@Unreliable Narrator Yeah, her x-ray vision is the usual, seeing through the lies is just a star wars reference. I've clarified the powers accordingly. Is the crack of thunder during teleportation okay? I want it for style rather than combat applications, it's not a big thunder boom by any means.
The thunder is super awesome flavor. Keep it.
As these were unused before and approved before, I don't think there will be much in the way of opposition to them...
Yes, @Mr. House, both of your characters are approved.
Turns out Bode now needs to be a PC.
Bode approved.
Name: Ardoku
Breed: Toa of Plasma
Faction: ???
Brief Description: Ardoku is a rather gangly toa, standing at average height, with white armour and an orange secondary colour. Behind a white cracked Hau stare vibrant blue eyes with an ever uncertain look to them.
Background/Occupation: Toa Ardoku woke up in the desert of Zakaz with no memory of who he is or how he got there, remembering only the name Ardoku which he figured was his own. The only things he had on him upon waking up were a white sword with a hollow fuller running up the entirety of its blade, and the strange cracked mask he wears, from which he could glean little to nothing of who he is or his current circumstances.
Flaws: Ardoku has no memory of who he is other than his name. Though this memory loss does not extend to his combat skills, of which he still possesses the necessary muscle memory to wield his blade, he has no idea how to access his elemental powers, nor currently even that he possesses them. Additionally, he consistently feels a sharp pain shoot through his right arm, powerful enough to throw him off physically, which means that although he is more skilled in wielding the sword in that hand, it is more reliable for him to wield it with the left hand which does not suffer the same surges of pain.
Powers/Equipment: Ardoku currently possesses the muscle memory of an expert swordsman, allowing him to wield his sword defensively and offensively with expertise. Though he is impeccable wielding it in his right hand, he also possesses great skill in his left, albeit not to the same extent. His only equipment is a white sword with a hollow fuller up the entire blade, and a cracked and powerless Hau that otherwise provides the benefits of a Kanohi mask.
Ardoku approved @Onaku
Name - Apex
Breed - Aspect
Gender - Nonbinary (Uses Female Pronouns)
Factions - Aspects of Makuta
Appearance - Apex's appearance is similar to that of the legendary Rahi-Nui. Her body is supported by two sets of armored treads and her two long, burly, clawed arms. Her head is attached to a saggy, but extendable neck. Her head is horned, her eyes dark sockets, and her teeth a jagged maw. Two pairs of large buzzing wings lie on her back, alongside a deadly two tipped stinger. Her body is nearly black, with traces of other colors including; red, green, orange, yellow, blue, and purple being located throughout. After claiming the Kraata Creation Taboo, the upside-down triangle is now branded upon the forehead of Apex's skull.
Personality - Apex, unlike the rest of her kin, cares little for the affairs of others, rather, she solely dedicates her time to the preservation and growth of nature itself. She is usually calm and ponderous of her surroundings, taking time to pay attention to even the smallest of insects. But she can be incredibly vicious and brutal when the natural world is upset, but the worst of her rage is dedicated solely to the skakdi, who have poisoned and destroyed the islands ecosystem.
Backstory - Apex is extremely old, older then when the Skakdi first appeared on the island. When the Skakdi first appeared upon the island, their senseless destruction of the island's beauty and ecosystem enraged Apex, so she hunted the Skakdi and killed any that she came across who despoiled the landscape. Being as great and powerful as she was, the Skakdi could not kill her and as such, trapped her inside of a cave within the Ash Barrens. There she laid, trapped and alone, until the head of Mata-Nui crashed upon the island. The seismic quakes caused by the crashing head disrupted the rubble trapping Apex and allowed her to once again go free and claim her vengeance upon the Skakdi.
- Powers -
Elemental Power of Shadow - Apex, like all aspects, has the elemental power of shadow. This allows her to create, control, and absorb shadows. But, since her confinement in absolute darkness, she has grown wary if not uncomfortable when subjected to darkness and will rarely use her innate elemental powers because of it.
Kraata of Rahi Control (Level Two) - Apex has the power of Rahi control, allowing Apex to passively ward away Rahi attack, as well as pacify less intelligent Rahi.
Kraata Creation Taboo - Apex has claimed the Kraata Creation Taboo and is able to now create independent Kraata from another being and Energized Protodermis.
- Equipment -
Clumsy Flight - Apex is capable of prolonged and sustained flight through her two pairs of wings. Unfortunately, this flight is clumsy and slow, making it not suitable for use in combat and only for traversal in difficult terrain.
Lunging Jaws - Apex is able to swiftly extend her neck forwards in order to strike at prey with her deadly jaws, the biteforce of which being on par with that of a Muaka if not greater. Apex also has a pair of horns, but these aren't as useful in combat and are better at clearing through debris or digging in refuge.
Punching Claws - Apex has a pair of long, clawed arms that she can swiftly swipe and punch with, as well as use for locomotion. Apex also has a secondary pair of arms within the first pair, although these arms aren't as capable of inflicting arm, they are at least dexterous enough to pick up and handle simple tools.
Venomous Stinger - Apex lastly has a deadly stinger located halfway up her back. Although most of the time the stinger itself is tucked in and folded away, she can retract it to make deadly strikes who get within range. The stinger itself is able to punch through most armor and can deliver a deadly venom that can most prey in a matter of days if not hours, slowly crippling them as time goes past.
Two Canisters of Defiled Energized Protodermis
- Flaws -
Beastial Body - Due to Apex's large size, it is difficult for her to fight against small swift opponents. In addition, the plating on her underbelly isn't as thick as the rest of her, being easily pierced with sufficient strength.
Beastial Mind - Apex, after her extended imprisonment by the skakdi, has grown an intense and beastial hatred for them, this usually causes her to fly into a feral rage at the sight of them. Additionally, even before her confinement, she was always far more comfortable with rahi and as such, it is hard for her to socialize with others.
Grand Wish - Apex's grand wish is to restore the natural beauty and ecosystem of the island, with her establishing herself as the peak apex predator and provider of this newly restored ecosystem.
- Step One: Desecrate a follower (Morangad).
- Step Two: ???
- Kraata Profile -
- Type - Shattering
- Maker - Apex
- Stage - Level two
Name - Drukarus
Breed - Ba-Skakdi
Gender - Male
Factions - Refugee
Appearance - Drukarus is an imposing example of how big the skakdi can get, standing around 8'9" and weighing over half a ton. Drukarus's black body is covered in a variety of purple ritualistic lines and markings, most of which denoting his history and strength in battle. These tattoos coupled with the plentiful amount of scars, scratches, and notches within his frame helps translate to anyone his extensive life as a warrior and combatant. Drukarus also wears a sturdy set of armor consisting of a large pauldron over his right shoulder and chest, the massive gauntlet on his left hand, the two greaves around his shins, the iron collar around his neck, and the tassets around his waist. The furs and hides of various rahi also wraps around his neck and waist.
Personality - Drukarus is stoic and prideful, responding in a sort of impassioned neutral manner. Drukarus rarely shows his emotions on his face, the only time he let's down his wall of neutrality being when he is in the depth of battle, usually expressing cries and shouts of either rage or pleasure. Drukarus is extremely proud, only ever submitting to another if left with no other choice or bested in the ring of battle, otherwise he will stubbornly uphold values to the end. Drukarus is also domineering and disciplined, demanding the same discipline from his underlings.
Backstory - Drukarus was an imposing and powerful warchief upon his former home of Zakaz, that was until the League arrived. Drukarus, like most of his fellow warchiefs, initially resisted the attempts of the barraki to subsumed them into their armies. Eventually, Drukarus was one of the last remaining independent clans and was only forced to join the League after they killed or captured all of the women and children within the clan. Forced to fight for the League, Drukarus unleashed his rage against their enemies, granting the League several key victories, that was, until the crash. After the crash and the destruction of Metru-Nui, Drukarus was filled with such rage at the barraki, not just for forcing him to leave his home, but also for failing in their ultimate goal and leading to the utter destruction of the universe. Left without any hope of returning to his people, Drukarus nearly fell into a deep depression if it wasn't for the appearance of the two skakdi emissaries sent by Nektann. Now knowing that his people live on, Drukarus has since left the League and Metru-Nui to seek a clan of skakdi of his own.
- Powers -
Elemental Power of Gravity - Drukarus carries the latent elemental power of gravity, this passively grants Drukarus an extreme resistance to gravitonic and pressure changes. In addition, with the assistance of another skakdi, Drukarus can unlock the full extent of his elemental abilities.
Subservience Vision - Drukarus has the vision power of subservience, this allows him to force those he stares at to bow before him. This vision power works when Drukarus concentrates his gaze onto a target, overwhelming them with the thought that Drukarus is a superior being and compelling them to prostrate before him. The effect lasts for as long has Drukarus maintains line of sight and concentration, with it lasting up to a few minutes after words depending on the time the individual is subject to the effect. But, the effect does have limited range, only effectively working when eye contact is established, otherwise it fills a target with hesitation and inferiority but does not compel them to prostrate. Although the vision power has limited range, directly looking into a target eyes will guarantee subservience in all but the strongest of wills.
Kinetic Growth - Drukarus can, when struck with kinetic force, absorb some of the impact, reducing the harm and allowing himself to grow in size proportional to the damage. This growth allows Drukarus to nearly double in height and quadruple in weight. The downsides of such increased strength and size is that his movements become slower and sluggish and if he absorbs too much kinetic energy, he will explode in a kinetic wave of force, blasting away any near him and severely injury himself.
- Equipment -
Elemental Maul - Drukarus carries a great two-handed maul that he has carried as a badge of strength and leadership ever since he first became a warchief. This maul, on top of its immense weight and size, can also channel Drukarus's elemental energies through the head. This allows Drukarus to utilize his elemental powers in a variety of ways, including; making anyone struck with the hammer momentarily weightless to send them flying, to create a localized cone of increased gravity around Drukarus to restrain and pin nearby opponents, and to create explosive waves of anti-gravitonic force when impacting the ground.
Irnakk's Fist - Drukarus's left hand is clad in a massive clawed gauntlet that can be used to both defend Drukarus and to strike out against aggressors. The fist itself is strong enough to take direct blows from most weapons and the claw itself can be closed with biting force.
- Flaws -
A Warrior's Greatest Enemy is...Time - Drukarus is exceptionally old and weathered, this has lead to his sense and reactions to be numbed over the years, in addition, his various wounds and injuries that he has suffered over his decades of fighting have also limited his speed and strength.
Prideful to the End - Drukarus's pride is so great that he actively refuses to retreat or back down in the face of adversity, this pride usually only ever being overcomed with great loss at Drukarus's expense, whether that being the loss of his warriors and people, or suffering from severe injury and humiliation.
Name: Marrow
Species: Bo-Skakdi-Xa
Faction: Mesi
Brief Description: Marrow cuts a gaunt figure, his facial features sunken and skeletal, his body all muscle and sinew. His natural colouration has paled over the centuries spent living underground, and his armour is a patchwork of gambeson woven from cloth and plant fibres, and mismatched strips and plates of hardened leather. Tufts of moss and tangled creepers cling to his haggard frame, and his skin is criss-crossed with the scars of a lifetime of battles. Bracelets and necklaces strung with teeth – trophies from his victims – adorn his form, sewn into his clothes and armour.
Background/Occupation: Marrow is an ancient, veteran mesi warrior, old enough to remember being able to look up at the sun and skies as a child before being put to work underground. His memories of that time are dim and disjointed after so long spent in the underworld, even his old name long forgotten, but what hasn’t abated is his hatred for the Skakdi who dwell freely above.
This hatred is not without direction, however. Savage and cunning in equal measure, Marrow regularly led his small band on raids against the surface, probing defences, scouting infrastructure, even taking the occasional prisoner. Months ago, his raiding party was outmanoeuvred and his loyal kin all but wiped out by a band of Skakdi-Xa warskaks, and Marrow – wounded and ashamed – trekked to the Kumu Islets in search of new power, seeking to even the playing field.
It was during this pilgrimage that he crossed paths with the Aspect known as Legion, and was desecrated with a kraata, in exchange for a favour the Aspect has yet to collect on. Marrow has now returned to the tunnels, rallying new Mesi to his cause. He views the arrival of the MU refugees as a chance to find new allies, or a means to strike against the warskaks while their attention is divided.
Flaws: As with most Mesi, Marrow lacks eyes, and must instead rely on his other senses. Due to the teeth tied to his form, he tends to rattle noisily when he moves, making stealth impossible. He is also less physically strong compared to regular Skakdi, relying more on speed and agility.
Powers: His spellbinder vision power continues to function as a limited psionic ability, allowing him to disorient a single nearby target he is focusing on, while his innate elemental abilities allow him to access the power of plantlife in conjunction with another Skakdi. As a Skakdi-Xa, he also bears a kraata, his being a first-stage kraata of weather control.
His additional power is a sort of sixth sense, allowing him to detect the ‘aura’ put off by beings and abilities of an elemental nature nearby. This allows him to know the element of beings in his vicinity, and detect when elemental powers are being used. This ability does not extend to non-elemental powers (eg. Vision powers, species traits, etc.) nor elements generated via artificial means (eg. Rhotuka, powered weapons).
Equipment: Perhaps Marrow’s most disturbing trait is his near-sacrilegious penchant for taking the teeth of the warskaks he slays. As the Zakazian Skakdi hold teeth to be sacred, Marrow believes he gains spiritual power from taking the teeth of those he kills, but from a more practical standpoint, it also demoralises the enemy, and gives them reason to fear when they see him approach.
The most prominent of the canines he claims have been amalgamated into a monstrous macuahuitl, grown using his element, tightly bound together with vines and roots. As a backup weapon, he carries a small mace made using the same technique.
Apex, Drukarus, and Marrow approved.
Turns out Tuakana and Mahrika’s backstory just work well together. Here is the new PC.
Name: Mahrika
Breed: Descerated Ga-Matoran
Faction: Tuakana
Brief Description: she is unusually short and small for a Matoran, with longer arms than legs. She wears a sand blue Great Akaku, and has sand blue feet and a light blue torso and light blue arms. She now carries a Kanoka and Staff of Loyalty on her back, both scavenged from a Vahki.
Background/Occupation: Ages ago, the Skakdi invaded this island and devastated the native Matoran. One such Matoran was Mahrika, a Ga-Matoran who lived in a small village with her girlfriend Vokarda. When the Skakdi came their village was helpless, their people slaughtered and their homes reduced to rubble. In the end only Mahrika and Vokarda were still alive, and it was then that the Aspect Tuakana approached them.
Tuakana offered the pair the Rite of Desecration, but not for power. They suggested that if Vokarda’s heartlight was sacrificed, a part of her would live on as a Kraata in Mahrika. That she would not be completely lost, and they would not be separated by death. The two Matoran were desperate, their tribe had always feared the Aspects, but their Tribe was gone, and their gods did not seem to care. So they agreed, and Vokarda became a Kraata of Adaption.
Over the ages Mahrika lived a life as a hermit, not hearing word from Tuakana. She spent her time weaving in an underwater cave, hiding from the Skakdi and waiting for her new god to return. Throughout the years she continued to believe her Kraata was Vokarda, every wiggle it made was comforting, reassuring her Vokarda was still here. And every squirming motion was advice, helping her know what to do. She did not doubt that she now carried Vokarda’s spirit inside her, she could not.
Then the Impact happened, and the shockwaves collapsed her submerged cave. She escaped, and began to wander about, trying to find her and Vokarda a new home. In the process she discovered a broken Vahki, and careful scavenged it’s remaining stun staff and its Kanoka. When driving off a rabid Mahi she learned the disk has the power to freeze things, but she has yet to learn the power of the Staff of Loyalty.
Flaws: She is deeply obsessed with the belief that Vokarda is her Kraata, and to hear someone suggest otherwise would be enraging. She firmly believes that Tuakana’s goal to “conquer death“ is just, and if they returned to ask her to serve, she would follow with a zealous desperation. All her years in isolation hiding and waiting have left her body weaker and smaller than the average Matoran, and she remains terrified of Skakdi.
Powers/Equipment: As a Matoran of Water she has enhanced lung capacity, and is naturally a better swimmer than most Matoran. While she cannot use her mask power, the telescopic lens built into it alone her to magnify her vision, letting her spot threats off in the distance, as well as do detail work with her weaving.
Mahrika has a Stage One Kraata of Adaption, allowing her to adapt quickly to environments of extreme heat or extreme cold. The latter power allowed her to survive in her underwater cave, despite the lack of warmth.
She currently carries a Ga-Metru Level Three Disk of Freezing, as well as a Staff of Loyalty from a Vahki, though she does not know the latter’s power. She has some equipment for weaving clothes and wears a dress made of kelp fibers, and has a sleeping bag made of woven algae.
Lower the disk level from 6 to 3 and you're good to go.
And edited.
Approved
Name: Atzemio Kalan
Breed: Toa (Undead)
Faction: None
Brief Description: Atzemio has the darkened eyes of every undead. He wear well-worn dark leather armor and a brown tattered cloak. His tall and muscled body appears equally dark and greying - it's impossible to tell what color it once was. Maybe red, maybe blue? Badly healed scar riddle his armor and body. His Kanohi is in the shape of a Hau, though it looks black and rusted.
Background:
Atz can't remember very much about his past. He knows that he came from the GSR, and most of his memories begin with his waking up in the middle of a forest almost immediately after the crash on Zakaz. He's not entirely sure how he arrived there; if he concentrates hard enough, he remembers flying though the air... maybe he was ejected from the robot?
It doesn't really matter. You see, when Atz woke up on Zakaz, memories weren't the only thing he'd lost.
Atz was dead.
Atz has always worn the Mask of Undeath, so when his life ended he was reanimated. He's not quite the same; he can walk, talk and he can even fight to a limited extent. But he's mostly quiet and still because he tries to conserve energy.
Now, Atzem roams the island of Zakaz in search of something, though he can't quite put a name to it. It's the reason his Mask brought him back, but he can't name what it is. Something hidden, something secret. A whisper of something he'd been looking for even back in the GSR, but which he believes can now be found on his new home.
One of the side effects of his Mask is that it allows him to blend into the hordes of Untethered that roam the island. In fact, they see him as one of their own. Atzem is able to lead small packs away from the larger hordes to travel with him around Zakaz, functioning as a form of protection against unsavory characters.
Atzem can also bear remarkable amounts of pain, and injuries that would kill a living man. His injuries do heal at a much slower rate, and he's wary of them; they would slow him down on his quest for the whisper.
Flaws:
Being undead isn't the best of state of being. Atz has lower stamina, decreased speed and dulled senses. He's not the best fighter. Or philosopher. Or conversationalist.
Powers/Equipment:
Mask: Kanohi of Undeath
Element: Unknown - no access to active abilities as a result of his being (un)dead.
Weapons: A thin longsword which Atz keeps well sharpened, and a pair of blaster that are always fully loaded, six shots each. Atz is strangely a remarkable shot despite his death.
Name: Dar Poroka Toden Kakoda Gan
Species: Nocturnal (Nocturne’s species)
Faction: The League
Description: Dar Poroka is a tall, four-armed being with two bulging red eyes, a large, fanged mouth, and razor-sharp claws. His armour is primarily blue with streaks of yellow, and a series of sharp spines runs down his back. Like all members of his species, he is amphibious, and his wide, flat feet serve as excellent flippers should he find himself in the water. The streaks of yellow in his armour are bioluminescent, and they glow in dim light.
Background/Occupation: Dar Poroka submitted to the League when they conquered his island, acknowledging them as the superior hunters. He serves in Ehlek’s army, where his brawn is useful enough to make up for his lack of brains.
Powers/Abilities: Dar Poroka possesses incredible strength that increases when he gets angry (primary power). He also possesses the ability to regrow lost limbs, although this process takes time and energy (secondary power). He is immune to most poisons, even powerful ones like the Pit mutagen of the old universe (breed quirk).
Equipment: Two swords with serrated edges and tips that curve into wicked hooks, the better for ripping into an opponent and tearing them apart. His other two arms end in long tentacles, each lined with minuscule barbs that allow him to latch on to objects or other beings.
Flaws: Blessed with brawn but not with brains, Dar Poroka is not very bright. He has difficulty following complex plans, and when he gets confused he tends to get angry. His short temper usually results in him destroying whatever irritates him. Unless given orders, he tends to act on instinct: eating when hungry, sleeping when tired, and killing when bored.
Name: Kal
Breed: Kal
Faction: The Crimson Pact
Brief Description: Kal stands taller than most other beings in the world. His ancient face gazes upon the universe with three red glowing eyes, his head crowned with two pairs of horns, one pair short and curving up over his face, the other pair long and curving up behind his head. His armour is a dark green primary colour with the occasional black and white throughout. His large muscular frame is offset by two massive wings that protrude from his back. A red glowing miasma trails ever out from the perpetually open jaws of his visage. On his back are two large wings which can fold into two bladed arms.
Background/Occupation: Once a mysterious ally of the Legion of Six Kingdoms, Kal held a strange and ill comprehended position in the universe before the cataclysm, an enigmatic being of unknown age and origin. Following the end of the universe as most knew it, Kal and a break-away group of Skakdi from the League's forces loyal to Kal set course away from the fallen head of the dead god, hijacking an airship from the ruins of Le-Metru and flying away before eventually settling down in the Ash Barrens, where teams of Stone, Earth, and Iron Skakdi raised a mighty black fortress, the Blood Keep, hidden within the Valley of Bones where Kal and his Crimson Pact have since been planning their next steps.
Flaws: Although immortal in most regards, Kal is vulnerable in one notable regard: A weapon piercing his immortal heart, located in the chest cavity, through the front will kill him. Despite this, Kal remains confident in any battle, relishing the challenge of a fighter set to strike him down, and leaving his chest entirely unprotected despite his singular weakness.
Kal remains perpetually haunted by nightmares of dystopia, of a world burning in the flames of utter chaos and savagery, or one held in the grips of totalitarian oppression. He has for his entire life been compelled to prevent these visions from coming to pass, but now as he finds himself in a world frighteningly close to the jaws of chaotic oblivion, he has fallen into an immense stupor, discouraged by his life's efforts looking to have been in vain. Retreating to the Valley of Bones with the last remainders of his followers, Kal broods on his failures and the insurmountable task lying before him, uncertain for the first time in nearly his entire life as to what he should even begin to do.
Powers/Equipment: Kal has the unique property where his blood is the eponymous Kal mutagen, which through a specific ritual known only by Kal and a handful others he taught, can transform a being into their Kal variant. Aside from this quirk of his biology, Kal also possesses immense strength, dexterity, and speed, being much faster than his immense bulk and stature would indicate. He also possesses the innate ability to teleport as if by a kualsi. However, although all of these abilities would make for a formidable being on their own, there is one innate property of Kal which turns him from formidable to nigh-unstoppable: His immortality, that is his inability to die. Unless pierced from the front through his immortal heart, located within his chest cavity, no injury can kill Kal. His apparent heart light is merely an indicator of lifesigns and cannot be used for the purposes of true heartlights.
Among the weapons which Kal possesses is long whip he can use to lash at or immobilise opponents, the whip possessing the ability to wrap around objects or people as well as constrict around them. His primary weapon, how ever is a massive sword, the blade of which widens at the tip into two points like that of a pickaxe, with a bladed curve at the tip of the sword connecting the two points. It is a weapon excellent for breaking through armour and cleaving opponents apart.
Name: Druu Arkkan
Breed: Ta-Skakdi
Faction: League
Brief Description: Druu is an immense specimen of a Skakdi, standing several heads above the average and possessing the body of a world record weight lifter, a veritable mountain of rippling musculature. His primary armour colour is a maroon, with an orange secondary and a copper chestplate. Despite his brutish stature, his intense amber eyes convey a cunning intellect underneath all the muscle.
Background/Occupation: The biggest and baddest of his litter, Druu Arkkan easily rose to prominence in Zakazian battle politics, where his intellect, his ruthlessness, and his sheer physical prowess all garnered him a touch of superiority above the common meatheaded rabble. Eventually he came into the employ of the League of Six Kingdoms, where his ruthless cunning made him an effective enforcer of order inside the League, rooting out forces of dissent and treachery and ensuring the smooth operation of their territories.
By what seemed like pure chance, Druu ended up being present in Metru-Nui during the Great Cataclysm, having arrived with the armies of the League simply to clear up an internal dispute in one of the territories with one of his Barraki superiors, intending to leave shortly after. With those plans completely out the window, Druu Arkkan has now turned to enforcing order within the League's new and currently singular territory.
Flaws: Druu Arkkan is troubled when it comes to expressing affection in a healthy way, possessing an intense "tough love" mindset that can drive people away or horribly scar them. Having suffered immense loss, he has become emotionally distant, and has a hard time connecting with other people on a real level.
Where Druu has immense physical presence and strength, he is lacking in speed and agility, allowing limber individuals to easily run in circles around him.
Powers/Equipment: On top of sheer physical strength and durability, Druu Arkann possesses the powers of a Fire Skakdi, granting him access to elemental fire through collaboration with another Skakdi or through use of specialised Skakdi tools that channel this internal power. He also possesses Impact Vision, and has the tertiary ability of regulating the flow of internally produced gases through his larynx, allowing him to change his voice at will, or should he expel it all out his mouth and ignite it, breathe fire.
As for equipment, Druu possesses a pair of protosteel knuckle irons he can superheat by channeling his fire powers into them, rendering them red glowing. He also has an ornamental silver plated lighter on his person at all times, an intricate floral pattern carved into its casing.
Kal, Dru, Dar Poroka, Atzemio, and Kaylus approved.
@Keeper of KraataKraata @Toa FanixeFanixe @Eyru
Name: Ollem
Breed: Onu-Matoran
Faction: Refugees
Brief Description: Average-height Matoran with black coloration. Heavyset for a Matoran. Wears a purple, unpowered Kanohi Komau. Clothed (not by choice) in worn garments, prefers to dress in black and red.
Background/Occupation: Let's not mince words; Ollem was a thief on Metru-Nui. Unwilling to perform the menial labor that that he was supposedly 'destined' for, he turned to stealing his daily bread instead. Or rather, stealing goods that could then be sold in order to buy food. But one night a couple weeks ago, two big things changed in his life. The first is that he... 'acquired' an unfamiliar, and apparently experimental device used for, shall we say, personal concealment. The second is that God died and his entire world crashed into a desert. Shell-shocked and feeling no particular connection to a society on whose fringes he had been forced to spend his entire life, Ollem responded to the devastation by quite literally walking away, off into the sand, with a bag of supplies that he grabbed during the chaos. But now those supplies are running out, and the Onu-Matoran thief feels the familiar sensation of hunger once again.
Flaws: As a Matoran, Ollem is physically diminutive and weak, when compared to many other species. (Physical flaw)
Ollem is highly resistant to authority, especially that of Toa, Vahki, and Turaga-- all the symbols of the society that had tossed him aside. Unfortunately, he's also quite headstrong, and frequently disregards good advice if it's delivered in the wrong way, or by the wrong person. (Psychological flaw)
Powers/Equipment:
As an Onu-Matoran, Ollem has greater stamina and physical endurance than the typical Matoran, as well as excellent night vision. (Breed quirk)
Ollem has very recently acquired a marvelous device that bends the light around him in order to render him invisible to the naked eye. It works while moving, but is less effective, based on how skilled the user is at making smooth movements. It also works better the farther away an observer is; in close quarters, an attentive eye could pick out even a stationary user by the tell-tale heat-like distortions the device creates. At long range however, it renders a user effectively invisible. The stealth field also dampens any sounds he makes. Ollem is still very inexperienced with using the device. (Primary equipment)
The Onu-Matoran is also equipped with a weapon that harnesses power from the environment in order to expel small quantities of elemental metal at high velocities. Also known as a 'gun'. Well, sarcasm aside, it does regenerate ammo over time. (Secondary equipment)
@Burnmad Ollem is approved. Careful where you point that...what'd you call it? 'Gun'? But I'm sure it's fine.
Revised profile to reflect extensive changes to Nale since the start of the game. Should be everything? I hope.
Name: Nale (NAH-ley) Vella
Species: Toa of Magnetism
Faction: Metru Nui Refugees, the Taku
Description: A fit, gunmetal and black-armored female Toa. She now also has shades of a dark, Metru blue on her Kanohi, forearms, and hands, thanks to nanites covering these areas shifting color to reflect her status as an ally to Knichou. She wears a Kanohi Kakama, and her eyes are an icy blue color. Thin, cord-like "hair" extends from behind her mask and falls on her shoulders. She stands at average height for her kind. Her armor is no longer pristine, and her face bears a burn scar from a past encounter. Thanks to the healing powers of Iradra, a Toa of Light (played by @Onaku) her limp has been fixed.
Powers: Can control, create, and absorb magnetism, and her Kanohi grants her enhanced movement speed.
Equipment: Knichou (played by @BULiK) has used his advanced nanite technology to craft her a new, retractable spear that can be clipped to her back for a low-key means of carry. She also now wields two bucklers on her gauntlets that can be removed and used as throwing weapons, then brought back to her via magnetism. The nanites gifted to her also gives her a remote link to her tools, allowing her to reshape them with her thoughts, and a heads-up display with many uses, including identifying friend or foe.
Personality: Not entirely different from before, she's still stoic with a soft side. However, her relationship with the Toa Code has become more complicated and she now chooses not to wrestle with ideals. Her status as a law-abiding borderline cop has faded, and she now realizes in the face of armageddon and the challenging odds presented by Zakaz, there is no use in practicing nonviolence. Nale still favors defensiveness first, however.
Flaws: Although she no longer feels the need to avoid combat, mentally she is still traumatized by events witnessed in the Archives prior to the impact, and generally the past tends to loom over her like a dark cloud no matter how much she tries to shoo it away. Like Knichou, magnetic disturbances can sever her nanite armor's remote links (i.e. communications, tools she isn't in physical contact with).
approved.
Zaliyah's airship for the attack on Metru-Koro.
_________________________________________________
Airship: The Razorfish
Small and swift, this airship was designed to manoeuvre deftly between high-rises to deliver construction supplies and other equipment. The Razorfish uses the old-school pulley system to manipulate levitation and weight increase disks, causing them to strike the ship’s framework to rapidly ascend or descend. The rear propulsion engine has side outlets, allowing it to vent pressurised protodermis at angles to allow it to turn more swiftly.
Since being reclaimed by the League, it has been outfitted for battle, with weaponry added on, and extra plating welded to the hull as armour, though it remains more fast and agile than most larger vessels. It also features a basic radio system, allowing crew to communicate internally from different decks, or speak with those on other vessels. As it was originally little more than a glorified delivery craft, the vessel isn’t configured with long journeys or large crews in mind, with no designated passenger seating or crew quarters.
Storage/Cargo Bay – the ship’s only access point is via a loading ramp on the back of the ship, which leads into a small cargo bay. The bay is largely empty now, save for spare ammunition and equipment.
Crane Compartment – formerly housing the crane responsible for delivering equipment to work sites, this section features a viewport, seating area for the crane operator, and bay doors. In place of the crane, however, Ehlek’s Pulse Generator weapon has been hooked into the ship, and can be aimed and fired using the crane controls. A second panel has been added to control a Hagah plasma cannon mounted on the front of the ship.
Engine Section – the rear section on the upper part of the ship houses the propulsion engine. Additional tanks of pressurised protodermis have been taken from other wrecked airships to increase the Razorfish’s range.
Bridge/Upper Deck – at the front upper part of the ship is the bridge, which features a large viewport, the pulley and engine controls, and the bulk of the radio equipment. As the ship was designed to operate in close confines at high elevations, it has sophisticated instruments for measuring windspeed and direction.
The upper deck also features retracting panels that can be unlatched and slid open from the inside, allowing crew members to fire Kanoka at airborne targets. Spare launchers and disks are stored in compartments up top, and in the cargo bay below. The disks of choice are Le-Metruan weight increase disks taken from wrecked airships, not hugely useful against large airships, but perfect for sending smaller targets flying with Kanohi or jetpacks plummeting to their untimely dooms.
Crew – four reprogrammed Vahki are the current operators of the vessel. Two are stationed in the engine compartment, maintaining propulsion, while the other two occupy the main bridge.
Razorfish approved.
Designation: The Tranquility
Vehicle: Airship
Faction: The Barraki
Captained by: Ostrox
Description: Originally a passenger airline ship, the Tranquility was salvaged and hastily remade into a warship after the invasion. This mostly consisted of just reinforcing the hull strength with armour plating and sticking some weapons on it.
The upper deck is divided into three sections, the bridge on the front, the passenger space in the middle, and the engine room in the back. The cargo bay is on the lower deck, situated beneath the passenger space, where ordinarily luggage would be kept, but now there's merely supplies to keep the ship running. The passenger space is now mostly irrelevant, and as such, the upper middle portion is the part with the least armour plating, making it more vulnerable.
Naturally, there are internal speakers so that the captain can communicate with those in the other compartments, as well as a radio system to transmit and receive messages from nearby sources. Also, in the event of an emergency, red warning lights will sound and air masks will be deployed. Parachutes and inflatable life-rafts can be found in all four sections of the ship in the event the vessel must be abandoned.
Weaponry: The ship's name is rather ironic, as the Tranquility comes equipped not only with Ehlek's new Pulse Bolt Generator, mounted on the front, but there's a machine gun turret for closer-range targets on the underside, both of which are controlled remotely by Ostrox and one of the Vahki from the bridge. They can also be physically accessed from the cargo bay, from which they are maintained by one of the Vahki crew members.
Crew: Aside from Ostrox himself, a squad of four Vahki maintain the ship. One steers and pilots the ship as the helmsman, one serves as first officer, one has duties maintaining the weapons, and the last one is in charge of the engine.
Tranquility approved.
Airship design shamelessly stolen (with permission) from Nato.
Airship: The Wombat
Owner: Dar Poroka
Small and swift, this airship was designed to manoeuvre deftly between high-rises to deliver construction supplies and other equipment alongside its sister ship, the Razorfish. The Wombat uses the old-school pulley system to manipulate levitation and weight increase disks, causing them to strike the ship’s framework to rapidly ascend or descend. The rear propulsion engine has side outlets, allowing it to vent pressurised protodermis at angles to allow it to turn more swiftly.
Since being reclaimed by the League, it has been outfitted for battle, with weaponry added on, and extra plating welded to the hull as armour, though it remains more fast and agile than most larger vessels. It also features a basic radio system, allowing crew to communicate internally from different decks, or speak with those on other vessels. As it was originally little more than a glorified delivery craft, the vessel isn’t configured with long journeys or large crews in mind, with no designated passenger seating or crew quarters.
Storage/Cargo Bay – the ship’s only access point is via a loading ramp on the back of the ship, which leads into a small cargo bay. The bay is largely empty now, save for spare ammunition and equipment.
Crane Compartment – formerly housing the crane responsible for delivering equipment to work sites, this section features a viewport, seating area for the crane operator, and bay doors. In place of the crane, however, Ehlek’s Pulse Generator weapon has been hooked into the ship, and can be aimed and fired using the crane controls. A second panel has been added to control a Hagah plasma cannon mounted on the front of the ship.
Engine Section – the rear section on the upper part of the ship houses the propulsion engine. Additional tanks of pressurised protodermis have been taken from other wrecked airships to increase the Wombat's range.
Bridge/Upper Deck – at the front upper part of the ship is the bridge, which features a large viewport, the pulley and engine controls, and the bulk of the radio equipment. As the ship was designed to operate in close confines at high elevations, it has sophisticated instruments for measuring windspeed and direction.
The upper deck also features retracting panels that can be unlatched and slid open from the inside, allowing crew members to fire Kanoka at airborne targets. Spare launchers and disks are stored in compartments up top, and in the cargo bay below. The disks of choice are mostly Le-Metruan weight increase disks taken from wrecked airships, not hugely useful against large airships, but perfect for sending smaller targets flying with Kanohi or jetpacks plummeting to their untimely dooms.
Crew – Aside from Poroka, four reprogrammed Vahki are the only crew of the vessel. One is stationed in the engine compartment to maintain propulsion, and another is stationed in the crane compartment to oversee the maintenance and operation of the ship's weapons. The third and fourth are stationed on the bridge, with one serving as pilot and the other in charge of ancillary duties.
The wombat approved
Designation: The Inferno
Captained by: Druu Arkkan
Description: A pure-bred warship, built for war, used for war, and very nearly destroyed in war on multiple occasions. The Inferno is an immense ship, with a thick hull built specifically to withstand heavy physical battery and shrug off most energy attacks, large metallic spikes adorning the red-painted ship at multiple locations above, around, and below the ship's hull. These spikes are solid and strong enough to pierce through just about anything but the strongest of hull plating with enough force put behind them.
Signs of The Inferno’s long and active service are clearly visible on the ship's tough hull, with the paint scraped off in multiple locations, the spikes banged up though not broken, and quite a few dents and scratches all over. However, the ship remains fully functional despite all this wear and tear, its powerful engines allowing it to keep up with most ships, and its manoeuvring thrusters allowing it to get in close range of other ships. These manoeuvring thrusters can also function as air-brakes when fully reversed. Like most other airships, The Inferno is held aloft by a network of levitation kanoka located throughout the interior of the ship’s hull.
Despite its nature as a warship, it has almost no inherent weapons built into it, with most everything stripped out of its interior aside from vital support structures that keep it in correct shape, the engine and thruster compartments at the back and sides of the ship, the retractable harpoon gun at the front underside of the ship, and the bridge at the upper front of the ship. Aside from these, the interior of the ship is mostly hollow, and big enough to fit a small airship inside. The underbelly of the ship has a mechanism allowing it to open up, which means it can swallow up enemy vessels, allowing its crew to subsequently raid the captured vessel.
Were the ship to have floors internally, it would in total be able to contain five levels. As it currently stands, the engines in the back extend across the three middle floors, with manoeuvring thruster compartments located throughout the bottom, middle, and top floors. Catwalks and ladders provide the main method of transportation throughout the ship's hollow interior.
The Pulse Generator Cannon provided by Ehlek has been mounted within a retractable panel at the front underside of the ship, one which housed the harpoon gun previously used to hook into ships in mid-air. The cannon and harpoon gun are now attached to the same directionally manoeuvrable mechanism which includes an optical element connected to a monitor on the bridge, as well as a gunner seat accessible from catwalks inside the ship. This allows the cannon and the harpoon gun to be controlled and aimed either remotely from the bridge of the ship, or directly in the gunner seat. The retractable panel is also controlled from either the gunner seat or the bridge.
Crew: On top of the four reprogrammed Vahki that operate the vessel, Druu has also assigned the vortixx Amarth to command the ship with him, a relatively tall individual with black and violet armour, wearing a black Kanohi Shelek. With extensive expertise in multiple fields, be they technical, martial, or otherwise, she has operated efficiently in clandestine operations throughout history.
Seems fine Inferno approved
Name - Gore Fury
Breed - Su-Skakdi
Gender - Male
Factions - Refugee
Appearance - Gore is a very heavy set skakdi and although he is stout in size, his sheer bulk makes up for that fact. Gore has a thick dewlap that, alongside his chin and scalp, is covered in a bristly mass of white frills. Gore is primarily white, with his gut, shoulders, neck, head, hands, feet, and thighs being orange. Gore can always be seen wearing his signature shirt and sunglasses, the shirt being black with flames going across its mid-section. Gore also usually wears across his waist a thick red sash that has a fanny pack on the front and a "Kiss the Cook" apron over his chest whenever he cooks.
Personality - Gore is a bombastic, charismatic, and food loving individual. Gore isn't one to start a fight and prefers to settle things with talks, and most of the time also food. Gore is filled with a wanderlust for excitement and food of all varieties, using his charm to make his way through life, usually being able to make fast friends wherever he goes with said charms and cooking skills. Gore is most prideful on his skills in cooking and insulting his cooking, and his fashion to a lesser degree, is the only way to actually bother and potentially anger Gore, occasionally to violent effect.
Backstory - Gore, back in the matoran universe, grew up with a nomadic lifestyle, being reared off of his mother's traditional cooking. It was this early upbringing that gave Gore his intense love for food and adventure, eventually leading to him to go on a quest across the whole of the matoran universe to find the greatest dishes that there is. Eventually, this quest brought him to the city of legend, Metru-Nui, where he indulged his love for food till the siege and ultimate destruction of Metru-Nui. Now finding himself on a strange new world, Gore's quest has now only expanded in horizon, with him now looking for Zakaz's greatest diners, drive-ins, and dives.
- Powers -
Elemental Power of Plasma - Gore carries the latent elemental power of plasma, this passively grants Gore an extreme resistance to heat and a resistance to intense sources of light. In addition, with the assistance of another skakdi, Gore can unlock the full extent of his elemental abilities.
Heat Vision - Gore has the vision power of heat vision. Gore, through his long years of cooking, has practically perfected the use of his vision power, allowing him to use it an a variety of ways.
Adaptive Gut - Gore is able to eat nearly anything without ill effect, this includes most poisons, toxins, and diseases, as his stomach acts as a molten cauldron. In addition to his ability to eat and digest nearly anything, Gore is also able to gain properties pertaining to what he eats, including the innate abilities and traits of other rahi and beings, the duration of such effects being dependent upon the amount he consumes. This ability doesn't allow him though to mimic elemental powers. So for example, if he were to eat a portion of a toa of plantlife, he would gain the innate resistance and knowledge of plantlife but not the ability to cause such plantlife to grow.
- Equipment -
Cooking Wares - Gore always carries with himself his personal cook ware, including knifes, forks, spoons, and pots and pans of varying sizes. Some of these cooking utensils he can (and has) use in a fight.
- Carving Knives - Gore owns a collection of carving knives for a variety of meats and vegetables, each one varying in size and cutting edge, some being serrated scalpels and others being near machete-sized butcher cleavers.
- Heavy-Headed Ladles - Gore has a variety of cooking tools, mainly ladles and mallets, that can make for an effective bludgeoning tool if one needs to, each one being reinforced around the handle and head for such occasions.
- Steel-Tipped Prodding Forks - Gore bears a variety of steel-tipped forks, capable of piercing through the thickest rahi hides, some of them being nearly a meter in length.
- Flaws -
I'm not Fat, I'm Big-Boned - Although Gore is still rather fit and strong contrary to his physique, he is still prone to a lack of stamina and endurance, easily becoming winded after extensive and extraneous activity.
Gluttony, the Sin of Overindulgence - Although Gore loves adventures, he loves food more, so much so that he can often times be persuaded by food alone. In addition, if given the opportunity, Gore might very well gorge himself into a food-drunken stupor if not outright into a food coma.
- Vehicle Profile -
- Type - The Grillmeister
- Owner - Gore Fury
- Description - Gore drives a red lowrider convertible, having found the vehicle abandoned out in the Zakazian desert. The vehicle has a convertible hood and a suspension-system that can allow the vehicle to either be nearly touch the ground or a meter off of it pending the terrain. The vehicle has also been fortified by the original occupants with added armor and a flaming paintjob across the hood and sides, with the exhausts being capable of spewing out flames when the car is put into high gear.
- NPC Crew - None.
- Background - Abandoned in the Zakazian wastes after the last owner was killed and eaten by rahi, the vehicle has sat in the sands till Gore Fury found and repurposed the vehicle.
- Weapons - None.
Guy Fieri Gore Fury approved.
Name: “Old Skak Crav” Cravious
Breed: Skakdi
Faction: Zakazian
Brief Description: Deep Blue and White Skakdi with Bright Green eyes. Half a head taller than the average Skakdi.
Background/Occupation: Old Skak Crav is one of the leading technological minds of the Skakdi, especially so since Avak’s death. He has a firm grasp on elemental dampeners, mechs, and vehicles. He has intricate knowledge of how to make fake bodies. Most notably the realistically functioning body of the Aspect Sorilax, who Old Skak Crav has outfitted with a moving face, full joint functions, working eyes, and even a valve system so the Aspect can “smell” through the nose.
His attempts at A.I. are rudimentary at best and cause him much frustration. Same with flying technology.
Except for fake bodies, Old Skak Crav’s style is not compact, using pipes, hoses, pistons, and gears to achieve things normally reserved for electricity or simpler solutions. That’s not to say he can’t have compact designs or use electricity, but he prefers not to.
Old Skak Crav has his miserly hands in several businesses.
Despite being known as the greedy Old Skak Crav, Cravious is fairly young, being only 341 years old. And despite being tall and fit, the Skakdi has this old being air about him. He may not stoop, but his face seems “gaunt and tight”.
Flaws: Like all Skakdi experimented on by Makuta Spiriah, Old Skak Crav is now a violent, vicious creature. Cravious is prideful, greedy, and uncaring. His selfishness is astounding and he weighs everything through what he can get out of it.
Despite his affinity for technology, Cravious loves fist-fights and will opt for them whenever possible, putting him at a disadvantage due to none of his powers being able to help in those circumstances.
Powers/Equipment:
Element - Lightning
Mask - None - Partial Breed Quirk: Lacks the mental discipline required to use a mask of power.
Breed Quirks: Vision Power: X-ray and Telescopic Vision (Like Avak)
Secondary Skakdi Power: The Improbable Machine. Cravious can use this power during construction of technology to create what he intends, even if the normal necessary ingredients aren’t available. Any missing ingredients or components must be replaced with something of equal size or larger. An example being Cravious wanting to craft a gun, but he is missing a barrel. He could use a wrench the same size as a normal barrel would be, attaching it not necessarily in the same place as the barrel would go, and the gun would somehow be able to activate and fire.
With this “replacement” power %50 must remain original parts if the design isn’t a new creation.
Other Breed Quirks: Can only use the Elemental power of Lightning in conjunction with other Skakdi or through use of a tool.
Cannot form a Kaita.
Cannot absorb food like a normal being, must chew and ingest food.
Weapons:
Cravious has a plethora of weapons at his disposal in his home and even more for sale. Normally he just carries his Seismic Pickaxe and a Zamor Launcher with him. No he is not copying Avak you are crazy no one can prove he stole most of Avak’s designs shut your mouth hole. The Zamor Spheres are of his own creation and contain his Lightning within them.
Unused but available at his shop are:
Rhotuka Launchers
Cordak Blasters
Ranged Weapons
Melee Weapons
Skakdi Elemental Channeling Ranged Weapons
Skakdi Elemental Channeling Melee Weapons
Skakdi Dual Weapons
Equipment:
A massive duffel bag that can strap to his back.
An enormous assortment of tools and parts.
Welding mask.
A pair of hands that he can exchange out for his own. This alternative pair is for finesse work and provides more accuracy when creating small details at the cost of overall structural durability.
A briefcase that is able to absorb Cravious’ Lightning energy in order for it to be powered. Inside it can hold up to four Heartlights or Heartlight Keys at a time.
Business Owned:
ACR sales
Locations: CUBE, shop 1 run by NPCs in the Rig
ACR repair
Locations: CUBE, shop 1 run by NPCs in the Rig
Weapon sales
Locations: CUBE, shop 2 run by NPCs in the Rig
Weapon repairs
Locations: CUBE, shop 2 run by NPCs in the Rig
Artificial body sales
Locations: CUBE, storage in secret bunker built into Irnakk’s Tooth mountain range
Artificial body repair
Locations: CUBE
Mining
Locations: (7, 7), (10, 9)
Banking
Locations: shop 3 run by NPCs in the Rig, storage in secret bunker built into Irnakk’s Tooth mountain range
Person Quest: Cravious seeks to create a flying machine capable of reaching the Aqua Sphere.
Step 1: Figure out how to make anything fly
Step 2: Figure out how to apply the technology to a vehicle
Step 3: Figure out the limits of height the vehicle can handle
Step 4: Figure out how to make the vehicle capable of going even higher
Step 5: Enter the Aqua Sphere
Step 6: ???
Step 7: Profit
---------------------------
Name of ACR: Debt Collector
ACR’s Faction/Homebase: Zakazian/CUBE
Pilot of ACR: Cravious
Type of Heartlight: Skakdi of Ice
Physical Description: Debt Collector is a hulking mech built primarily for power and protection. It stands almost two Skakdi tall. It is painted bone white, with the names of those whose debts it’s collected written in black fine lettering starting from its legs on up.
Onboard Weapons Systems Options:
Jagged spiked gauntlets that are designed to slice and puncture ACR armor. (Weakness: only reach as far as the arms do)
Shoulder mounted Cordak Blaster (Weakness, can’t be fired up close due to splash damage)
---------------------------
Land and Submersible Vehicle Profile
Name: C.U.B.E. Complex Unknown Bio-mechanical Entity
Owner: Cravious
Description: CUBE is a home, store, workshop, and vehicle all in one. It is roughly cube shaped, with some sides being longer depending on the day. CUBE is large enough to hold four vehicle ACRs or eight mech ACRs at one time. This is in addition to several rows of weapon racks and shelves, a room for Cravious, five hammocks, Cravious’ vault, a Heartlight storage cabinet, a cold storage room, a current projects room, and CUBE’s core room in the exact center of the cube shaped vehicle.
CUBE has six legs that can walk it along in difficult terrain or it can switch to treads.
CUBE is a palm sized, cube shaped, unknown entity that Cravious found in ruins one day and has jealousy guarded ever since. The cube defies mechanical logic and feeds off of energy to grow, being able to manipulate its shape in various ways before becoming a cube once more. As CUBE grows, this shapeshifting ability lessens and more rigid states form. CUBE appears entirely mechanical, yet any peeks inside to discern how it functions as it shifts shape has proven a fruitless endeavor. If any parts are damaged or removed, CUBE somehow reforms them if given energy to do so. It displays no emotions and Cravious has only dubbed it to be “alive” since it can feed on Heartlight power.
As unknowable as it is, Cravious has found that the more Heartlight energy he gives it, the larger it grows. And that certain electrical impulses cause it to change shape in certain ways. Such as growing legs, treads, balconies, doors, or new inside rooms.
From his experimentations, he has discovered that CUBE refuses to integrate anything into itself, and as such he can’t add any weapons or tires. He also has figured out how to hollow out an enlarged CUBE, allowing him to now reside and set up shop inside it.
Currently CUBE runs on four Heartlights needing to be replaced every six months if no regeneration is needed. For protection, Cravious has two elemental dampeners inside hooked up to the outside shell of CUBE. Both of these elemental dampeners require one Heartlight each.
For the sake of the RPG, it will remain a giant cube and that is all, no crazy shapeshifting into giant mechs. Everything else it potentially could do is just flavor text.
Crew:
5 NPC Skakdi-Xa
Water, Level 1 Quick Healing, Fellow male engineer that’s in it for the money.
Fire, Level 1 Elasticity, Old male and teacher of martial arts.
Lightning, Level 1 Density Control, Female that runs the businesses Cravious owns.
Gravity, Level 1 Limited Invulnerability, Female Security that guards the more expensive and exclusive items.
Air, Level 1 Slow, Male Security that is always getting into fist fights with Cravious for fun.
Speed: Slightly faster than a running Skakdi
Underwater Depth Range: Can't embark on extended deep sea voyages. Can't resist crush depth. No oxygen system installed. No outside cameras. No windows.
---------------------------
Name: Viltia
Breed: Toa
Faction: Metru-Nui Refugees
Brief Description: Deep Jungle Green armor with Violet Blue under armor. Lighter Jungle Green Eyes. Average Toa height.
Background/Occupation: A Matoran on the Northern Continent for most of her life, her village was captured and enslaved by Skakdi under orders from the League. The Skakdi treated her and her fellow villagers with disdain, anger, and abuse. Often they would kill someone just to keep productivity up.
They were being transferred to begin rebuilding Le-Metru when the giant robot broke apart and sent them all falling to an unknown island. For the past week, still enslaved, their Skakdi captors drug them through the fringes of the marshes, looking for a place to set up a new home. Native Skakdi showed up and sought to loot all they could, allowing a chance for Viltia and her friends to escape.
Flaws: Hates Skakdi and would even break the Toa code to kill them.
Inexperienced, she has been a Toa for less than a week and doesn’t know her mask power yet. She has to use her Toa tool to be able to channel her element.
Not a trained fighter, she wouldn’t last long against those experienced with battle.
Powers/Equipment:
Element - the Green
Mask - Rahi Control - Allows its user to control one or more Rahi simultaneously. Although it can be used on insects, it is not as effective on them as other kinds of Rahi. The mask's power does not work on intelligent Rahi like Krahka and Keetongu.
Breed Quirks: An innate understanding of plant attributes such as poison.
Weapons: Lewa style Axe/Laser Crossbow combination
Equipment: Satchel
@Kal the Guardian, Viltia is approved. Vezok's Friend or myself will be in touch via DMs about Crav.
Name: Ultan
Breed: Ta-Toa
Breed Quirk: Resistance to extreme weather and temperatures
Faction: N/A
Brief Description:
Gear:
Powers:
Psychological issues:
Physical limitation:
Background / Occupation:
Hey @The Captain, Ultan is approved for play. I'd ask that you go back in and add some more specific physical limitations as you can. They can be prior injuries, range of motion, fatigue, etc. Think either Achilles heel or something Ultan just has to adapt to being.
Welcome to SKR!
1 hour ago, Unreliable Narrator said:Hey @The Captain, Ultan is approved for play. I'd ask that you go back in and add some more specific physical limitations as you can. They can be prior injuries, range of motion, fatigue, etc. Think either Achilles heel or something Ultan just has to adapt to being.
Welcome to SKR!
Updated. Thanks for inviting me back!
PC Profile
Name: Cravious
Breed: Skakdi
Faction: Zakazian
Brief Description: Deep Blue and White Skakdi with Bright Green eyes. Half a head taller than the average Skakdi.
Background/Occupation: Cravious is one of the leading technological minds of the Skakdi, especially so since Avak’s death. He has a firm grasp on elemental dampeners, mechs, and vehicles. He has intricate knowledge of how to make fake bodies. Most notably the realistically functioning body of the Aspect Sorilax, who Cravious has outfitted with a moving face, full joint functions, working eyes, and even a valve system so the Aspect can “smell” through the nose.
His attempts at A.I. are rudimentary at best and cause him much frustration.
Except for fake bodies, Cravious’ style is not compact, using pipes, hoses, pistons, and gears to achieve things normally reserved for electricity or simpler solutions. That’s not to say he can’t have compact designs or use electricity, but he prefers not to.
Cravious is fairly young, being only 341 years old. However the organic protodermis muscle on his face seems “gaunt and tight”.
He has several "businesses" with differing names that are all basically just creating or repairing mechanical objects or the storage of said mechanical objects and money. Most are run out of his Cube and/or in the Rig.
Flaws: Cravious is a violent, vicious creature, as are all Skakdi at creation. Cravious is prideful, greedy, and uncaring. His selfishness is astounding and he weighs everything through what he can get out of it.
Cravious lost his left foot in a machining accident. He now has a purely robotic replacement as he has yet to naturally regrow the muscle lost and as such his footing reaction time is a fraction slower than normal, causing him to sometimes stumble and catch his foot on things.
(Full recovery outside of healing powers being there because I believe it’s canon that organic protodermis can regrow if lost. Not sure if that’s true or not. I figure it’s like how the Toa Mata had to almost completely regrow their protodermis organics.)
Powers/Equipment:
Element - Lightning
Mask - None - Partial Breed Quirk: Lacks the mental discipline required to use a mask of power.
Breed Quirks: Vision Power: X-ray and Telescopic Vision (Like Avak)
Secondary Skakdi Power: The Improbable Machine. Cravious can use this power during construction of technology to create what he intends, even if the normal necessary ingredients aren’t available. Any missing ingredients or components must be replaced with something of equal size or larger. An example being Cravious wanting to craft a gun, but he is missing a barrel. He could use a wrench the same size as a normal barrel would be, attaching it not necessarily in the same place as the barrel would go, and the gun would somehow be able to activate and fire.
When working with a design, %75 must remain original parts and only %25 can be “replaced”. When creating outside of designs, the number of parts required increases based upon how complex of a technological concept is trying to be created. For example, a gear would be fairly easy to bypass, but flight would require massive amounts of extra parts and special components.
Other Breed Quirks: Can only use the Elemental power of Lightning in conjunction with other Skakdi or through use of a tool.
Cannot form a Kaita.
Cannot absorb food like a normal being, must chew and ingest food.
Weapons:
Normally he just carries his Seismic Pickaxe and a Zamor Launcher with him. The Zamor Spheres are of his own creation and contain his Lightning within them.
Various other weapons are for sale in his Cube and at the Rig.
Equipment:
A massive duffel bag that can strap to his back.
An enormous assortment of tools and parts.
Welding mask.
A pair of hands that he can exchange out for his own. This alternative pair is for finesse work and provides more accuracy when creating small details at the cost of overall structural durability.
A briefcase that is able to absorb Cravious’ Lightning energy in order for it to be powered. Inside it can hold up to four Heartlights or Heartlight Keys at a time.
A.C.R. Profile
Name of ACR: Debt Collector
ACR’s Faction/Homebase: Zakazian/Cube
Pilot of ACR: Cravious
Type of Heartlight: Skakdi of Ice
Physical Description: Debt Collector is a hulking mech built primarily for power and protection. It stands almost two Skakdi tall. It is painted bone white, with the names of those whose debts it’s collected written in black fine lettering starting from its legs on up.
Onboard Weapons Systems:
Jagged spiked gauntlets that are designed to slice and puncture ACR armor. (Weakness: only reach as far as the arms do)
Shoulder mounted Cordak Blaster (Weakness, can’t be fired up close due to splash damage)
Land and Submersible Vehicle Profile
Name: Cube
Owner: Cravious
Description: Cube is a home, store, workshop, and vehicle all in one. It is a giant protosteel cube. Cube is large enough to hold three vehicle ACRs or five normal sized mech ACRs at one time. This is in addition to several rows of weapon racks and shelves, a room for Cravious, five hammocks, Cravious’ weapon vault, equipment vault, and money vault, a Heartlight storage cabinet, a cold storage room, a current projects room, stations for driving, observation, and manning the guns, and Cube’s core room in the exact center of the cube shaped vehicle.
It has several doors and balconies on the sides and hatches on the top and bottom.
Cube has six legs that can walk it along in difficult terrain or it can switch to treads. Underwater six propellers extend, one from each side of the cube.
The outer protosteel armor is attached to an elemental dampener, though it is weakened to half of its effectiveness due to the size of Cube. Two elemental dampeners on at once doesn’t seem to overlap or make the effect grow stronger, so it only has the one.
Weapons: Four Cordak Blasters with auto-reloading mechanisms attached at the four corners of the top of the cube itself. They are controlled remotely using cameras installed into them.
Crew:
5 NPC Skakdi-Xa
Water, Level 1 Quick Healing, Fellow male engineer that’s in it for the money.
Fire, Level 1 Elasticity, Old male and teacher of martial arts.
Lightning, Level 1 Density Control, Female that runs the businesses Cravious owns.
Gravity, Level 1 Limited Invulnerability, Female Security that guards the more expensive and exclusive items.
Air, Level 1 Slow, Male Security that is always getting into fist fights with Cravious for fun.
Speed: Slightly faster than a running Skakdi
Underwater Capabilities: Currently: Can't embark on extended deep sea voyages. Can't resist crush depth. Oxygen system installed. Several Outside cameras. Reinforced glass windows with protosteel shutters. Buoyancy systems installed.