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Ssendam the Masked

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About Ssendam the Masked

  • Birthday 11/02/1996

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  • Gender
    Male
  • Location
    Adelaide
  • Interests
    Writing.

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  1. No, joining a faction is not required. Advised, yes, but not required for anybody except the Mutants. And even then, you could be a lone mutant. ------- Speaking of mutants, there was a question earlier about what the mutations did for you, so here it is: Mutations: The mutations are as a result of the Pit mutagen, and have had some pretty interesting effects. As a rule, Matoran can get up to four, Turaga get 3, Toa, Skakdi and Xians get two and other species get one. This is to ensure that nobody gimps their mutations so they effectively become invincible, or have so many mutations it's just ridiculous. Also, whatever the mutation is, the Forge Masters hate mutants with a passion. If you mutate, they will become your enemies and attack you. Mutants cannot join the Forge Masters without hiding their mutation. Natural Weapon: The mutations have caused your character to grow one natural weapon- like a stinger tail or venomous claws. Drawback: Natural Weapon makes it more likely for your character to go insane and animalistic. Tech-Hand: This mutation has fused a piece of technology to your body. You always have one piece of advanced technology as part of your body, but has to be cleared as per site rules. Drawbacks: you cannot get rid of this weapon without surgery and it still feels pain. Energy weapons draw from your own elemental energy. Wings: your character has grown wings and can now fly. Drawbacks: these wings are hard to hide and feel quite awkward in an enclosed space. Also make it more likely to regress to an animalistic state. Increased Strength: your character's mutation has made them grossly strong. Drawbacks: your character is now much larger, and is less agile. Also, it may have an effect on your intelligence, and due to how quickly the extra muscle has grown you have likely shattered your armour and are now in constant pain. Water-breathing: your character can now breathe underwater without the help of a Kaukau. It also gives you increased swimming ability. Drawbacks: you cannot breathe on land without specialised equipment, and it also makes you more likely to be aggressive and violent. Plant-flesh: your character has mutated into a biomechanical plant organism. You can merge with other plants, and can also hide. Drawbacks: you are extremely vulnerable to fire, and a Toa or Turaga of plantlife can use you like a pupped due to your flesh. Stone-flesh: your mutation has turned your organic material into a siliconeous substance. You are now impervious to fire and are quite durable. Blades scrape off you with little more than a scratch. Drawbacks: you are extraordinarily heavy, and a Toa of Stone can easily manipulate you. In addition, carving implements will tear through your body easily. Original mutation: Original mutations are allowed. However, they must have at least one, major, disadvantage. No 'mask of life but the drawback is that I'm ugly.' More 'I've got multiple arms but I am clumsy and un-co-ordinated.' That's all I've got for now.
  2. Hello, Ssendam. Let's talk about your RPG. Thanks man, I appreciate this. Hello, Ssendam. Let's talk about your RPG. This is more of a semantics question, but in what was it it bigger? Metru-Nui isn't a particularly large island on a physical scale, so is the implication of Krakas' size more of a metaphorical one, rather than actual? Or is the island itself also meant to be extraordinarily big. In some ways, this can be a fairly important factors; when the scale of an island becomes too large, it becomes unrealistic for players to come into contact with each other over the distances assumed, because of the huge gaps for size. Keeping the island just slightly bigger than Metru-Nui in size, while maintaining its mythical status, would seem the more prudent option. I'd also add that the Brotherhood supposedly operates without giving their names; they're simply referred to as such by their status. The lack of knowledge of the Makuta's name thus seems very appropriate, and should be heavily enforced to add to the mystique of the setting. An interesting framing device, to be sure. If we could get a map of the island, though, that would certainly be helpful; considering that the setting itself seems fairly interesting, I'd be willing to help in that aspect. As it stands, we don't have quite as much proof of destruction as could be offered. To bring up an old spiel of mine - This is not the BZPRPG. Limiting the players options in terms of species and the like is an unnecessary limitation; other than blanket rules like "please don't be a Makuta" and "no, you can't have the Mask of Life" which should be blatantly obvious, there's no sense in having them. I also wouldn't limit the natives to being only Matoran, either; having a few unusually twisted Skakdi crawling about, for instance; or perhaps even a stranger species, like one of the ones the Dark Hunters come from. We definitely need a story of some time. If I could suggest: Faced with the possibility of profit, some large company (possibly Xian based) decides to fund a treasure hunting expedition, gathering volunteers and sending them to the island. They set-up base camp, and begin the task of exploring; of course, problems immediately begin to arise, and everything just starts to collapse, as various splinter groups begin to form. Players could also opt to be independently funded, and come via their own means; perhaps even as a group. These independent groups wander the island, and post just as big of a threat; however, the natives, who themselves have their own various tribes, are not particularly pleased at the intrusion. Or at least, that's how it appears; only a few xenophobic natives are actually responsible for the killings which begin. Which begs the question: what is behind the killings? Just dangle some plot threads around. These are pretty cool. Could use some work, but we'll wait until further into the process for that. As is, this is a good start to an RPG. We just need to start seeing the mechanics, rulings, and so forth; but as a proposal, it's pretty sound. We just need to start seeing characters and plot. EDIT: Oh, and - Tsk, third person. I'm not that easy to get rid of. -Toa Levacius Zehvor Alright, lot of stuff to sort out. Okay. To the first point, yes, the island is slightly larger than Metru Nui, but also offers its own trade of minerals from the mines. It also provides weapons and a safe haven for Fe-Matoran to work. The point about the Brotherhood being mysterious and actually shadowy is also a good point. The Makuta does have a name, but it will not be revealed for a while as I work out what it is. The second point- I am a terrible artist, but I envision the island as being shaped like a star, with six curling points around the centre. The Quake caused the water around the island to surge up, drenching most of the land. Third point: Setting rulings are going to be difficult. The general 'plot hook' is that the news of Krakas' devastation spreads through the Matoran universe. Then this skeezy Chronicler shows up and tells the story. The Dark Hunters want to reclaim their weapons, the Toa want to find out what the ###### is going on, the Skakdi are in it for the ###### of it. On the mutated side, there are some who aren't mutated, but they live in the Forges and the Deserts. A couple live in the Towers of Solitude. Krakas' law enforcement was mainly in the form of Toa and the occasional Matoran who built a suit of powered armour. The mutations are from the Pit mutagen, turning most affected into whatever the predominant element is in their environment. For instance, those who were affected in the Jungle are usually insectoid or their organic matter has become plant-like, allowing them to merge with plants and control them that way. The University's inhabitants have become true water-breathers, as well as venemous. The Miners have become siliconeous in their environment. The shop-keepers have the widest variety of mutations, ranging from elemental powers to becoming fused with their weaponry. The Desert itself is partially sentient, and can be appeased with gifts of the mutative water. Those in the towers have greatly enhanced senses, or are able to fly. You are right; there should be a few twisted and deformed Skakdi and Xians around, maybe even a few Toa. The mechanics of mutation come up whenever you walk through sufficient quantities of water. A small puddle is not going to effect you immediately. But splashing through a river or lake, or traversing the sunken corridors and mines? Mutation is going to start fairly quickly. Mutation can be beneficial or detrimental, but every major advantage will have a massive disadvantage. For instance, your character might get incredible musculature, but be slow and large. The Palace itself is rumoured to contain a weapon that would be capable of causing Quake-level events on other islands. The players are aiming not just for riches, but the weapon itself, which could be a game-changer if it fell into any hands. Yes, there should be factions. The Forge Masters: The mask-makers, weaponsmiths, jewellers- these folk reside in the Forges, navigating the lava flows with skill. They want to return to their normal life and hate the mutants with a passion. They provide one of the few harbours to the island. A few still maintain their businesses as best they can, but without raw materials they cannot work. They want to retake the Mines, and are willing to give the heroes who do that powerful weapons and armour. Anyone who can offer them raw material and a strong arm against the mutants is accepted, whether they be Matoran, Toa, Skakdi, Xian or whatever else they are. The Mutant Coalition: These unfortunate souls are the few mutants who retain some measure of reason. With their own kind trying to put them down, and adventurers coming in, all these mutants want is to return to their original forms... and are prepared to do whatever it takes to complete their goal. They also provide a harbour into the town, from the Towers of Solitude. Their goal is to see if there is a cure for their mutation in the depths of the University, or failing that in the Vault itself. The Dark Hunters: Mercenaries, thieves and cutthroats who want to continue reaping the benefits of Krakas' mechanical genius. They seek out the fabled Vault of Krakas, and are willing to pay top widgets for any fool who manages to find the Vault. Of course, they'll likely kill them afterwards, but they also send their own after the Vault. The Shadowed One suffers fools lightly. The Order of Mata Nui: A nebulous and hard to define group who are posing as traders from Metru Nui. They have heard rumours that the Quake was caused by a weapon in the Makuta's vault, and they want to seize that weapon at all costs. Some of the Order wants to aid the denizens of this island, but others feel that since they made the weapon, they deserve what they got. Xia Trading Company: A group of Xians and other species who believe that money is power. The Xians want the Vault, and they want the craftsmatoran who made such wonderful treasures. They bribe, backstab, cheat and do whatever it takes to seize control of the island and the Vault. Whoever controls Krakas controls the flow of money and power, and Xia wants in on that.They want to dominate the Forge Masters, and will do so with whatever means they have, be it force or guile. ------- I have also seen a bit on how the characters get there. It really does depend. Your character could sail in as one of the Order, the Trading Company or the Hunters. They could crash on an airship. Or maybe, they were stranded and had to find land, and Krakas was the only land in sight. Perhaps you're a treasure hunter, or a Chronicler who wants to tell the tale of the Vault, or perhaps you're simply an adventurer. Other reasons could be that the Forge Masters sent out calls for help to reclaim the island, sending boats with non-mutated people to get their side of the story. --------
  3. Hello, world. Krakas Nui. You want the tale of Krakas Nui? Very well, you shall have it. Krakas Nui is one of the largest islands in the world, supposedly eclipsing even the fabled Metru Nui. Across the world, people came to trade and bargain at Krakas. Metru Nui may be indispensable, but Krakas had everything that Metru Nui can't offer. Powerful weapons and masks, beautiful stonework, ingenious craftsmatoranwork, you name it and Krakas can offer it to you. Even the Dark Hunters had a peace treaty on that island due to what it could offer. It was ran by a Makuta, can't remember his name but he was a fairly decent sort. That is, until the Quake. What was the Quake? No being alive knows except those poor souls who remain in Krakas, but when it struck Krakas was changed forever. Overnight, Krakas was devastated. All its works were destroyed, its Matoran either dead or worse. There was something in the water, something that warped and twisted the Matoran so they were barely recognisable. Some say it was an experiment by the Brotherhood, others whisper that it was a judgement from Mata Nui himself, and others still whisper that it was a sign of the Great Beings, coming back to create more terrible wonders. What do I think? I am but the Chronicler of Krakas, here to tell of its wonders. The city-island, last I saw of it, was beautiful in its destruction. Once-mighty buildings have been brought low by the Quake, covered in moss. It is a jungle in there- Rahi have come to claim the city as their own territory. All I can say for sure is that the wealth of Krakas remains in that place. Its weapons, armour, disks, masks... there is rumoured to be a vault that the Makuta constructed, filled with the choicest treasures, the best craftsmatoranship. Such a room must by kio long and wide, for the wealth of beauty of Krakas is incredible. Dare you seek the wealth of Krakas? ---------------------------------------------------------------------------------- Krakas Nui is a setting detailing a ruined island after the Quake. The Quake was a devastating event that caused widespread destruction, as well as mutating the beings on Krakas itself. Its vast wealth is renowned, and its weapons and armour are desired. Its tale is told by the Chronicler of Krakas, a Ko-Matoran who has somehow avoided being mutated by the water. Players can be Matoran, seeking their friends or simply the vast wealth; alternatively, they could be mutated Matoran who live in the ruined city, scavenging what they can to make a living. Or they can be Toa, determined to fight evil and also to defend the Matoran. Or you could play Skakdi and Vortixx, motivated by mercenary means and also, possibly, with a connection to the Dark Hunters. Areas: The Ruined Forges: Here, the Ta-matoran worked with the Fe-matoran and Su-Matoran to create wonders of weaponry and masks of great quality. Now, the Forges overflow with molten protodermis. Little water exists here, and this may be the safest place on the whole island. Few Rahi come here, and the craftsmatoran are probably still there. But with the molten protodermis still flowing and no way to check it, I would advise you watch your step. The Jungle: Once, this was an orderly park, where Matoran of all kinds could collect and gather their thoughts. Now, it is a wild, untamed jungle. Strange Rahi cavort through here, mutated by the water. And in the trees, those unfortunate Le- and Bo- Matoran that survived now live, mad from isolation and their mutation. Some still tend to the Jungle in their own way- some paths have been loosely hewn out of the undergrowth. But the water that permeates this place makes travelling there without some way of ignoring the water risky. The Ruined Desert: Great stone monoliths litter the desert here. Like the Forges, no water is here. But that will not help you, for the soil itself seems hungry. Sometimes, I could swear it'll take a bite out of anybody who tries to go to certain places. And one must beware of the constant threat of Nui-Jaga, as well as those few mutated Matoran who make their home here. The Flooded University: This used to be a place of great learning, where the Ko-, Ce and Ga Matoran would meet and discuss the wisdom of the stars and the people. Now, it is flooded with foul water. Great manuscripts, forever lost, lie deep beneath the surface. You could dive for them... but I fear that you would not be the same when you came out. And those mutants who have made their way into this sacred hall of learning may take offence to your diving, and take steps to correct that. The Towers of Solitude: The De-Matoran and the Ba-Matoran existed here once. Quiet folk, who made elegant technical pieces of equipment that relied on sound and gravity. Most have toppled now, leaning against each other dissolutely. These towers are so thick and yet so elegant, it is a shame to see them in their ruined state. The area around them is surrounded by the foul water that covers most of the streets of this island. Strange flowers grow here. And the De-Matoran will always here you coming, even through that water. The Dilipidated Stores: Mercantile Po-Matoran and Onu-Matoran once set up shop here, selling weapons and armour. Now, everything is covered in lichen and mould. Stores have been almost gutted of anything that could be used to survive, and those few shopkeepers who remain have likely gone insane from the isolation. They wield their own weapons against intruders most likely. Be careful- they make and know how to use these weapons, and cannot easily be reasoned with. The Sunken Mines My heart aches for those poor Onu-Matoran and Po-Matoran who perished in these mines when the Quake happened. Almost in their entirety are the Mines of Krakas flooded. Those miners may yet survive, but in vastly different form. All I can say is that, those times I have seen the pools from the main mineshaft, I saw something moving in the depths, and I cannot say anything more. The Palace: The palace of the Makuta of Krakas stands at the very centre of Krakas. It seems to reach the sky almost. The greatest stonework is seen in its walls. The greatest works the Matoran created were taken here by the Makuta. What he did with it is unclear, but most said that he hoarded it in a great vault. I was the Chronicler, and I only saw a great door, which I was told never to enter. Perhaps his hoard is untouched, but beware- the entire palace is surrounded by the befouled water. Rahi inhabit the corridors, as well as those Exo-Toa- bizarre mechanical beasts created to keep people out. Mata Nui knows how the water has affected their ability to discern friend from foe? There it is, my contribution.
  4. IC: Krazov. Krazov frowned. No payment wasn't exactly good, but eh, wherever luck led him. He shrugged. He'd had worse jobs. "Alright, whatever. Wherever luck leads me." He looked at the other one, the Sentinel fellow. Seemed capable enough, he supposed. "How about you, friend?" Not really a friend, per se, but more like an aquaintance. But best to be friendly.
  5. Dropping this as a comment, since New Members can't get PMs yet - your sig size is way, way, _way_ over the dimension limits. Please change it immediately, and check out the Signature Rules and Guidelines - your sig should be less than 800x300 pixels.

  6. IC: Borzhov. Borzhov was lost, hungry, and thirsty. These three things made him a very irritable Skakdi, trooping sullenly through the jungle. "Go to biggest tree, guide said. Bah. Is only one big tree in sight. And it does not look like famous Koro of Air." Such were his grumblings as he trooped through the forest. The large tree he was going to did not really seem that much larger, but it was there. It was big, and it was the only big tree he'd really seen. The fairly large group he saw outside of it was interesting- what looked like a pair of Toa and some fellow Skakdi. One of them was on the ground, clearly knocked out. That was fairly normal for a Skakdi meeting, so he paid it no mind. Nevertheless, he slipped on his trusty Thumpers, large gauntlets that covered his upper forearms. The heavily armoured knuckles were whittled down to a crude point, perfect for smashing through armour and piercing flesh. He chuckled darkly, before ploughing through the trees. "Greetings, fellow travellers. I am looking for, how you say, the Koro. Is this it?" He examined their stances. Obviously combatants. "Or should I not even ask?"
  7. IC: Krazov Krazov frowned, holding up the poster. "I was told to wait near the gate, so I gathered some supplies. Then, the Gate ran off on me." He glared at it. "Terrible things, gates, running off when you think you're not watching them." He then refocused on the Po-Matoran. "So, you're in for the job as well? From the looks of it, I think it's got something to do with clocks, or similar. I don't really know." Krazov tapped his axe-handle. "Or if it's something different, then I'll be perfectly capable of handling anything that tries to attack." He cocked his head slightly, examining this Matoran. His red eyes glowed slightly brighter, and he perused what this Matoran was carrying- including what was in the jar. He mentally triumphed as he noted the traces of honey and sand in the jar. Whoever this Matoran was, he was the one who had placed the posters around the Koro.
  8. IC: Krazov Krazov blinked briefly, then nodded in the direction. "Many thanks, Matoran! My sense of direction is terrible." He stuck out a hand. "Name's Krazov. Pleased to meet you."
  9. IC: Krazov "Ah..." He stared morosely at the desert town. "Where am I?" He scratched his chin. "Let's see... went up for a bit, wandered around... bah, doesn't matter. This is definitely a village; followed the road, has to be." Krazov took a pull from his water bottle. The desert was rough and dry. It had annoyed him to no end. HIs white and red armour was insanel, and right now he wasn't really in the mood for anything too special. Well, time to move through... a tech expo? After a pause, Krazov shrugged. Eh, roll with it. He strolled through, nodding in a friendly way at people. That was when his chance glancing around caught upon a poster. He pulled it off the wall, examining it intently. RESTORE THE CLOCKWORK THE COLLECTIVE AWAITS. MEET AT THE GATES. Along with some funny squiggle. Then again, he'd seen worse signatures- like his own. He licked the adhesive curiously. Sand and honey; novel mixture. And dirt-cheap too. So not much payment. But... luck had chanced him to see it, so he would go. So, he rolled it up and walked through the bazaar, looking for a likely person. He eventually found a small pub, and entered. ~~ Some time later, he exited with a full water bottle, a couple of iron rations, and missing some widgets. He then searched for the gate. It wasn't there. The one area where luck seemed to lead him astray was in the matter of directions. But he always got to where he needed to go, fortunately. But he needed... he needed... he grit his teeth. He was going to need directions. Good ones, too. He looked at a matoran talking to a skakdi. And holding a poster. He checked them. Seemed to be the same. Maybe they would know. He grinned. Luck was smiling on him again, as it always did. Krazov walked over, pasting a stupid grin on his face, deciding to be friendly. "Sorry to bother you, but you see...I can't find the Gate." He watched their reactions.
  10. Name: KrazovSpecies: SkakdiA detailed description or image: Krazov stands at the normal height for his species, and is heavily built. His breastplate is coloured gunmetal grey, and the rest of him is white with red undertones. He favours his right hand for wielding his main weapon, and his left currently has none. His sharp red eyes and large grin make him seem less like a civilised being and more like a barely restrained animal. He wears a sling bag that stays on his left side, with a canteen and a couple of widgets.Gender: Male.Powers: Krazov is a Skakdi of Crystal, able to create, absorb and manipulate crystals when around another Skakdi. Krazov's vision power is X-ray vision, allowing him to see through opponents and walls, in order to scout out for where hidden goods are. As a Skakdi, his physical strength is immense, easily dwarfing any being that isn't using a Pakari or of superior strength. In combat he's not afraid to mix in a punch or a kick to disorientate his opponents.Weaknesses: Krazov's main weakness is the fact that he's slow, and heavy. He also has no sense of direction, requiring something to keep him on track. Apart from that, Krazov's plans, while often good, tend to involve highly illogical leaps of pseudo-logic. Technological items: Krazov's preferred piece of tech is the Crystal Slicer. In appearance, it is a simple, double-bladed axe, about four feet in width with a Rhotuka launcher on one side. The weapon has a powerful cutting edge, but its real power comes from the fact that with it, Krazov can use his elemental power of crystal. Other than that, its other power is to completely retract its long handle, allowing him to use it as a shield. The weapon is incredibly heavy- so heavy, only Krazov or a Pakari user can lift it. Krazov's Rhotuka power is for it to create a long-lasting, foul-smelling smokescreen that is capable of blinding an opponent not wearing a mask of X-ray vision, giving him a combat edge. Alignment: Lawful Neutral.History: Krazov was just your ordinary Skakdi, though more thoughtful and cautious than his brethren. However, a young encounter with a Toa of Crystal better than he was left him stumped. At the time, all he had was a dagger and a rhotuka launcher. Something told him to shoot the Rhotuka launcher, then stab the toa. This somehow worked, which convinced Krazov that it was his awesome luck that allowed him to win. At this point, he 'acquired' his axe from another Skakdi by a savage beating and was generally happy. He spent the next century doing discount mercenary work for whoever wanted it, always following his sense of luck. He once led a troop of Skakdi off the beaten path, his rationale being 'all roads lead to a city. But we're not going to a city. Therefore, we need to cut through the jungle.' This resulted in a surprise attack from several Muaka. However, after defeating them, his group was rewarded by several grateful Matoran for saving them from certain death. However, Krazov later left his group of fellow warriors, and travelled the world, searching for his fate.Personality and traits: Krazov is definitely a powerful thinker- though not immune to mistakes, and definitely not a scholar, he's managed to impress several groups with his intelligence. However, his strange leaps of pseudo-logic and bizarre paths of action lead him down strange paths- he once brought a Makuta stronghold down by simply smashing every pillar he could see, on the grounds that 'if pride comes before a fall, then what happens to the pillar? They fall second. So we need to get out before the pride falls.' This planning style leaves itself open for improvisation and on-the-fly changing. He uses his strength and status as a skakdi in order to fool other beings into thinking he's an cool dude. Sometimes, he will act like an cool dude- he is a firm believer of fate and luck, and their intimate connection with him. This has led to some bizarre plans and get-away schemes. WotranSpecies: MatoranA detailed description or image: Wotran is an Onu Matoran. His primary colour is black and his secondary colour is tan, though his armour is heavily scuffed from numerous explosions. He wears a tan-coloured Kaukau and apart from that wears a simple bandolier, in order to easily carry Stralix powder. He also carries a highly secure bag with the necessary components for making Stralix powder. He usually carries about fifteen canisters of Stralix powder. Gender: MalePowers and/or weapons: Wotran has no powers, except considerable knowledge about Stralix powder, its uses, and how it can be applied in mining. He has an inactive Earth element, manifesting in good night vision and increased strength. He is also more than capable of using a Patero launcher.Technological items: Wotran carries a Patero launcher, and several canisters of Stralix powder for his personal use. He has made his Patero launcher with a vague targeting reticule, and has also invented the highly dangerous yet stupid 'Stralix canister on a stick,' to enable easy throwing. Weakness(es): Wotran depends on having large quantities of Stralix powder. If he runs out, he needs to make more. HIs Patero launcher also requires extensive pumping up, forcing him to rely on ducking for cover in violent fights. While physically stronger than most Matoran, he is still overpowered by the majority of species out there.Alignment: Chaotic Good.History: Wotran was a developer of heavy-duty Patero launchers. However, his obsession with explosions and Stralix powder led to his being kindly asked to move out of Onu-Koro, to somewhere less dangerous. Currently, he resides in Po-Wahi, leaving only to acquire more Stralix powder and cannisters for his experiments.Personality and traits: Wotran loves blowing things up- accidentally or otherwise. His unhealthy obsession with explosives has led him to develop even larger, powerful Patero launchers to fire the stuff even further. Despite this, he wants to help out with the Toa, seeing it as his duty to offer large amounts of explosive, highly dangerous help. Name: Cadfaer Species: Turaga of Air Gender: Male Description: A light-hearted Turaga, Cadfaer stands slightly taller than a Matoran, and is primarily lime green, with dark green undertones. His left arm is slightly shorter than his right from an accident. He wields a twin-weighted staff with lime green lights on each end. Personality: Cadfaer is a surprisingly spry Turaga, attributing his limber nature to his young state before becoming a Turaga. Wily, witty and underhanded, only he knows his motives. He has an adventurous spirit, and has a strange sense of honour. Abilities/powers: Cadfaer possesses weak Air powers, and is highly proficient in a twin-weighted staff. His mask has boosted his abilities to the very peak of a Turaga's abilities. Cadfaer is a wily fighter, unafraid to mix in dirty blows and tripping people up with his weak elemental powers. He is highly skilled in Wind manipulation. Weaknesses: Though at the peak of what a Turage can do, take note of that- only what a Turaga at their peak can do. His elemental powers are quite weak. He also has very little stamina, often leaning on his staff. Mask: Cadfaer wears a Noble Calix carved to resemble a Noble Shelek. Alignment: Chaotic Good History: Several centuries ago, Cadfaer was a Toa of Air. His deeds are relatively unknown, but at one point he fought and beat a small army of Skakdi. Afterwards, he made a Toa Stone, sensing that his Destiny had been fulfilled. Now a Turaga, he often accompanied Toa on adventures, offering his aid wherever they went. He then travelled to Mata Nui, following some sort of motive. Name: BorzhovSpecies: Skakdi of EarthA detailed description or image: Borzhov is a giant Skakdi, standing a clear foot taller than the average. His large eyes and bulky chin contribute to his appearance as a thug, and his thickly muscled arms don't exactly stop the comparison either. His wide, flippered feet make him a highly awkward person. His spikes are the only thing short about him, stubby and slightly curved. The only thing that is even remotely normal sized is the sling bag that he keeps on his person, and even that is gigantic. It is mainly filled with iron rations, widgets, a Lightstone and a water bottle. His massive, gunmetal grey breastplate makes him look fat, but his bulging muscles usually quell any insults. Typically wears a thick, long-sleeved grey vest.Gender: MalePowers and/or weapons: Borzhov has immense physical strength and durability, which fits in well with his twin Thumpers, giant protosteel mitts that cover his hands. They boost his punching power immensely. As well as that, he has the ability to manipulate, absorb and generate earth when using his powers in conjunction with another Skakdi. As well, his other power is his powerful Impact vision, capable of sending just about any opponent back. His Earth element contributes to his immense strength and durability, as well as helping him see better in the dark.Technological items (and, if Foreign Tech, who approved the item): Borzhov carries a pair of tinted glass lenses, which he prefers to wear when in bright weather. As well, he carries a shoulder-mounted Zamor Launcher. His Zamor spheres slows the movement speed of his target down considerably, allowing him to get in close range. He is decently accurate with this weapon, capable of hitting his targets over a long distance.Weakness(es): Borzhov is slow. Very slow. As well as that, he has a preference for close-range combat, relying on his immense strength and bulk to pummel his opponents into submission. He is also, not exactly stupid, but certainly seems stupid. In any duel that is not mercenary work, Borzhov will fight without his huge iron Thumpers, Zamor Launcher or Impact Vision... though he will not hesitate to use them if the other party cheats.Alignment (good, evil, neutral, et cetera): Lawful Neutral.History: Borzhov is a giant of a Skakdi, who was previously a mercenary working for a bounty hunting company. Since then, hes struck out on his own, seeking challenges. He only recently learned Matoran, and has journeyed to Mata Nui after hearing about the large Skakdi population there... as well as the opportunity for mercenary work.Personality and traits: Borzhov does not speak Matoran well- he speaks in simple, direct terms. He speaks with a lot more eloquence in his native Skakdi, and often has trouble understanding complicated words, though he can puzzle out the meaning fairly quickly. While not a simpleton, he is still not much of a tactical thinker, preferring to fight first and talk later. He's a quiet sort, only really speaking when he needs to, but he can get loud and excited when in the arena of combat. Borzhov has a lot of respect for any warrior who has the guts to face him, and will adhere strictly to the rules of boxing. If it is a duel, he refuses to use his Zamor spheres or impact vision, out of a matter of pride.
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