opponent had just as many applications in the life of a salesperson—and after several years of excellent results they were made the leader of their own caravan.  It seemed like Hatchi would keep their secrets forever as they continued to wind their way through the island, year after year.

    But times are changing.  Hatchi is now taking their decadal sabbatical after one of the strangest caravan trips they remember.  With the leader of the Taajar seemingly in conflict, the Empress dead, and reports of strange land beyond the horizon, Hatchi’s well-constructed is facade breaking down, piece by piece. Perhaps the stories the datsue told them have a grain of truth—perhaps the world will be ready for ideas that had long been locked away.

    *Due to keeping up strong mental walls for a good portion of their life, Hatchi will sometimes use she/her pronouns to refer to themselves, but their real pronouns are zi/zir or they/them, and they should be referred to by these out of character.

  • Edited on 2021-09-21 23:44:10 by Mel
  • Posted 2021-08-28 20:56:36 UTC
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  • Tirokk

    Species: Fe-Toa

    Description: Head and shoulders over most toa, clad in a thick protosteel suit of armour that hides a formidable strongman's physique underneath. The armour is gunmetal and silver in colouration, its design conveying less consideration for aesthetics and more for practicality. Underneath the armour his body's colouration is dark metallic grey and rust brown, his eyes and heart light pale golden.

    Gender: Male

    Powers and weapons: As a Toa of Iron, Tirokk is able to create and manipulate protodermic metal, such as in the creation of iron or, with greater effort and concentration, protosteel. His mastery over the element is honed and considerable, allowing him to swiftly and efficiently create metallic objects or mend their damage, as well as manipulate their position with great accuracy.

    With this power, he has constructed himself an immensely heavy suit of armour composed of thick protosteel. This suit has been specifically crafted and honed over a long time for the purpose of surviving high velocity impacts and effectively delivering kinetic damage while not hampering dexterity completely. 

    To this end, the suit is reinforced on the inside to minimize whiplash and impact damage to the wearer, and built for rapid movement by use of a Kanohi Kakama, aerodynamics shaping its design in unusual ways that have melded it into something like a humanoid projectile. All joints and seams have been reinforced to protect the wearer from physical harm.

    The Kakama is outfitted with a durable scope attachment which allows Tirokk to see far ahead of him, easing high-speed travel across long distances. The scope is protected along with his mask under the suit's armour, with a hole in the suit's plating enabling his scope to extend out or retract to safety.

    Out of the armour, however, he takes on an entirely new factor of speed even without the mask, with surprising agility and dexterity for a being of his immense and heavy stature, having gone through intense and rigorous training to effectively use the heavy suit of armour. While out of the armour, Tirokk wields a pair of protosteel knuckle irons on his fists, as well as protosteel tipped boots, along with a myriad of weapons such as swords, spears, hammers, daggers, etc. which he has become proficient in conjuring with his elemental powers. He is highly proficient in hand-to-hand combat and skilled in use of various types of melee and throwing weapons.

    History: A long time ago, Tirokk became a Toa with several other matoran. They formed a Toa Team of their own and set out to help the island in any way they could. For a time they did well, and earned a minor reputation, but eventually they met an enemy they could not defeat. Watching each and every one of his teammates die, Tirokk was left traumatized, becoming deeply guarded and closed off from other people, retreating into isolation for a long time. 

    In his isolation, Tirokk honed his powers, swearing that he would never be caught lacking again. In time, he crafted a heavy suit of armour to complement his mask, gradually improving its design to withstand harder impacts as he honed in on a particularly expedient attack strategy. However, he realized that specializing too much would leave him vulnerable, and so trained himself in ways of combat that would help him were he ever caught out of his armour or forced to abandon it.

    Eventually, reaching protosteel quality with his metallic constructs after honing his craft, he finally set out to test his mettle, finding himself at first humbled but pushing through to adapt and shape himself into the ultimate warrior.

    Personality and traits: Around strangers, Tirokk is incredibly guarded, presenting a cold and professional demeanor in his dealings, and being difficult to get close to. However, the armour he's constructed around his heart is not impervious, and once someone has gotten through to him, he can be incredibly warm and affectionate, albeit clumsy due to a lack of real socialization. He's in fact quite awkward in more lighthearted social scenarios, as well as a bit too literal minded at times, with jokes regularly flying over his head.

    When it comes to combat, Tirokk isn't prone to holding back, often choosing the most expedient and pragmatic way to take out an enemy. While he prefers to analyse situations as much as possible, he isn't afraid to make snap-judgments if he deems the situation to call for it. Though more often than not cautious, he is more than willing to risk his life if it is to the benefit of those in need.

    Weakness(es): 

    Lumbering Giant: Despite the consideration for locomotion in his armour's design, without the use of his Kanohi Kakama, he is slow and lumbering while wearing it, better suited for defense than offense. The suit also hinders more delicate operations considerably, and hampers his dexterity somewhat even with his use of the Kakama. 

    Aim For The Weak Spot: Additionally, despite being heavily reinforced, the narrow slits and scope hole in the forward plating allowing him to see out of it are weakpoints that an enemy with high accuracy could potentially take advantage of. While out of the suit, his armour is far less robust, with most conventional means of physical damage being sufficient to harm him.

    Tunnelvision: On a literal level, Tirokk's field of view is severely narrowed while wearing the suit. On a figurative level, Tirokk has a tendency to hyper-fixate when presented with a problem, ignoring everything else in favour of dealing with the target of his hyper-fixation at that time.

    Big and Heavy: With his size and weight while in the suit, it's often a point of trouble for him to get around in less open spaces. Due to the weight of his suit, he also has trouble transporting it by any means other than with his own two legs. This also means he often prefers to give any bodies of water a wide berth, in no way helped by the fact that he doesn't know how to swim.

     

    ============================================

     

    Zadred

    Species: Bo-Skakdi

    Description:  Teal and lime colouration, bright red eyes and heart light. Very short and skinny for a Skakdi, a veritable runt. Wears well worn hooded robes consisting of a dark indigo cloth, a leather satchel holding various items, and a wooly lavender and pale blue scarf wrapped around her neck and on top of shoulders, worn over her robes.
    Gender: Female

    Powers and/or weapons: Zadred has Telescopic Vision and has the element of Plantlife at her disposal should she join with another Skakdi or use a Skakdi tool to channel her powers. In her possession is a gardening multitool she keeps in her satchel along with a range of herbs with medicinal qualities, as well as seeds of various useful plants she can use to quickly grow in emergencies.

    Technological Items: A solid staff made from an unknown brass-like material that's as sturdy as protosteel and can channel a Skakdi's elemental powers in a limited fashion. For Zadred's elemental plantlife powers, it allows her to cause seeds to sprout, to boost the growth of extant flora, and to manipulate the shape of a plant's growth to her liking.

    History: Finding herself on Mata-Nui's shores  years ago with no memories, Zadred eked out a living between Ga-Wahi and Le-Wahi by putting her affinity for plant-life to use in the cultivation of fruits, vegetables, and flowers, selling them in the settlements of either Wahi for some coin to sustain herself. During that time she also studied the local flora of the island, familiarizing herself to almost an encyclopedic degree with the properties of Mata-Nui's varied and often verdant plantlife.

    Now, years after her settling into a comfortable and fulfilling life, memories of a life in another land have slowly begun to seep into her mind, a life as a member of a secretive and reviled group of individuals dead set on discovering the mystical truths of Zakaz and the universe in general. Awakening an insatiable curiosity that had laid dormant for all these years, Zadred yearns to return to the homeland she had forgotten, to find out what has become of the people she once knew.

    Personality and Traits: Curious to a fault, Zadred is otherwise a humble and gentle person with a love for all things that grow. Though often quite shy, she can conversely be very confident when faced with situations lacking an imposing social element, with her curiosity driving her to eagerly face personal risk.

    Weaknesses: Zadred is prone to being foolhardy and overconfident, letting her curiosity overpower her sensibilities in her pursuit of knowledge and secrets. Being so small for a Skakdi, she is open to ridicule by larger members of her species concerned with physical prowess and stature. 

     

    ===============================

     

    Helkyrii

    Species: Skakdi

    Description: An indigo and black colouration on her body along with white glowing eyes and heartlight. Half her body, split vertically from the top of her head down to her legs, is withered and desiccated like a corpse, almost skeletal in appearance and with a blackened rust covering her mechanical components though otherwise still fully functioning. 

    Gender: Female

    Powers and/or weapons: Helkyrii's vision power is True Sight, allowing her to see spirits and other hidden things like the masks Elda or Rode would. Her element is Earth, which she can use in conjunction with another Skakdi. 

    She possesses two weapons, a sharpened shovel she can use either for digging or for fighting, and a ritual dagger engraved with sacred runes pertaining to her cult.

    Technological Items: An elemental focus that allows her to channel her Elemental Earth powers for Earth Sense, allowing her to sense the earth around her and perceive variations in it.

    Weaknesses: Her unusual appearance makes it hard for her to get along with most people, with most taking her appearance as a bad omen and shunning her for it. This has isolated her socially and made her easy to indoctrinate by the Acolytes of Ahk'Rei-Ahan.

     

    =================================

     

    Okuo

    Species: Ta-Matoran

    Description: Red and azure colouration, wearing a red noble Rau with cyan eyes and heartlight. Wears a big green scarf with the symbol of Le-Koro on it over standard-issue Ta-Koro Guard armor.

    Gender: Male

    Powers and/or weapons: As a Ta-Matoran, Okuo has great resistance to heat and flame. Trained for swift traversal through the various environments between Ta-Wahi and Le-Wahi, he's become agile, quick, and acrobatic. He carries a standard issue spear, hatchet, dagger, and shield from the Ta-Koro guard, along with a strong reinforced throwing disk.

    Other items: Okuo wears a satchel containing a sketch book, a piece of sharpened graphite wrapped in cloth, a lightstone, a heatstone, and a Le-Koro horn with which he can call for his Kewa mount, not to mention play songs rather proficiently.

    Weakness(es): As a Ta-Matoran, Okuo is weak to the cold.

     

    =====================================

     

    Naio Dackelus

    Species: Toa of Crystal

    Description: Black and white colouration, red eyes and heart light, wears a simple white jacket and a white Mahiki styled like a Miru. Slightly shorter than average height, atheltic but slim bodytype.

    Gender: Male

    Powers and/or weapons: Naio wears a Kanohi Mahiki, allowing him create illusions and shapeshift visually. As a Toa of Crystal, Naio can create and control crystals with great skill. Crystals he creates are most often a transluscent black that seems to absorb all light, though sometimes with small sparse spots of opague white impurities inside, almost resembling stars in the otherwise pitch black crystals.

    As far as gear goes, Naio carries a blade made of a black crystal as strong as the toughest protosteel. With precise manipualtion, Naio can change the sword's length, width, curvature, handle, and more, to adapt to different fighting styles, be it a light one-hander for more agile and swift combat, a long two hander to give his swings more power, or even a dagger for a more subtle approach, the latter most being the form he most often carries the weapon in.

    Weakness(es): Emotionally dead inside.

  • Edited on 2021-10-02 17:24:14 by Onaku
    fifth profile up
  • Posted 2021-08-28 20:59:05 UTC
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  • Name: Raymel the Worm

    Species: Skakdi of Earth

    Gender: Male

    Appearance: Raymel looks like any other Skakdi warrior trying his best to survive: worn, rugged, scarred, perpetually ticked off, and packing just enough muscle to make anyone think twice about picking a fight. He stands a little over average height and wears black armour interspersed with subtle hints of grey. His eyes glow red, though just barely in the dark, and his spines are short, blocky spikes bent low to his back.

    Powers: Elemental power of earth (in conjunction with another Skakdi), and thermal imaging.

    Equipment: Raymel carries a shortsword and dagger, both sheathed at the waist, in addition to a quiver full of arrows. 

    Foreign Tech (approved by Ghosthands):

    • Defective Ghostcloak: a cloaking device won during the Siege of Qlaluht. It renders its user fully transparent while also muffling any noise they might make. The device was damaged when Raymel killed its previous owner and now rarely functions as intended; activation causes him to rapidly flicker in and out of the audiovisual spectrum, almost as if he were stuttering in and out of reality itself. (Hand-sized, strapped to his belt)
    • Shrieker: a strange bow of Vortixx make, and yet another faulty piece of tech damaged in battle. Arrows fired from its shaft are imbued with an incredible amount of power, capable of piercing through even the thickest armour with horrifying ease. Unfortunately, due to the permanent damage it suffered, only three arrows per hour can fired in this manner. They make a distinct shrieking sound mid-flight and leave a trail of shimmering-hot air in their wake.

    History: Raymel was never picky about who he followed. If they could guarantee his safety, they were king in his eyes. He flip-flopped between a great many warlords for the longest time, until he eventually fell in with Fekris and his pack of northerners holed up in the mountains. Soon after joining, they set about conquering their rivals, pillaging and growing their numbers while making a name for themselves. Raymel proved his value early on when he covered himself in mud and single-handedly crawled his way across no-man’s land to sneak into a fortress. Unseen and unheard, he scaled the keep’s walls under the cover of night, slit the throats of its sentries, and threw open its gates. Ferkis and his Northerners came pouring in after that to finish the rest of the job, slaughtering their enemies in an overwhelming show of savagery that’s still spoken of to this day.

    On that very same night they threw a feast in his name, toasting his cunning and bravery with copious amounts of alcohol. Somewhere in the process, the Northerners got a little too drunk, and decided it would be fitting (and hilarious) to grant him the title of Worm.

    Weakness: Terrible luck, more of a tactician than a fighter, doesn't particularly excel in any area of combat despite being a solid all-rounder. 

  • Edited on 2021-08-30 17:06:57 by Wade.
  • Posted 2021-08-28 20:59:57 UTC
    Go to this post on BZPower
  • The Living Mask

    Name: Luten
     
    Species: Living Mask
     
    Description(Mask): A well worn Sanok, with black rectangles under the eyes and a small carved kohlii ball picture on the left side.
     
    Description(Spirit): A blue and purple crystalline humanoid wearing a Sanok, with a shapely figure that glows with a soft inner light which changes color depending on her mood.
     
    Gender: Female
     
    Alignment: Chaotic Good
     
    Powers: Able to increase the accuracy of her wearer, able to create a small crystal version of herself to interact in the real world. This persona varies in size but is never larger than 10 inches tall. Has the ability to "sense" potential hosts. This ability only allows her to sense Matoran, Toa, and Turaga, with Toa being the easiest to feel.
     
    Personality: Almost childlike, Luten is carefree and bubbly, and loves new things, learning more everywhere she goes. She especially delights at seeing new types of food, and regularly encourages her hosts to try new things, and describe them for her. 

    History: Born from an accidental lightning strike from the Red Star, Luten is similar to Anxilia, but as a natural occurrence has some key differences to her artificially made siblings. Originally born the mask of a kohlii player named Sarcen Vale, her first host was attacked and died soon after, leaving Luten alone in the Le-Wahi jungle. Found by Toa Kale Ironshaper, she's since become his partner and a valued member of the Fowadi crew.

     

    The Kentoken Toa

    Name: Yuna Koizumi

    Species: Toa of Water

    Gender: Female

    Description: Yuna is a little shorter than most, with a curvy figure. Her armor is of course blue, with accents of yellow that could almost look gold in the right light. She wears simple clothing, generally in blue and brown. She wears a Kaukau. Behind the mask, her eyes are a pleasant gold. 

    Powers/weapons: Elemental power of water, a crystal katana with a metal tsuba engraved with the name Koizumi, and charred slightly by flames. 

    Weaknesses: Hot tempered, quick to strike first. Though her raw power with water is great, Yuna lacks control and experience, hiding her abilities out of fear. Unable to access any of the Menti disciplines as a Ga-Toa.

    Personality: Yuna puts on an air of disinterest in most things, but harbors a lot of bottled resentment of Dasakan caste culture, as well as a lot of self loathing. She is generally kind, but has a quick temper which she expresses with a quick tongue and scathing sarcasm.

    History: Unlike most Toa who wash up on the island of Mata Nui, Yuna washed up in the Kentoku archipelago, on the island of Oki. With no memories, she wandered the jungle for days, not knowing who, what, or where she was. She'd have died were it not that fortune favored her, and she was discovered by a small clan, Koizumi. This clan, amounting to no more than a village at most, nursed Yuna back to health, and took her in, raising her as best they could, and teaching her of their culture, they even tried to help her use her mental abilities, to no avail. At some point she discovered her connection to water, and although excited at the prospect, was deeply afraid she'd be cast out and kept it a secret from her sisters. Despite this, life was peaceful for the young Toa of Water. Until the fire. Away from the village at the time to fish and practice her own discovered ability with water at the time, flames consumed her entire village and everyone within. When she returned the only things left were the Clan's ceremonial sword and ashes. Grieving among the remains of her village, she took the blade of her clan, as well as what money she had, and left after burying her entire clan, lost once again in the world. She eventually found her place, but despite having seemingly moved on and becoming a fisherwoman, she's never truly let go of the fire and her lost sisters.


    Clan: Koizumi( only remaining member)

    Caste: Saihoko

    Discipline: None

    Alignment: Neutral Good

    The Dragon

    Character Name: Katrin Long

    Species: Dasaka

    Description: https://www.heroforge.com/load_config%3D23609275/

    Gender: Female

    Powers/Weapons: The only weapons Kat relies on is her own body and mind, both of which she seeks constantly to improve. She specializes in the Heart and Rage techniques, but is less proficient in both than full practitioners. She knows how the other techniques of her people work, but has yet to begin using and applying them effectively.

    Personality: Kat is a cheerful soul, easy going and unafraid of hard work and effort. Her mindset is straightforward, but not simple.

    History: One of many young Dragons striking out in a world that becomes ever more dangerous, Kat's goal is to discover as many different fighting styles and techniques as she can, in the interest of creating the ultimate martial art, one that will make her unbeatable. To this end, when she found that there was an evacuation to a whole new land, she jumped, both at the chance and aboard the first ship that would let her.

     

    The Akiri

    Character Name: Tarkahn

    Species: Onu-Matoran

    Description: Rather than the stout builds of many Onu-Matoran, Tarkahn is tall, and thin. Black and purple in color, Tarkahn carries a large satchel within which he keeps various odds and ends of many things, mostly small machinery. He wears an old Ruru that hardly even fits his face, and has a pair of magnifying lenses for precise work. Wears a knee brace on his left leg due to an experiment that got a little out of hand.

    Gender: Male

    Powers/Weapons: Exo-Matoran

    Weaknesses: Being a Matoran, Tarkahn is not as physically powerful as many other beings. Thinks he's much smarter than he is, and is generally asocial.

    History: Tarkahn worked as a wandering consultant, offering his expertise to a select few in his travels. His original home was a small studio in Onu-Koro, and he regularly stopped by to check on his competition. Ran a small side business in Ko-Koro, selling special weapons of his own design, as well as most of the native tech weapons found on Mata Nui. Now the Akiri of Ko-Koro, Tarkahn finds his hands full with all of the duties sudden;y put upon him.

    Alignment: True Neutral

    Personality: Tarkahn is an Inventor, constantly tinkering and creating. Arrogant and proud, he thinks most beings are beneath him intellectually. Finds the worship of Mata Nui or Makuta ridiculous, and is openly disdainful of any who practice such acts. His lack of social graces have gotten him into trouble more than once, but his shrewd sense of self preservation has saved him on many an occasion. He cares little for the politics and conflicts of people, preferring to focus on scientific endeavors, but recent events have forced his hand into the world of inter-koro politics and negotiations.

    Suit ID: DF60

    Nickname: Unnamed

    Pilot: Tarkahn

    Weapons: Usually unarmed, as Tarkahn rarely leaves Ko-Koro with it. On rare occasions, he will arm it with dual patero rifles, but is in the midst of creating more specialised weaponry for it, in the interests of testing various weapon layouts.

    Description: Usually in a state of unassembly, when it's not being tinkered on, the DF60 is a gunmetal machine, plain and unpainted.

  • Edited on 2021-10-04 01:41:39 by The UltimoScorp
  • Posted 2021-08-28 21:13:23 UTC
    Go to this post on BZPower
  • Raika. The Wanderer/The Wraith
    Gender: Feminine nonbinary (Uses she/her pronouns publically, but privately preferrs they/them pronouns but will accept using both interchangeably.)
    Mask: Kanohi Volitak, Great Mask of Stealth.
    Appearence: Raika is slightly shorter than average, and has a slim but wiry build. They are built more for speed and agility than sustained combat. They have a small bust, modestly-sized hips, long runner's legs and lanky arms.
    Beneath their mask's crystalline visor, they have a surprisingly soft pale indigo face with a patterning of violet markings. Their eyes are strikingly violet, rimmed by clockspring eyelashes.

    Their armor is more practical than ornamental: cut close to their body, but with room to maneuver. They thus far have never allowed themselves to be seen without it. Their colors are violet-indigo armor shot through with golden accents and golden protocrystal grieves. A tattered red scarf is wound around their neck, likewise never seen removed.
    Weapons: Raika's primary weapon of choice is a pair of protocrystal long daggers, each slightly longer than their lower arm, kept sheathed horizontally at their waist. Each contains a simple, sturdy mechanism which, when the handles are grasped, rams home a pair of heatstone cores which rapidly heat their blades. They additionally carry a protocrystal staff which is stored in two halves strapped across their back.

    Biography: Raika's past is kept close to their chest, spoken only to those they feel they can trust completely.
    What is known is that they began life in a small village in the mountains. When this settlement was later razed by marauders during a local civil war a young Raika escaped, carrying all she could of her people's history recorded in memetic script they were unable to read. As they had fled rather than fought, and feared being once more seen and treated as male once more, Raika became a ghost. What power they had turned inward, and they forged a cloak of will that would protect them from unwanted eyes. On that day, the Wraith was born.

    Since then, Raika has lived as both spy and assasin, hunter and hunted (but never caught. Yet).

    Abilities: In terms of combat their psionic abilities are mostly limited to stealth and misdirection, mainly erasing themself from a foe's perception through use of their mask primarily, and their abilities to prevent notice of any other traces.


    Their abilities do not grant them true "invisibility," rather in addition to the Volitak's cloaking they provide a sort of 'Somebody Else's Problem Field' which prevents people from noticing or paying attention to any signs of their presence. As if they were whispering 'I'm not here' into people's minds.


      While they are extremely good at compartmentalizing for this purpose and can even fight shielded, any other use of their powers (save speech) requires their full concentration, leaving them vulnerable to attack as they shift into the mental plane.

    Raika has been unable to speak since birth. First they learned to sign, which their best friend would translate for those who felt learning such a skill beneath them. Over time Raika learned and perfected directed Ideatalk. They communicate almost exclusively in this manner, selectively choosing who will hear their "voice." When speaking thusly they have similar speech quirks to someone with a more traditional voice. Additionally, they have learned and, to an extent, practiced a method to 'force' their voice into the minds of those not already open to the psionic planes, as rare as such an occurance might be in Kentokou, to ensure they can communicate even while hidden, without being at the mercy of one's knowledge of sign language.


    Personality: Raika is initially rude and recalcitrant, preferring to drive others off. This brusqueness is a front, however. In reality The Wanderer is very lonely, and most of all desires a team of friends to once more be amongst. But their fears over rejection due to their path in life and actions at their home leads them to be secretive around those they do not trust.
    But if that trust is earned, they are a steadfast and loyal companion, open about their feelings as much as she is able (though over the years their social skills have eroded somewhat.)

    Weaknesses: Raika depends on their powers and, come to that, hands to speak. They are also deathly afraid of fire after the sacking of their home. Additionally their loyalty can sometimes blind them to the flaws of one they care about.

    Additionally, they rely on their stealth to fight. Stripped of this, whether by directed countermeasure or a blow solid enough to snap their concentration, Raika lacks the brute strength to hold her own in extended melee combat.
    And while few would care to see Raika dead, the Wraith has gained her own enemies over the years. As a result, they try not to reveal themselves to strangers they do not trust. But if they do, such a person could have powerful leverage over the warrior.




    Hogo Karoru

    Gender: Female (she/her)
    Mask: Kanohi Kakama, Great Mask of Speed
    Appearence: Karoru stands a sturdy 1.7 Bio in height. Her chest and hips are curvaceous, though not so far as to be volumptuous. But beneath the curves lie tendons and muscles corded like braided protosteel cables. Her face is round and oft jovial, covered with a smattering of golden freckles.
    Her natural armor is augmented with cyan and gold plate armor over her body. The armor is still her ceremonail garb of old, and has weathered the tests of time and repeated punishment in battle admirably, still allowing the warrior to cut a daunting figure in her travels.
    Her voice is surprisingly lilting, with a slight sardonic drawl.

    Biography: Karoru remembers little of her early life. In childhood she suffered from lapses in memory, and was often sent to a Willhammer and family friend to help teach her to reinforce her thoughts and help her hold onto and retain newer memories.
    Once her mind had been fortified to her parents' satisfaction, she began rigorous training alongside those of royal guard candadicy, excelling in the Soulsword discipline. When the time came, she joined in service to a royal family as an honor guard.
    However, rumors began to spread about the legitimacy of this new guard as powers within the local clan began to shift. When the tables finally turned, the loyal warrior found herself without a place in the dining hall at all, framed as an accomplice in the coup and stripped of rank.
    At a low point in her life, the heartbroken warrior eventually found her way into the ranks of the Datsana. Here she found a new calling, and currenrly finds work wherever she can as a guard and loyal travelling companion to those who require protection on dangerous journeys.

    Abilities: Karorou is a Soulsword. Her weapon manifests as a broad, flat-bladed sword with a rear-facing spike composed of orange-gold fire. Her Kakama allows her to wield the blade as quick as a rapier in combat, though its size and heft still complicate such maneuvers to a great extent.

    Weaknesses: Inertia. Karoru's blade is still massive, and despite the speed with which she wields the weapon rapid changes in direction and subtle swordplay are tricky for her.
    Additionally given her background the guard does not fully trust her memories, and fears she may forget something important.
    Additionally, the warrior has an accute weakness for pretty women, or those who in general have a feminine tilt to them. This can sometimes... impair her better judgement.

     

    Nara
    Species: Ga-Matoran
    Gender: female (she/her)
    Mask: powerless noble Ruru

    Equipment: iStone, bo staff, diskette pistol. Generally stocks a healthy bunch of bamboo diskettes and several stralix-cored metal diskettes in case of dangerous rahi attack. Staff and launcher usually kept at her home unless she knows she'll be traveling or dealing with potentially dangerous people. The is always on her peraon, kept at full-charge as oft as possible.


    Appearence: Nara's armor is deep-blue marbled with silver in several areas. Her eyes are pale yellow-orange. She is of medium build, with toned arms and legs from daily activity.

    Personality: Nara is a relatively laid-back sort, taking life as it comes and working to adapt and make the best of each new situation. Her friendly attitude and the fact she's incredibly easy to amuse make her good and easily accepted company among more outgoing Matoran.
    Usually she finds work assisting various venders and market sales-Matoran in the center of Ga-Koro, but since the arrival of the Dasaka she has taken an interest in their new neighbors. These days she more often finds work as a cultural liason between the two sides, lubricating interactions otherwise tense with fear of cultural misstep and even in some cases acting as a sort of simple tour guide for Dasaka just arriving to the island.
    Needless to say, with the arrival of the fleet she has been finding herself *very* busy.

    Abilities:

    -Personable. Nara is extremely easy to talk to, and very open about herself and desires. People often confide in her.

    -Knowledgeable. Knows her home very well, and has worked hard to familiarize herself with the language, culture and customs of the Dasaka to allow her to more easily mediate/interact with people of the Kentoku.

    -Adaptable. Not easily thrown bu change, Nara dives head-first into new and challenging situations and somehow nearly always finds a way to thrive there.

    Weaknesses: Nara takes a "glass half full" view of life, and sometimes is too distracted by her rose-tinted glasses to see the ill intent of those in her personal life. She's been the subject of a couple of rough breakups and bad relationships as a result of people taking her trust for gullibility, but she tries not to let this bother her.

     

     

    Lainai, the Rimed
    Species: Mystix
    Gender: Feminine nonbinary (They/she)
    Element: Ice
    Appearance: Lainai is a wyveren with bluish-white, irridescant metal armor. A hit of deep violet is visible in their coloration, and when the sun reflects from their armor they shine with myriad refracted rainbows.

    Personality: Lainai is friendly, for a Mystix. Even so, their tone usually has an imperious note to it, and their patience is rather short at times. They are Mystix, and ancient as the eldest trees in the Le-Wahi jungle.

    Abilities: Lainai is a dragon of ice. Rime coats their scales when they wish to be less visible, or while hibernating. Their breath is cold enough to freeze water solid in a matter of seconds, though they can dial this back to prevent slaying any they speak to. Furthermore, they can use their abilities to keep themselves comfortable even in harsh conditions, though it will gradually deplete their energies.

    Weaknesses:
    -Fire: Extreme heat, or even prolonged exposure to moderate heat that depletes their powers, can be fatal to the crystalline Mystix.
    -Make an Entrance: Lainai is... not stealthy. Outside of their icemy home they stand out like, well... a shiny dragon.
    -Arrogance: Lainai is confident that there is no situation they cannot handle. This can make them... less-than-cautious... in situations where discretion is the better part of valor.


    [Additional note: Raika and Karoru's names were created using the matoran conlang created by outofgloom on Tumblr https://outofgloom.tumblr.com/post/641133222660603904/the-matoran-language-2021 ]
    [Raika's name breaks down as a combination of Ika, here referring to a spirit or one's essence, and Ra, denoting mystery or that which is invisible/unseen.]
    [Karoru's name breaks down as a combination of ru (solid substance/object, solidity (heterogenous); foundation, grounding) and karo (fuel, energy source), implying that her power is strong and reliable, as is her protection.]

    [Nara's name is a custom phrase, referring to calm waters, or waters safely and easily sailed.]

    Images below: Raika, Karoru, Nara

    20210822_152716.jpg

    20210831_225719.jpg

    20210617_163327.jpg

  • Edited on 2021-10-04 00:33:22 by TL01 NUVA
    Addition of Lainai
  • Posted 2021-08-28 21:16:22 UTC
    Go to this post on BZPower
  • Name: Datrox Karvan, the Drifter

    Species: Male Toa of Fire (he/him)

    Description: Wears sleek, form-fitting Metru red and black armor with a tattered black cloak over it. His face is adorned by a modified Great Huna, with a retractable blue visor which usually conceals and protects his coral optics from the elements.

    Stud.io MOC

    Equipment: A large, unwieldy-looking black sword he calls his "obsidian blade". It resembles the volanic glass it is named after in appearance.

    Personality: Datrox is the Mata Nui equivalent of a lonesome cowboy, drifting from place to place with little to keep him anchored. If help is needed, he'll provide it--free of charge. He has a strong sense of justice, almost to a fault. He fears being forgotten to history, and his work is part of an effort to be remembered. A mention, even.

    Flaws/Weaknesses:

    His lighter armor gives an agility buff, but also means that he's less protected.

    Datrox has always had a problem with getting in over his head with things. He'll sooner leap into a situation before assessing it, and this can easily end up disastrous. Sort of like an excited Hapaka puppy.

     

    Name: Savrehn, the Mountaineer

    Species: Male Ko-Matoran (he/him)

    Kanohi: Noble Tryna

    Description: Savrehn's armor is mostly white, including his mask, with a secondary color of light blue that appears almost transparent (like ice) under his pale armor. His optics are amber-colored, with visible aging around them. He wears a red scarf, apparently knitted by his own hand, even when in warmer regions and despite his own passive ability, seemingly unbothered by temperature change. His boots are worn from traveling, with visible quick repairs done here and there. He also carries around a Matoran-sized backpack which carries his equipment. He wears a simple watch, bronze in color, on his left wrist with the face inwards.

    His voice is gruff and he speaks directly enough that some might consider him "rude".

    Stud.io MOC

    Equipment: He carries:

    x2 ice axes

    x1 pair of snowshoes

    x1 flask, for "warming yourself up"

    x1 pair of snowshoes 

    x2 lightstones

    x2 heatstones

    x1 map of the known regions of Ko-Wahi

    Personality: Savrehn can be best-described as a "mountain man," someone who has spent much time in the Ko-Wahi wilderness. He prefers to be alone, usually, but is willing to help those who need it (especially when the dangerous Ko-Wahi wastes are involved).

    History: Having fled from his home during the occupation of Ko-Koro, Savrehn sought no help from other Koros nor did he lean on them for support--instead, he headed to the wilderness, where he brushed up on his survival skills and became the man he is today. Now that Ko-Koro is free, he's happy to see it return to its former glory...but disappointed in its increased militarization and policy of mandatory military training. For now, he considers himself a "consciousness objector" (although he has never filed as such) and dodges the draft as much as he can and only returns to the village for needed supplies, all while serving as a guide to those inexperienced travelers who wish to venture out into the snowy Wahi.

    Flaws/Weaknesses: 

    Savrehn takes the solitary mountain man thing pretty seriously (bordering on a hermit), and has little interest in friends or help. In dangerous situations, he generally assumes he can get out of them on his own.

    The equipment Savrehn carries tends to weigh him down. When carrying all his gear at once, he is slow and lacks agility.
     


    Name: Nale, the Mediator

    Species: Female Fa-Matoran (she/her)

    Description: A fit Matoran of average height for her kind, Nale's armor is dark Metru blue--mainly her mask, chest, and hands--with black in most other places. She wears a Kakama, and her optics are ice blue.

    Stud.io MOC

    Equipment: A Matoran-sized spear and buckler that she tends to carry them around on her back for the most part.

    Personality: Mostly confident, but can second guess herself often. At times she suppresses her emotions to give the appearance of stoicism only to find that, holding them back, bottling things up, only makes them stronger in the end.

    Flaws/Weaknesses:

    Nale has personal space issues, disliking when people stand too close to her or make physical contact with her. Not one for hugs or high fives.

    She believes she can step in and solve any problem, never realizing she might just make them worse.

     

    Name: Surdo

    Species: Male Fe-Matoran (he/him)

    Description: Average height. His main armor color is burnt orange, with a secondary of dark gray. He wears a powerless noble Komau and his optics are light blue. For extra flair, he wears a Matoran-sized brown duster over his armor, owned by a former friend who passed. He was told to burn it out of honor for said friend, but he refused.

    Equipment: A pair of custom brass knuckles and an ornate walking cane. The head of the latter has been designed to resemble the head of a Muaka.

    Personality: Surdo seems friendly, but in reality he often forges friendship with ulterior motives in mind, and seeks ways to use other people to acquire things he wants. Usually through theft.

    Flaws/Weaknesses:

    He is recovering from a recent leg injury that requires him to move with a cane, although if required to he can still defend himself somewhat. This still leaves his leg as an easy weakpoint.

    Has a habit of fleeing when things get too hot to handle, and will quickly abandon others to save his own skin.

  • Edited on 2021-09-23 07:33:11 by Tarn
    I HAVE BRAVED THE EDITOR TO FIX THE BORING FORMATTING and also added a new character
  • Posted 2021-08-28 21:26:53 UTC
    Go to this post on BZPower
  • Custom Species Details:

    Mystix

     

    There are, at present, three orders of the Mystix species: Chiropteran (Bat-like) Mystix, Draconic Mystix, and Aquatic Mystix. The Chiropteran Mystix are the most well-known, having been led by Ignotus and then Zarnarax in Act 1, having attempted to conquer Mata-Nui under Ignotus; they haven't been seen in some time, and the bloody feuds that resulted from Ignotus' failures of leadership appear to have wiped most of them out. Draconic Mystix are, likewise, rare, with only a few having been seen on Mata Nui, usually around Ko-Wahi. Aquatic Mystix have not yet appeared in-game, and if you are interested in making one, I would urge you to talk to me about it, as there are plans for their introduction and lore elements related to their culture which are - as yet - a secret.

    A winged humanoid species, the Chiropteran Mystix are a reclusive and secretive race, preferring to dwell underground and frequently hibernating for long periods. They are of a similar height to Toa, and tend naturally to be thin and flexible, curling themselves up to use the minimum of space while clans hibernate, with  full but clawed hands at the ends of their winged arms. Their heads are reminiscent of those of the Vortixx in shape, occasionally leaning more reptilian, which prevents them from wearing Kanohi even if they were able to use them; their elemental powers, however, are of a similar level to those of the Toa, and their adaptation to dark environments has given them sonar abilities similar to those of the Kanohi Arthron. They move in near silence, with the exception of the flapping of their wings when in flight. Their physique lends itself more to speed than to strength or constitution – as a result of this, Mystix are often physically somewhat weak, and even frail, depending on how recently they have awoken from hibernation. Their hibernation itself leaves them extremely vulnerable to harm, as well. In addition to this, the eyes of the Mystix have adapted over time for darkness – bright light is difficult for them to process, and often distracting or distressing to those who particularly favour living underground. Their colour schemes align with their elements, and closely resemble those of Toa - however, in all cases, they tend to have darker colours. Almost all known Chiropteran Mystix were wiped out in a single night, shortly before Makuta's defeat, as chronicled in this post. Chiropteran Mystix characters will need an explanation for their survival in their backstory.

    Draconic Mystix are, in contrast, much bulkier and more durable than their Chiropteran cousins, with imposing physiques covered in heavy metal scales. Although quadrupedal, when standing on their hind legs they are on average head and shoulders above Toa and Chiropteran Mystix alike. Their more bestial appearance extends further than their posture - their heads have come to resemble those of Tahtorak moreso than Vortixx, and they have developed tails. Although, like the arms of the Chiropteran Mystix, their front legs are winged, due to their size and bulkier physique they cannot use flight as readily in combat, using it primarily to surprise enemies from above. Even when fighting other Draconic Mystix, they will quickly move to the ground for more freedom of movement. Due to their metal scales, the Draconic Mystix have far more metallic tones in their colour schemes, which otherwise remain consistent with their element. Due likely to their animalistic nature, despite having elemental powers of a similar strength to the Chiropteran Mystix and Toa, Draconic Mystix lack their precise control over those abilities, instead having to rely on larger and more unreliable outbursts of power, or applying less power in order to get smaller effects. Likewise, they do not exhibit the control of sonar and excellent hearing of the Chiropteran Mystix - however, this comes with the benefit of their eyes being far less sensitive to light than those of the Chiropteran Mysix, and both their hearing and their other senses being greatly enhanced. Their bulk also makes them significantly stronger than their Chiropteran cousins, if not to the same degree as Pakari wearers or Kaiakans. The only Draconic Mystix currently known of are those on Mata Nui, who were part of a group sent to negotiate with the Emperor of the Chiropteran Mystix, Ignotus, along with their leader Aclaraung. Most have since been living in the Mystix Nest in Ko-Wahi.


    The Aquatic Mystix vary greatly in appearance, with the most consistent element being their head shape. In place of wings, however, they have developed various different physiologies better suited to moving in water, and as a result are not capable of flight; however, unlike their avian cousins, they have developed the ability to breathe underwater. No Aquatic Mystix are currently known of - Aquatic Mystix are not yet playable.

     

    History:

    Although almost nothing is known of the Draconic or Aquatic Mystix, the history of the Chiropteran Mystix is comparatively well-documented. Centuries prior to the beginning of Arc 1, the clan - then led by Ignotus - was betrayed by Learu, one of their own, who refused to allow Ignotus' dreams of conquest to become a reality. As a result, they were sealed into an Onu-Wahi cave, and spent their time largely in hibernation, until they were unintentionally freed in Arc 1. Following this, Ignotus led his loyal followers in attacks on the Kumu Islets and Le-Koro, the latter of which ended in humiliating defeat, forcing them to retreat underground. Ignotus was assassinated by his own brother, Zarnarax, who claimed that Ignotus let his dreams of empire ruin their once-great race. Proposing a campaign of non-violent conquest, couched in supremacist rhetoric, Zarnarax arranged the deaths of Ignotus' trusted lieutenants and reorganised the Chiropteran Mystix into a cult-like structure, where he closely monitored their schedules and activity and would not allow anyone to enter or leave their caves without his expressed permission. This led to another bloody schism, in which Learu and Zaruthan (once commander of Ignotus' armies, stripped of rank and exiled for attempting to overthrow him and invited back into the fold by Zaruthan) attempted to carry out a coup, which instead ended in the deaths of all known Chiropteran Mystix in a brutal civil war that lasted only a single night, leaving Learu and Zaruthan themselves as the only survivors.

    What little is known of the Draconic Mystix is of Aclaraung, who arrived to the Chiropteran Mystix as an ambassador of the Draconic Mystix, and by sheer bad luck found himself sealed into the Onu-Wahi cave with them due to the timing of his arrival.

     

    Profiles:

    Name: Nikarra (Past Alias: Sloth)

    Species: Toa of Lightning

    Gender: Female

    Alignment: Neutral

    Kanohi: Iden

    Appearance: Nikarra is average in height, with a slim, attractive frame. Her light armour is primarily purple, with elements of black, and her eyes are bright green.

    Powers: Lightning, that stuff that the Iden does.

    Weapons: Two knives, which she keeps in hidden compartments in the armour on her thighs. More recently, dual-wielded swords.

    Personality: Depressed, traumatised, but unfailingly empathetic and optimistic.

    Biography: Nikarra has lost a lot over the years. When she became a mark-bearer, and fell in love with Dorian Shaddix, she lost herself; won over by his charm into a toxic relationship, she became a shadow of her former self once she no longer had him to rely on, a path that eventually led her to become the Daedra, Sloth. However, she found that she still had a streak of empathy and optimism that set her apart from the other Daedra, who she struggled to find a kinship with, save Pride (Vyartha Vena), with whom she had a short-lived tryst. When the Daedra collapsed, practically before they’d even started, Nikarra left Vyartha and found herself reunited with Dorian, in a more platonic capacity, even though her feelings for him still held true.

    Weakness: Nikarra's armour is light, intended to allow for faster movement at the expense of less protection, but even though she’s been keeping better shape than the previous arc she’s still not back at her physical peak, which leaves her stamina a little low.

     

    Name: Aerus (Previously Xerov)

    Species: Vo-Matoran

    Gender: Male

    Alignment: Himself, mostly

    Kanohi: A Rau, in the shape of a Great Komau

    Appearance: Aerus is taller and thinner than most Matoran, not looking particularly physically strong. His primary colour is navy blue, but he also has some black in his armour, and his eyes are a deep blue. Recently, his body has deteriorated unexpectedly, and as such he now uses a cane.

    Gear: A small blade, a revolver (foreign tech received in Arc 1), and a custom protosteel-topped cane.

    Personality: Aerus values his own survival above all else, repeatedly proving willing to dismiss his own morals for the sake of it. This self-centredness, combined with his manipulative nature, and balance of self-loathing and superiority complex, mark him as something close to a textbook narcissist. His high opinion of himself is centred primarily on his intelligence - he has an almost uncanny knack for reading people, combining perception with pattern recognition and a deductive mind. This does not prevent him from overestimating his abilities, or being blinded by ego.

    Biography: ‘Aerus’ came into existence along with the Legacy, the followers of Makuta who continued to work in his absence. Before the name Aerus, he was known as Xerov; a Matoran who became a reluctant servant to Echelon after stumbling into the necromancer’s path in Ko-Wahi. Despite successfully escaping him, Xerov later returned to Echelon’s side after the Makuta was banished, knowing that Echelon would intend to fill that power gap and fearing being on the side opposing the Dark Toa. Assuming the identity of Aerus, and changing his mask, he became an emissary to Echelon, managing a network of contacts the necromancer had across Mata Nui. He later became separated from him while speaking to Joske on his behalf, and travelled with the Toa Merror for some time, before abandoning him to spend the remainder of the arc hiding in Echelon’s lair, slowly realising that his mind and body were deteriorating around him.

    Weakness: Aerus is a Matoran, and far from a physically imposing one at that. In addition to this, his own hubris and desire for approval make him intellectually vulnerable.

     

    Name: Learu (Lay-AH-roo)

    Species: Chiropteran Mystix (Water)

    Gender: Female

    Abilities: Flight, Sonar, and Elemental Water.

    Appearance: Learu is athletic in build, clearly more muscular than other similarly slender women. Her colour scheme is an odd mix of blues, dark, bright and pastel, which blend into one another across her body, and she has bright green eyes. Like most Chiropteran Mystix, she wears armour to protect her torso, but hers is patchy and somewhat ramshackle, clearly self-made.

    Personality: Learu is hotheaded, quick to anger and slow to forgive. She is deeply untrusting, particularly of other Mystix, and avoids all vulnerability.

    Biography: Centuries ago, when Ignotus first schemed to conquer Mata Nui, it was Learu - his own niece - who betrayed him, and had all the Chiropteran Mystix sealed beneath the earth in Onu-Wahi. When he was released, she returned from her self-imposed exile to oppose him, until he was mysteriously assassinated and her father, Zarnarax, an advocate of 'non-violent conquest' came to power. Allying with Aclaraung and Xaruthan, she worked to depose her father - and betrayed all parties involved, hoping that the ensuing chaos and bloodshed might finally put an end to the Mystix altogether. She and Xaruthan, who killed Zarnarax himself, are the only known Chiropteran survivors.

    Weakness(es): Although physically capable, Learu is lacking in armour to protect her. Likewise, her emotional instability is rarely an asset to her.
     

    Name: Kaelynn (goes by 'Kae')

    Species: Le-Toa

    Gender: Female

    Alignment: Good

    Kanohi: Calix

    Appearance: Kae has a decidedly slight figure, standing almost a head shorter than the average Toa, but despite that potentially misleading appearance is absolutely made of muscle. Her armour is light, to better allow for speed and manoeuvrability, and is bright green and dark grey in hue.

    Powers: Elemental air, and the ability to perform at her physical peak granted by her Kanohi Calix.

    Equipment: Kae’s Toa Tools are two sharp hooks, each attached to a chain. Wielding one in each hand, she primarily uses them to get an aerial advantage over her opponents.

    Skills: Kae combines her Calix and her elemental powers into inhuman agility, which she uses to be a massive show-off. You'd be forgiven for thinking that her feet didn't touch the ground during a fight at all, between using her whip to swing off anything it can wrap around, wall running, and doing some sick flips (and other tricks).

    Personality: Kae is energetic and upbeat, and always far too ready with a snarky remark. While both a staunch optimist and an adherent to the Toa Code, she is always far too eager for a fight, whether in terms of actual sparring or just words, and is a major show off with her abilities. She can very easily come across as arrogant, which she is; however, she ultimately has a good heart and wants to protect people and set an example as a hero, even if her pride undercuts her better motivations.

    Biography: Kae only recently became a Toa, and idolises the Maru as a result.

    Weakness: Kae, as mentioned above, is an arrogant show-off when approached in a fight, prioritising flashiness over strategy. While she can get serious when a fight demands it, that arrogance and flashiness can be taken advantage of and turned against her by an opponent who isn't distracted by her grandstanding and knocks her out of her rhythm, as she is much less capable when on the defensive than on the offense.

     

    Name: Nessen

    Species: Lesterin (Sonics)

    Alignment: Brotherhood of Ahk'Rei:Ahan

    Gear: Kanohi Rode

    Abilities: Highly sensitive hearing, the powers of the Rode

    Appearance: Nessen is tall and broad-shouldered, towering over most other Lesterin, an intimidation factor he appears to greatly enjoy. His Rode, likewise, is intimidating; rather than the rounded shape and curves of the typical rode, his is gaunt and angular, with emphasised cheekbones and an almost skull-like shape. Unlike most Lesterin, rather than wearing it only when necessary, Nessen has his Rode on at almost all times, to 'encourage honesty' in those he speaks to. He is almost entirely grey and silver in colour, apart from some pale blue on his arms, legs, and face, and his eyes are an abyssal blue.

    Personality: Nessen values truth and loyalty above all else, and is as fiercely dedicated to these virtues as he is to his cause. It is unfortunate, then, that these potentially heroic traits are supplemented by cruelty, vicious sadism, and totalitarianism. On the bright side, in his middle-managerial cult position, where abuse of power is not only tolerated but encouraged, he has truly found his purpose in life. His happiness and fulfilment are likely cold comfort to those he exerts this power over.

    Biography: Nessen is a true devotee of the Brotherhood, and worked his way tirelessly up to his position as Inquisitor, largely by way of tyrannically subjugating other acolytes and either betraying dissenters to those above him in the food chain, or taking care of matters himself. His black and white worldview, combined with his sadistic tendencies, made him a clear choice for a high rank in such a structure, and he has worked his dream job ever since.

    Weakness(es): As arrogant as he is bloodthirsty, Nessen's ego, cruelty and black and white world view can be easily turned against him, despite his physically imposing stature.

     

    Name: Montague

    Species: De-Matoran

    Alignment: Neutral

    Abilities: Extremely sensitive hearing, and a keen analytical mind.

    Mask: Powerless Noble Huna

    Appearance: Montague is very much the average De-Matoran; they are primarily grey and silver, with hints of black, most prominently on their mask, which appears to be marbled black and silver (the former toward the bottom, the latter at the top). Their inquisitive eyes are a pale blue in colour.

    Personality: Montague, though quiet, communicates an odd excitement and intensity. Archaeology is not only their greatest passion, but the sole focus of their life - they view the past as a mystery, and long to solve it. Mysteries in general are of great interest to them; however, their sensitive hearing made policework a poor fit. Highly driven and insatiably curious, they have a far greater interest in mysteries than in people, and struggle socially as a result, only really able to engage with or be interested in others when viewing them as conundrums to be solved.

    Biography: Montague grew up in the then-peaceful and sheltered village of Ko-Koro, where they developed an interest in detective stories and in the history that was to be found all around them. After a very short stint in the Ta-Koro guard, they returned home, pursuing the point where their passions coalesced: archaeology. Their quiet existence, however, was disrupted by the recent chaos in their hometown; it left them anxious, and restless, no longer confident in their own safety.

    Weakness(es): Montague is a socially awkward Matoran, with a nervous disposition and overly sensitive hearing. Really, it's just surprising they've made it this far.
     

    Name: Ronan

    Species: Toa (Iron)

    Gender: Female

    Kanohi: Rau-shaped Tryna

    Appearance: Ronan is tall and slender, and rarely seen not wearing her dark grey overcoat. Her armour is gunmetal grey with burnt orange accents, and her eyes are an icy blue.

    Personality: Detached and aloof, but rarely standoffish, Ronan is a curious soul who chooses to bury her emotions and empathy. She is sociable, but deeply untrusting. She also struggles to read social cues or fully understand other people, a fact that she masks with stoicism.

    Abilities: Elemental Iron, the powers of her Kanohi, skiing.

    Gear: Ronan’s Toa Tools are two shortswords, which she keeps sheathed on each hip. Both are curious in shape, with odd edges that leave the impression of being made up of smaller blades - an impression that is actually correct, as Ronan is able to use her elemental powers to turn said blades into razor whips (ouch). In addition to this, she carries skis and a repeating crossbow (Highlander standard issue).

    Biography: Like many in Ihu-Koro, Ronan arrived with a mysterious past and an unwillingness to discuss it. Her combat skills suggest some mercenary experience, but beyond that, it’s hard to say.

    Weakness: dude i dunno like? alcohol dependency?

     

    Name: Kira

    Species: Onu-Matoran

    Gender: Female

    Kanohi: Kaukau (Powerless)

    Equipment: A grey and orange backpack, containing an iStone, a collapsible telescope, and a tripod.

    Appearance: Kira, even by Matoran standards, is on the short side, and not the slimmest. Her body is black and dark grey, contrasting with her bright orange Kaukau and light green eyes.

    Personality: Kira is in turns shy and withheld, and impassioned and opinionated. She has difficulty relating to others, but when incensed or engaged in a topic that’s of interest to her - such as, for instance, the stars - she quickly loses these inhibitions.

    Biography: Onu-Koro is not a place for stargazers. Kira grew up with the earth above her head, dreaming of the night sky, and the moment she could take her leave, she did. Since then, she has been honing her craft as an astrologer, both with her own collapsible telescope and the Great Telescope on the Ta-Wahi beach. But the stars have been wrong now more than once, and Kira grows restless…

    Weakness: she’s a matoran, dude. any other species can kick her like a football

  • Edited on 2021-10-05 09:17:38 by Goose
    i have a permit. it says 'i do what i want' in crayon
  • Posted 2021-08-28 21:35:06 UTC
    Go to this post on BZPower
  • TOA KALTA

    The Toa Kalta are a Toa Team of seven Toa, led by Aelied. They are outwardly a force for good on Mata Nui; however, Aelied refuses to reveal his full plans for the island even to his team. They are a recent appearance on the island, appearing shortly before the fall of Ko-Koro to the Legacy, and their first unified act was the retaking of that same Koro. Upon Tarkahn’s ascension to Akiri of the restored Ko-Koro, the Kalta, under Aelied, have been endorsed as a toa team of Ko-Koro.
     

    Shared Traits (Listed here to avoid repetition): The Toa Kalta are were extensively trained by Aelied prior to their appearance on Mata Nui. They are all fluent in matoran sign language to accommodate Vakua, and all save Aelied have had their armor and equipment engineered by Casanuva to utilize their abilities. They have trained together in both tactics and elemental control, and by virtue of Vakua, they have some training in being able to recognize mental intrusions. Save for Aelied, the team is still relatively new and only lightly tested. Lastly, all the subordinate Kalta (save Skorm) possess a secondary personality, able to be activated by code phrase spoken aloud by Aelied. These secondary personalities are generally unstable, but utterly loyal to Aelied; while the Kalta are largely unaware of these alternate personalities, the personalities are aware of the Kalta’s normal personality. The Kalta have allied themselves with Akiri Tarkahn 

     

    Name: Casanuva

    Species: Toa of Magnetism

    Appearance: [1] [2] Casanuva, unusually for a toa of magnetism, is primarily blue and gunmetal; his blue armor is external and worn. Casanuva’s heavy armor consists of metal plates, many with interlocks allowing for quick removal and alteration

    Gender: Male

    Powers/Abilities: Casanuva is a powerful elementalist and talented swordsman, able to apply his magnetic powers both offensively and defensively using his own equipment, the environment, or enemy weapons, being among the most talented of the Toa Kalta. Among the standard fare of a Fa-Toa, Casanuva has developed his directional sense, to the ability to track items he has spent some time around as far as within the same Koro. He tempers raw physical talent with a keen mind and quick wit, able to quickly understand complex interactions of elemental abilities and powers, often using his insights for unexpected plans or approaches. Before his transformation and training as a Toa, Casanuva was a weaponsmith, and has since designed almost all the Toa Kalta’s toa tools and equipment. Disregarding his magnetic powers, he is still a dangerous combatant with his longsword Ferrite, able to deliver powerful blows even before Pakari augmentation.

    Weaknesses: Casanuva favors applying excess power to resolve situations, relying on his defensive swordsmanship, heavy armor, and strength to protect him while he does so; he can exhaust himself more easily than other Toa. Psychologically, Casanuva’s confidence in his abilities drives him; if shaken, his technique will suffer. Casanuva will also prioritize preventing innocent casualties and protecting his friends above objectives.

    Alignment: Toa Kalta, Vilda Soraph

    Equipment: Casanuva wears a Pakari. He has designed and engineered his own armor and equipment. He wields a longsword of his own design, Ferrite, a protosteel blade with a ferromagnetic core, as his toa tool. Casanuva can use Ferrite to focus his powers and can control Ferrite at range. Additionally, Casanuva’s heavy armor can be quickly manipulated for removal and be repurposed when Casanuva needs physical metal to manipulate. Lastly, Casanuva has built a spool of metal cable onto the back of his left shoulder, with runners on his left arm and wrist. He can use this cable, which is tipped with a retractable grappling hook, for both utility and combat. Additionally, he carries standard equipment, such as an istone, lightstone lantern, and heatstone.

    History: Before his Kalta training and transformation, Casanuva was a weapon designer of rare talent. Like the rest of the Kalta, he woke up on Mata Nui’s beaches with amnesia. He eventually reunited with the rest of the Kalta after having several adventures on the island, before meeting Vilda Soraph of the Dasaka expedition in Ga-Koro, whom he pledged his heart to after application of Willhammer to Casanuva’s core ideals. Together with the rest of the Kalta and other heroes, Casanuva participated in the liberation of Ko-Koro, and set up the Kalta Arsenal after his team decided to settle there.

    Personality and traits: Utterly confidant in his abilities, Casanuva has a strong, outgoing personality; while for the most part given to using charm, Cas will deploy both charisma and acerbic sarcasm if he feels the situation calls for it. Casanuva is the most vocal of the Kalta in adopting Mata Nui, but has proven that when the time for action comes, Casanuva will step up alongside his teammates.

    Subconscious Personality: Known as 'Merceon', this programmed personality is brutish and straightforward, sharing little of Casanuva's creativity, but embracing his sheer strength. After some mental manipulation from Vilda Soraph, Merceon inadvertently developed an obsession with her, and she is the only one capable of shaking his loyalty to Aelied.

    Theme: Get Lucky (Halestorm cover)

     

    Name: Kalyss

    Species: Toa of Plasma

    Appearance: Kalyss possesses white and dull orange armor paired with an orange Kakama. For a toa, she is moderately tall, and very muscular. Her legs are particularly well-muscled, suggesting the build of a professional athlete or bodybuilder more than a warrior. Her armor is shaped less for taking blows, and more for defending her against self-initiated impact, with additional bracing around her knuckles, knees, and elbows. Her armor also has holes and vents allowing her to channel plasma more efficiently.

    Gender: Female

    Powers/Abilities: Kalyss is a very physical combatant, compared to the rest of her team. Since plasma is less common in natural settings, her powers are mostly limited to generating superheated plasma herself, though she can generate ultracold plasma as well, if less skillfully. She can also make what she calls 'flares', longer-lasting bursts of plasma that can illuminate large areas. Her fighting style relies on her speed and assisting her unarmed combat with plasma bursts to both maneuver and attack. She is just as likely to tackle an opponent as she is to rocket a plasma-propelled kick into them. She can also use her powers to burrow, burning holes through the earth. If pressed, she can fire a longer-range blast of plasma, but this is draining and inaccurate.

    Weaknesses: Kalyss's fighting style relies on overpowering her opponent, or wearing them down with hit-and-run until they can be directly attacked. If faced with a similar opponent, an enemy that can physically overpower her and see through her tactics, her combat effectiveness will break down. Despite being deputy leader of the Toa Kalta, Kalyss still feels unsure of her ability to make difficult decisions.

    Alignment: Toa Kalta, Mata Nui

    Equipment: Kalyss’s primary weapons are her Kakama and armor. Her armor is advanced in function, featuring impact armor and channels for her plasma. Additionally, her armor features retractable skates in the feet, allowing her easier fast travel with her Kakama, in addition to allowing her new options in a fight. She also carries a pair of daggers sheathed on her upper arm and her lower leg. These feature similar channels to her armor, and can be used to focus a plasma blade the length of a shortsword. Additionally, she carries standard equipment, such as an istone, lightstone lantern, and heatstone.

    History: Like the rest of the Toa Kalta, Kalyss doesn't remember much from before her time on Mata Nui; she remembers brief, vague flashes of her matoran life as an athlete, and extensive training. She woke up on a Po-Wahi beach, spitting out saltwater; Kalyss knew two things. She needed to gather the rest of her team, and they were on Mata Nui for a reason. What reason was unknown to her, however. She was active in gathering her team, and led them until reuniting under Aelied. She has settled into her role as Deputy Leader of the Kalta after their appointment to Ko-Koro.

    Personality and traits: Kalyss is driven; it was the trait that Aelied singled her out for. She is unrelenting in her drive to improver herself and her team, and the world around her. She can have a short temper, but ultimately wants the best for her team and Mata Nui. When she can let down the social barrier of being Deputy of the Kalta, Kalyss can be friendly, yet competitive.

    Subconscious Personality: Known as Shialo, Kalyss's programmed personality identifies as male, and prefers to vent his rage at being in his current body by destruction, whether of his environment or target. Shialo is notably unstable, even among the other subconscious personalities.

     

    Name: Skorm

    Species: Toa of Gravity

    Appearance: Skorm is both tall and heavily built, being the tallest by far of the Toa Kalta. However, his armor is mostly form-fitting; the most obviously defensive pieces being metal lamellar shoulder plates. This is broken up by fist-sized protosteel spheres socketed into his shoulder plates. He wears black armor over purple and a deep purple Great Huna, as well as a white hooded cloak. The cowl is held in place by a brass ring worn at the collar. Skorm’s mask is scarred by his former Antidermis infection, leaving dark stain-like scars streaked beneath his eyes.

    Gender: Masculine

    Powers/Abilities: Skorm is possibly the best direct fighter on the Toa Kalta. His elemental control allows him to turn almost any situation to his advantage, being able to manipulate gravity to weigh down on opponents or make his own blows hit harder, or immobilize them, shift the direction of local gravity, or simply allowing vertical mobility. Wielding a simple reinforced saber with speed seemingly at odds for his size, Skorm has trained his body at increased gravity levels using his abilities, being stronger and faster than even his bulk suggests. His Huna does allow him surprising avenues and even stealth, however.

    Weaknesses: Most of Skorm's powers require more concentration to use than the average elemental-user, sacrificing spontaneity for focused power. While most of his abilities can be used on multiple opponents at the same time, he has trouble when each tries different tactics; keeping one anchored to the ground out of reach, for example, might leave him vulnerable to opponent. Skorm's fatal flaw, however, would be his singleminded pursuit of his objective, which his teammates have called his 'tunnel vision' in the past. Furthermore, even after being healed by Stannis, his hips are still sore from being crushed by the Abettor, and could be considered his physical weak spot.

    Alignment: Toa Kalta, Redemption

    Equipment: Skorm wears a Kanohi Huna, mask of Concealment. He also carries a heavy saber, strong enough for Skorm to enhance its weight for strikes, but agile enough to allow for easy recovery. Casanuva has added removable protosteel spheres weighted with liquid protodermis to Skorm’s armor, which Skorm can use both for offense and defense when put into an orbit around Skorm. Additionally, he carries standard equipment, such as an istone, lightstone lantern, and heatstone.

    History: Skorm does not remember much of his past life besides that he was a gravitic engineer, but he does remember his training. After arriving on Mata Nui, he was tracking Casanuva when he had a chance encounter with the piraka Zaktan, who splashed him with Antidermis. The substance warped his mind; fueled by hatred for his former team, he tracked them to Ga-Koro, where he engaged them in a fight. He murdered a Ga-Koro Marine when he entered the Koro, and maimed another while escaping. His path took him to Mangaia, where he joined several others in an attempt to find the Vault, and negotiate with the Piraka inside. Skorm's fate was one of failure; one of his remarks annoyed the Abettor, who crushed his pelvis. Skorm remained conscious long enough to attempt to bargain with Zaktan, but learned that negotiation with a Piraka was futile, who rejected him. A sympathetic toa rushed his unconscious body to Po-Koro. There, he was cured of both his crippling injuries and his Antidermis infection by Stannis, using the Warua. After reuniting with the Toa Kalta and explaining his actions, he was tentatively accepted back, and fights with this brothers and sister for redemption for the harm he caused as well as bringing those who caused it to justice.

    Personality and traits: Most Toa teams seem to have their anti-social loner; Skorm is this to the Toa Kalta. He is unsure of his former team, since in his infected state, he raged at them; now he seeks peace with them and wishes to atone for his time under effects of antidermis. Skorm is very goal-oriented; he takes the direct way, if possible, and will plow his way through anyone stupid enough to stand in his way, though he has been known to have a dark sense of humor when he knows he can overpower foes. After being healed of Antidermis infection, he was mortified by his previous actions, and seeks atonement and redemption. He has feeling for fellow Kalta Zueya, which she reciprocates.

    Subconscious Personality: Known as Nuhros, this personality is no longer present in Skorm. The mental programming was shattered when Skorm was cured by Stannis' Warua.

     

    Name: Zueya

    Species: Toa of Lightning

    Appearance: Zueya wears a Calix, and has primarily azure armor with yellow underlaying components. Her armor has several black plates of insulation, along with a prominent copper circuit running along her limbs. She is unusually small for a toa, and is very lithe, with the body of a gymnast.

    Gender: Feminine

    Powers/Abilities: Zueya is skilled with her lightning both in and out of combat, as well as using her powers to boost the other Toa Kalta: for example, combining with Casanuva to make powerful electromagnets, and with Kalyss to amp up the power of her plasma. She avoids using full-blown lightning against living opponents, however. She is adept at empowering her strikes with electricity to stun opponents. She is an outstanding acrobat, an ability which is greatly increased by her Calix.

    Weaknesses: Zueya is the most inexperienced of the Kalta, having experienced difficulty using her abilities to their fullest against living opponents and very little actual combat experience. Her mask is also prone to failure, as she has not fully mastered its use.

    Alignment: Toa Kalta, the needy

    Equipment: She wears the Kanohi Calix, mask of Fate. This allows Zueya to push herself to her absolute limit, physically… when it works. She carries a toa tool in the form of a collapsible quarterstaff of hollow protosteel, tipped with copper. Inside the staff is a coil that allows Zueya to channel her elemental power over lightning. It can collapse to a third of it's full size, and is normally stored on the back of her belt. Casanuva has modified her armor to incorporate non-conductive plates as well as a copper circuit running through the limbs of her armor; this can both brace her against errant lightning and help her absorb and channel electricity. Additionally, she carries standard equipment, such as an istone, lightstone lantern, and heatstone.

    History: Zueya is the youngest of the Toa Kalta, recruited last. Prior to her Kalta training, she was a matoran acrobat. When Skorm returned to the side of light, she was the first he told his story to, and the first to accept him back on the team. She cares deeply for the people of Mata Nui, and it was her idea initially to stay with Ko-Koro.

    Personality and traits: Gentle by nature, Zueya is the easiest of the Toa Kalta to get along with; she is considered by the others to be the emotional heart of the team. She lacks confidence in many of her abilities, but will operate on instinct to save those in danger. 

    Subconscious Personality: Known as Nyeoko, Zueya's subconscious personality is much more confident in her abilities, if arrogant and unsympathetic. Nyeoko is capable of using her mask, and is much more willing to use lethal amounts of electricity.

     

    Name: Cyrix

    Species: Toa of Air

    Appearance: Cyrix is slightly taller than most other toa, but is lean. He has green and silver armor, in an almost even mix. His armor is overall very light, and optimized for mobility and stealth. He has a silver Volitak, and wears a set of goggles with various magnification lenses. He wears a protosteel disk strapped onto his left arm as a buckler.

    Gender: Masculine

    Powers/Abilities: For unknown reasons, Cyrix's elemental powers are weaker in some areas, stronger in others. While he is adept at manipulating air to create vacuums (more so than a standard Le-Toa), his other elemental powers are atrophied in comparison. In particular, he cannot efficiently generate air using his elemental energy, preferring to manipulate the atmosphere around him. He also possesses a Volitak kanohi, and is a master of stealth and infiltration, and has primarily trained for that task.

    Weaknesses: Cyrix is certainly not very powerful compared to most other Le-Toa. Also, since most of his training has been focused on stealth, infiltration, and observation, Cyrix isn't an expert combatant by any means. While he has a steady head, his aim is not as good. In addition, he has been known to go further than is necessary to accomplish objectives, causing more damage than is warranted.

    Alignment: Toa Kalta, Aelied

    Equipment: Cyrix  wears a kanohi Volitak, mask of stealth, and is skilled in its use. In addition to a protosteel throwing disk, Cyrix carries a repeating crossbow with pneumatic technology derived from local patero launchers. In addition to a magazine of bolts, Cyrix also carries a spool of cable connected to a grappling hook, which is capable of being fired from his crossbow. He also has goggles fitted with different lenses for observation. Lastly, Cyrix’s armor has been modified by Casanuva to incorporate streamlined elements and elements to assist in Cyrix’s air-propelled movementAdditionally, he carries standard equipment, such as an istone, lightstone lantern, and heatstone.

    History: There always seem to be six toa created together; the Kalta are no exception. Technically, the Kalta have seven members, with Aelied being the seventh member. Cyrix was partially trained with the rest of the Kalta, but was trained by Aelied separately for the most part. For reasons unknown to him, he was woken up in Le-Wahi by Aelied, and commanded to follow and track the movements of the rest of the Kalta; he has been shadowing the others since. Before the liberation of Ko-Koro, Cyrix finally met the rest of his team, who only vaguely remembered him. Despite the mistrust, Cyrix was accepted as part of the team, and participated in Ko-Koro’s liberation.

    Personality and traits: Being a former soldier, Cyrix is cool headed and professional. He puts the mission first, but is mindful enough to consider the wider consequences of his actions, unlike Skorm's single-mindedness. He will still mercilessly snark, however. He still holds a grudge against the other young members of the Kalta: he was a soldier prior to his transformation, and he seems to have been saddled with the least powerful control of his element, while the 'civvies' attained a much higher mastery much quicker.

    Subconscious Personality: Known as Galeha, Cyrix's subconscious personality is disturbingly close to how Cyrix acts normally.

     

    Name: Aelied

    Species: Toa of Plantlife

    Appearance: Aelied wears little armor, since he creates his own, but what he has is spiraled with intricate designs. He wears a moss green Kualsi, and has indigo underpinnings to his brown and green armor. He looks thin and weak, for a toa, and stands out when compared to the other bulky members of his team. He often wears wooden armor augmentations to his armor, and wears a cloak in cold weather.

    Gender: Masculine

    Powers/Abilities: As a toa of the Green, Aelied can create, control, and absorb plantlife. He uses this to create wooden tools, armor, weapons, and make spontaneous plant growth to hinder his enemies. In addition, he is a fantastic healer, being able to create virtually any medicinal herb with his powers. His age and apparent frailty conceal his deadliness in combat, experience born of a lifetime of service as a toa. In addition to knowledge of herbs, he keeps to himself that he has an innate knowledge of poisons and toxins. Additionally, he is very skilled in the use of his Kualsi.

    Weaknesses: Aelied knows his weaknesses well, since they are significant: he is affected by weather somewhat as plants are, slowing in cold and exhausting himself in dry conditions. He is also weak to fire, and other elements that have a habit of destroying plantlife. In addition, he is ancient, and thus is not the strongest nor fastest of toa. Socially, Aelied tends to keep people in the dark longer than is necessary, risking alienating allies.

    Alignment: The Plan (Nominally, Mata Nui/Ko-Koro)

    Equipment: Aelied wears a Kanohi Kualsi, mask of quick travel. He also carries the Greenstaff, a quarterstaff made of green, still-living wood; he can animate this into a whiplike vine at will, using it to entangle or trip opponents. When headed for battle, he will use his powers to create a set of armor and a shield out of wood.

    History: The leader of the Toa Kalta, Aelied oversaw the transformation and training of the other six: in order, Skorm, Casanuva, Kalyss, Vakua, Cyrix, and Zueya. He woke up on the coast of Le-Wahi, but unlike the others he had full (if isolated) memory of their mission; he stays tight-lipped about it, however. Aelied is ancient, and he is the veteran of uncountable battles.

    Personality and traits: Unlike the rest of the Toa Kalta, Aelied is an elder to his team by many, many years. He sees himself as a father figure to the rest of the team, hoping they can succeed using his training. He knows what to say, and more importantly, what not to say. When dealing with his team, everything seems to be a new lesson or test. However, his kindly mentoring demeanor goes away when his team is in danger. When pressed, Aelied will drop his mentor persona and expose his sheer focus on his personal mission; it forms the core of his motivations.

     

     

    DASAKA

     

    Name: Askha

    Species: Dasaka

    Description: Askha is of average height and fit build; some say she resembles a Taajar. The majority of her crystal armor is uniform, but parts are made up of different sets, primarily her left pauldron, which is a set of lamellar. She wears a golden-yellow Kanohi Iden, and numerous leather straps to hold her gear, with a hooded garment resembling a robe that is gray and yellowish-green, the colors of Clan Mashtet.

    Caste and Clan: Menti of Clan Mashtet

    Gender: Female

    Powers/Abilities:  Askha is a very experienced practitioner of discipline of Mindarm, using it to both manipulate her environment and to augment her own athleticism and weapons prowess. Her youth belies her experience, and her years as a sellsword have tempered her natural talent and instinct in battle. She is proficient with the multiple weapons she carries, and can switch between them to mix up her tactics effortlessly. She takes a pragmatic view to life after being an outsider in Kentoku, but can prove to be unpredictable. She uses her Kanohi Iden to scout and gather information, even communicate with others over long distances

    Weakness(es):  Her discipline's weakness is that they burn out quickly, using up her energy reserves, and Askha is by no means an exception. Using her powers to their fullest degree will quickly deplete themselves. While she has assumed a leadership role among the Mashtet survivors, she is not personable, and indeed lacks a great degree of tact.

    Alignment: Clan Mashtet’s survivors

    Equipment: Considering her former choice of occupation, Askha carries a multitude of appropriate weapons. She carries a wide-bladed crystal dagger as a backup weapon worn across the lower part of her back with the handle facing left (a Mashtet tradition), a single-edged dao sword made for quick strikes (her primary weapon, a gift to her for graduating as a Menti), and a two-handed white crystal falcata which she carries for heavy chops (receive as pay from a Sado crystalsmith after it was rejected by its intended owner); it is ugly for a crystal weapon, but possesses a strong core of harder rock. Her most valued possession, however, is a palm-sized wooden token, a Mashtet Carving, a moving picture of a howling kavinika. This type of token, irreplaceable, was only carried by Mashtets. She also wears the Kanohi Iden.

    History: The word 'was' comes up quite a lot in Askha's history. Askha was one of the most promising Menti in Clan Mashtet, and heir to the Toroshu. She was going to return Clan Mashtet to its former ways, and reverse the decline that had overtaken the Clan. There was a Clan Mashtet. She was the first to discover that her clan had disappeared; she was homesick one night, and used her Iden to view her Clan's estate... only to find the place completely empty, devoid of any life. There was no blood. No signs of struggle. No answers. When the Fursics approached, and tried to offer her and the other few Menti at the Yards a place within their clan, Askha refused. She is now the sole remaining Menti that still identifies as Clan Mashtet. She made  living for herself and what family she had left as a sellsword; an unpopular option, but she got by, until an impromptu job in Sado got her arrested. She was offered a second chance by Rayuke, the Imperial Executioner. Together with her aunt Somei, she was going to build a new future in the Empire… and then everything changed when the Rahkshi attacked.

    Personality and traits:  Askha was always a bit of a rebel, but grew into a bitter cynic after the disappearance of Clan Mashtet. Her years of living job to job, if not on the street, have humbled her; she shows little respect for the caste system, but is pragmatic enough to show respect when etiquette calls for it… most of the time. When the Rahkshi attacked Sado, she gathered her surviving family and put her hard-won skills to the test, finding herself much more suited for this new, terrible world.

    Theme: The Stains of Time from Metal Gear Rising OST

     

    Name: Somei

    Species: Datsue

    Description: Somei wears simple robes light green and gray robes, as befitting her position as a Datsue. She wears a burnished gold Noble Hau, which is of course powerless.

    Caste and Clan:  Datsue of Clan Mashtet

    Gender:  Female

    Powers:  Somei was a Mashtet Carver, a specialized Ringti that used both Mindarm and Sighteye techniques to make the unique Mashtet Carvings. She declines to make more out of respect for her lost Clan, but can renew any that still exist, for a 'donation'. While she does possess both these Disciplines, they are very specialized, and using them outside of her expertise has very rudimentary techniques. In addition, she knows a respectable amount of Vulgar Taa.

    Weakness(es): Her use of Mindarm and Sighteye in combat are very basic, and she has no mask powers or physical prowess to back her up. In addition, she sees the other survivors as the last hope for the Mashtet clan, and will do anything to protect them.

    Alignment: Neutral, to Clan Mashtet (of which Askha and Maripi are the last remaining members besides herself)

    Equipment: She carries a broad crystal dagger as her only weapon (strapped to the back of her waist in typical Mashtet fashion), and a wooden staff topped with a decorative crystal. She also carries a sidebag which has her few possessions, which include a Mashtet token, a wooden disc with a Mashtet Carving of a tree growing from a sapling, dying, and being reborn

    History: Within the Mashtet clan, Somei was one of the few Ringti that could craft the treasured Mashtet Carvings. When she became a Ringti, she accepted the duty of maintaining such Mashtet carvings throughout the Archipelago. She was away renewing such a carving at the Imperial Palace when she heard the news: everyone at the Mashtet compound was missing. She gathered what few remaining Menti had been away, when they were approached by the Fursics, who held grudges from when Clan Mashtet had revealed themselves as Umbraline allies during the last Fursic rebellion. They offered to take in the orphaned Menti... and a Mashtet carver wouldn't hurt. Several of the Menti decided it was best to join them. Thankfully, two refused; most notably Askha, who was the highest-ranking one among them. Unfortunately, she went a little bit in the other direction, vocally condemning the Fursics, the caste system, and the Three Virtues. Somei uses her role as a Datsue to shield the other two, who have taken a liking to a more... rash lifestyle. Seeing the rest of her missing clan in the youngsters, she decided to accompany them and assist them as much as she is able.

    Personality and traits: Somei is very glad to be a Datsue. She doesn't get disciplined for being rude anymore, but she was never know for that in the first place. She balances her role as advisor to Askha with that of a friend, and elder. While she believes the path Askha has decided on is self-destructive, better to have a Datsue that can help her than abandon the clan. The survivors are her family, and she has accepted that.

     

    Name: Sydelia

    Species: Dasaka

    Description: Sydelia is primarily blue, with gold primarily on the back of her limbs. She wears little crystal armor, ususually for a Menti. In addition, she wears a red wrap-around skirt and sash, proclaiming her Clan allegiance. Build-wise she is thin, but not athletic; almost unhealthy, due to her lifestyle. She is often seen lounging

    Caste and Clan: Menti, Fursic (formerly of Clan Mashtet)

    Gender: Female

    Powers: Wears a Mask of Healing, and is proficient in the Sighteye discipline. Sydelia's Sighteye is heavily influenced by hallucinogens she experiments with, and can be both pleasant or nightmarish. She is not subtle in any sense of the word, but her illusions appear to distort reality to a maddening extent. As for how she exercises it, Sydelia is more capable of affecting multiple individuals with her illusions, but each target becomes roughly part of the same mindscape she creates. She is also skilled with using herbs to complement her healing Kanohi.

    Weakness(es): In addition to the normal Sighteye weakness of being unable to move while using her powers, Sydelia's illusions are possible to if not outright overcome through force of will, victims can at least adapt to a particular mindscape. She is also, as mentioned before, not as subtle as other Sighteyes, and is focused on her particular kind of illusion. Also, she is rather physically weak, because of her sedentary lifestyle.

    Alignment: Nominally to Clan Fursic, but Sydelia is interested only in furthering her experiments.

    Equipment: Sydelia carries little in the way of weaponry, choosing to wield only a scepter-like walking stick. It is capped with a sizable chunk of carved crystal and crafted from hardened wood. Besides this, she is often seen lounging with a hookah; when she is on the go, she carries a satchel with herbal supplies, useful for both the spontaneous trip or healing for use in conjunction with her mask.

    History: Sydelia is a bit of an unusual case in Kentoku culture, not belonging to the clan she grew up in. She was born among within the now-lost Clan Mashtet, and was initially given training to become a Mashtet Carver. However, when it became clear that she had no interest nor capability for Mindarm, her training was switched to primarily become a Sighteye. She was rebellious in her youth, having a proclivity for hallucinogens harvested from the surrounding forest of Hanaloi. She began using these hallucinogenic trips as inspiration for her Sighteye illusions, spending much time developing her powers. She was studying in Sado when Askha told her that the Mashtets had all but disappeared. However, she opted to join the Fursics when they were approached, much to Askha's rage. Since then she has proven to be a reliable, if not particularly subtle, agent of the Fursics. Upon the assault of the Rahkshi on Sado, Sydelia was abandoned by the Umbraline courtiers she had spent years mingling with, and with the breakdown in Fursic structure, she has found herself being pressed into service as a medic.

    Personality and traits: Sydelia is often seen lounging with hookah in hand; however, this does little to diminish her reputation as a mad experimenter, creating maddening mindscapes with her powers. She tends to be more approachable than your average Fursic courtier, if only because she is mellow most of the time. She tends to get excited about opportunities to exercise her discipline, however.

     

    Name: Ahri

    Species: Dasaka

    Description: Ahri is a taller-than-average, broad-shouldered Dasaka; while past his physical prime, he is still quite fit, however, if not trim. He wears patchwork armor with no clan identifiers after his awakening, and wears a ragged surcoat. He uses a well-worn blue Hau.

    Caste and Clan: Menti, Mashtet (unknown due to amnesia)

    Gender: Male

    Powers/Abilities: Prior to his disappearance and reawakening, Ahri was the veteran master-at-arms of Clan Mashtet as well as the husband of Toroshu Kaetyo. He had mastered both Mindarm and Soulsword, and was deadly with many common weapons, though favoring a mid-length dual-bladed jian, wielded in either hand (Ahri is ambidextrous). His soulsword takes the form of an enormous, crimson clawed gauntlet covering his entire forearm; Ahri used this to great effect during the last Fursic Rebellion as both a weapon and shield. He is also skilled with the use of his Hau. However, after his reappearance, Ahri’s amnesia prevents him from accessing his disciplines, forcing him to rely on his mask and muscle memory.

    Weakness(es):  Ahri inherits both the weaknesses of his disciplines: he has trouble regulating his energy and stamina during a fight the more he uses Mindarm, and his focus on Soulsword leaves his mind vulnerable. Further, Ahri’s amnesia has left mental scars beyond its obvious effects; any mental effect needs only touch on those to inflict undue mental anguish.

    Alignment: People of Kentoku

    Equipment: Besides his Kanohi Hau, Ahri awoke with no weapons, and has had to rely on what he could scavenge.

    History: Ahri awoke after the Rahkshi attack on Kentoku, washing up on a beach. Despite being a Dasaka, Ahri had no memory of his past… that he was born into a minor Umbraline-allied clan, and married off to Clan Mashtet. He was taken as the husband of Toroshu Kaetyo, and fathered Askha as well as many other daughters. While he was a talented Soulsword taking after his birth clan, he has adopted and mastered the Mashtet clan discipline of Mindarm, putting his skills to test in the last Fursic Rebellion. When the Mashtet took to the battlefield, he fought as hard as any other against the insurrectionists. He was responsible for training the Menti of Clan Mashtet before they were sent to Sado. However, Ahri woke up on Oki’s beach with retrograde amnesia; he understands Dasaka culture, but has no memory of his identity, his powers, or of Clan Mashtet’s disappearance.

    Personality and traits: Ahri was always a stern, yet fair, Menti. Friendly and affable to his family, fierce to his enemies. When trying to remember his Clan, his family, Ahri can remember joy, love - as well as despair and hate. This troubles him, but he tries to keep to the Three Virtues as much as possible, even in the current crisis.

    Theme: Answer to Me

  • Edited on 2021-08-30 00:47:23 by Keeper of Kraata
  • Posted 2021-08-28 21:40:41 UTC
    Go to this post on BZPower
  • Name: Jolek

    Gender: Male

    Species: Toa of Magnetism

    Appearance: Masculine and youthful, Jolek is only just past the cusp of true adulthood, seemingly still growing into his lean, diligently conditioned physique. A product of constant martial training and the rigours of survival within the coastal forests of Le-Wahi, the young toa almost feels in turn to be made of steel cable beneath his gunmetal armoring, sharpened to a razor’s edge and carried with a pantherlike, limber surety of movement. The black accents and silver highlights he carried with him since (presumably) his murky childhood, only markings being the thin white line down the right cheekbone of his Pakari: a battle scar earned in the defense of Ta-Koro against waves of wild Rahkshi. His countenance is altogether somewhat handsome, an agreeable mixture of his father’s strong jaw and brow with the sharp lines from his mother— now so much more obvious with the mysteries of his heritage removed. His eyes are golden and carry a certain melancholy that rests likewise in his expression, a sobriety of the Self not being Known.

    Kanohi: Kanohi Pakari, the Great Mask of Strength

    Powers: Elemental control over Magnetism, a pointedly underdeveloped skill. Only rudimentary knowledge due to self-teaching in a largely wooden environment.

    Skills: Hand to hand combat. Even when the mind forgets all except it’s name, the body remembers countless hours of training— now hammered out to a point that could very comfortably be called “expertise” in the countless years spent in the jungle, no other knowledge of life before to speak of. A nak muay par excellence, a competent wrestler and grappler— within this single facet of combat, young Highwind has all but outright made it his life’s mission to chase Mastery. He is knowledgeable, astute, and analytic in regards to the fine details of fistfighting, enough to teach these skills with great insight if so motivated; his only friend in the world before civilization, Tarex, being one such example. This is His Craft.

    Additionally, he has by necessity with such upbringing become a skilled survivalist, keeping himself alive in the remote jungles alongside his lone peer. A skilled hunter and trapper, Jolek is familiar with many of the beasts that roam the Le-Wahi forests and coastlines. He can stalk them for hours at a time, moving swiftly and silently, a ghost through the brush. He holds a working understanding of their habits and body language, picking weak Gukko from flocks, reading scratchings of trunks to know when Muaka or Ash Bears have claimed territory— even knows which taste the best, too. On more than one occasion, the two boys needed to learn these things the hard way.

    So saying, he’s a pretty good cook and forager as well, having good instincts for smart and dumb ways of doing these things. Beyond that, in the realms of physical characteristics he’s quite strong, has excellent speed and sense of timing, and endurance built for marathons. His eyes and calm under fire only serve to heighten this fighting sense, reacting on a hair trigger after years playing a game of inches and fractions of a second. Tough as you like and fearless as the meanest Muaka in the jungle, he is very hard to put down. Tirelessly honed and constantly growing, his potential still exceeds what he’s accomplished. Only time will tell if it is ever realized.

    Equipment: Standard-issue Ta-Koro Guard equipment (sometimes), large and robust survival knife, well-worn rucksack. Not much else.

    Alignment: Strong spine

    Personality and traits: When the Self is not Known, what sort of man can one be? Jolek, while still very the same fearless, driven, and justice-minded individual he always has been, has begun to find himself turning towards reflection— looking inward for the first time. Though his posture is still confident and assured, and his words still straightforward, even blunt; he has no self-concept, no image of “Jolek Highwind” residing within. For all his skill and experience in survival, he realizes now that he is raw as a person, indefinite and yet unrealized. He is still yet to learn who he is, and with that uncertainty comes an almost tempering sobriety to his outlook, once untamed as the woods in which he was forged.

    He is competitive and faultlessly confident of his skill in the respective areas of life he calls his wheelhouse, and still seeks to use his father’s infamous sense of justice as moral guideline, as though seeking to honor where he came from just as much as genuinely aligning upon what is right and what is wrong. He tries to be a helpful force where he can, but oftentimes tries to attack the root of an issue as he understands it, whether such is folly, tactless, or otherwise ill-advised. His reckless streak tends to exacerbate these issues, and the constraints of protocol sometimes feel smothering to him.

    While these things brew beneath the surface, in his-day-to-day interactions the young man is a diligent worker with a rough-around-the-edges manner, a holdover of his time as a child of the woods; kind yet direct, and unfailingly loyal to the few friends he has managed to make. Big on integrity, the young man endeavours to continually hold himself to honesty and accountability— in the Jungle, not being reliable was a death sentence. He walks with an agreeable, at times even naive saunter, but the undercurrent of quiet intensity is only growing stronger, readily apparent in the moments where he is seeming to, for the first time, discover a philosophy all his own.

    History: His memories start with coughing up saltwater on the sands of Le-Wahi. Jolek’s story began as many of Mata-Nui’s denizens do, emergent from eternally shrouded mists of early childhood, impenetrable fog that locks away the man one was prior permanently. All he had ever kept from the life he had before that (assumed) shipwreck was a name on his tongue, a manner of fighting deep within his body, and a warhammer and knife washed up beside him. He was quickly discovered by Tarex, a vagabond Toa of Crystal roughly his age, that had been making his way towards a spot to fish nearby. A kindred spirit, and one who could luckily teach the young castaway enough of the basics of surviving in the jungle to keep him alive, a fast friendship forming between them as they shared their respective bases of knowledge. Jolek taught Tarex to fight, Tarex taught Jolek to hunt.

    It was there that they would spend the entirety of their childhoods, honing these crafts to a razor’s edge as they lived day-to-day as little more than wildmen. Once struggling to survive within the dense brush, by their early adulthood their painstakingly constructed campsite was plain proof of graduation to truly thriving, essentially integrated into the ecosystem. After a chance encounter with a Muaka on the hunt and an inadvertent rescue of an eternally lost Toa, the two boys, now young men, finally struck out from “home”, swinging north from the shores of southeastern Le-Wahi and into the Charred Forest towards the storied fortress town of Ta-Koro.

    After a lengthy hike and a short jaunt through the city, the two split, forging a Pact between blood brothers to become stronger by the time their paths crossed again. Each striking off on their lonesome, Jolek swung north, wandering up the coastline as he mindlessly sought adventure. He passed through a few villages, passed by a few other lives, but remained a noncommittal wanderer in spirit— A brief visit to a frigid Academy followed by a brief skirmish at a doomed hospital in that same city of fire, briefly reuniting with his brother by happenstance, but never taking the role of anything more than a bystander, an observer to the grander tale being spun, a faceless fighter whenever a dustup appeared in front of him. The amount of real friendships he’d fostered could be counted on a single hand.

    He meandered through his so-called journey aimlessly, culminating in the defense of Ta-Koro from waves of Rahkshi spewing from the depths of The Mangai, distinguishing himself slightly as one of the city’s many defenders. Perhaps more importantly, he reunited with the father of his previous life— Perkahn Highwind, a fell-handed and world-worn Toa of Iron who, overjoyed, welcomed him into his home.

    He spent the next year or so hunting and trapping in the Charred Forest, quietly taking in stories from his rediscovered parents of the lives he’d missed, before they slipped away for one last adventure, leaving him Rebellion in their wake. He would partake in his own breed of vigilante justice on occasion afterwards, a spree of thoughtless do-gooding that culminated in the alley front of the Lavapool Inn Offensive against the Chaotic Six. It was in the aftermath of this siege that he found himself interested in joining the Guard for the first time, perhaps struck by the clear devastation surrounding him, perhaps spurred on by the Guardsman he fought alongside, its noble Captain whom he calls a friend, or even the Akiri himself— he doesn’t remember, nor does he really see need to. More than that, he remembered the throbbing at the back of his skull he’d been gifted by the blue one, and the grudge that came with it.

    As the weeks passed into months, he found his interest began to wane. It was a stifling environment, something about the procedure simply not clicking with him even if the men and women he was surrounded by were good people… and it was stagnant. He began to remember his Pact to grow, now seeming a distant memory. And when he looked back upon the life he’d lead thus far, especially compared to someone like the father he’d found and lost again…

    He found himself wanting. Unworthy of the legacy he carried, both within Rebellion and within his Lineage. What sense was there in keeping up the charade of being like Perkahn when he still didn’t yet know what he WAS like? None. He had none of the stories to tell. None of the life to have lived. He lacked the individuation. The Highwind clan was more than he, a perennial coaster through his own life.

    As dawn breaks upon Ta-Koro today, Jolek is still toiling through the system of guardsmanship, not knowing what the day ahead will bring, but quickly tiring of muzzling his instincts for life as one who Protects and Serves. There is so much more he could become. He knows it.

    Maybe he’ll even know who he is, at the end of it all.

    Weakness(es): Growing up in a heavily wooded environment and not having much access to ferrous metals, Jolek’s elemental control of Magnetism is nascent, rudimentary, and wholly unrefined. His is the most basic of understandings, not well trained in the least. He is reckless, competitive, and a little vengeful, prone to jumping into action and relying on his skills to get him back out in one piece. Additionally, he is still something of a naive young man in spheres outside of his wheelhouse, earnest enough to have been played for a fool before.
     

    Name: Cipher
     
    Species: Toa of Plasma
     
    A detailed description or image: A few inches taller than average, Cipher is a your typical merc. Muscular, strong face, chiseled abdomen, jaw cut from granite, blah blah blah. You know the drill by now. Everyone in the job is in shape, it comes with the territory. Cipher, however, is someone that wears a bit more of a... weathered look than his years would suggest. To put things simply, he always looks like he's traversed vast distances on foot. Because he kind of has. In any case, a myriad of scars run across his body, as you'd expect for someone in his situation. His armor is of somewhat middling weight and offers good protection in general, albeit not the best, and as always, his signature silvery cloak and supply bag can be found on him nearly constantly. Bright orange eyes always searching his surrounding for his destination, he carries a halberd, falcata, and crossbow.
     
    Gender: Male
     
    Powers and/or weapons: Controls Plasma, and finally, controls it well. Has a Calix, which grants him a noticeable boost in all-around athleticism Verak's Kualsi lmao he can teleport along sightlines upon usage. And again, Halberd, Falcata, and Crossbow.
     
    Technological items (and, if Foreign Tech, who approved the item): iStone (primarily using the map function)
     
    Weakness(es): Directionally challenged as all karz. Prone to wandering off at inopportune times, such as "in the middle of battle" if he's lost sight of you.
     
    Alignment: Lawful Neutral
     
    History: Has roamed the island and seen some things. Done some stuff. Bailed certain people out of incredibly pitched battles. Since we last saw him, he has become a full-blown mercenary and has managed to work out many of the chinks in his armour. Still has a terrible time with directions, but the iStone really does help. Can survivalist and fight with the best of them. His pure hand to hand skills may have leveled off for the time being, but his familiarity with his weapons and element have improved dramatically.
     
    Personality and traits: Cipher is your typical merc. Approaching life with a somewhat upbeat attitude, he still is very serious when on the job and in a fight. Where fiery anger once raged beneath his skin, his travels have added a worldly quality to his psyche temper it. By no means a hippie, but definitely more collected and well-travelled a guy than previously. Still, though, has a biting sense of humour and is honing a sharp tongue over time. May not quite be there yet, but he's making progress on it. A generally nice guy, he treats his job as nothing more than what it is: a job. Can't get all hung up on it too much, or that combined with the wandering and isolation'll kill ya, you know?
     
     
    Name: Tarex
     
    Species: Toa of Crystal
     
    A detailed description or image: Tall, broad, and scarred, Tarex looks every bit the lonely, well-worn wanderer he is. Despite being fairly young, he appears somewhat older than he actually is, a hard, stressful life having aged him beyond his years. Enhancing this effect is the fact that he is a perpetual frowner and scowler, rarely smiling beyond a berserker's grin. His eyes, green and hard, seem to always have a hint of suspicion or distrust in them. Far removed from his formerly lean physique, he is now impressively muscled thanks to swinging increasingly massive blades around, far more often than most have any right to. Most interestingly, his worn and torn natural armor has been patched up, and in certain cases, supplemented by crystal, the most prominent being the crystalline cuirass on his torso, the slightly clawed and fully articulated gauntlet of his left arm, and his pauldrons, the left of which sports a medium-sized geode. As stated, he is scarred all over, the most prominent being a massive one across the side of his torso, dating back to a Tarakava attack when he was very young. A constant traveller, he wears a dark cloak over his shoulders and back to shield him from the elements. And finally, affixed by a pair of hooks on the back of his armor, is his massive greatsword, entirely made of crystal and nearly the size of the Toa himself. Some might not even call it a sword, though; it's too big, too long, too thick, too heavy, and too rough, it could be said to be more like a large hunk of crystal. Constantly cracked and chipped and scuffed due to extensive use, he must keep it repaired and replenished with his elemental powers all the time.
     
    Gender: Male
     
    Powers and/or weapons: Proficient in his natural control over all forms of crystal, he prefers to use it to create "small" throwing-knife-esque projectiles, like needles if they were the size of railroad spikes. In addition to this, there is his aforementioned clawed gauntlet and his massive crystalline Dragonslayer of a sword. Wears a Huna, and can use it as anyone would. Stealthily.
     
    Technological items (and, if Foreign Tech, who approved the item): None.
     
    Alignment: CG 
     
    History: Tarex must have been born underneath the stars of misfortune. His entire life, he has been plagued by a run of bad luck and harsh, raw deals. Something of a pariah in his home village, he eventually fled south, to the jungles of Le-wahi, wherein he would come to call the struggle to survive each day his childhood. Surviving all manner of trouble, including a Tarakava attack, Tarex fought on, eventually enlisting the help of a castaway washed ashore named Jolek. The two became fast friends, each teaching eachother key aspects of survival and combat. There they spent their childhoods, eventually managing to eke out something resembling a comfortable life. Roughly one and a half years before the present, they departed the jungle to sate their wanderlust, eventually splitting at Ta-koro's gates. From there, Tarex continued his travels alone, all over the island, struggling through the days in a quest to become stronger. Now, some 10 months after they were supposed to meet, he still wanders, an aimless swordsman searching for friend or foe alike, a struggler without a purpose.
     

    Personality and traits: Naturally introverted, Tarex is somewhat stoic, distant, and reserved, without much care for decorum or rank. He doesn't trust people easily, having had a life of being spurned at nearly every turn. He isn't too much of a talker, and while perfectly eloquent, has a brusque and coarse manner of speaking when he does open his mouth, never mincing words. He likes keeping track of things, and dislikes being touched. Holds a burning hatred for evil, particularly that borne of Makuta, and doesn't care too much for concepts like fate. And perhaps most of all, he is tenacious and iron-willed beyond reason, hardened and heartened by a life of struggle. Unbroken and unbowed, he will always press on.

    Weakness(es): Is usually something of a berserker in battle, which, combined with his natural toughness and struggler mindset, leads to him being a constant rabid war dog of a fighter, all fury and fearlessness and disregard for when he should have quit long ago. While he is perfectly capable as a tactician and strategist, the heat of battle is a different playing field. In addition, his hard life and bad history has left him not very quick to trust, and a little paranoid around crowds, where there's a lot to keep track of.

     

    Name: Erzu Salvajemono
     
    Species: Toa of Green
     
    A detailed description or image: Tallish, with a slimly muscular, athletic physique, he is built for speed but still posesses deceptive amounts of power. His body is marked all over the place with many battle scars, some small, some large, all hard-earned across his physique. His face is somewhere in that sweet spot between pretty and handsome, complete with lively green eyes that truly are windows to his soul, typically affable, good natured, and friendly. usually wears a plain black sleeveless shirt over his green and white armor.
     
    Gender: Male
     
    Powers and/or weapons: Has his powers over plantlife, which are rarely used beyond creating wooden swords and rarely armor, or in times of need, medicinal herbs. Typically wields a wooden sword quite like a shinai. Beyond that, he'll forgo most weapons. Dude's a swordsman by nature, the closest he'll come to something different is a pair of knives. Atop of that, he keeps his mask of sensory aptitude on at all times, if at a low level, boosting his senses (namely sight) beyond their normal, already incredibly sharp capacity. When used in tandem, his reflexes seem to spike as he takes in and processes information much more clearly and efficiently than before.
     
    Technological items (and, if Foreign Tech, who approved the item): None
     
    Weakness(es): Somewhat reliant on his senses, which would be normal. However, since they're always sharp even on a bad day thanks to his mask, targetting them will be especially effective. Tends to let his hot blood get the better of him in battle, or at the prospect of one. Despite being an attractive dude, is not good at chicks.
     
    Alignment: Somewhere closer to chaotic good than chaotic neutral.
     
    History: Born in Le-Koro, he was always something of a troublemaker in his youth, starting fights and getting involved with gang activity, your typical delinquent. Eventually his quest to find and defeat ever stronger opponents lead him north, to Ga-Koro. An underground fight club caught his attention, and he ended up having a fairly good run of things there until he ran into Saeva Sareta. The young man and woman would begin to trade wins and losses until the whole ring dissolved, leading them to now travel the island together in an ever bickering, bullying, and steadfast team.
     
    Personality and traits: Is typically a friendly and affable guy, decently witty with an appreciation for humour, slapstick, sarcasm, whatever. Fully capable of being serious, he still is a somewhat silly and energetic guy, with a bit of a temper and confident streak to go alongside it. Despite his casually rough way of speaking and body language from his years as a delinquent, he is also a genuinely careful man, and instictually finds himself looking after those he cares about. He is brave and loyal to those he trusts until the end, despite how bumpy the road may be.

     

    Name

    Dinsmokk;Dii

    Species

    Skakdi of Ice

    Gender

    Male

    Appearance

    Large in frame and muscled to scale mountains by hand, Dinsmokk is an imposing figure even among his Skakdi brethren. Most prominently, morseo than even the karst spines that line his back, is the white protrusion of bone into his skull just above his right eye, covered by a patch of thick leather. The shattered fang of an enraged Tahtorak mother, blown off when the firearm he carried backfired into her jaw. His left arm is mechanical from the elbow down— similarly offered to her in order to free him from death. His natural armoring is a stark white, muted by granite greys and blacks. Like many Skakdi, his large, blocky teeth are often visible, either grinning amongst his people or sneering in cold amusement. His voice is overbearing and heavy, speaking with the gravitas of a cracking glacier.

    Powers

    Elemental Control of Ice, if used in tandem with another Skakdi. X-Ray Vision, which is constantly active in one eye due to the Tahtorak fang in his skull damaging the optic nerve. Additionally, he has dabbled in the blood magics of the Nakihl, learning to bind a single skeleton to his will, ordering it to mainly do menial tasks or serve as a distraction in combat. Said skeleton is of Bonema:Nii, the disgraced elder son of his clan who had his skull punched clean off by Arms. If used in combat, Bonema:Nii cannot do much more than swing a simple club of wood— but that may yet prove all the difference, and a more fitting legacy than the once-living owner left.

    Skills

    A seasoned mountaineer, having climbed the Eastern Spur from boyhood and conquering Tahto;Vaa in his Mantling. A toughman that presides over his people, he is proficient in Sarke, utilizing his burly frame and functional muscles to manhandle opponents in grappling. Holds a steady ear for counsel for both the Warlord and the Skakdi People of Khy;Barr, and is in tune with traditions regarding both Zakaz and the Pass itself. Additionally, he is very proficient at the Ria;Vaa, roughly “Song of the Mountain”, a low, rumbling overtone call produced deep in the throat. All Khy;Barr men and women know this technique, using it to signal eachother across peaks and sing praises to their Ancestors and Themselves in equal measure.

    Equipment

    A cybernetic arm, well-machined steel from his left elbow down. A pair of Ice Picks, serrated and sturdy enough to hold the weight of three Skakdi, and also coincidentally serving as vicious weapons in melee combat. Additionally, he is the owner of a painstakingly crafted Khy;Barr Custom, forged by himself as part of his Mantling. Hidden deep within his furs is a book, taken from Arms’ library, that contains the Words of Nakhil— the teachings that keep Bonema:Nii’s skeletal body bound to his command. (Approved by Tyler)

    Other Possessions

    An eyepatch of tanned Tahtorak hide, thick leather that counteracts his always-active X-Ray Vision in the left eye. Additionally, he wears thick furs that befit his station and heritage as a mountaineer— even if he may need them less, exposure is still risky.

    Affiliation

    Khy;Barr, the rocky fort of which houses his tribe and ambitions.

    Alignment

    Neutral Evil

    Personality

    Befitting a god-in-waiting forged from stone and frost, Dinsmokk is cold and brutal, unforgiving as the spine-breaking winds that surge at the peaks of Zakaz’s ranges. He does not suffer traitors lightly, knowing firsthand the value of loyalty— his spiteful, foolish elder brother, first son of the clan, serves as a reminder that you do not spite what you cannot defeat, lest you consider yourself long for the world unduly. As such, he takes care to foster it amongst the Skakdi that work in the cliffside and live in the mountainside cottages of the Eastern Spur, presenting himself as an advisor and intermediary with the ruling warlord as well as leading the manufacturing floor with a firm hand, as though training his iron fist for true rule. 

    He is fearless of all things, even the Warlord he works aside— never beneath, to say nothing of Tahtorak or those that would challenge the cliffside fortress and settlement of Khy;Barr. The Mountains have made him far harder, and the tooth embedded within his skull is proof of his ambitions. They are numerous as they are far-flung, like taking all of Lesteri;Dak beneath his name, but he sees only worthy challenges for a God Ascendant. Even the rift, which claimed the Grinner’s soul, is not out of reach— only further along the path. A spiritual traditionalist, he sees the bloodline of Nektann:Dii as something to celebrate through song and deed— and to take a seat at the side of when he takes his rightful place in Kino-Ur. He knows that he will, but all will know when he does. For Khy;Barr to expand as he wishes, he knows he must hammer that same courage into his men, even as they hammer barrels into shape.

    As with all Skakdi native to Zakaz, his partnership with the minority of Lesterin within Khy;Barr is a begrudging one, borne of enough cunning to recognize the skills of those lesser, the blood of Seprilli. He respects Arms as one does a force of nature, as he does the Tahtorak who marred his ruggedly handsome face with dental shrapnel, as he does the mountains he calls his homeland— not lived under terror, but facts of life to make the most of.

    History

    Born as the second son of the family that had claimed the Khy;Barr fortress within the Eastern spur as their territory, Dinsmokk spent much of his early life toiling away within the shadow of his elder brother, Bonema, who was being actively groomed by their father for succession. As such, he did bear witness to many of the teachings even if they were not directed to him— and absorbed them far better than his shortsighted fool of a brother could. Where the elder was far too absorbed in his own pride and fate, the younger, a likely advisor, spent his time climbing, training, and fighting. As second son, he was all but undefended by comparison, on a level playing field with the other gods-in-waiting. 

    He learned of his culture, of his honored Ancestor, Nektann:Dii, of how to bellow his praises from the peak of the Spurs in overtone song. He learned to partake viciously in Sarke, throwing his weight as he grew into his large frame skillfully. He learned how the fort he occupied produced the guns that bought them power in their region of Zakaz, and how to run the production lines effectively. By the time his Mantling came, he was intimately familiar with all a Khy;Barr man’s many storied talents.

    And what a Mantling it was. Not to be outdone by Bonema’s leap into Kvere;Ivi, Dinsmokk and his Mantling party marched far, far west, until they drove themselves upon the far side of Tahto;Vaa— the breeding grounds of the mighty Tahtorak, the fiercest Rahi on Zakaz. It was a feat of courage and cunning to steal away an egg from the mother’s clutch to begin with— but ripping oneself free from her enraged jaws before she brought them to a swift, foolhardy end was unequivocally a proofy of strength. His party had long fled east to their base camp by the time he had pried his head free from her jaws, forced to sacrifice both his left forearm and his Khy:Barr-manufacture pistol, the Najin Powder explosively ripping him— and some of her fang— clear.

    They had believed him dead, but as loyal retainers of the sitting Warlord, they afforded his son (even if he was second) twelve hours to either silence the enraged roars of the Tahtorak mother, or proclaim his own victory louder. Ten passed, and they began packing. Upon the stroke of the eleventh, however, thunder rolled down from Tahto;Vaa’s peak. A Khy;Ria;Vaa.

    The second son had scaled the mountain, Tahtorak egg in hand, heedless of the bloody stump of his left elbow and singing the praises of his ancestor Nektann:Dii. None could find him unworthy, and the man was shepherded back eastward, to the lands a boy had left.

    He served as Bonema’s right hand for a number of years afterwards, eventually witnessing his end. His brother, shortsighted to the end, had run afoul of the brutally strong giant known as “Arms”, a four-armed engine of destruction that he had been using as a personal hurricane against his enemies, speaking out of the side of his mouth in promises he would never keep.

    When Arms punched Bonema’s head clean from his shoulders, Tokhann could only muster an icy schadenfreude for him. He had long been working with the people of Khy;Barr as their Crew Chief— he’d had their ears for ages already. A new warlord, one so enormously strong and so content to keep things running smoothly, without vanity projects taking up valuable resources, would be much better to plan Khy;Barr’s conquest beside. This one was so much less caught up in himself, and could be made to understand the potential of their hardy, rugged tribe. If he was beginning to make deals with the Broker to expand their influence, then surely territory would soon follow.

    With Dinsmokk as liason, the men of the Eastern Spur would surely fight for it.

    Weaknesses

    Cybernetic arm, if disabled, leaves him short of a usable limb. Additionally, if his eyepatch is removed, the eye beneath will constantly see with X-Ray vision, causing splitting headaches and loss of depth perception, forcing him to hold said eye shut lest it drain his strength. Finally, he is bold and fearless, always presenting strength— even in the face of something so dangerous as The Crown itself. Additionally, Bonema:Nii is exceptionally fragile— often scattering and needing reanimation after a single well-placed strike.

     

     

    Name: Kellin Santos
    Species: Matoran of Sonics
    A detailed description or image: He's pretty much your typical De-Matoran, grey and white with slight black streaks throughout his buid. Said build is about your average size for a matoran as well, maybe a hair taller than most, but defined and toned well through years of hard work as a miner. Behind his depowered Miru, there's a friendly spark in his yellow eyes, as well as something one might call a bit of quirky excitability. Or perhaps thrill seeking nuttiness. Both could work. Most identifiably if you were in a crowd, he wears a scarf the same color as his eyes, made of warm, soft, and cozy material. Hey, it's cold up in Ko.
    Gender: Male
    Powers and/or weapons: None whatsoever. Only thing is his acute sense of hearing, like all De-Matoran possess, and the trusty pickaxe (and spare) with which he mines.
    Technological items (and, if Foreign Tech, who approved the item): Uh, the pickaxe and spare, I suppose.
    Weakness(es): While a life spent mining has taught him to tune it out better than most, Kellin is still rather sensitive, to sudden, loud sounds. In addition, Kellin is fearless as they come, and has a tendency to think high risk/high reward in regards to ###### near everything.
    Alignment: Chaotic Good
    History: Kellin is a bit of an enigma, not talking much about his childhood beyond that he learned to work as a miner in Onu-Wahi in his adolescent years. At some point in time, he met Cancer, his trusty Ussal crab steed, partner, and friend for life. As a young man, he eventually migrated to Ko-Koro, making a living by braving the mountains and glacial tunnels of the region to mine Heatstone and, when he finds them, raw protodermis, gems, and precious metals. 
    Personality and traits: Kellin is oddly charming in that "I enjoy fun things and I'll enjoy them with you" sort of way. He likes to joke around and keep things light even in sticky situations, finding it calms his nerves. Friendly and hard-working, he's definitely got some of that Onu-Wahi patience left kicking around inside him. Has a knack for wearing his heart on his sleeve, but after a long time being a supplier, he knows how to wear a bit of a mask when the time is right. Other than that, he is a loyal friend and honest critic, which, if you ask him, means the same thing.

    Steed: Cancer, a loyal, hardy, and friendly Ussal Crab that seems to have a particularly dry sense of humor. Cancer is, like many of his kin, tough and strong, able to carry a wagon full of ore, Kellin, Kellin's personality, and even a couple friends across long distances without rest. He and the De-Matoran seem to be best friends for life, and both know the other well enough to almost hold a running conversation. If the situation requires it, Cancer will not hesitate to protect Kellin from harm, just as Kellin would him.

     

     

    Name: Long Shunkyou

    Species: Datsue

    A detailed description or image: A Datsue of middling height, Long Shunkyou is built like a bundle of gnarled oak roots. His body, even in his "advanced age", is a testament to years of tireless training, lean and muscular and feeling of wood. His face is often knotted up into a piercing, stern gaze— either sizing up potential foes or intently appraising the training and form of the next generation. His gait is steady upon the two palm-wood geta he wears (always immediately kicked off should he need to Demonstrate Soulfire), but his posture is an aged slouch, two fists meeting behind the newfound slump in his "lazy spine". Immediately straightens up, though, should he need to Demonstrate Soulfire. Over his natural indigo and brass armoring, he wears the traditional red-orange robes of high-ranking Long, and the eyes behind his Noble Sana burn bright even today.

    Caste and Clan: Acting Jahagir of the Chand-Long Clan, current Grandmaster of Long. Colloquially, the latter rank is referred to as "Old Wyrm"  by their clanmates, for they are seen as having lived closest to Dragons' lives.

    Gender: Male.

    Powers: Once considered the greatest living Practitioner of Soulfire, Shunkyou now finds most of his power, most of the burning heat of his Soul, gone forever as a Datsue. He is a masterful and sagacious technician of the Art, proficient in all four of the Soulfire Traditions— but he only carries Embers where there once was an Inferno. He cannot muster more energy than any other Turaga or Datsue in this regard, and must make do with his savvy, experience, and skill. Additionally, he wears a Noble Kanohi Sana— the Mask of Healing. He can use it to mend minor cuts or burns, ameliorate certain aches and pains of training in his students, and accelerate the overall healing processes of a target.

    History: Born into the Long temple, Shunkyou lived his youngest days just outside the training grounds, always looking into the Yard where disciples drilled forms for hours without rest. Once he could walk, he threw himself into training, absorbing the art's intricacies like a sponge as soon as he had climbed his way back up the ten thousand steps (as all Initiates were required to, even clan natives) for his first time. As he grew into adulthood, he had soon established himself as a prodigious talent for Soulfire, voraciously analyzing all the minutiae of technique a mind could fathom. He had set his life on pursuing this path, and so earned discipleship of the Grandmaster herself, becoming proficient in Two, then Three Traditional Disciplines. His training continued on Pilgrimage acting as a bodyguard and confidante of multiple high-ranking Chand. Eventually, Shunkyou was almost unilaterally believed to be the greatest fighter of his day.

    When demons spilled out of the Caldera above their home at the time of the most recent Naffir, Shunkyou joined his fellow masters as the front line of defense, a vanguard to buy time for trainees and non-combatants to evacuate. Their skill was peerless, and their strength was prodigous, but their numbers and preparation would never hold. One by one, shining beacons fell, until Long Shunkyou forced his last peers to retreat. Their home was lost in flame, their Grandmaster returned to the dragons that resided in heaven— they only had their lives left to save.

    He had studied the Rage in the years before the attack. The most dangerous and most treacherous of the traditions, thought nearly impossible to truly Master. The final hurdle left to conquer in the Art.

    The last steps of the temple burned a brilliant blue for a hundred and eight hours, as the stragglers made their way to safety.

    More than any Mind could fuel, any Bonfire the Soul could be cultivated into.

    A day later, a Datsue staggered down the secret mountain path— and began his life as the Grandmaster of the next generation, burnt down to cinders.

    Weakness(es): Not only is Shunkyou a Datsue: He is a fresh one. As such, he is still somewhat unused to dealing with the radical decrease in personal combat capability from his days as a Menti Warrior of the highest caliber. Additionally, a product of his relative mental youth, he is stubborn as a mule, aggressive, and at times hot-headed— very much learning on the job as a Responsible Elder. Fiercely independent and self-assured, he still doubtlessly holds a Dragon's pride.

     

    Name: Ageru Shiki

    Species: Dasaka

    A detailed description or image: A young Dasaka of middling height, perhaps just a few inches shy of average, and a lean build (one she puzzlingly considers “scrawny”) that belies fairly respectable strength and speed.  An adolescent in the midst of her warrior training, Shiki’s armoring is relatively light, favoring mobility and endurance over long training to overwrought protection—and beneath it are her natural azure and electrum hues. Upon her face, fair and pretty enough as it is, sits a Great Kiril, shaped like a Miru and housing eyes of blued steel. Her expression is usually carefully blank in a warrior’s stoicism, or a contemplative frown and furrowed brow— but for all her seriousness, she is by no means dour or dismal.

    Caste and Clan: Ageru Menti

    Gender: Female

    Powers and Abilities: Ageru Shiki is little more than a Menti in training, but her devotion to pursuing the Soulsword discipline is fervent and tireless— it is the singular drop of her potential, all she can ever do. As such, her capacity is staunchly middle of the road— even her specialty has proven a hard road to walk. Additionally, her Kanohi is a Great Kiril, mask of regeneration, proving of utmost utility in the wartime climate of the Archipelago— there is much need for repairing inorganic construction. She is a studious swordswoman, albeit one lacking in true refinement, given her difficulties with manifesting her weapon, a flickering cerulean uchigatana that is gradually becoming more and more concrete.

    Weaknesses: A Soulsword with an inflexible mind and personality, her rigidity has not only locked other disciplines away— it has made her susceptible to them as well, a sword that can be wielded by many. Additionally, she is selfless in the word’s truest sense, gladly risking life and limb to save another. Often doesn’t sleep nearly as much as she should. Still very much an amateur within her discipline, in spite of recent access to much better schooling. Dense— or at least proficient in playing dumb.
     

    Next week there's gonna be more fanservice! Don't miss it!

  • Edited on 2021-09-30 04:05:16 by Razgriz
    I HATE THIS EDITOR! I HATE THIS EDITOR! I HATE THIS EDITOR!
  • Posted 2021-08-28 22:03:15 UTC
    Go to this post on BZPower
  • Name: Kale Ironshaper

    Species: Toa

    Gender: Male

    Powers: Elemental Iron powers and accuracy power via Luten.

    Weapons: A pair of wrist blades hidden in the armor of his forearms.

    An ornately carved carved staff made of just under eight feet of rahkshi metal. Clean flowing lines loop and whirl around the grey haft in ways reminiscent of the hidden currents in the deepest of oceans. Either end of the rod has had a threaded hole bored several inches into the haft, allowing the weapon’s child daggers to join with it and become a spear of surpassing elegance.

    Those daggers are no less impressive. In overall shape they are identical. Each one is eighteen inches from the tip of the blade to the knob of the handle, the blades three inches across at the base with an extra inch and a half of crossguard flowing seamlessly beyond. In the center of that crossguard each dagger has a unique swirling pattern. Once more bringing to mind the unseen currents of deep waters. Every one of these knives echo those hidden eddies. The hilts are formed of moulded, leather wrapped protosteel around a threaded rahkshi metal tang. This allows them to be joined with the parent staff into a spear of surpassing elegance.

     

    A several foot long clump of ever-flowing protosteel that hovers near him at all times.

    Not a weapon but still equipment worthy of mentioning, some time ago Kale found a pair of ancient bracers that reflect the force of a blow back at an attacker.

    Description: Kale is a Toa of relatively young years but much less youthful experience. No obvious scars mar his skin, one of the perks of being a Toa of Iron, but long hours spent traveling, training, and fighting have left him with a whipcord build obvious to anyone watching. Emerald eyes aged with experience watch from behind a somewhat smoothed Sanok.

    The bright silver of Kale’s armor is complemented by the dark blue, electrically insulated longcoat he has taken to wearing. Threads of more litteral silver have been worked through the fabric in form part fashion and part practicality. The right shoulder bears the Aggressors insignia.

    Weakness: With the addition of Kale’s flowmetal armor he is much more durable than in the past. However, said armor is tricky to use and requires significant concentration to keep in it mobile state. Metal does not naturally flow like water. A sufficient disruption of his concentration will lock the Fe-Toa solid as he loses control over his protection.

    Alignment: Aggressors Task Force

    Personality and history: Kale was raised in a small village on the border between Onu and Le wahi. Being the eldest child of a well off family of metalcrafters ensured that he had a decent upbringing. His mother and father stressed ethics and manners while teaching him and told him stories of great heroes. Those stories took root in fertile soil and grew with him his entire life. As news occasionally trickled into the Ironshaper homestead Kale would hear of horrible things from all over the island.

    Eventually the guilt at staying safely hidden away while the world seemed to be falling apart grew to be too much and he left, much to the dismay of his father. For a time, he wandered the length of Mata Nui, doing good deeds when and where he could. After more than a year he met up with Captain Dehkaz of the Aggressors and joined the task force in their efforts to rescue Turaga Onewa. Other members came and went with time but Kale stayed with the group and was eventually promoted to First Mate of the Fowadi as a result. 

    He led the crew of the Fowadi and the Pirate ship Infernavika on a hunt for the escaped criminal Rehn. The adventure forced him to learn just what it entails to lead people. Eventually they cornered Rehn on an island off the coast of Ta-wahi and captured him. On the island was a trove of relics with amazing powers, one of them being the bracers that Kale now wears.

    After leading the Aggressors in an almost disastrous infiltration of the Makuta Worshiper held Ko-Koro, Kale learned another valuable lesson in leadership and took a rare quiet moment to go home and see his family. It was a trip that provided much needed closure on a part of his personal life that’d needed dealing with ever since he first left. Since then he has been hard at work training and overseeing the Fowadi’s refits.

    Skills: Foraging, Significant medial training, sailing, metalworking, quarterstaff, spear, knives.

    Elemental Transcendence: When growing up, his mother taught him one of the most esoteric elemental techniques on the island, more concept and philosophy than simple technique in all honesty. It teaches that there is no difference between a Toa and their element. For Kale this means that his mind sees no difference between his body and all the various metals around him. He can move and feel those metals as if he were moving and feeling his own limbs, with the same degree of accuracy and ease. Long practice and constant use of his element have added levels of power and endurance that mere technique cannot.

     

    Name: Loren

    Description: A fairly normal sized Toa with grey main coloration and black secondary. His eyes glow out of his Kualsi in a shade of light grey and have a hint of laughter in them. A large black, burn resistant cloak normally covers the nicks and dings that his armor has gathered over the years, including a trio of jagged claw marks that run over his left shoulder and halfway down his back. His shortswords are held in brown leather sheaths on either hip. A small black bag hangs from the swordbelt with a trio of stars sewn onto it.

    After his promotion to Commander of the RRF, Loren has added a series of heavier, slanted plates to the more vital areas in expectation of the heavier combat that goes with the post.

    Species: Toa

    Gender: Male

    Powers: Sonic elemental powers and teleportation from his Kualsi. He specializes in creating soundshapes with his powers. While prolonged containment is difficult, he is proficient enough to create simple shapes and give force to his constructs.

    Weapons: A pair of high tensile strength short swords that have been tweaked to allow for easier use in combination with his element. He picked up a rahkshi staff during the battle for Ta-koro.

    Weakness: Can be somewhat impulsive and rush into danger to help innocents.

    Alignment: Good, Ta-koro Guard

    Personality: Good natured, cheerful, always willing to help out a friend. His experience in the guard has made him a fairly good leader. Has an ironclad set of morals that he will not break no matter what.

    Biography: Loren was an adventurer for the first couple hundred years of his life, eventually joining the Ta-koro Guard after they saved his life from a pack of Kane-ra that one of his enemies had gathered and launched at him. His experience in the field helped Loren to repeatedly deal with attacks by Makuta worshipers and rahi, allowing him to steadily rise through the ranks until he reached Lieutenant. However, he has started to become discontented with the Guard lately, after watching time and again how the crook got away because procedure needed to be followed. Not that he had a problem with following rules, he just feels like the Guard could do with a few less of them. When the villages started to grow apart, he voiced his opinion that they should stay together and not ignore the virtue of Unity.

    With the return of Makuta's followers and the reunification of the koros, Loren's doubts have faded and he remains as dedicated to Ta-koro as ever before.

    Due to recent distinguishing and consistent acts of Guardsmanship, Loren has been promoted to the head of the Rapid Reactionary Forces. A new branch of the Guard designed to, as the name says, react quickly and efficiently to any hostile events in Ta-koro.

     

    Name: Lenat

    Description: Tall and lean as all of his people are. Lenat carries himself with a self assured gait and the even movements of someone used to handling volatile materials. Since his promotion to the head of Po-koro’s industrial sector the Vortixx has taken to wearing an insignia that is half sash and half work belt. Its tan and brown do not particularly compliment his natural black and dark green, but it is a sign of office rather than a fashion accessory. If one were to get close enough they would notice that his hands and arms are covered in small scratches and scars. Evidence of his constant efforts at perfecting the mechanical arts.

    Weakness: As a mechanic he is not all that great at combat.

    Species: Vortixx

    Gender: Male

    Weapons: Magnetic Manipulation Gloves

    A pair of metallic weave gloves that create a magnetic field with a radius of about three feet. They were designed to help a mechanist in his trade and are not made able to handle large weights. Unable to be used for extended periods of time.

    Semiautomatic Miniature Rhotuka

    This small scale weapon is designed to fit in one hand and fire small wheels of corrosive energy. Each wheel is capable of melting through an inch of rock. If more fire power is needed it can be charged up to fire more powerful shot. Needs to recharge after five normal shots.

    Equipment: A set of tools that include things such as files, saws, screwdrivers, anything one might need in his profession. He recently collected a task pad. These and anything else he might be carrying at the time(such as designs for his inventions)are all carried in a reinforced leather messenger bag.

    Inventions:

    Semi-automatic crossbow: Using a system of wheel on either end of the crossbows limbs, the effort needed to pull back the string is cut down to a much lower level. This allows the user to simple pull back on a built in bar on the side of the weapon, it being connected to another stub of metal on the inside of the string. reload time is further sped up by the addition of a spring feeder magazine system. When the string is pulled back, a single bolt is pushed up out of the magazine and into the weapon proper.

    Explosive crossbow bolt: Most of it is the same as a normal bolt, with the exception of the head. a downsized photothermic powder grenade has been attached to the front ans modified to require a fairly serious amount of pressure before going off. Not enough to prevent the weapon from going off after being fired from a crossbow, but enough to avoid accidental explosions as the user runs and dives across the battlefield.

    Patero Splattergun: So far the only working weapon in the "Elemental" series, and even this one came out different than intended. A modified version of the standard Patero launcher, this one fires a blast of lamp oil out the barrel. It is then ignited by a slow match fixed to the opening, resulting in a spray of flaming liquid. The original plans intended for a bolt able to fly some distance. Instead what happened was a short ranged burst. Seeing that it was still an effective weapon, Lenat made some modifications to even out the spray and marketed it as a short range weapon useful for high damage first blasts in enclosed spaces.

    Electrical Generator: Lenat is proud to say that he has invented one of the first portable and versatile electrical generators. The basic idea is simple, a box of whatever size or shape needed is constructed with solar panels covering the inside. Racks of lightstones are then placed inside to generate the light for the panels.The resulting generator can range anywhere from the size of a house or so small that only a single lightstone can fit inside, it all depends on how much electricity is needed.

    Railless Iron Mahi: Its a mouthful and Lenat plans on changing the name to something that will sell better once it gets out of the prototype stage. Not many people know about it yet but Lenat and Farzan are working on a vehicle that will only require one of the Vortixx's generators to run. the current version is just a cart with the same propulsion type as the Iron Mahi slapped on. It runs but not very well.

    Telegram: His most recent invention, the telegram is a system of wires running between two points. On either end are equipment to read the electrical pulses and turn them into audible noises. The equipment on either end is the same kind used in radios, but without the bulky equipment needed to send and receive radio signals the resulting piece of machinery can easily fit on a table.

    Skills: As a Vortixx engineer Lenat is able to maintain and to an extent, create, pieces of technology. He specializes in physical mechanisms and, to and extent, electrical engineering.

    Alignment: Good

    History: As is the case with most Vortixx, not much is known about Lenat before he showed on the beaches of Ta-wahi one day, missing his memory and everything but the gloves on his hands. Since then he has made himself a life in Ta-koro, helping to keep the different pieces of technology that protect the town running. However, it has never felt like a home to him and he feels like he should leave soon and explore the island more.

    He left the koro with Voutok, the Matoran of sonics, journeying to Ga-koro and spending some time there trying to help the Matoran enlist in the Marines and set up a business of supplying the marines with weapons. The rahkshi attack happened soon after, causing damage to the village and allowing the Vortixx to gain a bit of stature as he helped to rebuild the village. Afterwards, he started up a shop in the koro, selling innovative weapons and equipment to Marines and adventurers who passed through.

     After several months he was approached by Po-koro, and offered a position in their Engineering Department. He quickly distinguished himself and rose through the ranks until the Vortixx was at the very Head of the Department. Even so, the tensions between the villages at the time limited what Lenat could do to help the island, pushing him to open an independent business known as the Mata Nui Technology Emporium. It remained fairly low key until Lenat hosted the Mata Nui Technology Expo, in an attempt to lower the tensions between the koros. A side effect was that his many civilian inventions caught the public eye, resulting in a very substantial boost to business.

    It was good enough that the Vortixx was able to open up a second branch in Ta-koro. In an effort to help tie the different koros together and shorten response times between them, Lenat went to Jaller with his newest invention. The Telegram was a system of insulated wires that ran between two, radio-like devices, allowing for the people on either end to talk to each other in real time. Jaller agreed to the idea of a Ta-Po telegram system and even agreed to help with resources.

    The energetic Vortixx has since been making efforts to help bridge the gap between koros even further. Negotiating an extensive series of trade deals and mutually agreed upon laws with Onu-koro. Eventually culminating in the creation of the Po/Onu Academy.

     

    Name: Telne

    Description: A dark brown coloring with the white that most Po-Lesterin have. His rocky looking armor sports a series of nicks and scars that he has earned over a long period of active combat. Wears the grey cloak that is commonly found among Lesterins as well as a brown hide bag.

    Species: Lesterin

    Gender: Male

    Powers: None other then his Matatu and heightened resilience and strength. A mysterious headband he found while helping to clear out the Darkwalk increases his abilities with his Matatu.

    Weapons: An eight foot tall glaive.

    Weakness: Is totally useless when it comes to mechanical problems.

    Alignment: Lawful-Good, Po-koro Guard

    Personality: Telne has a rather wry sense of humor and won’t hesitate to make a quip about somebody or something if he thinks of one. Even though he might show a lack of respect and seems to not care who he makes his jokes of, he knows when to get serious and act like a proper Sentinel.

    Biography: If Telne remembers anything about before he came to the island a hundred years ago, he does not say anything about it. He washed up on the shore of Po-wahi one day shortly after the Toa Mata's failed attempt at defeating Makuta. Taken in by a Po-Matoran, he regained his strength, never saying anything about before he came to the island. Others, believing that he had forgotten, did not press the issue. After a few years, he joined what was at that point the Guard, using his glaive and mask skillfully to protect the koro.

    From time to time he would go on extended quests that ranged about the island, hunting down felons and particularly unpleasant beings. While not necessarily outstanding, he became known as somebody that one could count on in a fight, something that he proved in the troubles that plagued the koro in recent times.

     

    Name: Renaka Lichtgeist

    Species: Matoran

    Description: An oddity among Po-Matoran, Renaka seems to be an albino. Her body structure is most certainly that of the Stone Tribe but her entire body is a stark and almost blinding white. Here and there small nicks and old scars can be spotted on her armor. Holdouts from her time in the Po-koro Guard. The one that stand out the most is a single long scratch that runs under the eyes and over the nose of her Kakama.

    Despite her abnormalities Renaka shows no uncertainty or timidity in her stance. Her gaze is kind, yet firm and her voice possesses a core of strength visible to those who look past the soft and almost lilting sound of her words.

    Gender: Female

    Powers and/or weapons:A disket launcher  small enough to fit into the messenger bag she carried with her everywhere.

    Technological items: Task pad

     Weakness: As a Matoran Renaka is far from the strongest person on the island. This limits her in hand to hand engagements.

    Alignment: Good, Po-koro

    History: One of the first Matoran to wash up on the shores of Mata Nui, Renaka adopted Po-koro as her home and quickly joined what was then the Guard. After serving with honor and recognition for many years she eventually moved to the civilian side of things. There she served with an equal amount of zeal and dedication, sending her up the ladder of success . Her even handed nature and willingness to listen to the problems of others has done a great deal to boost her popularity.

    When Hewkii announced that he was stepping down Renaka quickly grabbed a place in the following elections. Said elections were so short that they probably set some sort of record, Renaka coming out as the clear leader.

    Personality and traits: Tried in both the fires of war and the red tape of bureaucracy, Renaka has learned how to both both stern and unyielding, as well as diplomatic and well spoken. Each has it's time and place and the Pale Po-Matoran knows those are. Those who know her best describe her character as an iron will within a velvet cloth.

     

    Species: Matoran

    Alignment: Loyal to Po-Koro

    Gender: Male

    Appearance: Lean and muscled, Hewkii's build is unquestionably that of an athlete. Even as the leader of Po-Koro, Hewkii keeps his tan-and-brown body trained to the peak of fitness. His posture is usually relaxed and confident.

    Weapon(s): His signature Kohlii ball

    Mask: Powerless Great Kakama

    Powers: None, save control of Po-Koro, and excellent athletic skill.

    Traits: Hewkii is always concerned for the well-being of Po-Koronans, and considers himself not so much a ruler as a caretaker. To that end, he will weigh choices with his people's best interests as his foremost concern. Since he stepped down as Akiri Hewkii has become much more thoughtful and withdrawn. Those that know him well would almost call him melancholic.

    Biography: Originally a famous Kohlii player, Hewkii was chosen by popular acclamation to rule Po-Koro. While there was some dissent, at first, Hewkii made his first priority winning the trust of his people and securing his support. His rule could best be described as a troubled one. Plagued by a sense of growing threats from the koros outside and uncertain rumblings within by those uncertain of his extreme actions. It eventually became too much. As tensions neared the breaking point between former friends Hewkii stepped down as the Akiri of Po-koro and allowed a replacement to be elected in his place. Since then he has almost entirely withdrawn from public life. Earning a modest living by coaching the kohli players who fill Po-koro’s stadiums.

    Weakness(es): Being a Matoran, Hewkii can be overpowered by most other beings. His concern for his people can bias his decision-making.

  • Posted 2021-08-28 22:47:15 UTC
    Go to this post on BZPower
  • OOC: well, it’s been a decade or two, but what the heck

    The Vigilante

    Name: Dece/Kanohi

    5334AA8D-6DA1-4674-9D22-9C864C56D6D5.jpeg.55089f0dd8b9a5ecb0d8d2147ae50257.jpegCC42CB9A-54AB-41B0-856E-E3ECABE1EE49.png.fe558870000934a12036cc5d709c00f6.png

    Species: “cross-wired” Fe-Matoran

    Gender: Male

    Powers: Visions, higher endurance

    Weapons/Tools/Equipment: Fireproof wooden plate armor carved in the images of noble Ruru, Takea Tooth Lighter, Volo Lutu Launcher, mechanical wooden bracelet made to imitate a telegraph clicker, assortment of tools tor tinkering

    Mask: Great Ruru (powerless)

    Alignment: Neutral Good

    Personality: Lonely, fidgety, Autistic, inventive, desperate to prove he has value in his own way, compassionate.

    Weakness: His visions are hard to understand and difficult to summon, though over the years he has learned how to focus them with the help of his lighter’s flame, is unable to speak and must communicate in other ways, paranoid, skittish about staying in one place, is not destined or able to become a Toa

    Description: Dece's first memories involve waking up on the shores of Ga-Wahi. Almost immediately after he awoke he became a member of Stannis’ Companions, trying to discover the secrets of the island. Odd among Matoran he had a glitch in his AI, much like Vakama of the main Matoran Universe. Like the famous Fire-spitter, Dece can see visions of events in motion or about to begin.

    Because of his uncanny ability, when the Companions disbanded and he was left alone he was kidnapped by villains to research his ability. Through their experiments they learned fire strengths his visions, though the constant flames and smoke destroyed his voice. In the wake of that ordeal Dece felt paranoid, alone, and abandoned. Worse, after witnessing visions of the heroics of the Toa Maru in his visions, he knew they were good people, and began to wonder if there was something wrong with him for his former companions to have abandoned him. He wallowed in bitter melancholy, but his visions forced him to stay on the move.

    Eventually, after seeing heroics all over the island both in visions and in person, he resolved to become a better Matoran, and to put his tinkering ability to use. He always had been decent at tinkering, one of his first acts on the island after all was crafting a makeshift spear.

    Since those days he has lived in Le-Wahi, using scavenged tech he has rebuilt to grapple around the jungle as ”Kanohi.” He adopted this persona to feel like a more confident person than Dece, and to hide from those who might be interested in his power. He covers himself in an armor made of wooden Ruru he has carved, to project the idea that he can see through the darkness. And after all, his visions can give him glimpses of dangers yet to come, confusing as they are. As Kanohi he tries to rescue people and Rahi from predators, natural disasters, and other dangers, though he prefers not to fight anyone, particularly sentient beings like Toa or even Rahkshi. He wants to save lives, not take them.

    The Lost

    Name: Kardaka

    04753C9A-5004-4479-A3FD-5E04B83EB035.thumb.jpeg.8a97b52968f6a6d813d3f39209952ac3.jpeg9D07AEC4-DEBA-4070-97E2-3B54482B0254.thumb.jpeg.429fac4afaa57ae68d4ad6bfcc0a14a1.jpegE8F710DB-4F24-460E-9955-EEB1CB37CE3A.thumb.jpeg.dc269e36643529fce30448c130b19178.jpeg

    Species: Turaga of Stone

    Gender: Female

    Powers: Ability to use Noble Masks, weak elemental power over Stone

    Weapons/Tools/Equipment: Bedroll, tinderbox, pouches full of pebbles, Badge of Office

    Mask: Kiril (Noble Mask of Regeneration)

    Alignment: Neutral Good

    Personality: selfless, caring, unsure and desperate for answers, devout to the virtue of Unity, cautious

    Weakness: After the Koro turned on each other she struggles to know what to believe in and what to trust, can be manipulated by preying on her doubts, clumsy, ill-adjusted to her proportions and weaker body as a Turaga, lacks the wisdom associated with Turaga

    Description: Kardaka was a loyal Toa of Po-Koro, who firmly believed in the Virtue of Unity. For much of her life she had seen the strength of Unity, from Toa of Magnetism helping her physically transition to the many advancements and technology that had come in each Koro. So when the Toa Maru defeated the Makuta, she was sure that a great era of prosperity would begin.

    But while technology grew tensions grew as well, as the Koro and their new Akiri turned on each other. And worst of all, it was her beloved Po-Koro who shattered their Unity first, sabotaging the monorail Ta-Koro was building. No one was hurt, but the fact that Matoran could have been horrified her. The Makuta was gone, and the Matoran tore down each other, defiled the virtues, it shook her to her heartlight.

    Kardaka left Po-Koro for Ta-Koro, giving up her Toa Power in service of the Village of Fire to try to make amends for her hometown’s crimes. But Ta-Koro was growing suspicious too. The Matoran were not as virtuous as they should be, they were petty, cruel. Her faith in her breed was broken, and with it came new questions. The flawed Matoran often demonized Skakdi and Vortixx, could she trust those claims? Might they be more virtuous than she though? Could she trust any assumption she had once held?

    She went into the desert to try to meditate and understand, but she gained no wisdom, only loneliness. She still does not have any answers. Worse, after years of being a Toa she is unused to her new shrunken body as a Turaga and her new limitations, and finds herself tripping over herself and struggling to do the things she once could do with ease. She still is stronger than the average Turaga, but that is more the result of her exercise than any inherent ability.

    She carries with her several pouches of carved pebbles, which she uses to irritate and drive away weaker Rahi, as well as using her long pinching Badge of Office. She relies on her Kiril to repair any chipped pebbles, as well as fix any damage dealt to her few remaining possessions. But concentrating to focus her Kiril’s power can be difficult in tense moments, so she cannot really rely on it in combat or in an active disaster. 

  • Edited on 2021-10-01 02:16:06 by Harvali
  • Posted 2021-08-29 02:37:18 UTC
    Go to this post on BZPower
  • Name: Praggos

    Species: Toa of Ice

    Gender: Male

    Kanohi: Hau-shaped Mask of Healing

    Appearance: Maintaining the primarily grey and white colouration of the rest of his tribe, Praggos is rather average in height—perhaps, even, a bit on the short side—and has a slim build. While he does put effort in to keep himself fit and able, it’s clear that he isn’t the martial or athletic powerhouse that various other Toa on the island are, having long since devoted more of his time to practice with his element and medical study. However, none of that means that he doesn’t stand out in a crowd, no matter how much he might wish to do so; owing either to misadventures in his youth or scars gained during his time in the Sanctum Guard or after travelling with the Mark Bearers, he has his fair sure of distinguishing characteristics that no manner of well-to-do fashion sense can hide. Most prominent among these are some very prominent scarring on his left leg (the aftermath of a Muaka attack when he was younger) that has left him with a noticeable limp, and the large scar just below his left shoulder where his own Mark of Power used to be—one that, even if hidden under a sleeve, he can’t help but scratch at whenever uncomfortable memories come to the fore, or are brought up by his allies.

    Powers: Praggos is a well-practiced Toa of Ice, and his experience with his Mark and how it increased his abilities led him to expand his abilities even further beyond where he had been when he still possessed the Mark; in addition to the normal large-scale creation and control of ice and snow, or the conversion of pre-existing ice into directly-consumed energy to replenish his reserves, Praggos has raised his control such that he can easily clear localized areas of snow storms, rapidly (and with no outwardly perceivable effort) chill the air around him without turning it into a localized snow storm, or on yet finer levels of control, he can bring objects down to supercooled temperatures, attempt to directly freeze the fluids within his opponents bodies, can couple his medical knowledge to bring allies into a state of therapeutic hypothermia in the rare cases where such may be necessary, and has developed a very fine sense of ambient temperature. Currently, his main practice with his element is achieving different, large-scale sorts of control, such as the elemental transcendence practiced by various of the Toa he’s worked with in the past.

    Also, owing to his general medical knowledge and the frankly obscene levels of practice he’s had with it through the years, his skill in using his Mask of Healing is matched by few others on Mata Nui. The only real limitations he has are the time certain wounds take to properly heal, and the amount of concentration and willpower necessary to use the mask’s power—even he is not so adept as to conduct the equivalent of a rapid, life-saving surgery while distracted by a pitched battle going on around him.

    Skills: Even without relying on his mask, Praggos as a medical practicioner is among the best of his generation, with a very in-depth knowledge of the workings of Matoran, Toa, Turaga, Skakdi, Vortixx, and Lesterin bodies, a vast knowledge of various medicinal plants to be found around the island of Mata Nui, and an ever-present sense of curiosity and a drive to expand his knowledge further. He is competent with various weapons, able to at least hold his own until allies can arrive to help him out, but he is no warrior like others he’s known; anymore, he relies on his skills with a simple staff and some reciprocal lessons from Kale Ironshaper in using it, in return for Praggos’s medical teachings.

    Lastly, he is very adept at using his piercing, ice-blue eyes to deliver various looks, including such hits as: contempt, disappointment, stubborn determination, stern disapproval, total resignation, and many more!

    Equipment: A basic satchel full of all the medical equipment and materials he can reasonably justify walking around with, whatever money he manages to scrounge around, a wide wine and liquor collection, as well as a simple, hard staff, a utility knife, and if he absolutely has to use them, he has a decently-made sword (or, perhaps, large knife as it were) and a buckler.

    Of note is that he steadfastly refuses a cane or a crutch every time it is recommended to him for his bad leg.

    Personality: Praggos has consistently fallen into the role of “The Old Man” of every group he’s been in over the last few years. While he isn’t actually particularly older than most of those he’s traveled with through the years (including much of the crew of the Fowadi nowadays), he has a natural penchant towards being irritable, stubborn, reticent, and just generally surly and grouchy. His time with the Mark Bearers didn’t help—if anything, it made it all worse, being around a group that so easily drew out the most negative aspects of his personality (and, indeed, having a Mark that fed off of such to empower him in return). He has also, though he’ll never admit it, been left with a powerful feeling of guilt and general unworthiness, combined with a lack of self-worth, after everything he was a part of with that troupe, though as time goes by and he gradually works to try and better the island that is slowly draining away. Of course, he is no less prideful than he was back then, even despite the lack of worth and loathing he feels for himself.

    However, he isn’t entirely such a negative being. He still does genuinely care about the well-being of everybody around him, beyond considerations of his own self-preservation, and true to form as a medic, he will not hesitate to dive into the line of fire to try and pull them out and save them if it comes down to it. He...tries to be friendly, although he’s not exactly good at it, and he’s slowly rediscovering the side of his sense of humour that doesn’t entirely revolve around sarcasm or morbidity. In fact, thanks to some of the crew on the Fowadi, he’s even starting to figure out how to relax and just have fun with the ridiculous hijinks that he finds himself caught up in at times, though he’ll never admit to that, either.

    History: Having been a native and resident of Ko-Koro all his life until a Mark first appeared on his shoulder, Praggos was often a loner, even beyond the extent of other Ko-Matoran; before the arrival of the Toa Mata, he was often prone to go wandering the snow drifts alone, though that habit was quickly cut short by the attack of a Muaka, which nearly tore off his leg. Brought back to the Koro and placed under the care of his fellows, it was that time, being stuck with little else to do but read and think, that he took to the study of anatomy and medicine that he would later become most (positively) known for; it wasn’t long after he was put back together that he would complete his medical studies, joining the Sanctum Guard as a medic (desiring to be able to be more out and about, so as to more proactively render aid, than sitting in an office or infirmary waiting for patients to come to him). Life was relatively uneventful after that for many years, simply helping defend and heal others after Rahi attacks. Then the Toa came, and there was much rejoicing; then the Toa disappeared, and there was much lamenting. Then, the unthinkable happened; different beings of different species started washing upon the shores of Mata Nui, with their memories gone, and some of them were even other Toa, weaker and less skilled than the Toa Mata, but Toa heroes nonetheless. Even more unthinkable: Praggos himself found an odd stone and became a Toa as well, catapulting his career with the Sanctum Guard to a new level thanks to the sheer increase in capability he possessed, especially with a mask perfectly suited to his occupation.

    Of course, after that the story is well known; perhaps influenced by the nature of the anatomy books he was reading (written by the coroner of Ihu-Koro), he started drafting various ideas of his own for bodily modification, biologically-based weapons, and such; a Mark appeared on his shoulder one day with the memory of how he got it curiously blanked away, and not long after he joined up with the other Mark Bearers. Among such adventures as getting themselves all banned from Ga-Koro and escorted away at spearpoint and finding out that the Marks themselves were made of a highly toxic metal that was slowly killing them, they eventually made their way to a temple in Xa-Koro, which opened as they were all gathered—and out they came, freed of their Marks, though not without a run-in with the evil Toa of Magnetism known as Echelon, or the Toa of Shadow named Heuani.

    Bereft of his Mark and with the group he’d been travelling with disbanded, as well as consumed with guilt and loathing over what he’d enabled them to do whilst convincing himself that he was at least preventing greater casualties in their search for information, Praggos first went to Pala-Koro with the ILF, before relocating again to Le-Koro, unwilling to return home; there he met up again with Utu and Dorian from the Mark Bearers, as well as another doctor named Cael, and the group of them set out to try and determine a way to free Utu of his Mark (which he hadn’t lost like the others) and save his life. With that idea falling through and Dorian leaving the group (after a brief reunion with Krayn Inzaka and Skyra Daring, and an attempted trip to the now-sunken Temple of the Marks), he set out to escort Utu Kotore back to his home of Tu-Koro, accompanied by the two Toa of Fire named Agni and Merror, who were trying to find any information on Echelon to attempt to free the overthrown Ko-Koro.

    Praggos remained with Utu to his last moments, helping bury the man, before the group split again; Cael left, while Praggos stuck with Agni and Merror, before—unfortunately—losing them in the middle of a blizzard, too distracted by recent events to even think about dispelling the storm. Wandering the drifts yet again, he eventually found his way to Ko-Koro, infiltrating it, swiping a bottle of rum...and running right back into Krayn and Skyra, alongside their other allies, who were on a scouting/infiltration mission as part of the overall battle to try and free the Koro. It was with them (and the Toa Kalta, who also luckily found them, given the wounds they had already sustained and Praggos’s unique ability to help) that they escaped to Ihu-Koro. After setting about healing many of the wounded, including fixing Krayn’s shoulder after his lucky survival of his last-stand to try and buy the escaping party time to make said escape, he was added into the group, as the new, official doctor of the Fowadi, as well as Kale Ironshaper’s personal tutor (whether wanted or unwanted) in medical practice to shape the young Toa of Iron into a proper medic in his own right.

    Weaknesses: While he can at least hold his own for a time, Praggos is not the most able combatant in skill at arms, and if he can’t bring his element to bear against an opponent he is easily forced on the defensive, leaving it a simple matter of time before he is laid low by whoever he is fighting. As well, his bad leg severely limits his mobility when fighting, relegating him to the simplest footwork and presenting an easy target to attack.

     

    ***

    Name: Aclaraung

    Species: Draconic Mystix of Fire

    Gender: Male

    Appearance: Large, thickly muscled, built almost more like a Rahi than an intelligent being, and with shimmering golden scales lying over deep scarlet flesh, the Dragon-Mystix Aclaraung is an unmistakable sight on the island of Mata Nui. He is distinctly reptilian, combining snake- and lizard-like characteristics of a long, muscled neck and tail with powerful hind legs, claws, a keeled chest, and large wings spreading from his forelimbs, alongside a set of teeth in his Tahtorak-esque head formidable enough to match the large claws he wields. Normally adopting a quadrupedal gait, when he stands only on his hindlimbs he stands head and shoulders over most Toa or Skakdi, with only the mighty Kaiakan beating him out in size and power.

    Powers/Abilities: Toa-strength elemental powers over fire, generally greatly enhanced senses (think like a Mask of Sensory Aptitude versus the Arthron-esque abilities of Chiropteran Mystix), very high physical strength (though not quite the level of a Pakari wielder or a Kaiakan). Link For More Info

    Skills: He's a good hunter, he likes to fight, he can be extremely patient when required, man's a dragon what do you want from me

    Equipment: [laughs in dragon]

    Personality: do i have to write this, i'll get back to it later if tyler makes me

    History: p i s s about and find out

    ***

     

    Name: Xilecki

    Species: Toa of Air

    Gender: Male

    Kanohi: Kakama

    Appearance: Slender, tall, and wiry, Xilecki has the body (and especially the forearms) of a man who has been practicing at swordplay all his life; he is quick, careful, and exceedingly exact and accurate in his movements, with a natural, fluid grace not expected of most other Le-elemental beings walking along the ground rather than swinging high in the trees. Beyond that, though, in both his dress and armour, composed of dark, forest-greens and burnished, gleaming bronzen plates, he appears a very striking, noble figure, much befitting the way he carries himself from day to day.

    Powers: Xilecki has the average powers of a Toa of Air, though somewhat atrophied when it comes to fine control, as he doesn't use them much; however, he is very well practiced with his Mask of Speed to make up for them, using it quite regularly, either in training, actual fighting, or just simply to quicken up cleaning up at The Crucible.

    Skills: Rapierist, Sabreur, and Backsword Fencer extraordinaire, and followed up by just as great skills as a brewer and winemaker. Following that, he is decent at organizing groups and helping to set up events. However, he leaves the actual normal cooking to his employees.

    Equipment: A rapier, a sabre, a backsword, the fanciest clothes to be found this side of the Dasaka refugee camp, a very over-the-top personality and loud voice, and of course, The Crucible.

    Personality: Loud. Bombastic. Entirely over-the-top, massively charismatic, loving of fun, and always willing to help get a fight set up at his venue. Xilecki is everybody's friend, and nobody's enemy—unless, that is, you damage any of his property, violate the rules of a bout, have an unpaid tab, or...no, no, it's fine, surely you get the picture by now.

    History: There isn't much to be said of Xilecki's history, truth be told. He long since took from Le-Koro to live on the ground, getting his first practice with swordplay when he first emigrated over to Ga-Koro after the disappearance of the Toa Mata and his own transformation into a Toa. It didn't take long for him to get quite adept with multiple weapons, nor to develop a love of the sport of fencing—and, indeed, all fighting. With some money saved up, and the help of his comrade Acissia, the pair joined together one year and finally opened up the dream business they'd been contemplating for ages: The Crucible, an inn, mead hall, restaurant, full winery (with vineyard tours!), and most importantly, the greatest fighting club present on the island! That's at least above-the-board, anyways, no doubt there are more unsavory ones...but after the sinking of Xa-Koro, Xilecki was more than happy to make The Crucible into the new home of Mata Nui's greatest combatants, where they could show their skills, testing themselves every day and aweing anybody who comes to witness them. Recently, he's introduced a new event to the line-up:

    Bear Pit Thursdays. Whoever throws their name in first gets to go into the center of the ring, while all the other fighters line up outside of it and fight to first blood. If you win, you stay in the ring and face the next combatant; if you lose, you go out, get some medical attention, and go back to training. Or you can feel free to hop back into the line if you feel like; the Bear Pit can last until last call (and then some, possibly) if enough people want to keep fighting.

     

    The Crucible

    Mata Nui's premier fight club returns, newly renovated after damages sustained during various attacks, ready once more to host fighters, drinkers, and all!

    The Crucible is a long, squat, single-story (above ground) mead hall settled in the rolling fields a decent hike out from Ga-Koro; not so long as to dissuade people from coming, but just long enough that after a night full of drinking they'd rather rent a room than have to try and hike back. Nestled in a clearing in the center of a large vineyard, it is almost always bustling with some sort of activity. Large Rahi being open pit roasted for the night, the constant production of wines, harvesting honey from the apiary behind the hall for either making mead or just to sell (or to sweeten any number of the desserts that are also offered every night), and of course, the ever-occupied training grounds situated off to the eastern side of the hall (next to one of its two wings, this eastern one being the armoury; the west wing, meanwhile, houses the actual wine, mead, and beer production, with the great grape press out front in the yard, as well as a direct stair to the storage side of the basement area).

    And even more impossible to miss than those, the great amphitheater which provides nightly entertainment for anybody who comes to watch, either paying the entrance fee or waiving the fee to join in the fray themselves...the true crucible, Xilecki's favourite construction in all his life, the fighting pit, where any denizen of the island can (so long as they agree to the rules and don't have any known criminal history) can join in to provide the night's entertainment, showcase their skills, awe the crowd, and earn themselves a hearty serving of any food or drink that Xilecki can offer them.

    The basement has extensive storage for all the wines, meads, and beers (with locally sourced malt!) that are made there on one wing, as well as numerous rooms on the other (with ventilation in place from the drink storage and production so as to ensure a comfortable guest experience) that are always available for rent. They haven't run out of rooms yet, but if they do, Xilecki has a large number of cushioned mats, blankets, and pillows to pull out to give any of his guests who wish it the authentic mead hall experience, kicking away the benches and tables to the walls and curling up at a comfortable distance from the central fire after a long night of feasting and drinking.

    Name: Gohkar Lenfiddich (G. Lenfiddich)

    Species: Lesterin of Stone

    Gender: Male

    Kanohi: Kiril, Mask of Regeneration

    Appearance: Taller than average for his kind—indeed, he is of a height with many Skakdi and the shortest of the Kaiakans—and thicker built by far, Gohkar Lenfiddich is a striking Lesterin to behold. While a Toa might still consider him gangly, for many of his own race he looks to be the equivalent of a Skakdi bodybuilder; even the Skakdi or other beings he has come to meet wouldn't fain to ignore the wiry muscle, easily seen under his armour. But, with the size, he carries a fair number of scars; beyond the number to be found adorning his bare, sun-tanned skin, his armour is covered in scratches, dents, and gouges—and most noticeably, both of his pauldrons have had the jutting decorations broken off, the space where they once resided long-since rounded over and worn smooth with time. Likely he has a slave brand from the previous master of Khy;Barr, but where it is is unknown, as it hides well amongst his many other scars.

    He is also, very conspicuously, missing his right arm from the forearm down, and has it replaced with a giant prosthetic Skakdi claw. It doesn't even particularly match, given that its armour plating is a dull, rusty red, not the browns, tans, and whites of Gohkar's own body.

    Powers: With his mask, Gohkar is able to quickly repair any damage sustained by his still, or the rest of the fortress in which he resides. As a Lesterin, he has a high resistance to many poisons, including a prodigious tolerance for alcohol, which given how often he drinks his spirits undiluted, is likely a good thing. Lastly, as a Lesterin of Stone, he has a greatly heightened level of durability and physical prowess compared to the rest of his species—and a willingness to use it, either carrying equipment, jars full of spirit, or brawling with anybody who speaks poorly of his craft.

    Skills: Tavern Brawler Supreme. Has somehow convinced his DM to let him take the feat seven times over. Also he's a peerless distiller and moonshiner, and has been the head distiller at Khy;Barr for...as long as they've had a distillery, because he built it.

    Equipment: "KHY;BARR DISTILLERY IS MINE AND MINE ALANE YE DAFTIES" is not an uncommon thing to hear at Khy;Barr when anybody that Gohkar hasn't invited to come work with him messes with his stills. Or his bottling equipment. Or his mash tun. Or...you get the picture. Anything you need at a distillery is present at Khy;Barr, and as the builder of the distillery, Gohkar Lenfiddich lays claim to it; it remains to be seen whether or not Arms will tire of his antics or an enterprising Skakdi will desire to put the Lesterin in his place.

    Special Tech: Dubbed by Gohkar Lenfiddich merely as The Claw, his main tool and weapon is a large prosthetic, clearly designed for Skakdi use (though old-fashioned and crude even by their standards) that replaces his right arm from the elbow down. The most noticeable feature—despite being obscenely massive on the Lesterin's frame—is the trio of massive clawed manipulator appendages at the end of it, that despite the apparent crudeness are designed cleverly enough to be used reasonably well as a replacement hand, though the wrist is lacking in mobility compared to the original limb. The claws are profoundly sharp, meant for the warmaking of ancient Skakdi and designed to tear through armour, and the motors that allow each to move afford G. Lenfiddich a crushing grip strength second only to that of someone wielding the powers of a Pakari. As well, there is an irised opening in the center of the palm; with it open, one can see a small sparking mechanism. Deeper within the arm is a pressurized reservoir of fuel and a pump; with the claws locked back into an open position, Gohkar can spray forth the fuel, sparked alight by the mechanism within his palm as a short gout of flame with which to attack his enemies.

    The original fuel has long since been spent. Nowadays Gohkar fills it with undiluted spirit mixed with tree sap to thicken, no doubt far less effective than whatever it was originally meant to hold; as well, he more often than not simply uses the sparking mechanism to start the fire under his still. At times the arm will suffer some glitch, and the hand lock either closed or open (unfortunate, sometimes, when it's happened while he was shaking someone's hand), generally due to some sort of faulty wiring (as it does have a some noticeable, external wires snaking out from it, and then up under Gohkar's upper arm armour, whence it presumably connects into his nervous system so that he can control it, somehow) or outright damage that he has yet to properly repair. (approved by ty)

    Personality: The most Skakdi-like Lesterin to be found on the whole of Zakaz, he's been deemed. Gohkar Lenfiddich is loud, belligerent, bellicose, pugnacious, truculent, irascible, captious, disputatious, quarrelsome, stroppy, bolshie, and absolutely oppugnant at almost all hours of the day. Profoundly stubborn, and devoted to one craft and one craft only—the production of fine spirits. Of course, he isn't without a wish for entertainment or thrill seeking, beyond simply operating his stills; at any minute he is ready to pound a mutchkin of moonshine, break the bottle into a shiv, and start stabbing, if given provocation. Of course, despite all of the above, he is normally very cordial and friendly—so long as you can stand the rest that comes with it.

    History: Gohkar Lenfiddich is an enigma among the denizens of Zakaz. Much of his history is lost to him; the most he knows is that one day he awoke in a canyon on Zakaz, with naught to his name but a roaring headache, an empty bottle, and a name carved onto the armoured plating of the massive claw replacing his right forearm that he assumed was his own. With naught to do but wonder, he eventually happened upon a band of caravaneers, who were awfully put out by the rambunctious lad they'd just welcomed into their own. However, they needn't deal with him long; it was soon that they happened upon Khy;Barr, and unbeknownst to himself, offered up Gohkar in trade to the warlord of the fortress. In finding out what he could do, Gohkar seemed drawn—as though by divine providence itself—to the materials to make a still, and quickly enacted the construction of a small pot still. For proof of concept, he took whatever brew was available and rapidly distilled it, giving the moonshine to the warlord...and thus earning himself a place as the head of Khy;Barr's distillery, a possible alternate route of income for the fortress. While he took to his duties without complaint, and managed to impress many of the Skakdi with his temperament, he has—finally—noticed that the old warlord is gone and a new one has taken his place. Thus far he enjoys working under Arms more, if only because Arms doesn't bother him nearly as much.

    ***

    Name: Umbraline Sato

    Species: Dasaka

    Caste and Clan: Menti of Clan Umbraline

    Gender: Female

    Kanohi: Kakama, Mask of Zoom Zoom

    Appearance: Average in height for a Dasaka—perhaps even a little on the short side—Sato nonetheless walks with a fluid grace, and stands with a proper, regal bearing befitting a Menti of relatively high status within the ruling clan of the Dasaka society...when she wants to. She has a lean, athletic build, with light and form-fitting crystalline armour and clothing, all in the normal blues and metallic colours commonly seen among the Dasaka. Her one concession to the norm of wearing clan colours is a purple scarf, and a purple tassel on her sword.

    Powers: Sato is a Mindarm, meaning the majority of her training after managing the basic Ideatalk common to all Dasaka was focused on the telekinetic manipulation of the world around her—something she is very adept at, having trained as one of the guards of the imperial palace. As well, with her Kakama, she can move extremely quickly when the situation requires. Normally she prefers to move at a pretty relaxed pace, though.

    Skills: Sato is a superb swordswoman, and she has an uncanny knack for finding good places to eat. She also does a lot of endurance exercises, to try and offset the common Mindarm burnout. After that...she's very good at criticizing her culture and annoying the people that rank higher than her. That's a skill, right?

    Equipment: In the flight from the archipelago, Sato has lost a fair amount of her former possessions; now she's limited to her armour and clothing, her mask, herself, and the masterfully-crafted pair of crystal swords that she fights with.

    Personality: Lackadaisical, relaxed, utterly impossible to faze in any way. Sato is a profoundly phlegmatic and calm Dasaka, with a relatively easy-going attitude, though not without the willingness to use her status from her clan to her benefit if it should prove necessary to achieve some greater good or goal. However, for the most part, she's more likely to criticize the culture in which she was brought up, and is far more compassionate towards those lacking in status, clan, or perceived 'honour' than she really has any reason to be.

    History: Yeah y'know I'll get to it later.

    Weaknesses: Being lightly armoured and slight of build, Sato—for all her skill and willingness to fight when needed—can't take much by way of punishment before the effects of any damage she does take start to stack up. As well, though she mitigates it as much as possible, she's still susceptible to the burnout problems that all Mindarms suffer.

    ***

    Name: Destian (gifted by Darkon)

    Appearance: Destian stands at a impressive 8'2', with a incredibly musculed, but not bulky, body, making a intimidating, predatory figure. Skin is a dark red, and eyes are the palest blue. Wears a basic set of non-restrictive armor, composed of greek-like leg armor, A arm bracer on his left arm, a simple chestplate, and prominent pauldrons. All his armor is steel, but appears to be copper or bronze. A single scar runs from his forehead, down his eye, and to his cheek. The scar is a sickly green.

    Species: Skakdi

    Gender: Male

    Powers: Elemental control over Plasma. (When in conjunction with another willing Skakdi), Laser Vision.

    Equipment: Destian wears a dark red and gold gauntlet/bracer that fits over his hand and lower arm, ending right before his elbow. The gauntlet allows him to create Plasma balls, which get bigger the longer he holds them (Destian is vulnerable during this time, and the bigger the ball gets, the risker it is to shoot it, thanks to it being hard to accurately fire). Weapon submitted for re-approval.

    Two wristblades (Predator Style) attached slightly behind his knuckles, attached to his gauntlet.

    A single one-handed long-sword, completely black.

    Abilites: Destian is a utter master of hand-to-hand combat, and posses a impressive knowledge of how to use leverage and the such against a opponent. Skilled in the use of his sword.

    Alignment: Good / The Great Takea (he doesn't care much for the religious side of things, but Iraanus and Rhow he will fight for.

    Weakness: Destian hates being restrained, and it often drives him into a berserker like state.

    Personality: Untrusting, Skilled, Harsh, and Powerful

    Bio: Destian is a deadly Solider-for-hire, famous for his nack for switching sides whenever a higher offer is given.

  • Edited on 2021-10-02 17:03:48 by Pteronura Brasiliensis
    i like trains
  • Posted 2021-08-29 03:18:39 UTC
    Go to this post on BZPower
  • MATA NUI CHARACTERS

    Zekev, Knight-Aberrant

    Spoiler

    Name: Zekev

    Species: Ko-Skakdi

    Alignment: Brotherhood of Ak'Rei'An

    Description: Clad in white,blue and silver, Zekev is a stubby Skakdi with straight spikes forming his organic spine, always sporting a wacky grin that makes it look like he's constantly amused by something. He has a prominent chin, and large, two-toed feet. In fact, he is as big and brutish in appearance as you can expect a Skakdi to be.

    Powers and skills: Control over Ice his power is used in conjunction with another Skakdi. Zekev is, by and large, a physical brawler. He's more about powering through obstacles than working his way around them. He's rather strong, thanks to carrying two rather heavy weapons, and possesses good balance as well. He possesses laser vision and a sharp wit. His ability to find the easiest way to slack off is off the charts.

    Equipment:
    -Master-crafted Ak-Rei-An shield
    -A greataxe. Never leaves Zekev's side. https://biosector01.com/wiki/Ice_Axe
    -Foreign Tech: Electro-Wrist Blade (Re-approved by ty)
    Comprises of a sharp Rahkshi Fin that is a quarter its original length, almost as hard as Protosteel, which is the blade; a tough strap to strap the weapons to one's wrist; and a battery that is as flat as the thickness of a palm and half the size of that to power the blade.On the user's activation of a small button, the weapon, mounted on the back of the hand, activates. The blade, normally retracted to make the weapon look like a thick arm forearm armour, extends and the blade can shock anyone who touches it.It can only be activated for a total of twenty minutes on end or in periods before recharging. The battery can be recharged by elemental Electrical energy or exposing the inner battery to intense light for three hours.Although Zekev prefers stealing quietly to fighting, if forced into a tight area with no room to swing his axe, the blade is used.
    -Sturdy helmet, issued by the Brotherhood of Ak'Rei'An
    -Food and water

    Personality: Zekev is happy-go-lucky, lazy and cocky. He has a sharp wit, and will talk endlessly if he's allowed to. He hates being alone or staying in one place for too long.

    History: Zekev used to be a small-time criminal/enforcer, spending time in various groups as the wind took him, with a stint in the Skakdi Liberation League, as long as he got to fight.
    His actions caught up to him, and while fleeing from the authorities, he found himself on the Dark Walk, where he was captured and tortured by the Brotherhood of Ak'Rei'An. He was made to see the Archangel's light, and joined them as a Knight. While his core personality remained the same, his perspective was molded into becoming a loyal and effective weapon for the Brotherhood. He was involved in the Brotherhood's re-location to Blackrock Fortress, and their subsequent clearing out of its undead-infested dungeons. He later joined the Brotherhood army that allied with The Nightfall in their assault of Ko-Koro, before being evicted from the city along with the Brotherhood survivors.

    Weaknesses: He's not very fast, and has practically no training with his powers. He is also not the brightest lightstone in the cave in the tactical and theoretical sense, although he is immeasurably intelligent at looking out for himself and/or loafing off.

    Greisk, Indentured Witch-Servant

    Spoiler

    Name: Greisk Orilva (Wiki Page: https://wiki.bzprpg.com/view/Greisk), alias Toros

    Species: Fa-Toa

    Abilities and Traits: As a Toa, Greisk has a Toa-Level control over Electromagnetic fields and its many interactions with magnetic substances. He has a Kanohi Akaku. Greisk is quiet and a little gruff. He has an eccentric streak wherein he is very defensive of the weak, and has a strong sense of justice.
    Equipment: Anxilia Kanohi Akaku, Two Escrima Sticks(Metal poles as long as a forearm), and a leather pouch full of little pieces of metal: spheres, screws, nails and the like.

    Description: Greisk dresses in mostly Gunmetal Gray Armour, with several Black armour pieces. His mask is similiar to an Arthron, but built for land(i.e. no pipes and tubes on it, unlike the set.). He has a weather-beaten face, and frequently squints under his felt hat. In his interactions with others, Greisk talks little and is usually quiet but observant.

    History: Greisk awoke on the shoreline of Western Mata Nui, outland of Ko-Koro, with no memories, except for the fact that he remembered his name and how to control his powers. He found out that his Kanohi was an Anxilia, a living mask, named Cyrena. Expploring inland, he succumbed to the bitter cold, only rescued in the nick of time by the Ko-Koro Guard, bringing him to the Nuju-Marion Research Hospital. After spending a couple of weeks convalescing in the Hospital he was sent out by the Head Doctor Riaril to fetch supplies from Ga-Koro, and smokes from Po-Koro.
    On his way there he got into a fight with Syvra, who was waiting for a meeting with The Legacy. Echelon stopped the fight and allowed Agrona to experiment on Greisk, knocking him out with an anesthetic before proceeding to seal his mouth shut and use him as her personal servant/bodyguard. Greisk has had no choice but to comply on the pain of death. He joined the group's attack on Ko-Koro.

    Weaknesses: Greisk heavily relies on his elemental powers and cannot fight well without them. His sense of justice might lead him to do dangerous things. He also cannot activate his mask at will.

    Cyrena: Cyrena telepathically communicates with her wearer, being an Anxilia. Cyrena is sarcastic and whimsical, curious about her surroundings. She may be insulting at times, but she is genuine in her care for Greisk. Her Weakness includes her proneness to being distracted.

    Lunefeld, Criminal-Princeling

    Spoiler

    Name: Lunefeld Magtstrom

    Species: Ba-Toa

    Description: Lunefeld stands at the average height and build for a Toa, but his physical features are far from average. Piercing red eyes and an attractively cruel smile draw the gazes of those he wishes. When his temper is roused, they become burning orbs and a primal snarl. His armour is practical and sturdy, although he usually wears a cloak over them that is typically unfastened, billowing in the wind.

    Powers and Skills: Elemental control over Gravity, and his Kanohi Crast. Skilled deducer, and fighter, as per his occupation.

    Equipment:
    -A quarterstaff, with a sharpened tip opening up upon activation of an internal mechanism, only accesible by his Gravity powers
    -A finely-crafted double-edge sword
    -Crossbow with normal bolts and Stralix powder-tipped bolts
    -Two ornate knives used to extract information from prisoners
    -Paralysis venom-coated needles stored in a metal pouch
    -Armour and Cloak
    -A sigil ring containing powdered poison
    -Lightstones, heatstones
    -Derringer: A small but lethal-looking firearm, with double barrels and surprisingly large ammunition size. Reloading takes a considerable amount of time, so it's main use is as an unexpected and devastating offensive.(given by Hakann)
    -Kanohi Crast: Mask of Repulsion

    Personality: Selfish, conniving, and possessed of a mercurial temperament, Lunefeld is utterly arrogant, greedy and ultimately, enigmatic. Power and control seem to be his prime directive, but one cannot say for sure. With his resources and skills, he works for others as it suits him, but only for his ultimate benefit. He does not waste time with fools or those below him. Time is of the essence, and woe betide to those who would slow him down.

    History: The heir to a relatively humble yet significant fortune of an old merchant family, Lunefeld was stripped of his inheritance after his aunt and uncle murdered Lunefeld's parents, masking it as an accident, and thereby gaining control of the fortune that would be his. Lunefeld was thrown into Xa-Koro's slums to die, treated as a slave and abused frequently as he was pushed from place to place in the seedy underworld of Xa-Koro. Due to this upbringing, Lunefeld grew to be cruel and angry, and this anger exploded in the worst way possible when he secretly learnt his true parentage. He plotted his revenge, returned to the mainland and murdered his relatives. With no evidence against Lunefeld, and no other heir, the business went to Lunefeld once he revealed himself to the authorities. Swearing to never have anyone hold power over him, Lunefeld went to work raking in profits from his mercantile activites to that fund his criminal activities as a broker of information, smuggler and mercenary. After the Piraka's entrance to Mata Nui, Lunefeld has aligned himself with some of their members, and participated in both Battles of Ko-Koro.

    Weaknesses: Arrogance can be his undoing, so wrapped up in his cocoon of secrets and information is he. Additionally, he simply cannot get his hands off of valuable things, material or otherwise.

    Dryken, The Chaplain

    Spoiler

    Name: Dryken (https://wiki.bzprpg.com/view/Dryken_The_Chaplain)

    Species: Ta-Matoran

    Equipment: Kanohi Pakari. Weapon and Badge of Office: A Staff with a minuscule purple lightstone encased in normal crystal. He also has a shortsword engraved with sayings from the Book of Life.

    Description: An old and shy Matoran. He walks with a limp incurred in his younger days, and uses his staff as a suppoort. His Light-Blue Eye-Light is now saddened with age.

    History: Dryken has been a member of the Brotherhood of Ak'Rei'An since its early days. His skills served the Brotherhood better as a Chaplain than a warrior, and he soon became a guiding light to his common warrior brothers and sisters. During the first fall of Blackrock Fortress, he was one of its survivors, escaping with the last copy of the Book of Life and helping re-found the Brotherhood. These days, he is a sad and old adviser. His predictions that Larikon's methods would lead to ruin have come to fruition, and once again, Dryken is at the head of a small posse escaping Blackrock again, but without even the option of Darkmine as a new location.

    Personality: Although Dryken is now a sad old man, he wasn't always so. He used to be kinder and happier, happy to help his fellow brothers, many of them past miscreants, when the Mata-Nui worshipping Governments never helped nor cared for them. Now, although he still tries to help, a heavy burden seems to rest on his already stooped shoulders. By now, he is only driven by his faith in Ak'Rei'An and the future

    Weaknesses: He is not a schemer, and has rather naïve, stubborn views on how the Brotherhood should be run, making him politically weak, and having many secret enemies. He is also very frail.

    Aysiera the Serene

    Spoiler

    Name: Aysiera

    Species: Vo-Toa

    Description: Lean and athletic, years of dedicated training have turned Aysiera into a skilled and unwavering warrior. She prominently displays her blue and gold tabard over her hauberk. To facilitate travel, Aysiera restricts her other armour to critical parts such as a helmet and shoulder, forearm & leg guards.

    Powers and Skills: A disciple of the Six Temples, Aysiera is trained in all manner of weapons and schooled in the ancient texts of Mata-Nui. She specialises in polearms, and prefers a cautious, defensive style paired with a shield. If the situation requires it, Aysiera will retract the head of her weapon and use it non-lethally against opponents. As a Vo-Toa, Aysiera has resistance to electric shocks and elemental control over Lightning. Dedicated training and practice have also enhanced her combat prowess in both endurance and agility. Aysiera wields a Kanohi Sana, Mask of Healing

    Equipment:

    -Mask of Healing, shaped as a full-faced helmet

    -A halberd with a retractable spear/blade head that can be used as a staff

    -A sturdy shield

    -Pauldrons, forearm and leg guards, hauberk. A tabard over her armour with the symbol of her Temple

    -Backpack with supplies and copies of the Schools' works

    Personality: Aysiera is calm and slow to anger, counselling deliberation, seeking to diffuse conflicts and adhering to her principles, in accordance with her School's philosophy of Peace and Purity. She is diligent and patient in her pursuits, with an eye for detail. She acts according to a sturdy, inflexible moral compass.  She will almost always refuse to take actions that are not in line with either the old Toa Code or Mata-Nui’s principles, and believes it is conviction that gives her the will, resolve, and stamina to continue the fight against both the forces and influence of the Master of Darkness. Aysiera hopes to, in some way, bring back some light into this world by teaching and following the Great Spirit’s virtues.

    History:

    Spoiler

     

    Aysiera spent her early life in the slums of Xa-Koro, living hand to mouth as a street thief. By chance, she found her way into the world of organised crime and became a low-level enforcer and troublemaker for her syndicate on the mainland. Living in the midst of danger, Aysiera knew that to hesitate was to mean death, and mercy was a weakness. Eventually cutting ties with the syndicate, Aysiera drifted about and ended up taking refuge on a Le-Koro funded settlement in Kanae Bay, largely consisting of pioneers from the interior and castoffs from the Islets. It was here that her life took an unexpected turn.

    A temporary alliance of syndicates attempted to storm the settlement, partly as a message to Le-Koro and partly to take revenge on the many “black-marked” ex-members taking refuge in the city. A siege ensued, and by the end of the first day the settlement almost tore itself apart due to internal tensions between the many groups that led stealing of supplies and whispers of betrayal. Ill-conceived and rushed plans to breakout led to pointless deaths and more finger-pointing.

    It was then that a certain Master Michifin of the Schools of the Six Temples, who was stranded in the village while on vacation with several disciples, acted, with most of the settlement leadership out of action. They rallied the population and stabilised the defence, preventing a downward spiral, while the Master took an impartial and honest approach to organising the settlement, fairly distributing remaining supplies and preventing the uprooting of the settlement’s seaside crops. As the days wore on, internal disputes were settled impartially by the Master, listening to all relevant parties. Aysiera involved herself in the defense by conducting recon raids against the besiegers. Finally, after more than a week, a plan was concocted to break the siege and strike at the ringleaders. While the settlement coalesced around a principled core, learning to work together, the syndicate alliance frayed, and infighting began to break out on their side. With the information gathered from careful recon and proper timing, the syndicates’ final assault was repelled, and the defenders broke out, striking at the heart of the enemy, who fled.

    Aysiera’s experience radically altered her worldview. She saw how principled actions were able to positively impact others, and the value of careful consideration in successfully dealing with a problem. Aysiera wished to learn from these warriors and asked to join the Master at the Schools. In the monastic order, she honed her mind and body, and learnt more of the philosophy of her master. Aysiera grew an attachment to a higher, nobler cause; of defending the Virtues and people of the island, finding a measure of inner and outer peace in her life. Actions without proper guidance led to ruin. In the next few years, Aysiera travelled the island, bringing judgement upon the wicked and resolving disputes with clarity.

    However, as the years went by, the reach of Makuta stretched further, and Mata Nui society became more treacherous and violent. On a fell night, the temple was attacked, its relics broken, and its masters slaughtered. Due to the solitary nature of the schools and the secretive identities of the attackers, speculation varied among the survivors on the culprit: everything from a very fortunate bandit attack, to internal betrayal, to rogue Guard forces or servants of the Dark Lord. What was sure, however, was that almost nothing remained save for a handful of traumatised survivors and an air of mistrust. Several masterminds were identified in the following year, but disagreements on how to deal with them led to an irrevocable split between the survivors. Scattered to the winds, Aysiera now continues to seek justice for the destruction of his home and putting into practice the philosophy she learnt. The return of Makuta heralds grim tidings, and now more than ever, Aysiera feels she must begin to take an active role in travelling the island and doing good.

    Weaknesses:

    Aysiera has a deep conviction in the virtues and the Code and will always protect the innocent. In more subjective situations, her high regard for her code can lead to prolonged contemplation, hesitation and indecisiveness over the proper course of action. Her dedication to ideals and ensuring that the means never taint the ends can leave her inflexible in many situations.

    Zurond the Bold

    Spoiler

    Name: Zurond

    Species: Fe-Toa

    Description: Zurond has a broad, simple face, and is not particularly large or tall. Years of training, however, have honed his body into a tough and powerful combatant.  He rejects ornamentation, preferring a simple red and black tunic over a hardened vest and a short coat, with a toughened conical hat, greaves and gauntlets by way of armour. By way of possessions, he only brings what he can carry with him, usually in a shoulder-slung carrier.

    Powers and Skills: Trained by the last generation of the Schools of Six Temples, Zurond is highly skilled in hand-to-hand combat, using his entire body as a weapon. He favours close-ranged fist weapons such as clawed Cesti and brass knuckles, but particularly enjoys employing improvised items from the combat environment. Apart from his natural physical endurance as a Fe-Toa, long periods of training has also increased his speed and strength, making him a match for most fighters. Has elemental control over Iron.

    Equipment:

    -Sturdy wide hat, greaves

    -Simple vest and coat, a tunic with the heraldry of his Temple

    -A pair of Caesti battle gloves. Made up of alloyed straps and studs around a flexible core, the gloves are tough enough, as with most gauntlets, to catch a misaimed blade. The gloves contain retractable blades extending from the knuckles. A hidden mechanism allows the gloves to shoot out small, sharp metal shards from the palm if that compartment is “loaded” beforehand. This can only be triggered once before being taken off and reloaded and reset.

    -A simple carrier bag containing necessities, supplies, and trinkets from the Temples

    Personality:

    Unruly, passionate and irreverent, Zurond does not strike the casual observer as a likely candidate for a disciple of the Six Temples. This is in fact informed by the Faith and Courage encouraged by his school's philosophy. Through his time in the monastery, Zurond has fully internalised and accepted the power and necessity of the virtues and principles of the Great Spirit, upholding them at any cost. He also believes that now is the time to put his effort to use, meeting injustice with a decisive and flexible response by any means necessary. Zurond hopes to, in some way, bring back some light into this world by any means necessary.

    History:

    Spoiler

    Zurond spent his youth as part of the auxiliary for the Guard, content to follow orders as part of a larger machine, and he served competently, if without distinction, for several years. However, an incident would occur that would set his life on a different path.

    A routine patrol into south of the Break, augmented by a small mercenary band, turned sour when the Guard detachment that Zurond came across a slaver raid on one of the lava farming settlements. The commander of the Guard hesitated and lost the initiative as the slavers turned and attacked the detachment. The inconclusive skirmish forced the slavers to flee with several captives. Threats of harming the captives forced the Guard waited in the village for reinforcements and more intelligence. The reprieve granted by the Guard’s deliberation allowed the slavers to attack another settlement in the following days, this one torched to the ground. To make matters worse, Zurond‘s suspicions about the mercenaries proved true as well, as they turned against the Guard, scattering them and joining the slavers in their base uphill.

    The situation almost spiralled out of control until the timely intervention of a group of warriors from the School, headed by Master Lairo, who had heard of the situation and showed up to assist. In almost no time, he rallied the Guard forces and directed them in an assault against the hideout, refusing to give the slavers more time by playing their negotiation game. Before the assault, Master Lairo made contact with the mercenary forces and paid them to stand aside as battle commenced. Most of the Guards fell in the assault, the price for ensuring not a single slaver and turncoat lived to the end of the day. The surprise attack could not save all the hostages, as many were secretly taken away from the camp before the negotiations ended. The swift assault saved the remainder as the slavers were caught off-guard and unable to carry through with their threat. Recognising that the mercenaries were content to leave with their money, they were allowed to walk free without their weapons.

    This incident profoundly changed Zurond’s perspective. In Master Lairo he saw an example of a flexible and quick-acting hero, not hesitating to take action, ending the problem before it became worse and refusing to be tricked into inaction. No longer was Zurond satisfied with waiting and following procedure. That day, he asked the Master to let him join the School and learn from him. In the School, a monastic order situated along the Ihu-Mangai range, Zurond was pushed to excel, and learnt more of his master’s philosophy, finding the burning purpose he sought. Intent without swift action was wasted. Spending years training, Zurond honed his skills, travelling the island many times over, serving the greater good and solving disputes promptly.

    However, as the years went by, the reach of Makuta stretched further, and Mata Nui society became more treacherous and violent. On a fell night, the temple was attacked, its relics broken, and its masters slaughtered. Due to the solitary nature of the school and the secretive identities of the attackers, speculation varied among the survivors on the culprit: everything from a very fortunate bandit attack, to internal betrayal, to rogue Guard forces or servants of the Dark Lord. What was sure, however, was that almost nothing remained save for a handful of traumatised survivors and an air of mistrust. Several masterminds were identified in the following year, but disagreements on how to deal with them led to an irrevocable split between the survivors. Scattered to the winds, Zurond now continues to seek vengeance for the destruction of his home and putting into practice the philosophy he learnt. The return of Makuta heralds grim tidings, and now more than ever, Zurond feels he must begin to take an active role in travelling the island and doing good.

    Weaknesses: has a deep devotion to the greater good and will not stand for injustice, willing to impulsively rush headlong into danger. In more complex situations, his instinct is to act how he feels is right, regardless of what others may think. Zurond also strongly believes that the ends justify the means, and chafes at what he might perceive as inflexibility.

     

    ZAKAZ CHARACTERS

    Ankrahl the Summoner, The First Speaker

    Spoiler

    Name: First Speaker of the Blessed Order, once-named Ankrahl the Summoner

    Species: Onu-Lesterin

    Description: Ankrahl carries himself with poise and confidence. While tall even for a Lesterin, his stature is partially uneven due to the labour of his early years, and he frequently masks it with a layer of thick, simple robes when going about his business in the Barrowfort. In his full regalia he is quite the sight to behold; an eldritch mask, long flowing cloak over an armour entirely of bone, wielding a staff topped with a solid of contorted angles.

    Powers and Skills: As an Onu-Lesterin, Ankrahl is resistant to pressure and crushing and possesses heightened night vision. As the First Speaker of the Order, he wields the Divine Visage, a Kanohi Tryna of distinctive design that serves as a badge of office. He is skilled in the ways of psychological warfare the Acolytes use when raiding the outside world. The First Speaker is also skilled in manipulation, though not in the usual sense of ego-manipulation and arguments, but in the calculation of how best to leverage benefits and punishments at his disposal.

    Equipment: 

    Divine Visage: a unique Kanohi Tryna. Its upper half is topped and flanked by swept-back protrusions that could either represent tentacles or stylised wings, while lower half appears to ‘open up’ into mandibles or tusks that frame the jaw and chin. The fact that one of the items of office is a Kanohi, unusable by most Skakdi, speaks volumes of the Order's opinion of most Skakdi.

    Thorax Iv'ahan: a set of armour covering most of the upper half of the body. It is almost entirely made out of bone, bearing only some resemblance to Skakdi  and Lesterin chest bones, and is segmented such that it provides surprising flexibility to its wearer. This armour is only sometimes considered one of the items of office, such that many members of the Chorus have been granted this in the past. Ankrahl was one such.

    Idolscourge: a black mace with an irregularly flanged, silvered head of near protosteel strength, a purple lightstone fragment embedded inside it. Its handle is extendable and retractable, and is usually deployed like a staff when not in combat, This weapon and symbol of authority has been passed from each First Speaker to the next without fail. Its head's unusual shape is claimed to be damage from its first use in combat; the Archon Himself smashing apart one of Matan Uley's oldest statues brought to life with sorcery.

    Foreign Tech:

    Laybe’s Conduit: A once-depowered artifact of the Order, Ankrahl's ability to fix and then master this gauntlet gave him his epithet. Grafted over his hand, the Conduit grants its user the ability to animate inanimate objects such as rocks, plants and other solid objects. The Conduit can only animate a fixed amount of matter at any one time, and that form must be “dismissed” before another set of matter can be animated. The constructs only have rudimentary precision in movement (vines may strike at an area but not pick up a ring, stone may charge and swing at a person but may not engage in fisticuffs). (Approved by Ty)

    Personality: The First Speaker is completely loyal to the cause of the Archon, and fully believes in his divinity and claim to dominion over the mortal world. Naturally, he also feels that he is the most qualified to lead the Order in fulfilling his Holy Mission. Ankrahl is completely sure of himself and his path to the point of arrogance, although he is never above listening to the opinions of his higher-ranked subordinates. Even cave worms may discern the path to sunlight, after all. And if nothing else, listening to opinions enables greater understanding and thus correction of behaviour of others.To his subordinates, The First Speaker employs a mixed image: both of the soft, reliable guiding shepherd and the towering, overpowering, unflinching Voice of the Divine One. This attitude has been the general policy of the ruling Lords of the Order, and especially that of the First Speaker. It just happens that Ankrahl is perfectly comfortable inhabiting this role.

    History:

    Spoiler

    Ankrahl's early life was defined by a single hatred: the hatred of the Skakdi and their Ancestors. Like many Lesterin on the mainland, life was short, sharp, and brutal; driven to enslavement or extermination at the hands of warlords. He was enslaved from his village at an early age, sold off to a warband particularly enamoured with mechanical and magical tinkering. It was under these conditions that Ankrahl learned to build, divine and hate. As a slave, most of his time not learning the first two was spent learning the last while doing backbreaking labour that the Skathi could easily do but which was frequently dumped on the slaves. He believed his time on earth was over when this warband trekked north and was ambushed by ghosts from the mountains. To his surprise, he was captured by very real cultists, Acolytes of Akh'Rei-Ahan, and became a slave to them in their fortress in the mountains.

    While routinely assigned as Underseer of his work gang, Ankrahl realised how intoxicating power could be. For once, others were beholden to his wisdom and will, as long as he could maintain that authority. He used his position to reward pliant and loyal fellow laborers, even sticking out his neck for them against the Novitiates that oversaw them, while summarily punishing any who stepped out of line, happily ratting them out to the Novitiates. For once in his life, Ankrahl felt a measure of power, and he relished it.

    Before long, he was selected as one of the few of his 'cohort' of prisoners to be Initiated as Novitiates, freed from their status as Unseeing prisoners. He continued his habit of of airtight loyalty to proven allies and unscrupulous hostility to rivals. He put his technological skills to use, fashioning tools and weapons from the scraps the Order could gather from the outside. During the same time, he began to learn of the Order's theology and ideology. Ankrahl realised that he and the Acolytes shared the same antipathy to the Skathi-spawn and their warlords, and began to embrace the cult. It also helped that the Order was rooted in the Nakihl, and that the Archon chose the form of a Lesterin. Slowly, even the mystic claims of the Order began to take root in his mind, and before he was considered for Revelation he was already hooked to the cult.

    After his Revelation, the new Acolyte Ankrahl rapidly proved his worth, putting his technological expertise to full use in designing several new standardised equipment, such as greatly simplifying the 'bridle' for Arachnoleis mounting while improving its reliability and manufacture. Ankrahl also began experimenting with the many elixirs and spells buried in the archives, aiming to expand the Order's magical capabilities. By the time First Speaker Tehlkin Rockhammer fell in battle in one such raid, Ankrahl had became the most senior of the Chorus, and taken charge of much of the administration of the Barrowfort.

    The death of Tehlkin began a succession process and Ankrahl was one of two front-runners according to the votes, along with the then-Warden Kiola, who represented a more isolationist bloc. Eventually, a plot was discovered that incriminated some Acolytes in planning an assassination against Ankrahl for the benefit of Kiola. It was the Warden herself who unveiled the plot and threw her support behind Ankrahl, whose first act as First Speaker was the execution and Annihilation of the conspirators.

    Since that time, Ankrahl has maintained the Order’s recruitment policies, though he is much more willing to expand Revelation to more Novitiates, confident that the almost perfect rate of success comes down to the process’ inherent power and not the hitherto selective process of choosing higher members. Among the Lords of the Order, Ankrahl has also made known his desire to continue research into the ancient Arts of Return i.e. Necromancy, and to find ways to rediscover the manner in which the Archon and the Old Fellows used to control entire armies of the dead. Externally, Ankrahl aims to lean harder into the "anti-Skakdi, ancient Lesterin avengers of legend" image, and to that end has begun plans on increasing "patrols" around Lesterin settlements in and near the mountains.

    Weaknesses: While the First Speaker maintains fitness as dictated by the Canon, Ankrahl is not particularly skilled in melee combat. Tactically, he and the Acolytes generally rely on shock and awe when raiding. The First Speaker is also, for good or ill, a true believer of the cause, even more so than most Revealed. His personal distaste for Skakdi has led to some subpar appointments in the past, and it remains to be seen if he can get over this hill.

    Acolytes of Ahk-Rei'Ahan Reference Post

    Cold lies the mountains, glimmering red
    Asleep till the Spawn are slain and the Tyrant is dead.
    Standing vigil, never to part
    Laying silent in the mountain's heart.
    And our Lord returns from the sand.

    Controlled Fort: Varros-Ek-Akros; the Barrowfort, Home of the Acolytes of Ahk'Rei-Ahan

    Spoiler

    Fort name: Varros-Ek-Akros; the Barrowfort

    Controlling character: First Speaker Ankrahl

    Location (approved forts will be marked on the official Zakaz map): Close to the dead centre of the northern Lesterii;Dak, inside an unnamed peak fringing a tepid body of water sometimes called Lake Learvar. A bit away from the eastern Lesterin settlements as well as the river leading to Kvere;Ivi but still in the middle of the Crown.

    Description or image:

    The Barrowfort is built into one of the mountains of the Crown, as a series of connected chambers. Two main entrances are hidden from view.

    Entrances

    -Nestled among the treacherous foot paths that wind across the upper reaches of the Crowns are a series of brackish basins of water, barely qualifying as lakes. Many of these lakes are crowned by open deposits of lightstones, including rare coloured ones. Some of them are marked by purple lightstones, insignificant to the untrained viewer, but one of them, Lake Learvar, is distinctly marked in the eyes of an Acolyte as the 'main' entrance to the Barrowfort. Falling off the footpath into the lake, cloudy with dust and too deep to be traversed on a breath hold, an entrance is dug into the basin wall several metres down, seemingly no different from other tunnels and runaways in the side of the battered basin. This water-filled tunnel is itself monitored by guards in air pockets along the ceiling, ready to shoot intruders or release boulders on the far side of the tunnel to seal off the tunnel in the case of invasion. The tunnel leads up and out to the Round Hall, a large, largely barren cavern mainly used to house even more guards. At the end of this cavern is a gigantic door carved out of the far wall, made of a gigantic mesh of slagged bone, marking the boundary to the fort proper

    -In the case of sending or receiving large groups, the Order makes use of another exit, this one exiting higher up than the water entrance. Along the winding paths of the mountains, there are a few relatively large flats. One of these is strewn with the corpses and remains of animals and lost travellers, with strange totems and trinkets along the vertical surfaces that flank one side of the flat. At odd hours of the day, smog drifts across this flat, and the totems rattle with unearthly howls an whispers. Most travellers choose not to make use of this flat when setting camp for the night as a result of these occurences. For those foolish enough to stay, they can experience the stories of the 'dead light' firsthand, as the Order uses this flat as the access point to their upper exit. Behind the false rockface lies a series of winding tunnels guarded by zombies, usually those too damaged to be of strenuous use, that stay in the shadows, motionless, waiting for intruders. This path leads to another bone door, heavily guarded, leading into the Broken Hall, similar to the Round except the stone walls appear to be made out of a million ill-fitting black stones.

    -Miscellaneous smaller tunnels branch out from the lower levels. Most of these have been collapsed, but some of these are still open and guarded by the Order. In lieu of installting defences down these rarely trod tunnels, the Order has seen fit to also dump worn out zombies, usually those without living masters, who may turn 'feral'. The Acolytes also enjoy releasing the few Rahi ferocious enough to survive on Zakaz down these tunnels. These tunnels are sometimes used the Acolytes to send singular agents out into the world; most importantly, to the Nakihl fortress, where, despite the standing order to kill any Ahk'Rei:Nii worshipers on sight, several ambitious and (slightly more than usual) unscrupulous Nakihl maintain secretive contacts with the Acolytes. Both groups benefit from each others' expertise, though of course each group aims to profit more than, and will never truly trust, the other.

    Main Complex:

    Along the main "floor" lie many branching caverns, mostly related to the 'practical' functions of the cult. These caverns include the barracks, a training yard, an armoury & armourer, classrooms for the study of the Canon, and the Red Hall: the planning room and inner sanctum reserved for the commanders of the Order, sealed by magical keys. This is also where the quarters of the First Speaker are located. The main floor also contains the quarters of the Companions and the Chorus.
    Near the barracks is the Polemarch's office, which resembles quarters less and closer to another training yard. This is also where copies of martial texts from the Canon are kept.
    A small 'pen' is reserved for the rearing of Arachnoleis, a type of Skakdi-sized amphibian spider-like creature native to the subterranean passages of Zakaz with wide-surfaced legs that enable them to traverse short distances in water. Their poison is rarely fatal on its own, though is sufficient to cause much pain in Skakdi and Lesterin as well as muscle spasms and occasionally localised paralysis. Apart from harvesting eggs for food, some of these spiders are tamed for use by the Acolytes as steeds during their raids.

    Support Chambers:
    Two sets of "support" chambers, one set slightly elevated from the main floor and one set slightly lower, house miscellaneous storage chambers. These contain scattered armouries, trinkets and trophies, and most importantly, large reserves of purple lightstones.
    Farms: Several mushroom, fish and algae farms are located in the lower support chambers as well, the latter two sets fed by the water of the Lake, providing stable and varied sources of nurishment.
    There is a 'lower' floor that contains rooms that require to be deeper than the water level outside. There is the dungeon, where potential unwilling converts are stored. While there has been practically no failure recorded in the "Revelation" process for initiates, the Acolytes nonetheless prefer that prisoners ask to be considered for recruitment over the forced brainwashing of every prisoner. For one, 'too many worms starve the soil', and for another, the morality of providing Revelation to one who does not even wish to see it is highly controversial. Thus, the Acolytes are more than willing to cut rations to nothing and, if that is insufficient, to drop recalcirants prisoners into the water below the cells to drown, their corpses reused as zombies or to feed the mushrooms and fish. The quarters of slaves undeserving of Revelation are placed far away from the dungeon though in the same altitude, and likewise are a single lever pull away from an unwanted swim.
    Mine: The location of Varros-Ek-Akros was chosen not merely due to its isolation and lack of access. In the dark years after the Archon's defeat, one of the wandering groups of his disciples came across the largest recorded vein of Purple Lightstones, deep under the mountains of the north after a long divination ritual. It was this that led to the construction of the Barrowfort over it, to ensure that disciples of the Archon would continue to gain access to their mystical crystals. There are also smaller veins in secondary tunnels that the Order mines for a small supply of iron.
    The Archives: The Loremaster's quarters and texts are located here, close to The Mine, where its deposits are said to grant the Loremaster better Vision in understanding the revelations of the Archon. Stored here are tablets that contain the entire corpus of the Canon, with copies of subsets of the Canon stashed in dead drops around the fortress and even far outside. Parchments are stored higher up in the fortress away from the water. Carved along the walls are some of the more important texts, so that if the fortress were to be stormed, these lower caverns could be flooded and buried, outside the knowledge and reach of the attackers.
    The Black Chambers: These are rooms where Revelation takes place. There are several, though no member but the Triads and their closest assistants know where they all are. The process of Revelation must be attuned to each prospective Acolyte, and so there are some near the water chambers, others that have openings high up in the complex, potruding into the sky outside, and others that are practically blocked-up exit tunnels. The Revelation is an extremely delicate process, and each of these Chambers contain special tools, copies of the Canon (especially the Book of Salvation) and collections of extreme-high grade Purple Lightstones.

    Shrines:
    Sprinkled throughout the complex overall are over two dozen shrines of varying size, from a tiny alcove near the observation posts that carry a single candle and a purple lightstone, to a Skakdi-sized idol near the training cave, to the large sanctuary in the heart of the fort, replete with artifact weapons, copies of the Book etched into the harvested skin of a dozen demons and a several bio-wide stained crystal dome covering the top of the sanctuary, framing a vail of dust said to be some of the ashes of the Archon. It is at this altar that the most important rituals and ceremonies are held, especially those that call for a 'direct' communication with the Archon, who the Acolytes believe is suspended in a state of partial death, but it still able to faintly interact with the mortal world. In general, however, rarely do the Acolytes congregate for worship as a singular group.

    One of these shrines is located adjacent to the Red Hall, and is secured by a separate set of locks and charms. Known only to the First Speaker, Loremaster and Polemarch, interred inside this shrine is a physical remnant of Ahk'Rei-Ahan Himself, surrounded by a complex network of Purple Lightstones and fresh organic material topped up by the Loremaster that quickly falls to dust after months. This remnant is not a mere pinch of dust interred in the main Sanctuary, but a singular, finger-wide fragment of metallic bone, glowing softly with a not-quite-purple hue and radiating power still. It is the singular most precious artifact of the Cult, as it might be the key to His return.

    Forces: The entirety of the remaining Blessed Order of the Acolytes of Ahk’Rei-Ahan. PCs: Nessen (Ramona Flowers), Helktrii (Onaku), Nahaki (Smudge8), Daegui (Constructelf)

    Loot: 

    -Cordak Blaster
    -Devastator Lance
    -Eccentric Rock
    -Lightstone Rifle
    -Exo-Skakdi. An arcane prototype of a weapons platform, it was recently unearthed from the ruins of a fort swallowed by the Earth. It is able to channel a Skakdi's elemental power independent of anyone else, packs armor that can shrug off an entire magazine of Zamor Spheres, comes equipped with a wrist-mounted rocket launcher, a reinforced quartz cockpit akin to the windscreen of a Sonic Cycle, and a HUD with multiple communications and language protocols

    Klidarg, the "Bright Lord"

    Spoiler

    Name: Klidarg, sardonically titled “the Bright Lord”, once of Clan Beom

    Species: Kaiakan

    Description: Broad and sturdy, clad in riveted lamellar armour and a royal Kaiakan helmet, Klidarg looks the part of the clan scion that he claims to be. These days, however, he looks more like a damaged statue than an Eyrie mural come to life. His equipment is worn and patched, his armour covered by a layer of Badlands dust, and his face, once asture and imposing, is now haggard and worn, though his eyes have not lost any of their focus and determination.

    Powers and Skills:

    As a Kaiakan, Klidarg possesses a large stature, great strength, and durability. Raised in the High Eyrie, Klidarg is proficient in hunting, scavenging and tracking.

    As a scion of the clans, Klidarg is also trained in its traditional forms of hand-to-hand combat, granting the ex-warlord much skill in unarmed combat, as well as the traditional weapons of war, namely archery, pole and sword weapons.

    Equipment:

    -A large, heavy chopping sabre with a long broad blade of Skakdi make, stopping enemies as much by its edge as its crushing weight. This type is common among the Skakdi for use against the large (still extant) terrestrial animals of Zakaz as well as motorised cavalry

    -Starslayer: A Laminate Bow, layered with rare wood from the mountains of Seprilli, hiding arcane technologies inside its construction. The bow may be used to fire normal arrows, but when activated, it may fire solid light constructs as arrows. These bolts can cleanly cut through most armour and beings. The bolts are not affected by air resistance, do not take a parabolic path, only lightly affected by gravitational changes, and can punch through thin materials with little deviation from their straight-line course. This power gives the Starslayer a reserve of six such bolts that slowly regenerate over time. These bolts shine brightly, and the bow itself glows with light (part of the reason for Klidarg’s ironic appellation) making it almost impossible to use in the dark without giving away its position. (Approved by Ty)

    Spoiler

    OOC: Bolts are regenerated on the third post after it is fired (post 1: fire 1 arrow, 5/6 left. post 4: 6/6 arrows)

    -A willow-leaf sabre with a moderate curve to its edge, used as a sidearm

    -Hunting gear

    -Lamellar armour of Kaiakan design

    Personality: Despite his estrangement from his homeland, Klidarg holds the codes of behaviour of the Kaiakan to heart and behaves accordingly. He strives to treat others with respect and civility, if not always warmth. While any warlord will always be ambitious and scheming, Klidarg maintains a level of integrity in his dealings, always keeping his word. Apart from keeping himself to a moral standard, he is more than willing to judge others by such standards. While few on Zakaz could give a scrap about the opinion of an exiled Kaiakan, it does not stop him from giving it if he deems some behaviour extremely transgressive. By his own judgement, though, Klidarg believes he is falling dangerously close into becoming like the spined warriors of Zakaz.

    History:

    Once the scion of a respected Kaiakan clan, Klidarg left the High Eyrie and the isle of Seprilli many years ago despite being born into the closest thing to a ruling class. Whether it was banishment or willing exile, neither Klidarg nor the leaders of the Eyrie will say. All that is known is that he was no longer welcome and his manner of leaving was not cordial(as evidenced by his long-term injuries).

    By force of arms, Klidarg recruited a small band of exiles and wanderers, slowly expanding into a sizable warband, enough to stake a claim on one of the ruined fortresses of the south. For a time, Klidarg was a notable power-player in the region in an alliance under a nominal traditionalist liege. This alliance secured hegemony in between the Southern Badlands and the Rift for a time before falling apart to disputes that snowballed into total war. Klidarg found himself facing an overwhelming force when he was forced northward to the Jaw. There he occupied a strategic pass and held out with the assistance of other groups in the Jaw that aimed to use his army as a bulwark to bleed his enemies. Before long, his army crumbled for the sake of the latter group, and Klidarg realised the futility of his struggle. He fled westward while the rest of his army died to the final assault.

    Despite his defeats, Klidarg could take some satisfaction in the fact that his enemies soon turned on each other and were reduced to wormfood by the year’s end. This would only bring temporary reprieve, as the treasures he still held were pawned off for transport, accommodation, and medicine by the time he left the area. Since then, the ex-warlord has been biding his time and re-establishing contacts. What he intends to do if, or when, he ever rebuilds an army is anyone’s guess…

    Weaknesses: Klidarg holds himself to a certain morality that prevents him from outright trickery, or being the initiator of betrayal, a serious flaw on Zakaz. He is also still affected by the long-term effect of injuries sustained during his expulsion from the High Eyrie, most notably in the joints of his lower body.

    Kalzok, Dark Thaumaturge

    Spoiler

    Name: Kalzok

    Species: Skakdi

    Description:

    In his pursuit of the Black Art, Kalzok has sacrificed much of himself. He has lost his elemental and vision powers in parallel with rituals that have removed parts of his body. He walks with a hunch, and his spine, symbol of Skakdi might, now only grows along his back, with the limb portions replaced with scars and stitches. This is largely obscured by his long blue robes. Regarding eyes, he claims he now possesses “eyes that see like a Lesteri Thaumaturge”. Regardless of its literality, Kalzok no longer possesses a proper vision power, although his eyes glow with a yellow light even under the shade of his large pointed hat.

    Powers and Skills:

    With a vociferous hunger for knowledge and lore, Kalzok knows more than is healthy about the ancient past of the Skakdi and the species’ history. Having lived as a dead-man all his life, he knows how to present himself to frighten most superstitious Skakdi (i.e. most Skakdi).

    The Black Arts: This “magic” is characterised by destructive and harmful powers, several of which have been imbued into Kalzok through long years of study, sacrifice and ritual. Kalzok also has the ability to weakly control elements without the aid of another Skakdi as well as take on the elemental attributes of that element. This occurs when he is exposed to an elemental power or spends a long period of time in a place of high elemental concentration (meditating inside a lake, or standing in the badlands sun for hours, or burying himself in earth for the night). This allows him to generate blasts of that element.

    Aura of Decay: On command, Kalzok can project an aura of decay and poisoning around him. To organic tissue, this may result in sight discomfort in a person. At roughly arms’ length, the effect begins to become significant, leading to pain and sickness. Against inorganic materials, they might begin to slowly weaken but notably degrade when reaching melee distance.

    Equipment:

    -The Black Rod: An arms-length ancient artifact rediscovered by Kalzok, it currently no longer contains any inherent destruction magic, though Kalzok continues to search for a way to imbue it with elemental absorption or turn it into a proper magical focus. As a result, he practices its use as a focus for his powers. While he can generate blasts of elements from his hands, he prefers the use of this Rod to channel them as a sort of conduit.

    -Walking staff, useful for many things

    -A large, pointed yellow hat

    -Long blue and black robes

    Personality:

    Kalzok is quintessential Nakihl. Driven with an otherworldly thirst for knowledge, Kalzok strives to learn and archive as much as he can of the ancient knowledge of the island. He presents himself as a strange and ominous sorcerer, reasoning that passive intimidation is more than sufficient in getting what he needs from most Skakdi. For those not so easily put off, Kalzok employs direct and curt speech, understanding that, while he has no interest in engaging with others, making enemies of those beneath his wisdom serves only to hinder his pursuit.

    History:

    Kalzok has only known the life of the occultic Nakihl. Raised in a Nakihl settlement near the Fortress, Kalzok learnt the importance of cunning and knowledge over that of brawn and valour. He easily found apprenticeship under one of the Nakihl, which he promptly slain and took the place of, and before long, he became a skilled and feared Nakihl, frequently spending months at a time in ruins and tombs. His pet subject, as with many of the dead-men, was searching for a way to reverse the Erosion of Skakdi power after the Vortixx disappeared. Over time, his research brought him into contact with fragments of knowledge from the Lesterin Kuta sages that existed long before their fall.

    Kalzok became convinced that the powers of the Kuta, and especially the Black Arts of Thaumaturgy, were the key to bringing back the lost elemental powers of the Skakdi. This opinion was not greeted with enthusiasm by his erstwhile colleagues. Most other Nakihl believed that the Erosion was an interruption of the pacts that the Skakdi of old made, and so a way to restore the old balance was through research into Skakdi lore and practices, not that of the hated Lesteri:Nii. Over time, these disagreements with his fellow Nakihl forced Kalzok to continue his research into the “Black Arts” on his own without the approval or assistance of his peers.

    He ventured across the island, collecting artifacts, collecting scraps of lore from the few mainland Lesterin communities and delving the many horror-infested tombs of the island. Eventually, he gained enough knowledge and resources to conduct rituals on himself, sacrificing his vision power and “half-grown” elemental powers to directly access the “Essence” that allowed him to become a conduit for the Black Arts. While he is not exiled per se, Kalzok understands that return to Nakihl settlements would result in murder and/or vivisection by rivals, and so now continues his search for more knowledge alone.

    Weaknesses: His study and proximity to the Black Arts, as well as years of occultic practice, have turned Kalzok, once hale and strong, into a weaker and frailer Skakdi, with a degenerated physical coordination, preventing him from keeping up with the raw strength and bodily agility required of physical combat. Kalzok also finds it difficult to resist the pull of power and forgotten lore.

    Sokesh, Crimson Duelist

    Spoiler

    Name: Sokesh (though he prefers the Lesterin pronounciation of Sohkes)

    Species: Skakdi

    Description:

    Sokesh cuts a striking image: a slightly scrawny but fit Skakdi in a tattered long red coat with white and black trim, high boots, a duelist’s doublet and a distinctly Old Lesterin red cap topped with a white feather. As a practitioner and scholar of the “old magicks”, Sokesh is still technically a Nakihl, though barely any of that group would consider him as a ‘true’ Nakihl, and the disapproval goes both ways.

    Powers and Skills:

    As an archivist, scholar, and the closest thing to a sociologist, Sokesh is knoweledgable in the history and practices of old practices of Skakdi and Lesterin, especially the latter. Having trained in dueling for a substantial period, Sokesh is generally proficient in one-handed weapons and their styles.

    The Crimson Craft: First discovered by the Kuta sages eons ago, and refined by the Duelists, Sokesh is able to imbue his weapon attacks with elemental energy, such as a high-pressure water layer aiding its cutting power, high pressure air blasts from the tip of the blade punching holes through an enemy, superheated blade able to combust wood or melt steel on contact, or a “skin” of sharp and brittle stone along the blade that breaks off on contact and embeds itself inside an enemy’s skin.

    To do so, Sokesh wields a magical artifact called the Verdium that absorbs and stores elemental energy when exposed to elemental attacks or environments with high elemental concentration, such as under a lake, buried in the earth, or immersed in a fire. He then siphons the energy from the artifact into his weapon to imbue the attacks with powers. Doing so drains the artifact of elemental energy.

    Perfect Riposte: The techniques and rituals that have stripped Sokesh of his natural Skakdi abilities have been replaced with a new, subconscious power. In combat, Sokesh’s mind slowly gains increased awareness and understanding of an enemy combat style at an accelerated rate. A duel that is evenly matched at the start results in Sokesh easily disarming the opponent after several minutes of a sustained bout. The scale of this subconscious competence slightly eclipses that of a Calix. However, this increased instinctual understanding does not extend to skills outside of combat, takes a while to scale up, does not transfer to another manner of fighting (has to be ‘built up’ separately), and decays rapidly once combat ends, returning to his usual competence quickly.

    Equipment:

    -Scorchfang: passed down from his master,  is crafted in the style of the ancient Duelists’ blades, with a light and durable blade of reddened alloy built for slashing and thrusting, with an ornate, almost overwrought, hilt ad handle.

    -The Verdium: A highly complex and extremely durable crystal, roughly the span of a palm and reinforced with alloys. The source of Sokesh’s elemental attacks, it has a magical bond to Sokesh. In combat, unless directly wrested from him, it always sticks to him or floats inches away from his skin. The crystal is able to siphon elemental energy from the environment in much larger quantities and speeds than the blade, but only in situations where that elemental energy is concentrated. This only occurs against elemental attacks, places of great power or heavily dominated by one element (under a lake, buried in the earth, immersed in a fire). Sokesh can siphon the stored energy in the crystal and make use of it in indirect methods at an inefficient conversion rate (using Elemental Water to heal poisons, Elemental Fire to increase local temperature or Elemental Iron to reverse rusting of a metal object)     

    Personality:

    As a Skakdi gifted with more wits than strength, Sokesh‘s preference for scholarly pursuits and lack of “killer instinct” marks him out as distinctly un-Skakdi-like. It is perhaps these traits that drew him towards an appreciation of Lesterin culture even as an adolescent. Mixed with his scholarly interests, this has resulted in Sokesh becoming a self-taught practitioner of the Crimson Craft, one of the magics of the Kuta Sages.

    Sokesh‘s interest in the Craft goes beyond mere academic interest: Sokesh truly believes that, while the Lesterin were oppressors and deserved to be knocked down a peg, the Old Lesterin culture was truly superior in all forms, and far more desirable than the Skakdi tradition that has been born from the ashes of the Great Sack. When possible, Sokesh does prefer to spend time on Seprilli, where he feels his appreciation for history, intellect and culture is far more accepted than either mainstream Zakazian society or the Nakihl. Whether or not Lesterin feel the same is variable.

    As a result of his Lesterin admiration, he takes on a regional Old Lesterin affect, acting in a chivalric, courteous manner, with a dash of ill-advised valour. Sokesh has found that, contrary to coming into conflict with his reserved mannerism of his youth, this identity he has crafted for himself fits like a slightly oversized but comfortable glove.

    History:

    Sokesh spent his early life in a mixed Skakdi/Lesterin settlement in the Spineless Bay, and picked up the cultural values and stories of both species. It was perhaps this that marked him out as particularly un-Skakdi-like when the settlement was razed during a raid and he was enslaved and sold to the Nakihl for menial labour. It was found that Sokesh worked better as a middling archivist and scholar than a proper Deadman or their warrior bodyguards, and so spent many years as one.

    During his tenure there, he spent much time sailing between the Nakihl stronghold and the Spineless Bay to collect records. Over time, he began to learn more about legends of old Skakdi and Lesterin abilities that fell under the occultism of the Nakihl, and one of these were extant fragments of Lesterin legends that Sokesh had learn about when he was a child: the Duelists. Supposedly, the Duelists were Lesterin warriors and agents of justice, spreading art and music across the islands in the time before Irnakk, defending the weak and thumbing their nose at the authority of the merchant-kings. How many of these tales are post-hoc rationalisations of the fall of the Oshan due to ‘corruption’ and how many were actual contemporary folk talks is uncertain, as the historiographical profession is sorely underfunded on Zakaz. However, Sokesh was sure that at least some of these tales were true, even believing in the tales of Duelists assisting escaped Skakdi slaves, and soon became enamoured with emulating his heroes.

    Eventually, he struck gold and discovered artifacts that displayed the powers of these Duelists from a decrepit Lesterin warrior on the mainland, claiming to be a practitioner of their Crimson Craft. Astoundingly, they worked out an agreement for Sokesh to learn from him before he passed on. It was during this time that Sokesh fully begin to embody the image of the Duelists, fashioning equipment in their image and taking on an Old Lesterin affectation. By the time his training was done, the other Nakihl, already tired of him, were more than happy to release him from their service in exchange for his study notes. Now a wanderer moving from place to place, Sokesh not only aims to learn more about the truth behind the Duelists but also to live as one. He has already undergone several rituals that have replaced his inherent Skakdi powers with access to the magicks that power the Crimson Craft, and is willing to learn more.

    Weaknesses: The use of the Craft has cut Sokesh from his natural vision powers and elemental abilities. While he is proficient in dueling weapons, he has little experience with other arms. He has also no ranged capabilities. Sokesh is much less ruthless than other Skakdi, which is not helped by his newfound chivalry.

     

    Dehlia, the Weaver

    Spoiler

    Name: Dehlia

    Species: Ga-Lesterin

    Description: Dehlia is an unassuming Lesterin, . As one of the few practitioners of the almost lost craft of Hydrantikos (deep pressure underwater craft), Dehlia is frequently out at sea working on her newest project, teaching one of the few apprentices of the Hyrantik fellowship, or learning from one of the fewer masters. When she is on land, she usually spends her time in the Crafting Guild’s hall taking commissions and taking or giving complaints to the Guild’s representatives.

    Powers and Skills: As a Ga-Lesterin, Dehlia is able to hold her breath for exceptionally long periods of time and possesses heightened agility. While not a Master of the craft, Dehlia is one of the few qualified Hydrantia still in existence practicing and teaching her craft. Dehlia has access to a Kanohi Ruru, enabling her to see in the darker environs of the water and a small degree of X-ray vision in order to check for flaws in her craft.

    Equipment:

    -Kanohi Ruru

    -Weaving Equipment, including clamps, snippers, gauge

    -Foreign Tech:

    Diving Skin: This masterfully woven suit of treated water-resistant abyssal leaves, rare metals, synthetic crystals lost to time and other stranger materials grants its user full resistance to crushing water pressures up to [X depth], far deeper than any Hydrantia needs to venture. Integrated in the suit is an external, detachable air tank as well as simple air recycling systems in the crystal-leaf helmet that partially converts carbon dioxide to oxygen. Outside the water, this Skin has defensive properties to blows similar to most thickened hide or leather armour.

    -A fishing Spear and harvesting handscythe pass for self-defence weapons in a pinch
    Personality: Due to dedicating her life to an under-appreciated craft, Dehlia is no stranger to derision, opposition, and setbacks. While this has led to a very defensive and grudge-holding attitude, Dehlia generally tries to channel that energy into productive work and to move forward from setbacks. When not dealing with people that cause her headaches, Dehlia is contemplative, content to be left alone to work on her craft.

    HistoryBorn to a higher-status Guild family, Dehlia was a ‘spare’ heir to the family, and learnt to keep to herself and stay out of the way. Her life seemed to be heading to the sort of middling, aimless, comfortably-sedentary subsidised life of a Guilder scion when she became enamoured with the almost lost craft of Hydrantikos, a form of hand-produced deep-pressure full-submerged handicraft sometimes derisively dismissed as “underwater basket-weaving”. As the scion of the Miner’s Guild, however, tradition dictated that joining a Crafter association, even one as inconsequential as the Hydrantia, would mean being disowned. She managed to convince her family’s elders to let her go with a livable stipend and merely being disbarred from inheritance and succession, and with that she left the clan. Taking up with the Hydrantia, Dehlia rose through the ranks of the small Fellowship, become a Journerycroft at a relatively quick pace.

    Since then, as one of the few Hydrantia that are neither too old for politics nor too young to be taken advantage of, Dehlia has become the de facto representative of her small Fellowship to the Guild leadership and bureaucracy in general. While this is not a role she fills comfortably, it is one she understands she must do her best in.

    Weaknesses: Dehlia is almost completely untrained in combat. Her reflexive defensiveness in standing up for her decisions and her new community is also sure to alienate important members of the Guild.

     

     

     

  • Edited on 2021-09-30 13:34:52 by NorikSigma
  • Posted 2021-08-29 03:36:02 UTC
    Go to this post on BZPower
  • Name: Minnorak, the Enforcer

    Species: Vortixx

    Gender: Male

    Gear: Enforcer – A halberd, originally meant for a smaller being, able to be wielded with one hand or two in the hands of a Vortixx. The weapon can deliver a debilitating discharge of electricity through its blades at the press of a button, but it takes several minutes to build back up to full charge after being used.

    Targe of Charging – this shield absorbs the elemental energy of attacks that strike it, and converts the energy to form a rhotuka spinner imbued with the same element. The energy must come from a powered being or weapon; sticking the shield in regular fire, banging it against a rock, etc will have no effect. Only one type of energy can be absorbed at a time, but multiple attacks of the same type can be absorbed to increase the power of the rhotuka.

    (Tech items approved by Krayzikk)

    Appearance: Minnorak is large and muscular, even for a Vortixx, clad in heavy armour in metallic sheens of black, blue, and grey.

    Personality: Despite having the appearance of a big, dumb brute, Minnorak is more quiet and thoughtful. Smart enough to know when he’s outmatched, he isn’t afraid to forsake his pride and pay when the odds are against him. Deep down, his defining characteristic is a desire to belong, to have a place and people that he can call his own.

    Weaknesses: Though strong, his heavy armour can weigh him down, so he tends to struggle when it comes to feats of speed or endurance. It also makes trying to swim through any water deeper than his height suicidally impossible. Having let people get close only to suffer for it more than once in his life, Minnorak is reluctant to open himself up to others. He is also haunted – figuratively, but perhaps also literally – by the memory of his fallen friend Draygon, and lover-turned-enemy Lash.

    History: After being stabbed and left for dead by the woman he loved, Minnorak was flung into the sea, and washed up on the shores of Mata Nui. Once he recovered from his wounds, he took up mercenary work, eventually coming into contact with fellow outcasts Zero and Forger. The trio together founded the ill-fated mercenary organisation The Outsiders.

    The outfit were doomed from the start. Their first mission ended in disaster, and their subsequent operations met with little success. With recruits coming in, but no funds or food to sustain them, tempers flared, and when Zero and Forger disappeared, things fell apart completely.

    Minnorak clung to The Outsiders until the bitter end, which came soon after the fall of Ko-Koro. After burying his old friend Draygon, Minnorak left the outpost behind and set off to explore the island, intent on carving out a new life for himself somewhere. But home is a hard thing to find, and harder still to bid farewell to, and in time Minnorak found himself drawn back to Obsidian Outpost, possessed by a passion to rebuild The Outsiders. 

    ____________________________________________________________________________________________

    Name: Kain, the repair guy

    Species: Ta-Matoran.

    Gender: Male.

    Powers: Innate resistance to heat and flame.

    Gear: An adept engineer, Kain carries a toolbox laden with a myriad of tools for repairing and maintaining the cable car and other equipment at Obsidian Outpost. For self-defence, Kain wields a slingshot that uses small clay pellets packed with stralix powder for ammunition.  

    Appearance: A Ta-Matoran clad in coppery orange and metallic red, Kain wears a powerless Kanohi with a magnifying lens to assist him with his work.

    Personality: Carrying himself with a gruff, no-nonsense demeanour, Kain is a man devoted to his work, caring little for the politics and plotting of those who call the outpost home.

    Weaknesses: Kain has no formal combat training, and doesn’t have much in the way of attachment or allegiance. Though it would take a fair amount of convincing or coercion to make him betray whoever is currently contracting him, he wouldn’t hesitate to switch sides to save his own skin if such a situation were to arise.

    History: Brought into the fold by Zero during the founding of The Outsiders to care for the cable car and man the toll booth, Kain stuck around and later became part of the new iteration of the organisation.

    ____________________________________________________________________________________________

    Name: T’harrak, the Tinkerer

    Species: Skakdi

    Gender: Female

    Powers: Elemental power of Crystal, X-ray vision. Is also an accomplished climber. 

    Gear: Channelling Gauntlets – looking like simple gloves of grey metal, these gauntlets allow a skakdi to channel their elemental powers to a limited degree. However, they were created for use by artisans possessing physical elements, and are of little use to warriors hoping to toss around elemental blasts. The gloves must both be worn and in contact with each other, or touching the same object (in the case of creating something larger like a sword, spear, etc), in order for the channelling to function. The wearer must use careful hand movements and constant concentration to meticulously imagine and shape the object they’re trying to create. While simple, misshapen objects can be made in just a few seconds (eg. summoning a simple weapon for self-defence), more intricate or detailed items require considerable time and effort to create.

    “Zappy” – a multipurpose ranged weapon capable of functioning as both a zamor launcher and crossbow, with a simple solar-powered battery pack that allows it to imbue an electric charge into the projectiles it fires.

    (Tech items approved by Krayzikk)

    T’harrak also carries a range of simple tools in pouches on her belt and thighs, reinforced canisters to safely house najin powder, and a specialised quiver to house the crossbow bolts and empty zamor spheres she makes for her launcher.  

    Appearance: Easily mistaken for a Vo or Ko Skakdi, T’harrak is predominantly white, with battered blue armour. Her inquisitive eyes have a golden glow to them. Simple, spike-less spines hang down her back and shoulders, and a basic magnifying lens is strapped to her head to aid her with her work. Her hands are large, with long dexterous fingers, tipped with small claws.

    Personality: As a Skakdi whose strength lies primarily in her mind, T’harrak is on a constant quest to prove her worth in a world full of beings who think only with their blades and bullets. Though she’s not entirely without ambition, she’s well aware of her own limitations, and has come to terms with the fact that she lacks the destructive strength or strategic cunning to ever be a warlord in her own right. She focuses her talents instead on being a small part of a larger machine, creating armour, armaments, or ammunition that others can use in their conquests.  

    Weaknesses: Though by no means a scrawny specimen, T’harrak isn’t nearly as physically imposing as many of her kin, nor is she particularly adept in melee combat. Her armour is light and relatively sparse, allowing her to remain fast and agile but leaving her more vulnerable to injury. She favours her dexterity and climbing skills to keep distance between herself and enemies, where she can use her launcher to target foes from a distance.  

    T’harrak also often struggles with questioning her own self-worth. As a Skakdi who doesn’t embody any of the ideals that her people hold to, she has been on the receiving end of more than her fair share of denigration and abuse, and such insults shake her confidence even to this day.  

    History: as a Skakdi born in a humble home to parents of no significant lineage, who favoured brains over brawn during her upbringing, and enjoyed making sculptures and sandcastles instead of destroying them, T’harrak’s life has been one of constant mockery and dismissal. As soon as she was old enough to leave, she left her home behind and set out across Zakaz in search of somewhere to belong. From outcast camps to a brief stint among the Nakihl, she wandered, before eventually  finding employment at the fort of Razorfish;Vaa.

    ____________________________________________________________________________________________

    Name: Savis, the Seafarer

    Species: Lesterin

    Powers: As a Ba-Lesterin, Savis is resistant to pressure or crushing, and is able to lift heavy objects as though they were much lighter.

    Gear: Savis wears a Kanohi Matatu, and carries a small assortment of knives of varying styles and sizes, each of high quality and weighted for throwing.

    Their main weapon is an ancient axe hewn of strange, silver-black metal, its large size, great weight, and broken-off shaft suggesting it was once wielded by a being far larger and stronger than the Lesterin who uses it now. Though most of Savis’ memories of their homeland are returning to them, how this weapon came into their possession and who it once belonged to remain a mystery to them.

    The weapon’s size and weight makes it unwieldy in the hands of most beings; Savis combines both physical strength and mental focus to use it effectively, relying on their natural ability to lift heavy objects in conjunction with telekinetic assistance from their Kanohi to wield the axe with great finesse and dexterity.

    Appearance: A haggard, battle-scarred Lesterin, Savis’ skin is naturally a deep purple colour, while their armour has a dull coppery hue to it. Their Kanohi is shaped like a knightly helm, obscuring their features and lending a mysterious air to their appearance.

    Personality: Savis is a being of few words, but those words come with the gruff accent and colourful vocabulary of a veteran seafarer. Ever since they washed up on Mata Nui, they’ve felt like they don’t fit in, haunted by a home they can’t recall, drawn towards the dark by dreams filled with dread. Now that their memories of Zakaz and Seprilli are beginning to return, some of the pieces of their past are falling into place, but others remain frustratingly beyond reach.

    Weaknesses: Savis relies on their Kanohi to help them wield their weapon effectively, meaning that removing their mask or interrupting their focus can leave them at a disadvantage in battle.

    Being used to the open sea and more weathered climates, Savis is especially vulnerable to cold climates, and is easily disoriented underground or beneath dense canopy, where they can’t use the sun and stars as a reference point to navigate.

    History: Once, long ago, Savis was an explorer and privateer, sailing forth from Seprilli to scour Zakaz and its islands for hidden treasures, forts to infiltrate, and terrible beasts to face down. Growing their own legend was their obsession, with each quest and objective being more audacious than the one that came before. At last, the day came when the lands they knew held no more adventures worthy of their ambition, and they turned their attention to the seas they sailed… and the monsters rumoured to linger beneath the waves.

    They outfitted their ship with the best weapons, armour, and crew, and set off in search of the ancient sea beasts of legend. And they found… something. Something of vast size even greater strength, that shredded their ship to splinters with a single swipe, scattering captain and crew alike into the savage sea.

    Savis awoke on the shore of Mata Nui with no memories of what had come before, only a haunting sense of loss, an unbridled ambition for adventure, and a lingering longing for the sea. For years they wandered the island, until recently, when the portal was opened and their memories of their homeland began to slowly return. Their goal now is to find a way back to where they belong... and perhaps, learn more about the mysteries of the sea along the way.

    ____________________________________________________________________________________________

    Name: Vazaria, the Vulture

    Species: Dasaka

    Gender: Female

    Caste/Clan: Saihoko, clanless.

    Powers: Soulsword, ideatalk.

    Gear: Vazaria wears a Kanohi Kadin, the Mask of Flight. She wields an ancient, ornate sword of unique design: the only heirloom that remains of her family. The hilt is wrought from gold-tinged stone, covered in engravings of Kanohi Dragons, and the blade is made of translucent emerald crystal. Her Soulsword appears as a flickering, fiery mirror of this weapon, hued an icy blue-white.  

    Appearance: Thin and wiry, Vazaria’s body is all muscle and sinew, her skin mottled with burn scars – some old, from the fire that destroyed her family home decades ago – and some far more recent. Her armour is a patchwork of mismatching shapes and shades, scavenged and stolen over the years.

    Personality: Vazaria is always very direct and open with her words, actions, and intentions, harbouring the greatest disdain for those who hide themselves – whether behind titles and grandeur, lies and deceptions, or illusions of the mind.

    Embittered by a lifetime of unfairness and misfortune, she harbours a deep resentment for the empire, the caste system, and many other aspects of “traditional” Dasaka society, and is swiftly angered by those who try to elevate themselves over others based on their nobility or name.

    Weaknesses: Vazaria has never received any formal training in most life skills, learning what she has from observing others. She can’t write, can only barely read, and her talents in swordplay and Soulsword are sloppy and unrefined, forcing her to rely more on savagery rather than skill.

    Her armour, being pieced together from salvage, is or lesser quality and fits poorly in places, offering less coverage and unreliable defence compared to the tailor-made sets of more affluent Dasaka.

    Her trauma as a child, followed by her more recent injuries, have left Vazaria with a crippling fear of fire.  

    History: As a young child, Vazaria had the misfortune of being a member of a small clan whose ideas were too bold, and whose words were too loud. Their calls for social change and rebellion against the empire were answered with blood and brutality from a clan loyal to the imperial cause, who razed Vazaria’s village to the ground to show their strength and raise their own standing with the powers that be.

    Skin sizzling from the cruel caress of cinders, Vazaria managed to escape the massacre, clutching only a coinpurse and her family sword. She grew up on the streets, without clan or colour to her name, relying on instinct and determination to survive.

    She made a living working for various employers and criminal elements at different times, most recently running a small Company on Oki as part of the Coalition of Black. Shortly before the arrival of the Rahkshi, she and another member of the Coalition were hired by a Tajaar Clan on Odaiba to steal a Kanohi Dragon egg as part of a plan to destroy an imperial-allied clan… a mission that went disastrously. Vazaria was badly burned and barely escaped with her life, forced to spend what little money she had left to her name to hire the services of local healers.

    She was still recuperating on Odaiba when the Rahkshi came, turning her disparate dreams into revolutionary reality before her very eyes. As the clans that had endured for centuries scattered to the winds, as the empire’s finest were butchered in battle, Vazaria remained on the island to enjoy every second of the spectacle, hoping an opportunity would emerge to ally herself with the invaders.

  • Edited on 2021-10-02 00:26:09 by Nato The Whisperer
  • Posted 2021-08-29 03:54:15 UTC
    Go to this post on BZPower
  • Name: Dartakh ”The Champion” Wiki Page

    Species: Vortixx

    Gender: Male

    History: Dartakh is a mercenary warrior, who travels around the island to find contracts. He is a veteran of many wars, and has seen much bloodshed and carnage over the years. He used to work with a group of mercenaries called the Shadowknife, but all of its members except for Dartakh were slain in an ambush. He was quite traumatised by it, because many of its members were his longtime friends. Afterwards he wandered around until joining a mercenary group called "The Outsiders."  He never talks about his past with others. Eventually, the members of the Outsides drifted apart and he was left without employment.

    Powers: No special 'powers', although he is very skilled, strong, experienced and fearless. One should avoid him in fair close combat, and use possible elemental powers and ranged weapons instead.

    Weapons: Over the years, he has become a skilled user of swords, war hammers, maces and crossbows. Currently he has a steel mace and a shield.

    Description: He is average height for a Vortixx. The claws on his fingers are long and sharp. He is broad-shouldered and muscular beneath his natural protodermic armour, which is mostly black and dark blue. His eyes glow light blue. His back is riddled with green and red tattoos. His voice is rough and very deep.

    Weaknesses: Besides the obvious lack of elemental powers, he is often alone and can be defeated rather easily by a group. He also can't read or write.

    Personality: Dartakh is serious and cunning, and very patient. He trusts nobody and lacks any sence of humour, for it died along with his friends. Dartakh is willing to work for anyone who pays, as long as the work is about fighting others. He can't read and write and if given a contract in document form, he simply draws a crude cross. In battle, he is calculating, patient but also aggressive. He falls utterly silent during combat and enters a martial trance. He usually spends a third of his day training, if possible. Combat and violence have become obsessions for him.

    Allies: The Outsiders (formerly)

    Enemies: His enemies are whoever he is paid to fight. Unless the enemy pays him more.

    Ambitions: Earn enough widgets to fulfill a secret ambition.

    Items:
    Ancient Boruhka Helm (Approved By Nuju Metru)
    An ancient artifact Dartakh looted from a defeated champion. It is a large, 'enchanted' bronze helm. While it is heavy and cumbersome to wear, it protects him from mind-control and telepathy when worn. Not immune to attached Parakuka, however. Because it is made out of bronze, it gets dented and damaged much more easily than his steel helm, which is why he only wears it when necessary.
     
    Elemental Energy Disruptor (Approved By Friar Tuck)
    Ancient device of mysterious origin. It is small, oval metal object. A long, metallic antenna protrudes from it's front. There is a single, large black button with the letters :e: :e: :m_d: . When the button is pushed, the device emits a powerful energetic pulse, which makes a single individual in front of the antenna to temporarily lose the ability to use his/her elemental powers. The effect lasts for about five minutes, although this varies slightly. The device then takes roughly 24 hours to recharge. The mask powers of the affected target are untouched.

    • Protosteel mace
    • Protosteel shield
    • Protosteel knife
    • Leather backpack
    • Protosteel chainmail shirt
    • Protosteel helm
    • Protosteel greaves
    • Protosteel gauntlets
    • Small amount of widgets
    • Bandages

    Wounds: His entire body is riddled with numerous scars

    Introduction


    Name: Oliphko

    Species: Toa

    Gender: Female

    History: Oliphko used to be a Po-matoran stone carver who lived a peaceful life in Po-koro. However, she felt like her life was dull and empty and decided to go on a spiritual journey. She spent many months in the canyons of Po-Wahi, trying to discover her destiny through meditation in the quiet valleys. One day she discovered a cavern, with a Toa stone wrapped in cloth on a pedestal and a small shrine. She was turned into a Toa, and now tries to adapt to her new body and powers.

    Personality: Oliphko is very shy and somewhat quiet. She is sometimes lost in thought, and likes to meditate often. She has a rich imagination, and appreciates the beauty of nature and everything in it. She admires art and enjoys stories. She views life positively, yet remains aware that people are not black and white. She is a devout believer of the Virtues, although doesn't worship Mata Nui actively. A vegetarian and a pacifist, she respects life in all its forms.

    Powers: She is a Toa of Stone, meaning that she has contol over rock and stone, as well as the ability to create it. Her enery reservoir is low.

    Mask: Kanohi Vita/Sana, Mask of Healing. It allows her to heal the injuries of others.

    Weapon Skills: None, she is a pacifist.

    Description: She is tall, gaunt and very skinny because she has a very sparse diet. Her primary color is light brown, with beige as secondary color. Her heartlight glows yellow and her eyes are gleaming orange. her voice is smooth and quiet. She has the tendency to stutter when speaking to strangers.

    Weaknesses: Little skills or experience in combat. She can't handle stress very well, and doesn't yet know how to properly use her powers.

    Allies: Few Po-Matoran, a Fe-Turaga called Ferron, who is her mentor (Played by Geardirector)

    Enemies: None

    Ambition: Learn how to be a Toa

    Items:

    • Backpack
    • Lightstone
    • Heatstone
    • Staff
    • Small amount of widgets
    • Bronze knife
    • Ancient scroll
    • Paper copy of the scroll

     
    Introduction
     
    ---
     
    Name: Sir Dahkapa

    Species: Toa

    Gender: Male

    History: In the past, Dahkapa was a Ko-matoran philosopher, who studied the ethics of different matoran societies on Mata Nui. He visited every Koro and smaller matoran settlement on the island, even Xa-Koro before it was destroyed. He wrote multiple tomes and was a highly respected person. After Makuta's rise and fall, he went to live on the montains in Ko-Wahi to meditate about the meaning of life. He found a Toa stone in a cavern, and was transformed into a Toa. He returned to the village in silence just after the assasination of Matoro, and spent many months studying the Code of the Toa in the library of Ko-Koro and training combat skills. He fought in the Battle of Ko-koro, but was taken prisoner by the Brotherhood of Ak'rei'an and converted. After the Brotherhood was driven out of Ko-Koro, it disintegrated and Dahkapa left to fight against the darkness alone.

    Personality: He is a quiet and patient thinker, who only speaks when he has something important to say, which is typical for a Ko-Matoran. He tends to consider his every action,which makes him rather slow to react. He is a worshipper of Mata Nui and believes deeply that every being in the world has a destiny that they cannot alter. He is often considered wise by other matoran. When he transformed into a Toa, his personality changed a little, for example he is somewhat more prone to aggression now. In combat, he is generally calm, waiting for a perfect moment to strike.

    Powers: He is a Toa of Ice. He can create and control ice, or transform it into elemental energy and vice versa. His energy reservoir is average.

    Mask: Kanohi Hau, mask of shielding. Allows him to create a temporary force field to block almost any attack.

    Weapon skills: He has trained the usage of a long war hammer he found in the cavern where the Toa stone was. He also has adequate skills with crossbows.

    Description: His mask and torso are white, while his limbs are light blue. His eyes glow dark blue and his heartlight used to glow pure white. Now it glows warm purple. There's also a tint of purple in his eyes. He now wears a large, black cape. His voice is deep and serious after his transformation.

    Weaknesses: He is not a skilled warrior and lacks proper combat experience.

    Allies: Servants of Ak'rei'an

    Enemies: Brontes, servants of Makuta

    Ambitions:

    • Defend Ko-Koro
    • Learn how to be a Toa
    • Serve the Archangel and his followers
    • Fight against the Darkness

    Items:

    • A long protosteel war hammer he found in a cavern.
    • Crossbow
    • Large, round protosteel shield
    • 38 bolts
    • Decent amount of widgets

    Wounds: His back is partially burned, and he has numerous scars all over his body from the conversion. Both of his littlefingers are gone.

    Introduction

  • Edited on 2021-09-07 13:47:50 by Daniel the Finlander
  • Posted 2021-08-29 07:52:26 UTC
    Go to this post on BZPower
  • Porting characters over and claiming my real estate. Will edit/amend before posting. Probably. Tactical Panda II approved by Ty loooong ago.

     

    Stannis Maru

    Nicknames: The Wanderer, The Prophet
    Roles: Toa Maru team leader, Toa-Protector of Po-Koro, pupil of Antrim Vakitano of the Massif (formerly)
    Kind: Male Toa of Stone
    Sexuality: Undeclared ("He's probably one of those chaste priests, yanno?")
    Appearance: Gallery: Stannis as he emerged from the Keeping Place / Stannis as imagined in Po-Wahi

    Stannis looks every part the revered hero he is—warm brown and sandy tan armor plated his heroic frame, which was borne with equal parts sagacity and nobility. Set in his handsome, statuesque face, above a set of defined cheekbones, are a pair of grey eyes that seem to see more than is visible and could slice through stone and flesh like lasers. Stannis has strong hands and a powerful jawline, as though he had been given physical features to reflect the character of his will by some considerate sculptor. He wears a burned orange mask with sloped sides; it crowns his brown chest, tan arms and legs and black skin. His weapons are carried in a harness across his back, which also has an attachment pouch for supplies on his journeys.

    Powers & Abilities: Stannis inherited Pohatu's Elemental Stone powers and as a result has immense control over stone and stone-like substances exceeding that of every other known toa of stone. A trait of his new element is incredible physical strength; although not exceeding a boosted Parakuka or Pakari user, he possesses natural strength matching Sulov Maru’s trained level.

    Uniquely, Stannis also has something that is colloquially referred to as his Wandering; wherever Stannis "wanders," or travels, Destiny seems to unfold. This translates as an intuition that borders on prophetic, an uncanny ability to sense imminent danger, and a propensity to always be headed in the right direction regardless of logic. This is best understood as Mata Nui's touch on him, though he denies any actual divinity. 

    He is also a valiant and skilled combatant with talents honed from his many years as a Ta-Koro Guard and warrior. He oddly seems to prefer polearms with near exclusivity. As a matoran, Stannis demonstrated his competencies in leadership, guerrilla tactics, hand-to-hand combat, and survival, which were further refined as a toa. Stannis is creative, cleverly solving problems with improvised strategies and implements. 

    Mask: Kanohi Hiripaki, Legendary Mask of Stories (Gift from Friar Tuck)
    The Kanohi Hiripaki allows the user to bring to life anything spoken in story form, literally taking out of the Legend and into the world. If the user begins with the phrase "All hear the tale of the Great Spirit and of all things..." and ends with, "So transpired the legend," that which they have told in story form will come into being. The user may summon both animate and inanimate things from their stories. There is no limit to what a user may call forth from the Legend.

    However, since something comes out of the story, something must go in to keep the balance; this 'tribute' is random unless specified by the user and of equivalent value to that which has been summoned. For instance, if a new Toa is called into life from the Legend, a random and nearby Toa will be subsequently sucked into it. The user may not transport his or herself into the Legend. Objects and beings summoned from the Legend will not return there unless specifically re-exchanged by the user in another spoken story. Beings or creatures summoned from the Legend retain free will, and are not under the control of the user in the event of their summoning. 
    Tools: He carries a single halberd that can stand and touch his shoulder. Its blade is a deadly trapezoid with slatted patterns. The tool can be used as a lethal weapon with its shaft or blade and helps him focus his powers. He also has a Telerahk staff of power given to him as a token of friendship by Sulov, and he wears this tool perpendicular to his halberd on his back. It can be used to channel his power just as well as his true toa tool. 
    Weakness: Despite his great skill in melee combat, his usual defense is to evade and distance himself which can allow a quicker swordsman to enter his defense and strike him. His jack-of-all-strategies skill with his weapon also means he has no solid fighting style and improvises on the spot, usually using pragmatic blows and power strikes. Though he is strong and powerful, he is slower than average and not prone to quick action. 
    Dossier: Stannis was once a matoran of plasma in the service of the Ta-Koro Guard, an organization he rose to warrant officer rank for his cleverness and imperviousness to heat. He eventually left in search for a higher purpose at the refuge town of the Massif, and he learned under the place's toa-protector before heading out to discover the deeper mysteries of Mata Nui—the island and god. He founded a team of like-minded matoran, who coined themselves Stannis' Companions, and led them in the footsteps of the old Chronicler's Company. Takua, in disguise, called him to even higher service and sent him to Ko-Koro, where Turaga Nuju saw his future and dubbed him The Wanderer, a prophesied hero of legend.

    Following Takua's instructions, he tearfully disbanded his Companions and assembled a new group of prophesied heroes: the Wanderer's Company. This team eventually recovered the First Toa's essence stones and transformed into the Toa Maru, destined to defeat the Makuta and save Mata Nui with Stannis at their helm. They succeeded (dubiously) at the first goal when Stannis himself banished the Makuta with his Legendary Kanohi, however the team's destiny is far from over. Stannis currently serves as Po-Koro's toa-protector, though he believes his duty is to all matoran of Mata Nui and still "wanders" abroad to investigate new threats and old secrets.

    He is usually serious but has a quick wit that he can call upon for jests with his dry sense of humor. He has a very strong resolve to see things through and always finishes what he starts. As Takua’s spiritual successor, Stannis has a very beautiful perspective of the Great Spirit and the island. His view became one based on the virtue of Faith and a belief that everything is foretold and destined, which can pit him against the more factual of the Maru; nevertheless, his insightful view of life gives him an acute affinity towards prophesy and destiny, making him a powerful spiritual warrior and sage in demand of the faithful, and the Maru will admit that he does always seem to "find a way." Beings in search of a purpose often seek him out in the hope that their fates will be warped or unlocked merely by his presence. 

     

     

    Yumiwa, Umbraline

    Titles: Her Majesty the Rora of the Dasaka Empire, Empress-in-exile of Kentoku and Lady of Sado, Captain of the Tactical Panda II
    Biological sex: Female
    Sexuality: Ardently bisexual
    Kind: Dasaka / Menti caste / Umbraline clan / the imperial family
    Appearance: Gallery: The empress in her usual clothes / Her kanohi dragon-inspired dress / Adventure outfit inspiration 
    Yumiwa’s body is royal blue and gold with crystal armor plating, and a regal-looking Kanohi shaped like a Hau with bright blue eyes in a perpetually amused gaze. She wears red skirts and sashes and sometimes dons a full-length cloak of the same fabric for chilly air. Yumiwa prefers red clothing despite her clan’s heritage purple. She has an array of outfits for a range of occasions, including a few dresses, a more “swashbuckling” accoutrement, and casual clothes. Since leaving Sado, she usually wears her sword at her hip, fastened to an ornate leathern belt, and occasionally wears a captain's hat.
    Traits: Yumiwa somehow maintains her regality and bright personality despite dealing with a deep depression since the loss of Sado and the Kentoku Archipelago. Her court-borne mannerisms have not changed much; she still walks and talks with the expectation of respect and is disarmingly friendly and charming under most circumstances. Occasionally, however, she falls into a dissociative fog and zones out, and she is prone to symptoms of post-traumatic stress after witnessing the carnage and total loss in Sado. She has a great fascination with Kanohi Dragons and uses them prominently in her heraldry, idolizing them as the Three [Dasakan] Virtues manifested in wild form.
    Powers: In her copious spare time as a princess Yumiwa was trained to use three Menti disciplines by then-Battlemaster Inokio, but her proficiency between each varies so she does not qualify as a Battlemaster herself... yet.

    • Her primary focus is in the Mindarm discipline, and her mastery of it gives her vast telekinetic powers. Her skill with this form is so advanced and practiced that she can manipulate dozens of little things with incredible finesse, redirect projectiles to defend herself, and well as throw objects with incredible force and little effort, however moving much larger objects quickly taxes her to exhaustion. She used this form while in the flight from Sado, wielding her rapier and flinging staves with no difficulty. Her preference of the discipline has much to do with refusing to be solely in her Willhammer sister's shadow.
    • Yumiwa has an extraordinarily strong sense of self and a natural affinity to Willhammer skills. Her mental entry by is represented by the color red, which eventually consumes the target’s vision when in full effect. She is powerful enough to effortlessly rebuff attempts at entering her mind and easily glean emotions from people around her. This is the form she is second best at, owing to her prodigious skills and clan's heritage of the style. 
    • She has some Soulsword abilities, sufficient to fling raw psychophysical energy at foes and summon a short sword to her hand. This is the discipline she is weakest at, though with practice and tutelage from others can easily overcome her major shortcomings. 

    Mask: Kanohi Miru, Great Mask of Levitation (I can walk on water whooaaaaaa)
    Belongings: She has a rapier with a silver alloy blade and elaborate basket hilt, a gift from her uncle Rayuke when she came of age, and while it was intended to be ceremonial it is a battle ready sword. Yumiwa retains ownership of her luxurious yacht, the Tactical Panda II, as well as her outfits, dresses, and some few remaining personal effects and crown jewels. Despite being in exile she is materially wealthy by Mata Nuian standards and still commands the respect and deference of loyal Dasakan subjects. Somehow, defying all natural laws, she always seems to have current-season Yeezy sneaks. 
    Abilities: Yumiwa developed into a capable sovereign despite not being fully trained to assume the throne of the Dasaka Empire. Though a ruler in exile, she nonetheless is an effective and shrewd leader and diplomat. She has some martial arts skills taught by her former tutor, Inokio, though her swordsmanship is still rudimentary. Since combat was not necessarily something she needed to train for, most of her fighting strategies are creative and make good use of her wide range of talents and powers, all of which are capable of weaponization. Her non-Menti education included studies in philosophy, religion, zoology, literature, music, and art, and she is skilled at riding rahi steeds and is a burgeoning seawoman and captain.
    Weakness: She is not a warrior, certainly not in the truest sense, and has very limited fighting capability with conventional arms. She can be outdueled—though it would hardly ever come to that. She has the natural weakness of a Mindarm and, to a lesser extent, the same applied to all the other forms in ratio to her proficiency with each.
    About: From her inception she was heavily protected as the crown princess and given the finest education in the empire. She was kept in the palace grounds until she neared coming of age; only then was she allowed to pursue her own delights and explore the territory that would be her future realm. However, despite her status and potential power she was kept out of true leadership aside from minor court appearances and instead has been simply tutored on her eventual ascension, especially in the matter of being a competent and good ruler. She is very cultured, highly determined, and sometimes manipulative, as she should be in a matriarchal society that she was bound to inherit. 

    Yumiwa was born to rule and was consequently given the finest education possible on Sado, the capital of the Dasaka Empire, as the Chojō. She lived a relatively sheltered life, cut off from her subjects until she came of appropriate age, and only then was allowed to learn Menti disciplines, explore her inheritance, and have hobbies. Before then, however, her father, the prince consort, was murdered by pirates. Family became a sore topic for her ever since—she had a growing irrational rivalry with her sister, Desdemona, a distant relationship with her occupied mother, then-Rora Yusanora, and a laborious connection with her uncle, Imperial Executioner Rayuke. Most of her young life was spent with noble playmates, her handmaidens, and tutor. She valued the principle of Power above the others, utterly determined to become the best at everything and reign as “Rora Yumiwa the Great,” but this was not to be.

    Her mother was assassinated at a ball thrown in Yumiwa’s honor and she was abruptly thrust upon the throne of an empire fraying at the seams. She struggled to assume the responsibility of sustaining a faltering realm and felt increasingly beleaguered. The Empire split in twain on her watch, riots spilled blood in her streets, assassins lurked in her hallways, and even her tutor proved to be a triple-agent and traitor. Just when she finally mended her family and had a handle on her duties, Sado was attacked by the released Makuta and everything left that she knew, loved, and lived for crumbled to pieces for the last time while she was powerless to save it.

    She managed a valiant defense of her city (in which she killed a living being for the first time) before being forced to evacuate Sado to Mata Nui at the personal voice  of her great spirit Zuto Nui. On Mata Nui she found a place for her nation to settle temporarily and began the painstakingly long process of preparing her people for retaking the Archipelago from the grips of both the Dastana Republic and the Makuta. She’s since operated from her yacht, the Tactical Panda II, and quests for the destinies of both her people and herself.

     

    The Tactical Panda II

    Type: Shibari-class luxury flybridge sloop
    Known as: Yumiwa’s personal yacht
    Approved in advance by: Tyler, c. 2019-ish
    Specifications:
    Length: 180’
    Height: 201’
    Accommodations: Five guest rooms, including the master suite
    Crew: Nine, including a commanding officer, engineers, sailors, and stewards, and cabins or bunks for each

    Technologies: The Tactical Panda II was designed to quickly move royalty between islands in both luxury and safety. It is propelled by both great sails and water-jets for speed and grace on the waves, and is among the fastest Dasaka boats engineered. It also has a compliment of a small water-jet propelled launch stored in the hold.

    A single long cannon is placed on the fore deck, the best of its kind; mounted on a shock-absorbing ball-bearing swivel so it can turn to any angle, it also has a revolutionary guidance system the gun’s operator can use to mentally direct the crystalline projectile to its target. That, combined with the sheer power and range of the cannon, ensures that the Panda II is capable of ending most threats—one at a time—before it is in real danger. Anything else, it can simply outrun.

    Appearance and History: The Tactical Panda II is an impressive boat with its imposingly tall single mast, uniquely large sail, and significant tonnage. As a personal toy for the royal family, it exemplifies the Three Virtues as much as it is fun to drive. It’s opaque, stratified crystalline hull design is dotted with transparent parts for windows, reinforcements and vital components made of metal, and wooden decks and details. More rigging than seems necessary races up the mast’s length, though it’s almost purely for looks.

    Its interior design is less lavish than the Imperial Palace decorations but at no cost to comfort or aesthetic. A spacious parlor, adjoining dining area, small library, and full bar den make up the common rooms, and the decks provide ample space to luxuriate in the open air. Decor is similar to the Royal Residences, as per Yumiwa’s likes, with abundant curtains, elaborately grown crystalline inlays, and art. Her master suite in particular is decked out to her fancy and serves as her home abroad.

    The second craft of its class, the Panda II replaced the previous boat of the same name which was destroyed by pirates on its maiden voyage, then piloted by Rora Yusanora’s late husband. The Panda II was much improved by the addition of the powerful gun to defend itself and had a much better history and was frequently used for the royal family’s excursions around the Kentoku Archipelago. Famously, it carried Rora Yumiwa during the evacuation of Sado and has since been the former monarch’s personal property.

  • Edited on 2021-10-02 07:48:11 by Umbraline Yumiwa
  • Posted 2021-08-30 00:25:10 UTC
    Go to this post on BZPower
  • Name: [ Rynekk Simul, Private of the Po-Koro Sentinels ]
    Species: [ Toa of Stone ]
    Description: [ Already a powerful man, in the intervening months since the Retaking of Ko-Koro, Rynekk has trained himself to become even stronger. Stout, if not particularly tall, a newfound focus and confidence fostered during his medical leave from the Sentinels has given him a truly mountainous demeanour amongst his colleagues. He can sometimes be found wearing a wide-brimmed hat and a cloak, as well as a set of brown armour. He is in possession of orange eyes and charming smile. ]
    Powers: [ Rynekk possesses the elemental power to create, absorb, and manipulate stone. Thanks to his Kanohi Kakama, he is also able to move at superhuman speeds. ]
    Equipment: [ Rynekk carries a spear and a hatchet. ]
    Technological Items: [
    Rynekk also carries an axe which he acquired during the island-wide hunt for the crime lord Jazek Rehn. It is utterly ordinary, save for the fact that it will become blunted when in the hands of an enemy of Rynekk. (Approved by Tyler) ]
    History: [ Once a worshipper of Makuta, Rynekk has spent the last few years doing his best to repent for his past sins, up to and including becoming a part of the Aggressors, a group of adventurers loosely associated with the Po-Koro Sentinels. Since the Second (or is it Third) Battle of Ko-Koro, Rynekk has been on medical leave within the remnants of that icy city, licking his wounds both physical and spiritual. ]
    Weaknesses: [ Rynekk’s usual combat strategy is to try and overwhelm his opponents through sheer physical and elemental force, pushing them onto the backstep and keeping them off-balance. If faced against someone who is able to push back through that offensive and actually challenge him in terms of martial prowess, they could claim a distinct advantage against him. Off the battlefield, Rynekk’s mountainous sense of guilt — whether justified or not — can impair his judgement. This impairment can manifest as flights of recklessness, or an inability to fully trust his allies around him, despite their years together. ]

    Name: [ Nika Draen, Sniper for Hire ]
    Species: [
    Vortixx ]
    Description: [
    As long and as lean as ever, Nika at least looks like he has eaten a few square meals nowadays, and his green eyes are now a little sharper and a little less cloudy. His black armour is scarred and pock-marked with age, partially covered by a long coat that he kept from his second infiltration of Ko-Koro. ]
    Equipment: [
    Nika carries two daggers. ]
    Technological Items: [
    Nika’s greatest weapon is a refurbished lightstone sniper rifle. Easily disassembled into pieces for easy transportation, this rifle can fire slivers of lightstone nearly silently and at great distances — however, it requires a longer cooldown/reload time than the average projectile launcher. Nika also has a prosthetic left hand, equipped with retractable talons. (Approved by Tyler) ]
    History: [
    Orphaned as a young boy during a violent attack, Nika eventually became a hired killer to eke out a living for himself. His most recent job, at the behest of a mysterious benefactor, has sent him on the hunt for the infamous Turaga Killers. Along with his fellow mercenaries, Pae and Jin, Nika has spent the past weeks hunting for any clues as to the Turaga Killers’ possible locations. ]
    Weaknesses: [
    Nika is devastating with a sniper rifle, but lacks the raw strength needed for close-quarters fighting — get up-close and personal with him, and the best that he can do is try and gain some distance. Off the battlefield, Nika’s greatest weakness is, ironically, one of the virtues that most of Mata-Nui holds dear: unity. He has grown to trust Pae and Jin, and even to care about them — an attachment that could prove fatal if properly exploited. ]

    Name: [ Daijuno Dastana, Saihoko Quartermaster of the Chiisai Ryuu ]
    Species: [
    Dashi ]
    Description: [
    Taken on her own, Daijuno is an unassuming, average figure — the sort of Dashi you could run into anywhere in the old Markets of Sado. Perhaps to compensate for this fact, Daijuno has placed a lot of time and money into her accoutrements: her crystalline armour is simple, but elegant, and able to suit a number of different occasions. Since coming to Mata-Nui, she has supplemented that armour with numerous touches of silver and gold metallic alloys, making her appear just a bit more ostentatious than most Dasaka. Amber eyes and a sharp tongue hide behind a powerless Kanohi Kaukau. ]
    Equipment: [
    Daijuno carries a small crystal dagger — more decorative than anything else. ]
    History: [
    Born in the lowest rung of Dasakan society, Daijuno slowly but surely created a name (and a minor fortune) for herself by trading in timber and bamboo from Odaiba; a fortune that she levied to book passage aboard the Chiisai Ryuu and make her way to the glittering paradise of Mata-Nui. Since her arrival to the island, Daijuno has been wheeling and dealing, fully intending to return to Kentoku wealthier than even the Rora herself. ]
    Weaknesses: [
    Daijuno would describe herself a lover, not a fighter — any success she might have in combat is down to pure luck more than anything else. Off the battlefield, and as much as she is loathe to admit it, Daijuno craves respect more than anything else, and this deep yearning can cause her to act in the worst interests of herself and those around her. ]

    Name: [ Zyla Dastana, Saihoko Assistant to Daijuno Dastana ]
    Species: [
    Dashi ]
    Description: [
    Zyla is quite a handsome woman — tall and willowy — who tends to favour simple, practical fashion on a whole. She can usually be seen in goldenrod and navy, and wears a powerless Kanohi Volitak. ]
    Equipment: [
    Zyla carries a crystal dirk — more decorative than functional, like her employer’s. ]
    History: [
    Zyla was born into the lowest rung of Dasakan society and, like her mothers before her, tried to bear this burden with grace and goodwill. How she ended up working as an assistant for a cantankerous, avaricious, and downright seditious Dashi like Daijuno is anyone’s guess. But her loyalty to Dai is unquestioned, with Zyla even following her to Mata-Nui itself. ]
    Weaknesses: [
    Like her employer, Zyla has virtually no combat training or experience whatsoever. Also like her employer, she craves the respect of those she considers her “betters,” which can push her towards self-abnegating behaviour. ]

    Name: [ Plagia Simul, Champion of the Island Liberation Force ]
    Species: [
    Toa of Lightning ]
    Description: [
    Plagia has the build of a street fighter — all lean, rangy muscle, with a low centre of gravity. She wears a set of weathered blue-and-yellow armour, as well as a Sanctum Guard jacket — albeit with the Guard insignia patched over. Her face is battered and scarred from years of fighting, with bright green eyes. ]
    Powers: [
    Plagia possesses the elemental power to create, absorb, and manipulate lightning. Thanks to her Kanohi Hau, she is also able to generate force fields around her person. ]
    Equipment: [
    Plagia carries a kampilan sword. ]
    Technological Items: [
    Plagia also possesses a pair of gauntlets which are resistant to any temperature change. (Approved by Tyler) ]
    History: [
    A veteran of such fights as the Rama Hive Assault, the Siege of Pala, and the Retaking of Ko-Koro, Plagia remains one of the last active members of the Island Liberation Force — a collection of warriors dedicated to fighting all traces of Makuta. Since Ko-Koro was liberated, Plagia has stuck around to help train up a new generation of the Sanctum Guard. ]
    Weaknesses: [
    Although loath to admit it, her brother’s betrayal, the death of Akinii, the loss of Pala-Koro — these things have affected Plagia deeply. She may be the life of the party, but she has trouble relying on others, either in real-life or in combat. Instead, she has a worrying need to take on any problem — ultimately — by herself, or else feels like she is letting those she cares about down. ]

    Name: [ Saritsu Eiyu, Menti Sister of Toroshu Nihonei ]
    Species: [ Dasaka ]
    Description: [ Saritsu is powerfully-built, although perhaps a little shorter than expected. Despite her lack of patience for court affairs, she cannot help but keep the poise of a Ward-trained Menti warrior, and moves with the grace and precision of one, as well. She wears a cloak that was once probably quite fine, but has grown ragged from use. Her eyes are as sharp and as green as freshly-budded leaf. ]
    Powers: [ Trained in the Mindarm discipline, Saritsu is able to manipulate objects mentally. She is also trained in the Twin Souls technique of Ideatalk, known only to Clan Eiyu. Partnered to her sister, Nihonei, the two are able to communicate in a much closer way than is normal for Ideatalk. She is also able to see through objects thanks to her Kanohi Akaku, the Great Mask of X-Ray Vision. ]
    Equipment: [ Saritsu carries a crystal katana, ice axes, and hunting knives. She also has a quiver of crystal-tipped arrows but, curiously, no bow. ]
    History: [ The younger sister of Toroshu Nihonei of Clan Eiyu, Saritsu took advantage of the lack of expectations placed upon her to travel the Archipelago, forever curious about what lurks in the few remaining wild places of Kentoku. With the coming of the Rahkshi, however, Saritsu finds herself torn — whether to venture deeper beyond the walls of Sado to take the fight to the enemy, or remain behind and protect her beloved older sister. ]
    Weaknesses: [ Responsibility does not sit easy on Saritsu’s shoulders — she has taken on the role of her sister’s protector, and there is little that she would not do to protect Nihonei. A canny opponent could use this to their advantage. In combat, Saritsu also favours speed and dexterity, keeping her enemies off-balance. In a contest of raw strength, however, she will quickly find herself overpowered. ]

    -Void

  • Edited on 2021-09-15 04:39:18 by Void Emissary
  • Posted 2021-08-30 02:54:13 UTC
    Go to this post on BZPower
  • (Copied from previous Arc, pending update)

    Name: LoJak

    Gender: Male

    Species: Toa

    Alignment: Good

    Element: Fire

    Appearance: Tall and lean. Unlike most Fire Toa, LoJak wears black armor. He has a long scar running down his left arm.

    Mask: Iden, Mask of Astral Projection

    Weapons: Longsword

    Personality: LoJak is friendly, often starting conversations with passerbys. Absolutely committed to that which is Right. At times he seems a little tired with all the fighting he's seen in his life.

    Biography: LoJak isnt sure he was ever a matoran. His first memory was nearly a hundred years ago, when news of the Toa Mata's defeat had first spread all over the island of Mata-Nui. At first LoJak attempted to rebel against Makuta's dark reign, but after an unsuccesful mission, which resulted in the death of several newfound friends and the scar on LoJak's arm, LoJak ended becoming a drunk in the taverns of Po-Wahi. He recently managed to sober and has remembered his destiny and duty as a Toa. He now refuses to try any drink, fearing that it may cloud his mind once again and prevent him being the hero he knows he can be.

    Recently he met a group of Toa heading to Ko-Koro to help the people there. LoJak decided to join them, and a newfound, albeit still nameless, Toa Team was formed. As they aided the distraught citizens of the Village of Ice the Rahkshi began their assault in on the Koro. Kaiapo and Quada died in the ensuing battle, and LoJak sustained heavy injuries while burning scores of Rahkshi, finally falling unconsious at the end of the battle.Valria saved his life by bringing him to the medic, and whe he awoke he and Valra finally confessed their feelings for each other. Since then remaining members of the Team have been helping the Villagers rebuild.

    Weakness: Like most fire Toa, LoJak detests the cold. He is also somewhat naive, easily trusting and believing in the best of others.

     

    Name: Lantz orSkaarn

    Gender: Male

    Species: Toa 

    Alignment: None.

    Element: Gravity

    Appearance: Toa Nuju, grey colour scheme. He has a mane of white fur around his neck.

    Kanohi: Jutlin, Mask of Corruption

    Weapon: Two broadswords and a pair of daggers.

    Personality: Lantz is greedy. He cares about power and nothing else.

    Biography: Lantz become a Toa only a few years ago, long after Makuta had consolidated his power. After his family was killed by infected Rahi, Lantz realized that the only thing of any worth on Mata-Nui is power. Now he travels the land looking for where he can get some.

    One day Lantz decided to have some fun by wrecking the Ga Koro harbor. He was taken into custody by Toa Knidia and brought to Turaga Nokama. The Turaga forcibly removed his Toa Energy, transforming him into a Turaga. He then sought out Makuta, hoping he could restore his powers. Lantz found Makuta in a tunnel beneath Kini-Nui. Makuta used a Visorak to transform Lantz in a Toa Hordika, his present form. In exchange, Lantz is now a servant of Makuta, having promised to continually discredit the turaga and and convince matoran to serve Makuta as well. Since the Visorak mutation Lantz began hearing a voice in his head, which he believed to be Makuta guiding him. Under this being's guidance Lantz met up with the Skakdi Rhow, and hired her to help him carry out the will of Makuta. During their first adventure the voice in his head revealed itself not to be Makuta but a being named Skaarn, which claims it is the son of Makuta, brother to the Rahkshi. Skaarn took control of Lantz's body and masquerared as him, leaving Lantz to watch, trapped in his own mind. Skaarn found the Darkrann plant, which causes amnesia when its scent is inhaled. For some reason or another, Skaarn and Lantz were immobilized for a lengthy period of time, and have only just returned.

    Weakness: Lantz is extremely wary, sometimes taken to inaction.  While he is an excellent fighter, he has low endurance:extended battles or multiples bouts in a row will tire him. 

     

    Name: Labelle (pronounced La-Belle)

    Gender: Female

    Species: Toa

    Alignment: Neutral

    Element: Water

    Mask: Mask of Sensory Aptitude

    Appearance: Blue, Metru build. Tall, slim, beautiful.  UPDATED: White, several scar and marks over her body. Disfigured hands and feet. Bushy tail and four spider like-legs protuding from her back, although she keeps them hidden and protracted most of the time. Half of her right jowl is missing, and a scar runs down her left face. She is missing her left hand.

    Weapon(s): Hydro Blades

    Mark: - (Formerly Sadism)

    Personality:

    Biography: Born in Ga-Koro, Labelle's family was killed and her home destroyed by an assault of Infected Rakhshi sent by Makuta. With no place to go she was sent by Turaga Nokama to Le-Wahi, where she was taken in and cared for the community as a whole. It is there that she met a Le-Matoran, and the two quickly became inseperable friends. Fate seemed to throw them together even further when the Labelle and the Le-Matoran chanced upon a pair of Toa stones while adventuring in the Le-Koro forests. Both were transformed into Toa, and it was not long after that the two fell in love, and were engaged soon after. But alas, their story was not over. The two were called to fight at Kini-Nui. Labelle was badly injured, suffering a great blow to the head by a Rahi as she watched the Le-Toa be killed. When she recovered she found herself back in Ga-Koro with no recollection of her past. Her only desires are to rid the land of Makuta, although she's not quite sure why, and to find true love.She recently became fast friends with Emotia and Reaver, which is probably what brought her to the attention of Arekule. She was kidnapped and Branded with the Mark of Sadism. However, she had a reaction to the Krillactum, severely mutating her body. She is currently trying to remove the Mark so she can return to normal.

    After the Mark Bearer saga, Labelle discovered that even besides for the disfigurement, not all of the strange mineral's effects had worn off. She still had a severe, terrible Hunger that had to be sated, a hunger for sadism in all its evil glory. Since then, her life has spiralled out of control and she has lived on the fringe of society, where she can feed her desire without too much notice. All she wants now is to be beautiful again, and to be rid of that ache in her belly urging her to kill.

    Convinced she had the Hunger under control, she invited a group of Dasaka dignitaries to the house she was living in. Her Hunger got the better of her, and she ended up drugging her guests and unleashing Parakuka on them. Other Dasaka arrived and in the ensuing battle, Labelle lost a hand and ended up being latched herself by Worsh.

    Weakness: Not very skilled in melee fighting.

     

    Name: Malak'et 

    Gender: Male

    Species: Toa

    Alignment: Unknown

    Element: Plant

    Mask: Kualsi, Mask of Quick-Travel

    Weapon: None

    Personality: When surrounded by others Malak appears logical and pleasant.  When he's alone however, he becomes rather insane.

    Biography: Not much is known about Malak'et's personal life. As a matoran he was rather reclusive, and when he became a Toa most people made fun of him. Everyone thought he was a Le-Toa that had no access to his elemental abilities. As it turns out they were wrong since he was a Bo-Toa, but he only ever practised his elemental powers in private. He's become quite proficient in them. Up until quite recently he's been working in Le-Koro, helping with the massive building projects that have been undertaken since Makuta's downfall.

    Weakness: Malak'et has no training whatsoever in weapons - in fact, he almost never uses them. He relies instead on his elemental abilities. Also, he tries to avoid direct confrontation.

     

     

    Name: Relisai

    Species: Dasaka

    Gender: Female

    Appearance: Tall and beautiful with a regal exterior, Relisai looks every bit the Toroshu that she is. Her skin is deep blue,  wrinkles beginning to appear on face after many years of service to the Clan. She wears thick crystal armour with simple blue clothes underneath. On her back is a long green cloak with the image of curled horn in the centre, bordered in red. As the Vilda Toroshu, Relisai wears the Toroshring, a priceless steel ring. It is a match for the golden Firsson ring. 

    Caste and Clan: Menti, Clan Vilda

    Alignment: Good, Power, Order.

    Mask: Kanohi Kaukau, Mask of Water Breathing

    Powers: Willhammer, Mindarm

    Personality: Relisai is cool and calculating, as she must be to best defend Oki and her Clan. She is readily accepting of any innovation or novelty that can best serve her or Vilda's interests. She tends to look at the big picture, and so ends up missing many of the more minute, important details. 

    Biography: Relisai is the current Toroshu of Clan Vilda. Near the end of the reign of the last Toroshu it was believed that the position of leader would go to Relisai's older sister, Robalta. However, Relisai soon gave birth to a son, Kulrick, bringing the younger sister much prestige and honour. Once the Toroshu died, Relisai was able to narrowly beat her sister in popularity, and inherited the position of Toroshu. Relisai is secretly still suspicious that Robalta or Robalta's daughter may attempt to steal the position from her or her progeny. This is why Relisai has sent Soraph to Sado, to keep her away from the Clan home.

    Since then, Relisai has proven an adept leader and caretaker of the clan. Animal populations have thrived under her rule, and the clan has never before  been as popular in the Empire. Relisai hopes to further advance the interests of her clan and acquire land on another island in the Archipalego, allowing the clan to be self sufficient and not have to rely on the goodwill of Clan Umbraline.

    She is mentally and physically quite strong, having trained for many years to build her Willhammer and Mindarm abilities.  She has named her companion bird Koriko.

    The recent developments regarding the discovery of Mata-Nui has piqued Relisai's interest. With Mata-Nui comes the promise of new animal species that can bring Clan Vilda greater prestige, and hopefully greater profits as well.

    Weakness: She has no experience with weapons, relying instead on her formidable Menti powers for both offence and defence.

     

     

    Name: Soraph

    Species: Dasaka

    Gender: Female

    Appearance: Hailing from a clan that prides itself on its' beauty, Soraph is the crown jewel. Her delicate bone structure is undisputedly ultra-feminine, her skin silky smooth and the deepest midnight blue. Her eyes a bright shade of indigo, a rarity in Clan Vilda.  She is tall, lithe and incredibly athletic. In addition, she appears amazingly regal, fit to be amongst the most noble of royalty.  She wears form fitting clothes that accentuate her athleticism, coloured a shade of blue just barely lighter than her skin. Like her mother and aunt, Soraph's clothes are edged in a border of red and green, Vilda's clan colours, with an image of a curled horn on her back.Her pants and tunic are far more practical in the Imperial Gardens than cloth robes that could get caught in bushes and thorns.  Soraph also wears light crystal armour, enough to afford her a protection from small skirmishes. 

    Updated:  Her back is now almost entirely covered by the Parakuka Mapris. The slugs weight forces her to be permanently hunched over.

    Caste and Clan: Menti, Clan Vilda

    Alignment: Good, Power.

    Mask: Kanohi Pehkui, Mask of Diminishment

    Powers: Willhammer

    Weapons: A small dagger

    Personality: Softspoken, Soraph is remarkably gentle and kind, a reflection of the Nature she so adores. She easily makes friends and admirers. However, like nature, she has a great eagerness to grow and and prosper. She associates most with the Virtue of Power, and is always looking for opportunity to acquire more. 

    Biography: Soraph is the daughter of Robalta, niece to Toroshu Relisai of Clan Vilda. She was just an infant when Relisai became Toroshu, unaware of her aunt's struggle against her mother to claim the coveted leadership position. Having long since grown up Soraph is now somewhat resentful of her aunt, believing that Robalta has stolen what is rightfully her's and her mother's.

    Nevertheless, Soraph remains cheerful amongst others. She is usually away on Sado, happy to care for the rare specimens in the Imperial Palace's Gardens. Given her clan's special agreement with Clan Umbraline, Sado rarely has to worry abut funds for her life in the Jewel of the Kingdom. 

    She was selected by the Empress to join the expedition to Mata-Nui. While there she met Casanuva and the rest of the Kalta, developing a relationship with the Toa of Magnetism. While trying to scout out Ko-Koro to help free the Matoran hostages, she was captured by Maeloc and subsequently latched by Mapris, a Parakuka.

     

    Weakness: Although fit and athletic, Soraph isn't very physically strong. She has no experience with any weapon besides her dagger. 

     

     

    Name: Robalta

    Species: Datsue

    Gender: Female

    Appearance: Short and skinny, Robalta wears long flowing robes that skim the floor. She still has a hint of her former beauty beneath her numerous wrinkles and paling blue skin.Coloured a deep blue typical of Dasaka, the robes are edged with a border of green and red, the Vilda's clan colours.  On the back is a stylized image of a curled horn, the Clan's heraldic device. 

    Caste and Clan: Datsue, Clan Vilda

    Alignment: Good, Order.

    Mask:-

    Powers: Willhammer

    Weapons:-

    Personality: Robalta is kind, caring and wise. She wants nothing but the best for Clan Vilda and the Empire.

    Biography: Older sister of Relisai, many believed Robalta would be Toroshu when the previous leader died. This was not the case, as Relisai was able to curry greater favour with the birth of her sin.  Robalta harboured no bad feelings - she was genuinely happy for her younger sister. Since then Robalta has grown old and served her people well, breeding animals and giving advice when asked. She frequently misses her daughter Soraph, who is often away tending to the Gardens on Sado.

    Weakness: As an elderly Datsue, Robalta is quite frail and weak. She has no physical strength or stamina to speak of, relying on her Willhammer abilities for defence.

     

     

    Name: Kulrik

    Species: Dasaka

    Gender: Male

    Appearance: Vilda's breeding techniques have culminated with Kulrik, a veritable prince. Like others in his family he is tall and has dark blue skin. He has a handsome face with deep, golden eyes and a wicked jawline. He is muscular and well-built, wearing clothes that highlight his physical strengths. Needless to say, Kulrik is often the object of desire among many Dasaka. He wears black trousers and a sleeveless white dress shirt, the top three buttons left unbuttoned. He sports a clear crystal cuirass and brown leather vambraces. He also wears a long red cape, the image of a curled green horn at it's centre. As the Vilda First Son, Kulrik wears the Firsson, a priceless  pure gold ring. It is a match for the steel Toroshring.

    Caste and Clan: Menti, Clan Vilda

    Alignment: Good, Honour

    Mask: Kanohi Kadin, Mask of Flight

    Powers: Soulsword, Sighteye

    Weapons: Kulrick carries a crystal Rapier, although he rarely uses it. He prefers to rely on his Soulsword abilities when in need of weapon.

    Personality: Kulrik is confidant, charming and enigmatic, easily winning over friends. His good looks and personality tend to work in his favour in a mostly-female Empire. He is used to getting what he wants (so long as it does not conflict with his mother's plans), and is genuinely surprised when someones denies him anything. However, he is known to experience bouts of depression, which he deals with in solitary. The cause is quite simple: Despite being gifted with extraordinary traits and talents, Kulrik has no real control in his life, because ultimately he must submit to the will of his mother Toroshu. 

    Biography:  Kulrik is the son, and sole child, of Vilda Toroshu Relisai. It was his birth that gained Relisai the necessary clan votes to become Toroshu. In addition,  an auspicious set of events, brought about by his clan's  dedication to breeding, resulted in Kulrik becoming Vilda's First Son shortly after beginning his Menti training.  Being a male, First Son and son of the Toroshu resulted in Kulrik having little true freedom. He was forced into a political life, given little opportunity to pursue any of his own interests beyond battle.

    Kulrik is a veritable master Soulsword, turning the discipline into more of an art than battle technique. During his Soulsword training he way always at the top of the class, quite the surprise since he comes from a tribe known for its Willhammers. He prefers to form a Rapier with his ability, although he has been known to create both Longswords and Two-Handed Swords. 

    After he mastered the Soulsword technique he moved on to pursue studies to become a Sighteye, Mindarm being of no interest to him and Willhammer denied by his mother. He is not as skilled a Sighteye, struggling to create illusions over more than two people. 

    Not too long ago his mother forced him to find an aide from clan Herupa, to his great displeasure. He saw it as an attempt of his mother to keep an even greater eye on her only son. Thankfully Kulrik received an everlasting oath from Seigyo, a remarkable young woman and daughter of Herupa Toroshu. Kulrik considers her a true friend, reminding her not use honorifics when addressing him in private.

    Weakness: Kulrik has no experience against Willhammers. 

     

    Name: Maquila

    Species: Dasaka

    Gender: Female

    Appearance: Maquila's skin is blue, like most other Daska, although her eyes shine ruby red. She is a mite shorter than the Dasaka average, thin but with well-defined muscle tone. She wears black crystal armour atop simple travelling clothes.  

    Caste and Clan: Menti, Clan Umbraline

    Alignment: Good, Honour, Order.

    Mask: Kanohi Arthron, Mask of Sonar

    Powers: Mindarm

    Weapons: Crystal Flamberge

    Personality:

    Biography:

    Weakness:

     

    Name: Osmako

    Species: Dashi

    Gender: Female

    Appearance:

    Caste and Clan: Saihoko, Clan Dastana

    Alignment: Power

    Mask:-

    Powers:-

    Personality: Osmako is warm and friendly to other members of the upper castes, but looks down with disgust at her formers peers, the Saihoko, as well as the poor.

    Biography:Osmako was once a poor sailor from the Dastana clan, but one day discovered a shipwreck with a shipment of crystal for the capitol. She sold it and invested the money into a a small number of ships and captains. Using a shrew business mind Osmako catapulted herself into the Dastana nobility with a minor title. She now commands a slightly larger fleet of shipping vessels, including two submarines.  She sees the discovery of Mata-Nui as the perfect opportunity to further increase her wealth.

    Weakness: No fighting ability, though she does have a retinue of guards and carries a dagger with her at all times.

     

    Name: Worsh

    Species: Parakuka

    Gender: -

    Appeance: Small, skinny and shorter than an average Toa forearm. Pale blue with a raggedy streak of yellowish-orange running down the centre.

    Bio: Worsh was one of the last Parakuka created by Makuta before his defeat. Worsh's first memories are dull and all mixed-up; it vaguely remembers darkness, and wetness, brothers and sisters. Lots of movement, being picked up and carried. The earliest clear memory is of being in a shallow pool near Ga-Koro, surviving off fish and and other tiny creatures. Eventually Worsh was discovered by Labelle and kept in a tank. When Labelle unleashed Worsh and other Parakuka on the Dasaka expedition, Worsh managed to latch his/hers' first host: Labelle herself. 

     

    Name: Mapris

    Species: Parakuka

    Gender: -

    Additional Power: ?

    Appearance: Perhaps the largest Parakuka in existence, Mapris' length nearly exceeds that of a Toa's back, and it's width is similarly impressive. It's skin is mostly grey with splotches of dark cyan, and veins of green shining all over.

    Bio: Mapris seems to have several hosts in the past. It's last host acquired a vial of antidermis but died before it was used. Both Mapris and the antidermis were discovered by the Skakdi Fyuera. Under orders from Maeloc, Fyura set Mapris on Soraph, who was quickly latched by the Parakuka; Fyuera then injected Soraph with antidermis. Rather than infect Soraph, however, the antidermis used the host-parasite connection to enter Mapris, granting the Parakuka newfound powers.

     

    Name: Ezrak

    Species: Matoran

    Gender: Male

    Alignment: Pretty good. Vengeful.

    Element: Vo (Electricity)

    Mask: Kanohi Tryna

    Weapons: A pickaxe and a smith hammer.

    Appearance: Black armoured, same as most Matoran in Onu-Koro.Slightly shorter than average. Stockier too.

    Bio: Ezrak would be an electric Matoran born and raised in Onu-Koro who's entire family died in the Rahkshi siege on the village. Since then he's taken two vows: One of silence, another to take revenge on the vile creatures and any other follower of Makuta. To him, the Exo-Suit gives him everything he needs to pummel his enemies. If possible he also wants to form a team of like-minded individuals, though the language barrier is a bit of an issue in getting recruits and making friends.

     

    Suit Identification Code: F25G

    Nickname: Anvil

    Pilot: Ezrak

    Weapon Customization: One huge hammer, that could only be wielded by a Pakari-User. Steel knuckles, reinforced feet, knees and elbows.

    Image: Anvil is black, polished to a gleam. It has yet to be in a fight, but not even the purest soul couldn't resist whetting it's tongue and taking it out for a try. Everything about Anvil speaks of strength; Toa, Skakdi, even other Exo-Toa look almost feeble in comparison. Reinforced joints and parts make it stronger and more durable than other of the Original Twelve, but slower as a result. 

    Fort name: De-Najin

    Warlord: Najinir

    Location: Just north of where the Criebe: Luur River meets the Kvere;Ivi lake

    Description: De-Najin is nestled in an underground cavern by Kvere;Ivi, the largest in a wide system of other caverns and tunnels.The fort relies on two aspects for defense: secrecy and Najin power. Many of the surrounding tunnels are flooded and so at present there are only three known entrances into the fort. One is hidden in a large copse of trees, another from a crack in the earth surrounded by jagged rocks, and the third only by diving and using an air bladder from the lake Kvere; Ivi itself.

    For those invaders that do manage to find an entrance and navigate the subterranean maze, they also have to evade a series of booby traps and mines, which almost all exclusively use Najin in some form of another.

    Finally, would be looters (or what's left of them) must face the forces of De-Najin itself.

    History: De-Najin is part mercenary-group, part personality cult, part martial order, all  centered around Najinir himself.

    They practice meditation to remain calm, often never raising their voices above a whisper. They try to avoid all anger, readying themselves to be the perfect vessels for battle-rage. 

    The fort breeds Spine Slugs in the underground caverns to create the most aggression-inducing creatures as possible. De-Najin warriors keep their Spine slugs close by, so that when battle approaches they can use them use to accept their holy battle rage and enter a berserk state.

    Loot: TBD

     

     

    Adopted Char 

    • Name: Vakua
    • Species: Toa of Sonics
    • Appearance: As standard for a toa, Vakua is fairly tall. He is somewhat lanky, with streamlined armor. He is colored silvery grey and black, with yellow eyes (though he wears a tinted visor to block out the bright sun). He also wears a pair of large headphones. Wears a black Suletu, whatever that looks like when it isn't mutated (This is a good reference, credit to rahkshi lalonde).
    • Gender: Masculine.
    • Powers/Abilities: As a toa of Sonics, he has the standard powerset: phenomenal hearing, sonar, limited echolocation, and the ability to create sonic barriers, piercing wails, and making things blow up by unleashing just the right frequency. In addition, his Suletu gives him telepathy: he can actively listen in on others thoughts, and passively picks up on others when they think of him (Note: This plays out with me taking a different appr