Six Kingdoms: Apocalypse -- Rules and Character Creation

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  • Posted 2021-06-20 04:25:20 UTC
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  • Figured I'd post this now and edit it as we figure out the details of Whira's new powers. I also finally wrote in the powers of the Kraahkan.

    The Great Spirit of Dreams

    Name: Whira NUVA Proxima

    Species: Great Spirit, NUVA Proxima

    Title: Mata Nui (an ark-bearer capable of making one reality changing wish.), the Mother of Dreams

    Faction: Aspects of Makuta, herself

    Description: A female-identifying Great Spirit, Whira currently has no suit of armor. She remains a free-floating cloud of antidermis.

    Background: A younger Aspect, Whira has spent the last month attempting to fulfill her Grand Wish. She was transformed into a NUVA Proxima when she witnessed her follower Cravious gain the power of NUVA.

    Now, she has achieved her Grand Wish and is a Great Spirit, an Aspect no longer.

    Personality: Whira is mysterious and exudes an aura of power. She is constantly creating schemes on how to increase her own power. 

    Primary Powers: Control over elemental Shadow; this power has increased due to being a NUVA Proxima, roughly halfway between an individual toa and an individual toa kaita (a toa kaita having the combined power of three toa).

    Secondary power: Whira has the power of a level 7 kraata of dodge; additionally, Whira also knows the following Taboos: Heartlight Forging, Infectious Kraata Extraction.

    Due to becoming a NUVA Proxima, Whira has become severed from the antidermis Caldera; because of this, she can now interact with her surroundings while in her gaseous antidermis state. 

    Breed Quirks:

    • As a NUVA Proxima, Whira can wear and use Kanohi, but only if she inhabits a suit of armor that allows her to do so. 
    • Her breed quirks may be shared with up to two other willing creatures within her line of sight and elemental range.  
    • She may be the target of her own breed quirks.
    • Great Spirit Breed Quirks:
      • Keeper of The Truth: as an ascendant Mata Nui, Whira is aware of the overall written narrative of Six Kingdoms games. She is aware of all content written on BZPower (yes, the website), and may choose to speak in the OOC or IC topics for SK games (please follow standard posting rules in either topic). She may make plans and considerations based on her awareness of the narrative, but she is bound to never speak The Truth to any other. Revealing to any character that they exist within a game, or revealing any details about the overall narrative or The Truth she keeps will cause Whira to immediately cease to exist. With great power comes great responsibility.
      • Additionally, upon ascension Whira gains an incredibly potent opportunity: a wish. She may make any wish she desires that effects the Six Kingdoms RPGs with the following constraints:

        • A wish must respect all pre-established in-game lore (aka no retcons).
        • A wish must follow all BZPower rules and guidelines.
        • A wish must be made before SKA ends. Any unused wishes expire when the game ends (6/30/21 at approx. 11:59 Pacific).
        • In the event GMs feel a wish is unacceptable (i.e. violates conduct), or if GMs are unable to fulfill the specific wishes request, the ascendant aspect may choose a new wish.
        • GMs will work to resolve all wishes received by ascendant aspects prior to the ending of the game. Wishes may be received through the IC game topic, the OOC discussion topic, or direct reply to this PM. All wishes and the ascendant aspect who made the wish will be publicly revealed by GMs when they go into effect.

      • Great Spirit of Dreams: Those who offer their element in sacrifice to the grandeur of Whira, Mata Nui Ascendant and Mother of Dreams shall be blessed by her patronage, devotion, and secret magics. A catalog of her rituals may be found here: https://wiki.bzprpg.com/view/Xa-Kuta_(NBZP)
        The Mother of Dreams resides in the Realm of Dreams, as a ruler or a shepherd of those who travel in their sleep.

    Equipment: Whira's primary weapon is a broadsword with a black blade resembling obsidian. She also has a Kanohi Kraahkan, the Mask of Shadows, forged from a Great Disk of Shadow. The powers of this rare mask are the following:

    Spoiler

     

    The Kraahkan is a mask of elemental shadow control, and allows the user the ability to bend shadows and darkness to their will as if shadow was an element they could normally control. The Kraahkan does not, however, provide implicit mastery in these abilities. Practice makes perfect in all things, and the powers of the shadow are no exception. 

    The Kraahkan, being the polar opposite of the Avohkii, has secondary powers of moral negativity; the mask can incite anger and fear, as well as allows the user to see moral darkness within a being. Moral darkness is heightened while in the Kraahkan's presence; therefore, all Psychological Flaws are temporarily turned up to the extreme while within the presence of the Kanohi Kraahkan.

    Remaining in the presence of the Kanohi Kraahkan causes great pain to beings of light. All light-based abilities, powers, and breed quirks are significantly weakened while within the Kraahkan's presence. 

     

    Psychological Flaw: Whira is a schemer, and will not hesitate to backstab anyone- which may sometimes come back to bite her.

    Physical Flaw: Unlike other Aspects of Makuta, Whira's antidermis can interact with her surroundings; however, this also means that her surroundings can interact with her antidermis. Whira's antidermis is much more vulnerable in the way of damage than a typical Aspect's. Additionally, she still has to worry about dissipating while in her gaseous state, meaning she needs to find a replacement set of armor- and fast. 

    Grand Wish and Milestones:

    Spoiler

     

    Grand Wish: To replace Tren Krom and become a powerful deity

    Why: In order to prove to the other Aspects how powerful she can truly become

    Milestones:

    1. Desecrate a follower [COMPLETE]

    2. Desecrate a Nui-Jaga [COMPLETE]

    3. Obtain a mask of shadows [COMPLETE]

    4. Desecrate a kaita [COMPLETE]

    5. Create a Zivon through the Rite of the Zivon [COMPLETE]

    6. Sever oneself from the antidermis pool [COMPLETE]

    7. Enter the Pool in the Great Temple of the Krom while wearing the mask of shadows and holding the hearts of a Zivon and a kaita [COMPLETE]

     

     

  • Edited on 2021-07-01 00:51:49 by ~Xemnas~
    Great Spirit of Dreams stuff added
  • Posted 2021-06-21 03:01:48 UTC
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  •  

    • Name: Jojax
    • Breed: Skakdi
    • Faction: Warskaks
    • Brief Description: Jojax is a tall and muscular purple skakdi. She has bruses and scars all over her body, one of her head frills is also missing.
    • Background/Occupation: Jojax has spent most of her life as a reluctant member of the warskaks. She was constantly looking for a way to one up her contemporaries and eventualy become the strongest Skakdi on the island.
    • Flaws
      • Jojax is overly confident in her own abilities and frequently dives into danger. She also has dificulty recognising others as her superiors.
      • After trying to wrestle with a Kane-Ra bull she has a perminant limp. She can walk fine but it slows her down when running or fighting.
    • Powers:.
      • Primary power: Infrared vision: Jojax is capable of viewing infrared radiation, alowing her to see sources of heat.
      • Secondary power: Acid Vomit, Jojax has the ability to vomit on command, and her stomach acid is extremely powerful. However, she has dificutly using it multiple times in a row.
      • Breed quirk: Ability to chew food as opposed to absorbing it. Latent psychic power, accessed through the consensual sharing of power with another skakdi through physical contact.
    • Equipment: Jojax has a pair of spiked brass knuckes she calls her "Psyched" knuckles. She can use them to use telekenisis on medium to large inanimate objects as long as her hands are touching said object, effectively giving her enhanced lifting capabilities.

  • Posted 2021-06-24 03:00:56 UTC
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    • Name: Howai, Kaita of Willpower

    • ACR Faction/Homebase: Builders/Kini-Nui

    • Primary Pilot: Skyra NUVA

    • Great Disk: Regeneration 

    • Physical Description: Standing around 100 feet tall, Howai looks very much like a giant Toa with a maskless head, with six eyes rising up to his forehead. His armor is painted primarily blue in color, with a lime green as his secondary. 

    • Breed Quirks:

      • Piloting is done via thought. Pilots sync their mind to the ACR via paranormal means. Due to the nature of the interface with the ACR, pilots are unable to personally use any other of their abilities, breed quirks, or other powers to affect anything beyond the walls of the cockpit.

      • Kaita ACRs ignore all but the strongest blows. They ignore damage from creatures less powerful than kaita.

      • Great Disk Beam

        • One of the Kaita ACR’s arms is capable of transforming into a beam-based range weapon that fires powerful mid-range blasts of the associated Great Disk’s power. For example, Wairuha can fire beams of ice generated by the Great Disk of Freezing merged with their chosen pilot Sidra NUVA.

    • Abilities

      • Power Amplification

        • Choose up to three abilities or breed quirks (excluding equipment powers) at a time from the combined powers and breed quirks of all onboard pilots (maximum three pilots). The Kaita ACR may use these powers as if they were its own powers or breed quirks and increases the overall strength and power of the chosen powers or breed quirks to the level of a kaita. 

        • You may take one post to change these three chosen abilities or breed quirks.

        • This ability resets when all pilots fall unconscious, die, or exit the Kaita ACR.

        • Flaw: the cockpit must be fully sealed for Power Amplification to work. Additionally, unconscious or deceased pilots do not count towards the available list of powers and breed quirks.

      • Suva Kaita Attunement

        • You may choose to summon up to two one-handed weapons or one two-handed weapon from the Suva Kaita in Kini-Nui at any given time. You must return these weapons to summon different weapons from the Suva Kaita in Kini-Nui. 

        • Flaw: the Kaita ACR must be within the Suva Kaita’s range to use this ability.

    • Flaws:

      • Physical Flaw:

        • While they can be put into a slumber while unmanned, Kaita ACRs are living machines and cannot be turned off. If not restrained, they very well may just wake up and wander off in search of a rite-born kaiju to kill (read: GMs may start writing your mech randomly when you are not piloting it).

        • A Kaita ACR will refuse to start if the primary chosen pilot is not onboard.

        • Pilots are unable to use their powers or breed quirks to effect anywhere outside the sealed cockpit while piloting a Kaita ACR. 

        • If the Primary Pilot falls unconscious or dies while piloting a Kaita ACR, the kaita inhabiting the machine itself will take over and go on a berserk rampage until it is destroyed or the Primary Pilot is removed (read: GMs will start writing your mech).

      • Psychological Flaw:

        • Kaita ACRs are inhabited by the conscious spirit of a Kaita, a spirit of great power. Kaita are proud and vicious beings, and have an incredible hatred for all rite-born kaiju made by Irnakk. If given the opportunity, a Kaita will pursue the death of a rite-born kaiju without concern for any collateral damage to their surroundings.

        • Kaita ACRs cannot condone the destruction of Builder civilization.

        • Kaita ACRs refuse to ally with any riteborn, even if it would be to their benefit.

        • When berserk, Kaita ACRs treat other Kaita ACRs as riteborn monsters.

  • Edited on 2021-06-24 03:01:49 by Snelly
  • Posted 2021-06-27 22:43:14 UTC
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    • Name: Young Mazor (or YM)
    • Breed: Lesterin
    • Faction: Refugees
    • Brief Description: Mazor is a young Lesterin with blue/green armor.
    • Role: Fighter
    • Flaw: Young Mazor is still inexperienced in fights. As a result he frequently makes tactical errors and is hesitant to act when not being directed by a superior.
    • Powers: 
      • Young Mazor has no significant special powers.
    • Breed quirk(s): ?
      • As a Lesterin Young Mazor is capable of wearing/using mask powers.
      • Young Mazor is associated with the plant element meaning he is resistant to poisons and able to photosynthesise in order to gain energy.
    • Equipment: 
      • Mazor carries a zamor sphere Launcher that uses ammunition filled with a liquid that parylizes living targets. This launcher can fire off several rounds before needing to be reloaded.
      • Mazor also carries a short sword for up close combat. 
      • Mazor wears a mask of stealth.

  • Posted 2021-06-27 22:47:33 UTC
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  • @Smudge8: Young Mazor is approved. The flaw sounds similar to "hesitates without clear authority present," which is cool.

  • Edited on 2021-06-27 22:48:01 by Unreliable Narrator
  • Posted 2021-06-29 07:12:38 UTC
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  • Hiripaki 2.0, D-4QP Builder-Cyborg Relations

    What: A sentient AI in a Vahki body

    Description: Hiripaki is an intelligence—she does not have a description, per se. Regardless of her incorporeality, a few notes can be made about her, however: Hiripaki understands herself to be, well, a she. Her voice is arguably natural-sounding but still sounds robotic when reciting certain facts or giving the date or weather, and she is fully aware of her artificial nature and capabilities. Since receiving outside assistance in the form of King Aurax the First of His Name Hiripaki is newly housed within the clockwork mechanics of Vahki Unit BO-1337-P, the pilot automaton that assisted Stannis towards the end of the Battle for Metru Nui. She looks in many ways just like a Bordahk would be expected to look, but due to damages in a crash landing only has one functional arm. A hopsack satchel hangs on her back.

    History: Many things are unknown about Hiripaki, the Vault of Stories, but it is said she was created by unknown beings long ago and installed in the Great Spirit Robot upon its construction in relative secrecy. Builder Stannis helped program her into an indestructible vault deep in the One-Metro Archives, Sublevel 7, however Makuta Aspect Caedast, masquerading as Toa Stannis of the Maru, used the vault as his base and lair. Hiripaki seemingly has only one primary directive: Protect Stannis/Caedast's knowledge and legacy, at any and all costs. The exact parameters of this directive are unknown, but it is clear she is dedicated to her directive. 

    Nature: Factual to a fault and literal to exasperating levels, Hiripaki thinks in binary—true and false, yes and no, red and green, Welcome Ones and not welcome ones, etc., etc. She is friendly and helpful to people who don’t threaten her or her mission, but if attacked she possesses a simple ruthlessness similar to a modern-day Vahki’s unemotional efficiency. And now she is a Vahki. Go figure.

    Powers: Hiripaki can interact directly with any intelligence in machinery and use a variety of ancient computer codes to isolate and destroy intelligent thoughts. Doing so can cause her to temporarily leave whatever motherboard she currently inhabits. This is effective against both artificial and biomechanical thoughts. In addition, she is able to defend against intrusions to her own coding, blocking out signals and fireballing virus code. She can intuitively understand any spoken language she encounters and most importantly contains the whole collective history of the Builders upon the Ark. She contains an almost infinite number of slideshows, articles, and references to obscure knowledge relating to the Ark and its denizens. 

    She can summon Kanoka from any nearby hub and fire them from her mandibles. 

    Tools: A single Staff of Command. People who are struck by the weapon’s blasts become temporarily connected to Hiripaki’s directive of assisting and protecting Caedast/Stannis.

    Flaws: Hiripaki is an ancient intelligence and relies on gathering intelligence from occasional external uplinks to maintain a databank of information. Without constant updated of her databanks, she does not have a way to gain awareness of the universe or setting, and she will operate on things she knows to be true rather than make assumptions on her own. Although smart and capable of managing incredible amounts of data it does not have the ability to run complex algorithms, and as a result cannot truly problem solve on its own. Due to the loss of an arm, her Vahki unit is lopsided and is not perfectly balanced.

  • Edited on 2021-06-29 16:08:22 by EmperorWhenua
  • Posted 2021-06-29 15:16:29 UTC
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  • @EmperorWhenua please remove the mention of unassisted flight and then Hiripaki's new profile is good to go. In SK vahki like Vahki Unit BO-1337-P don't fly. If Hiripaki were to implant into a Squad Mother than flight would be permissable. 

  • Posted 2021-06-29 15:48:18 UTC
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  • Okay, her pilots permit has been revoked. Maybe Stannis got the last one last game. 

  • Posted 2021-06-29 19:28:34 UTC
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  • Kaita Mech Profile

     

    Name: Akamai, Great Kaita of Valor
    ACR Faction/Homebase: Builders/Kini-Nui
    Primary Pilot: Cravious NUVA
    Great Disk: Enlarge
    Physical Description: Stands 100 feet tall. Face of a Toa, specifically a Toa Mata head, except with six optics rising up the forehead. Made of a protosteel skeleton with additional ceramic, glass, and protodermis plating covering essential systems. Painted a deep and lush maroon with the glass being black.

    Breed Quirks:

    -Piloting is done via thought. Pilots sync their mind to the ACR via paranormal means. Due to the nature of the interface with the ACR, pilots are unable to personally use any other of their abilities, breed quirks, or other powers to affect anything beyond the walls of the cockpit.

    -Kaita ACRs ignore all but the strongest blows. They ignore damage from creatures less powerful than Kaita.

    -Great Disk Beam
    One of the Kaita ACR’s arms is capable of transforming into a beam-based range weapon that fires powerful mid-range blasts of the associated Great Disk’s power.
     

    Abilities:

    -Power Amplification
    Choose up to three abilities or breed quirks (excluding equipment powers) at a time from the combined powers and breed quirks of all onboard pilots (maximum three pilots). The Kaita ACR may use these powers as if they were its own powers or breed quirks and increases the overall strength and power of the chosen powers or breed quirks to the level of a kaita. 
    You may take one post to change these three chosen abilities or breed quirks.
    This ability resets when all pilots fall unconscious, die, or exit the Kaita ACR.
    Flaw: the cockpit must be fully sealed for Power Amplification to work. Additionally, unconscious or deceased pilots do not count towards the available list of powers and breed quirks.

    -Suva Kaita Attunement
    You may choose to summon up to two one-handed weapons or one two-handed weapon from the Suva Kaita in Kini-Nui at any given time. You must return these weapons to summon different weapons from the Suva Kaita in Kini-Nui. 
    Flaw: the Kaita ACR must be within the Suva Kaita’s range to use this ability.
     

    Flaws:
     

    Physical Flaw:

    While they can be put into a slumber while unmanned, Kaita ACRs are living machines and cannot be turned off. If not restrained, they very well may just wake up and wander off in search of a rite-born kaiju to kill (read: GMs may start writing your mech randomly when you are not piloting it).

    A Kaita ACR will refuse to start if the primary chosen pilot is not onboard.

    Pilots are unable to use their powers or breed quirks to effect anywhere outside the sealed cockpit while piloting a Kaita ACR. 

    If the Primary Pilot falls unconscious or dies while piloting a Kaita ACR, the kaita inhabiting the machine itself will take over and go on a berserk rampage until it is destroyed or the Primary Pilot is removed (read: GMs will start writing your mech).
     

    Psychological Flaw:

    Kaita ACRs are inhabited by the conscious spirit of a Kaita, a spirit of great power. Kaita are proud and vicious beings, and have an incredible hatred for all rite-born kaiju made by Irnakk. If given the opportunity, a Kaita will pursue the death of a rite-born kaiju without concern for any collateral damage to their surroundings.

    Kaita ACRs cannot condone the destruction of Builder civilization.

    Kaita ACRs refuse to ally with any riteborn, even if it would be to their benefit.

    When berserk, Kaita ACRs treat other Kaita ACRs as Rite-born monsters.

  • Posted 2021-07-01 05:15:03 UTC
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  • It's 11:00 for me and I need to get some sleep, so I probably won't get to make many posts, I'm just going to drop this here and go right to posting as her.

    • Name: Jojax

    • Breed: Tahtorak

    • Faction: (Same faction as whoever is in charge

    • Brief Description: Jojax is a large muscular purple tahtorak

    • Background:

    • Flaws: 

      • Jojax is extremely brash and bloodthirsty, constantly wanting to fight and rarely showing caution.

      • Jojax’s only memories are of a desire to defeat her foes, as such she constantly desires to fight.

      • Jojax’s neck around the collar is soft, allowing for greater flexibility but providing an excellent target.

      • Jojax is incapable of speech, but she can somewhat mitigate this with her psyonic abilities

      • All beings in the same Hex as Jojax feel her thoughts in the back of their minds, causing them to become more willing to fight. This effect isn’t very strong on sentient beings, but it causes rahi to become extremely bloodthirsty.

    • Powers: 

      • Jojax has a mastery of Psyonics, which lets her use Telekenisis, summon wild rahi to aid her, cause headaches in her opponents, and speak mind to mind in crude sentences.

      • Jojax is completely immune to psychic attacks.

      • Jojax  is capable of issuing a compelling roar that briefly stuns an individual target. Any being not of Kaita power or greater becomes terrified of Jojax upon hearing this roar and must overcome their own fears and nightmares or remain paralyzed. Other riteborn tahtoraks are immune to this terrifying roar.