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  1. Synopsis: One week has passed since the events of Six Kingdoms: Escapement. Past, present, and future collide in the Time Between Time on an island called Zakaz. Broken worlds drift closer as paradoxical alternative timelines collapse, and island denizens live short and violent lives seeking out a meager existence. Thousands of years ago the skakdi migrated to a new island after utterly destroying their homeland. They drove the local populations of matoran and toa nearly extinct and named their new island Zakaz as homage to their original home. Now, the desecrated wasteland tribes of the Skakdi-Xa ride their scrap-built vehicles and Advanced Combat Rigs through the dunes in search of Energy Sources to keep powering their machines. Miserix, an elder Aspect, guides the wastelands from his containment sphere prison. The Barraki Pridak and Ehlek seek to rebuild their once great empire. The refugees who fled the apocalyptic crash of Mata-Nui’s skull into Zakaz seek a new life and the answers hidden within ancient temples scattered across the island that show predictions of their arrival. The Aspects of Makuta scheme and plot from their cursed homes in the Kumu Islets... How To Play: Like many "Play By Post" RPG games on BZPower, we use a system of Out Of Character (OOC) and In Character (IC) for notifying readers when our writing is as ourselves or from our characters' perspectives. Please be patient between posts, allowing everyone else involved in the scene a chance to reply before continuing. The main focus of this game is a compelling narrative written together. This places more power in the hands of the players: you may describe the environments as you see fit, as long as pre-established in-game descriptions by other players, the GM, or Bionicle canon is not broken. By contributing our individual ideas we create a beautiful living world together. If you have an idea for a plot, write it because I believe in you. If you get greedy I'll step in and bring things back into perspective. The Reliable Narrator: When interacting with the world of Six Kingdoms: Rebirth (SKR), you may find your character is responded to by the Reliable Narrator. This is a game master describing the actions of your character and the responses to them by the rest of the world. Examples of the Reliable Narrator include descriptions of new locations your characters enter, rising tension, or sudden commentaries on events to shed new light on the story. As of 04/11/2020, UN and Veef are revamping the locations of SKR to include more details. Check back each day this coming week for a new location expansion! All Playable Locations Are In This Single IC Topic: Art by Rube (@art_rube) GSR Head/Metru Nui Ruins: Split off from its body by asteroid impacts and the wear and tear of millenia adrift in space, the head of Mata-Nui plunged into a rapidly decaying orbit, eventually entering the atmosphere and impacting on the Western half of the island of Zakaz. Metru-Nui, contained in the cranium, already ravaged by the Barraki’s invasion, was devastated by the impact. As the head fell, the entire island was flung forward and the combined force of the outer and inner impact cracked open the skull of the GSR, causing the silver sea to leak out and parts of the island to jut out of the opening. Ta-Metru, already damaged by a terrorist attack and deliberately sabotaged to halt the league’s advance into the city of legends, has been reduced to slag after the impact. The great forges and refineries exploded or ruptured, spilling molten steel like lava, destroying what was left of the once-great Metru. Whatever wasn’t utterly destroyed has been salvaged or scavenged by the survivors. Consider this Metru dead. Onu-Metru and its great archives had already been a dangerous place that was impossible to monitor properly. After the league invasion and subsequent massacre, this was even more true. Now, after the impact, the area has become an underground maze of collapsed tunnels, rifts, and all manner of Rahi freed from their stasis tubes by the loss of power. Only the brave or foolish venture here to salvage what little is left. Nobody lives here. Po-Metru was devastated alongside Onu-Metru when the massive underground archives collapsed for the most part. Broken statues reflecting broken dreams litter its ruins. Consider this area dead. Ga-Metru was left mostly intact during the invasion, thanks to the non-violent manner of Takadox’ takeover. Most of the damage here occurred during the sudden draining of the silver sea after the impact, causing many structures to collapse, though a number of the scholarly buildings remain. The great temple somehow managed to survive as well, serving as a refuge for a great number of survivors. However, it is now sitting on dry land, at a slant on the massive pillars that held it aloft in the sea. This is where most of the Barraki’s forces have made their new home. Le-Metru and Ko-Metru took the brunt of the impact and are now a massive tilted maze of fallen skyscrapers and broken chutes, jutting out of the ‘wound’ in the GSR skull. Effectively forming the entrance to the remains of the city, the league’s forces have begun fortifying the region and are slowly trying to salvage and rebuild these Metru to be habitable once again. They have managed to activate one chute, connecting the still functional Metru and Coliseum. Coliseum: What used to be the center of Matoran civilization is now largely defunct, but remains one of the only parts of the city that settled level after the impact. In addition, the Barraki managed to reactivate one of the Vahki hives contained within and several of the major functional rooms, including the Cortex are intact. This is where Pridak has set up his throne and is planning his next moves. Pridak's throne room is specifically in Dume's old office on the Private Floor 50 (of the 100 floors above ground). The broken glass floor to ceiling windows have been replaced in the past week, but construction continues on a section of the roof that caved in. Pridak moved the piloting chair from the Cortex into this space, and uses it as his new throne. The throne room sits level with where the pupil would be in the empty eye socket of the GSR skull, allowing Pridak a view of the world beyond. Zakaz Zakaz once represented a beautiful tropical island, but thousands of years of conquest, disregard for the environment, and the crash of the GSR's skull changed things. The Northern half is a desolate wasteland of dunes and rocky plateaus. The deserts of the North are easy to get lost in, and the skakdi who live there in warbands live in fear of giant, burrowing sand worms and other monstrous rahi. The Southern half of the island is scraggly plains, toxic bogs, and putrid marshland. Banyan trees and other plants grow in a massive forest over the marshes. The center of the island is home to an active volcano whose magma runs to the East. A forest of charred trees remains in the cooled magma. The entire Western side of the island's mountain ranges were flattened by the crash of the GSR from space, and now a great moat of toxic liquid from the Silver Sea surrounds the impact zone. Underneath the island are warrens and caverns of rahi and Masi. Each region, of which there were once six, has two temples. These are built in the matoran style the Refugees remember from their lives in the GSR. Find and explore them for more details to be posted below. A shortlist of locations on Zakaz are listed here. See below the short list for an expanded description of each region. Refugee Camps: small camps have popped up across Zakaz housing refugees from Metru-Nui. These are places to regroup, survive, and find a new place to call home. Metru Koro: one of the refugee camps, led by Turaga Sans. Ruins of Ice (511): this ziggurat is on the western side of Zakaz. Irnakk’s tooth: Named after the nightmare creature, the tallest mountain towers over the center of the island. Being volcanic in origin, it is honeycombed by cave systems containing all sorts of mysteries. The Nightmare Pits are located within this cave system. (See Ash Barrens) The Rig: Located just off of the eastern coast, accessible by a ramshackle bridge, this assembly of scrap metal is home to one of the major Skakdi factions. Half anchored to the sea floor by foundational pillars and chains and half floating on massive pontoons, the Skakdi use jury rigged wave energy generators, underwater turbines and other scrapper tech to power their habitat. As a recent addition, salvaged forge tech from Ta-Metru now dumps slag and waste into the coastal waters. Beings unfortunate enough to wind up on the Riggers bad side hang from chains or spend the end of their days in cages suspended from outriggers, until they expire. Their remnants are left as warnings. Fort Nektann: The Warskaks desert stronghold in the far North. Built into the natural terrain surrounding the oasis supplying the warband with water, this Skakdi village could be called almost quaint, if it weren’t for the spiked metal walls surrounding it and the fleet of wasteland raiding vehicles they operate. The Under Hive: deep below the surface of Zakaz are the Mesi’s fungal caverns and villages. These tunnels extend the length of Zakaz, and surface dwellers can be seen caving in entrances regularly to try and shun the Mesi away. Mesi also pose a problem to the Barraki as they can access the underside of the broken GSR’s skull. The Fau Swamps: the Southern half of the island is covered in a toxic bog. Ancient temples and ruined towers extend above the canopies of massive banyan groves. The Kumu Islets: these islands are the home of the Aspects of Makuta. Ruined temples dot the landscape, with labyrinths below. The skakdi dare not venture to these islands, instead performing the rites of desecration when Aspects visit the mainland. Natural hot springs of liquid antidermis exist in the islets. Aqua Sphere: a strange floating glass sphere hangs above the island of Zakaz, high above the cloud line. It can be seen glinting far away on sunny dies. It travels in a mysterious pattern that defines normal weather and provides rain to the island below. The rain, however, makes anything living younger. A trail of sapling plants and baby rahi is often left behind the rain's path from the Aqua Sphere. Treasures undoubtedly exist in this broken floating sphere for those brave enough to venture into the sky. The Ash Barrens: The desolate region to the East of the Zakaz’s active volcano, nothing grows in this hospitable land. The steam of constantly cooling lava fills the air with noxious vapors, and burned and petrified forests cover the view. No skakdi lives here, not even a very stupid one. Notable locations include: Dead Forest: a once massive forest now petrified and covered in the ash of countless eruptions. The Dead Forest contains many mysteries, and even more corpses. Fire Suva Temple: located in the center of the lava rivers flowing from Irnakk’s Tooth to the eastern coastline and cooling on the seaside. Irnakk’s Tooth: named after the nightmare creature, the tallest volcano towers over the center of the island. It is honeycombed by cave systems containing all sorts of mysteries, including the infamous Nightmare Pits where skakdi perform the Rites Of The Tahtorak. Ruins of Fire: a crumbling ziggurat ruin is located deep within the Dead Forest, and is one of the many ancient structures remaining from a time before the skakdi’s arrival. Untold mysteries are hidden within. Valley of Bones: near the Southern edge of the Dead Forest lies a deep valley where the soldiers of a great conflict were buried in a mass grave. It is here Kal has made his new home and created his Blood Keep. Many hazards present themselves to travelers braving the cruel Ash Barrens. Irnakk’s Tooth is prone to frequent eruptions, leading to lava rivers flooding their banks. In the aftermath a poisonous smoke lingers for days, causing severe nausea and dizziness in acute mild exposures and anaphylactic shock and death in chronic and prolonged exposure. Beyond the terrain, mounds of Charcoal Beetles house colonies of fist-sized relatives of the hoto bug who are dangerous, deadly, and extremely territorial. Beyond the physical, the Ash Barrens are rumored to be haunted by dead forest spirits, and it is said they lead travelers to their death with sounds of chimes and childish laughter. The Fau Swamps: The Southern end of Zakaz is covered in the bogs, marshes, and toxic waterways making the Fau Swamps. The waters are murky, filthy, and full of garbage. The marshland northern border of this region quickly becomes a blossoming fungal jungle clouded in acid rains, and toxic spores fill the air. Large trees with massive sprawling roots act as the solid base for much of the ecosystem. The rahi in the Fau Swamps are dangerous, mutating with successive generations, and mostly giant insects. Locals know to make as few sounds as possible so as to avoid gathering the attention of an insect swarm. Large conical nui rama hives dotting the Fau Swamps are best avoided. Notable known locations include: Mar-Koro: the secretive village of Gaius and other indigenous matoran villagers living in hiding from the warring skakdi of the rest of Zakaz. By the owning player’s request, Mar-Koro is not a playable location at this time. Sorilax’s Village: an Aspect living in the Fau Swamps has assembled a small village of under fifty refugees from the fallen head of Mata Nui. Sorilax teaches the refugees how to survive in the Fau Swamps, but how long his project will last no one can say. Radiation Zone: after the fight with the gargantuan manas crab, Giruga, the hex (6,11) became full of toxic radiation. Simply passing through this hex will give your characters radiation poisoning. They will need to seek immediate medical attention once exiting the hex. Grand Temple Ruins: Ancient temples and ruined towers extend above the canopies of the Fau Swamps as part of a massive ancient complex of unknown purpose. No one, not even the indigenous population, can remember when these structures were built. A hive of territorial nui rama built their nest inside a portion of the ruin, posing as a threat to visitors. Toa Stannis spent a short period of time looking at the ruins on his own after the Great Impact, and what he deduced from the temple walls greatly disturbed him. Explore these ruins to learn more! Suva Temple: hidden somewhere in the Fau Swamps is the Suva Temple for the region. Explore to find it! Desecration Rock: a spit of dark granite that juts into the sea from the southernmost point of Zakaz and has a view of the Kumu Islets. The surface of the rock is covered in the carvings of Skakdi prayers and wishes, as well as various religious symbols. It is Zakazian custom for those seeking to form a pact with an Aspect to make the dangerous trek to Desecration Rock and fast there until an Aspect forms a pact with them. Some Aspects will wait until a Zakazian is delirious with thirst and hunger before approaching. Very few make a life in the Fau Swamps, and are destined to succumb to a multitude of illnesses from their toxic environment. Two of the most common are Corodi and Brachel Spurs. Corodi is caused by breathing in toxic spores and turns organic tissue to glass over a process of several years. The glass breaks and shatters inside the body, killing those suffering from the inside. Brachel Spurs are painful growths that form on the inorganic matter of a protoderm, most commonly on the soles of the feet. Some healers say the spurs are actually polyps for an infectious worm that lives in the marshy waters. The only known alleviations for Corodi are regular healing sessions using a kanohi kiril or slowing but not stopping the transformation by chewing the root of a plant found in the Fau Swamps. The only known cure for Brachel Spurs is a mask of healing and avoiding the waters of the Fau Swamps. ... And so with all the fiddly bits out of the way, let's play! HEX MAP: each hex is equivalent to 77km, or the approx distance of a toa walking for 24 straight hours. and with hex numbers:
  2. Happy April! This is where you can post out of character about the Six Kingdoms: Rebirth (SKR) game until the end of August, 2020. Please see the general rules, common sense guide, and BZPRPG rules of play for how to behave in this and all SKR topics. Lastly, remember, your characters are part of a collectively told narrative and no one has plot armor. There are no "plot post." Please make sure to chat with friends about what stories you want to form together, be they faction quests or personal journeys. Your GMs are Unreliable Narrator and Vezok's Friend I look forward to playing with you all! P.S.: I couldn't NOT have a character demographics spreadsheet... PPS: there is also a discord I manage for communicating about Six Kingdoms. Please PM me for the invite link. Please have at least 1 approved character before requesting the link.
  3. Six Kingdoms: Rebirth Welcome to the second game in the Six Kingdoms Story! This is the Character Profile and Rules Topic. Please see this first post for rules amendments, and post your Player Character (PC) profiles in this topic thread. By posting you are agreeing to follow all rules and guidelines of BZPower, the BZPRPG gameplay rules, and the Six Kingdom's rules amendments. The Game Masters (GMs) for SK:R are @Unreliable Narrator and @Vezok's Friend. Please reach out to either or both of us for rules, dispute resolution, or general questions. Synopsis Past, present, and future collide in the Time Between Time on an island called Zakaz. Broken worlds drift closer as paradoxical alternative timelines collapse, and island denizens live short and violent lives seeking out a meager existence. The wasteland tribes of the Skakdi-Xa ride their scrap-built vehicles and Advanced Combat Rigs through the dunes in search of Energy Sources to keep powering their machines. Miserix, an elder Aspect, guides the wastelands from his containment sphere prison... Rules Amendments: Auto-Hit Amendment: What’s an auto-hit in a Six Kingdoms RPG? An auto-hit is defined in the Six Kingdoms RPGs as: "any action that occurs to a character, character’s belongings, or characters property not owned by the writing player without the permission of the owning player and causes harm, damage, or otherwise impacts that character." “I pat them on the shoulder and say ‘nice job,’ after our characters complete making a tent,” is not an autohit. “I steal their canteen and throw it into the sea while they’re asleep,” is an autohit. If players are engaging in PVP they will assume their character is already dead for the narrative purposes of the story. They will not engage in actions they are uncomfortable placing their character in. Do not make the “biggest meanest skakdi of them all” for PVP if you refuse to let your character be hurt or die because “they’re the best.” If a GM observes this behavior they will ask you, the player, to shift gears and return to a collaborative mindset. If you do not… See the three strikes rule. A GM may auto-hit in these exclusive circumstances: facilitating in resolving a dispute between players, reminding players their characters are in a dangerous situation if players stop engaging with the world as a living and breathing system, or if an Environmental Effect or other game-changing effect takes place and affects all characters in a region. “Waffling” Amendment: Dead characters remain dead until actual in-game effort is put into raising said dead character. Do not delete your post because you killed your character and regret your actions. In short: “people die when they are killed.” Be honest with yourself before placing a PC into a situation where they may be killed: are you okay with your character dying? Death is a part of the game and should not be cheated or cheesed. "Happy Chat" Amendment: Approach other players with empathy and expect differences in opinion regarding locations, character actions, or game lore to be stemming from a miscommunication or lack of primary documents for either participant in the conversation. Do not immediately allege another player is incorrect and demand them to see your side. Instead, express a desire to work through whatever miscommunication exists. If you have a hard time understanding this concept Six Kingdoms is probably not the right game for you, and you should seek out another RPG on BZPower or another website. Three Strike Rule Amendment: GMs will reward poor player behavior with strikes. If you collect three strikes you are blacklisted. The rest of the Six Kingdoms RPG community has no responsibility to recognize or respond to any communication from blacklisted players in Six Kingdoms RPG topics (OOC, Character Creation, and IC). Continued negative behavior by blacklisted players will be passed along to BZPower staff for site moderation. Character Creation Please see the general rules, common sense guide, and BZPRPG rules of play. We will abide by those along with any changes, amendments, and addendums listed above. Post your character profile in the “Character Profiles” topic for the game. Please await an approval post from the GM before joining the story. If an alteration request is made by the GM, please see to it before continuing to post with the character in question. The “No” of Character Creation: Characters must be approved by a GM in the Character Profiles topic before playing. This is to provide a fair narrative storytelling environment in a game with an elevated power ceiling. Note: If you have a character from SKE and you are porting them to SKR you do not need approval for that character even if they have custom abilities, so long as those abilities do not change. Legendary kanohi are banned unless GMs have given written approval for the use of a legendary kanohi. If other kanohi prove they are being abused in a way that destroys the overall player enjoyment they will be added here. Play nice. The Order of Mata-Nui is a secretive society known to very few. To join the faction, find a recruiter and roleplay the rites of passage discovered in-game. You cannot start your character in the Order of Mata-Nui unless they were recruited in SKE. Nova blasts are banned, unless you message the GM and explain why it’s absolutely necessary for plot reasons to blow up your character and both GMs say yes. Nuva characters are not allowed at this time. This is a growing list of protoderm breeds unavailable in Character Creation at this time: canon bionicle makuta (Aspects are this world's version), rahkshi, most rahi... The “Yes” of Character Creation: All canon bionicle protoderm breeds not mentioned above are playable. Custom breeds from the BZPRPG that were approved are also available without need for further re-approval. New custom breeds need approval of the GMs before playing. Kanohi are not moral or amoral in this alternate universe. They are tools. Some tools are more feared than others based on famous users. All elements are available for play. Think about how your character’s element would be viewed by those around them. All beings are lightly resistant to psionic powers. Attempts to use psionic powers requires player consent in the same way as landing any elemental power. Dasaka are just matoran, toa, and turaga of psionics again. If you want to keep the powers as specified in BZPRPG, you certainly may. Player characters may have a personal vehicle, and any amount of technological items that fit the character narratively. For mechs, ACRs, please see their section in Character Creation. Please make sure to address any character approval questions from the GMs within 24-48 hours. You may not continue to play with the character in question until the approval issues are resolved. If you need more time, please let the GMs know as they are happy to accommodate. Remember, your characters are part of a collectively told narrative and no one has plot armor. This is a game with altered lore from canon. Do not assume anything is the same. The canon of SKE supersedes the official Bionicle canon. Please remember this is a team game. We are all telling a story. What do you want your characters to contribute to that story? There will be an IC forum thread, an OOC discussion thread, and a character profile thread. Please post character profiles in the character profiles thread and tag me in them for a quick approval! Character Profile template: Name: if a matoran, have they passed the rite of naming day Breed: canon or approved custom breeds of protoderms Faction: Aspects, Barraki, Refugees, Zakazian, etc. Brief Description: what’s their everyday or current appearance Background/Occupation: what do they do, where did they come from Flaws: character traits that hold them back, or where they break Powers/Equipment: stick to canon for what your character’s species can and cannot do We’re going a little different this time with character creation in order to encourage role playing and collaborative storytelling. All characters have the following system of powers and limitations: 1x Primary Element/Power 1x Secondary Power (i.e. Masks) 1x Breed quirk(s) 1x Psychological issue they struggle with 1x Physical limitation For example let’s take a character from Bionicle Canon in 2001, Tahu. Tahu has control over the element of fire (primary element/power), the mask of shielding (secondary power), and heat resistance (breed quirk). Tahu also consumes nutrients in foods by absorbing them through his hands rather than eating them like a skakdi would (another breed quirk). Tahu’s psychological issue is being a rage-aholic, his community supporting and validating his bursts by telling themselves, “he burns hot like fire.” Tahu’s physical limitation is he atrophied over time in the toa canister and needs to rebuild his strength. Kanohi Masks: Characters who’s races allow for wearing and using a kanohi may have one kanohi at the start of SKE2. The masks of Six Kingdoms are not divided into moral and amoral. For example, the beings of this world understand a mask of mutation can be used for healing or for creating terrible abominations. Masks are tools, some more dangerous or deadly than others. Banned Kanohi are as follows: All legendary masks Golden/Silver masks (at this time) Kanohi Olmak, mask of dimensional travel Masks of a single element, unless otherwise approved by a GM (please list this approval in your profile) Kaita Fusion: Three willing PCs of a similar breed (three matoran, three skakdi, three toa, etc.) of differing elements may form a kaita. A kaita is a Lesser Spirit, and governs a domain of its cultural ethos. All three players may post as the kaita, but they can only post once per interaction or in combat. Do not use the advantage of multiple players to double post as a Kaita. Kaita Fusions follow all the same rules as PCs and require an approved profile. GMs are actively watching for Kaita Fusion abuse. Kanohi Crafting: This content is not yet unlocked. Explore SK:R to unlock this content. Kanoka Disk Crafting: As seen by Gaius in Mar-Koro, kanoka disk crafting requires purified protodermis ores of several types to create the base nine disk types. Creating more complicated disk types needs the forging and prayer of a master smith, as well as the correct recipe through trial and error. More to come as explored. Airships, Vehicles and Watercraft: Please provide a name for the vessel and a general description. You may have a small NPC crew of five per each PC aboard the airship, vehicle, or watercraft. The NPCs cannot assist in combat except to keep the airship, vehicle, or watercraft moving and in operational condition. It is preferred to replace NPC crew with PC crew ASAP. Currently, airships are smaller than the cargo airships of Metru-Nui and cannot go above the cloud line. Watercraft are not well built enough for extended deep sea voyages. Feel free to make it a personal quest to improve your ship to break through these limitations. Advanced Combat Rigs (ACRs): Advanced Combat Rigs (ACRs) are personal mechs, which come in all sorts of shapes, colors, and designs. ACRs are unaffected by elemental attacks, as they have onboard elemental nullification technology. They still take the physical damage of an elemental attack. One ACR per Character: a warband or crew can own several ACRs, but each is limited to a single pilot. All ACRs require a heartlight to function, as they are akin to a body without a consciousness/soul. The exception to that are semi-sentient ACRs built with the central processor of a salvaged Vahki, which can act as an onboard AI and operate independently. Only the Barraki faction has access to Sentient ACRs at the beginning of the game. All other factions must find a vahki neuro-core. These are a limited resource. Most heartlights are kept in cylindrical canisters and carried like keys by the ACR’s pilot. Piloting is done via thought. Pilots sync their mind to the ACR via neural plugs implanted into their own bodies. This effectively makes the ACR an extension of their own body: their brain impulses is what makes it move. Due to the nature of the interface with the ACR, pilots do not have access to elemental abilities while plugged in. An ACR’s size is limited roughly to between a Canon Bionicle Boxor and an Exo-Toa. ACR shapes are as diverse as the pilots at the controls: bipedal, quadrupedal, tracked, hovering, and whatever else the pilot can imagine. You may display any patterns, heraldry, and weapons systems (see profile) that make sense for a desolate wasteland. Weapons: It's tempting to strap a lot of Dakka to your mech, but again: This is a wasteland. Where did you get that many blasters, reasonably? Also remember: The more dakka and shinier your mech, the more interested other wasteland dwellers will be in taking it from you. If you strap 10 Midak to your mech, you can be sure a bunch of Skakdi will drop by during construction and ask you to share your toys - and they don't ask nicely. Rule of thumb: Stick with the Exo Toa: High degree of protection, with one projectile launcher and one melee weapon. All ACRs require a simple profile as follows and must have GM approval before being used in-game: Name of ACR: ACR’s Faction/Homebase: Pilot of ACR: Type of heartlight: Physical Description: Onboard Weapons Systems Options (pick two): 1x Primary (+weakness) 1x Secondary (+weakness) 1x Melee (+weakness) 1x Shoulder mounted (+weakness) The Aspects of Makuta, Their Rites, & Taboo: The Aspects of Makuta are a powerful breed of individualistic gaseous entities who originate from the Kumu Islets south of Zakaz. These dark beings who practice taboos of a world lost to time seek to accomplish a Grand Wish, and require desecrated followers to achieve their ends. These PC followers come from all walks of life, some of which are the sub-breed of Skakdi-Xa. Faction Breed: Aspect of Makuta Primary Element: shadow Secondary Power: pick a second stage kraata power from the kraa variation tables on BS01. This power is an innate power of your Aspect and will grow over time as your Aspect ascends through the narrative milestones of their Grand Wish (see below). Breed Specific Quirks: aspects have a Grand Wish and perform Rites of Desecration, but cannot form kaita or access kanohi powers. Psychological Issues: aspects are fiercely independent, valuing their earned consciousness after rising from the liquid pools of antidermis in the Kumu-Islets. They are manipulative, often selfish, and consider all other beings as possible vessels for them to assume solid form. All Aspects of Makuta desire a solid body as often as possible. Physical Limitation: aspects exist as a sentient green gas and require either a suit of armor or a willing host to take solid form. Aspects may start the game with one suit of armor the same height as a toa. When in a gaseous form Aspects cannot physically interact with their environment. Host Possession: To possess a host, an Aspect must receive verbal or written consent from the host to house their gaseous essence. Once consent is given, the aspect can freely enter the body of the host in a creative manner. A possessed host can be played by both its original player and the player of the Aspect. Both players must communicate with each other about who will act at a given time. Since their respective characters share a body, players cannot double post by switching consciousnesses. Please do not violate this rule. When the Aspect is in control, the host's consciousness is dormant but aware of what the Aspect is doing. The host's consciousness cannot interact with the game world while the Aspect is in control. When the host is conscious, the Aspect is dormant and unable to interact with the world but knows what the host is doing. An Aspect may choose to leave a host they find unsuitable at any time. A single host may only be possessed by one Aspect at a time. A single Aspect may only possess a single host at a time. Rites of Desecration: A being who hosts a kraata is considered desecrated. Desecrated beings cannot remove the kraata without dying and are compelled to complete the narrative milestones laid out by their Aspect to achieve the aspect's Grand Wish. A character can undergo desecration twice for a maximum of two bonded kraata. To become desecrated a willing host provides a still beating heartlight from a sapient being -- excluding Rahi -- to an Aspect and consents to complete an Aspect's wish. In return, the Aspect forms any one first stage Kraata of the 42 known kraata powers and grafts it to the host. This binds the host and Aspect, and the host is compelled to complete the wish if possible. Below is the preparatory poem for the Rite of Desecration, which may be referenced or used during the rite's performance. Taboo: Some rites and rituals of the Aspects of Makuta are lost to the ruins of the world. Exploring temple ruins and researching goals through trial and error may unlock new perks and abilities for Aspects who have the knowledge. Any discovered taboos will be listed below along with the name of the character who has knowledge of these taboos. Your character’s name here! Grand Wish: All Aspects have a Grand Wish, something they wish to accomplish in the time they have before they rejoin the antidermis pools of the Kumu Islets and lose their sovereign identity. Achieving their grand wish is a massive undertaking, for all grand wishes change the fabric of reality to the Aspect’s true desire by the end. This grand wish has seven narrative milestones which must be accomplished by the Aspect’s desecrated followers. The first step for all Aspects is gaining a desecrated follower. Please submit your Aspect’s grand wish and the necessary narrative milestones to GMs for approval. The narrative milestones do not need to appear in a character profile until they are achieved, but the Grand Wish itself must appear in the character profile along with a mention of which GM(s) approved it. If denied, GMs will work with you to craft narrative milestones. The Aspect may reveal each narrative milestone of their grand wish to their desecrated followers during the initial desecration rites either step by step or all at once. Each time a sequential narrative milestone is achieved, the desecrated follower’s kraata increases in power by one stage and their Aspect also grows in power by one stage. Additional Ascension Perks for Aspects: Telepathic audio communication with an individual desecrated follower currently on the same plane of existence. Kraata power stage 3, ascend to learn more Kraata power stage 4, ascend to learn more Kraata power stage 5, ascend to learn more Kraata power stage 6, ascend to learn more Kraata power stage 7, ascend to learn more Grand Wish achieved, ascend to learn more Creating a Grand Wish: Explain the following: what is the grand wish and why does the Aspect desire it to be completed in their lifetime. Next, explain the ascension process in seven easily identifiable narrative milestones that the followers of your Aspect will need to achieve. Below is an example of a Grand Wish and the ascension steps. Example: What: the Aspect wishes to become a god. Why: so that they may truly feeling in control of their own life and destiny How: Desecrate a follower Gain a village of worshippers who pray to the Aspect daily Consume the power of a toa kaita Desecrate a tahtorak Use the heart of the tahtorak to build a grand vessel for the Aspect to live within Consume the powers of another Aspect worthy of respect Drink of the Lake of The Sun Skakdi-Xa: Like all Zakazian Skakdi, the Skakdi-Xa have frills along their spine or behind their head instead of protruding spines. The Zakazian Skakdi will often raise their frills when experiencing intense emotions. All PC Skakdi-Xa were desecrated by an Aspect before SKR began and are native to the island of Zakaz. They have a grafted first stage kraata near the frills extending from their spine. For the most fun, it's recommended you find a PC Aspect to have performed the desecration. Primary Power: one skakdi vision power. Secondary Power: one 1st stage kraata power. Reach out to players who have an approved Aspect in-game if you want to connect your character to an aspect at the start of play. Breed Quirk: latent elemental powers. Skakdi may only access their elemental powers if they work in tandem with another skakdi. Factions and Population: Population of Metru Nui: The population of Metru Nui is predominantly soldiers of the League. This is an incredibly diverse group of all breeds, including the matoran and toa who renounced their faith in the Great Spirit for the overall betterment of an inclusive society focused on the individual identities of its citizens. Dark Hunters who have given up their old mercenary work and joined the Barraki also live in Metru Nui. Recommissioned vahki serve as front line troops, and Ehlek is looking for a way to make a mobile charging hive. Population of Zakaz: The population Zakaz is predominantly skakdi of all elemental variations. Some native matoran inhabitants remain, along with their toa protectors, and some other breeds of Protoderms who sailed from islands now lost to climate change also eke out a meager existence amongst the warbands. 90% of the population prior to SKR was skakdi, with the rest a mixture of all other breeds. Among the majority of skakdi is the elite breed of desecrated Skakdi-Xa. These skakdi contract Faustian bargains by sacrificing others to Aspects of Makuta who visit the mainland. In exchange they gain a kraata that becomes grafted to their body, often near their spine. These kraata not only provide additional powers, but show their backing from and affiliation with an Aspect. Culturally, hosting a kraata is also seen as a nurturing act. Those who host more kraata than others are considered more worthy leaders because they are stronger, ready to make a sacrifice for power, and willing to nurture something besides themselves. Aspects of Makuta: These powerful entities secret themselves from the rest of the world in the Kumu Islets. They slowly grow in power as they desecrate the natural population of Zakaz. Their faction goal is to raise one of their kind to the seventh stage of kraata power through repeated desecrations. Only at this final stage will an Aspect finally become whole. Playing an Aspect involves researching and discovering ways to perform higher stage kraata desecration rites. Barraki: Pridak, Ehlek, and Takadox are the remaining leaders of the League of Six Kingdoms. Takadox left the League, and now only Pridak and Ehlek remain in the destroyed skull of the Mata Nui robot, which they have turned into a stronghold, populated by the few soldiers and converted citizens who survived the crash. Ehlek has brought several vahki hives back online, using them as soldiers in his new world order, and Pridak schemes to recollect the Mask of Creation. Those who serve the Barraki are looking for the Mask of Creation, and the fabled resting place of a time machine somewhere in the Zakazian landscape. Pooling from their new and growing fortress is a large lake - a natural moat formed by the silver sea. Howling Untethered live in the lake and along its borders. Metru-Nui Refugees: The remains of matoran civilization within the Mata Nui GSR fled the crash, fracturing as large groups often do after an apocalypse. Small refugee camps have begun forming in the past week across the Island of Zakaz. These camps contain the bare necessities at the moment for the survivors to stay alive and regroup, in order to figure out what to do next. While exploring this new land, they found six regional temples that had strange hieroglyphics carved into them, predicting the arrival of the GSR and the “Children of The Stars”. Beneath these temples are complicated mazes full of traps and puzzles. The Hieroglyphs speak of a powerful transformation at the end of each maze. Other Player Factions: Player factions also exist! Check the OOC channel for how to become involved in those. Kal’s Blood Skakdi is one of them. A growing list of player factions will be available here. Untethered: The horde of undead from the GSR pooled out from the crash of Mata-Nui’s skull and swam through the newly formed lake that leaked from the destroyed skull. They formed strange abyssal kaitas, and now roam the island seeking more life to assimilate. Zakazian Warbands: Clans of roving warriors who live on war rigs. They protect their hidden oases, and their current goals are survival and the accumulation of territory and power. They recently learned the Rite of The Tahtorak from an elder aspect, and now race each other to find a worthy sacrifice to be fed to the Nightmare Pools in the frozen caverns of the tallest mountain: Irnakk’s Tooth. The following are different pre-established warbands your character can be a part of, but feel free to create your own warband with friends! Nektann’s War Skaks: a Skakdi-Xa chief who caught an Aspect of Makuta, Miserix, in a magic containment sphere and makes him perform divinations for his warband’s travels across the desert wastelands of the North. They have a permanent stronghold deep in the deserts from which they stage raids on the less fortunate. Riggers: a warband that lives near the coastline in a semi aquatic fortress. These pirates value the smokes from the mainland as a form of currency, and drive aquatic vehicles made from the scrap provided by the crashed GSR skull as well as other coastal wrecks. Mesi: mutated, pale, often eyeless or otherwise deformed, these underground dwelling skakdi once worked in refineries below ground. Moss and fungi grow on their backs, and their senses of smell and hearing are impeccable. They raid the surface of Zakaz at night, giving a howling and piercing shriek when they begin. Approved Characters: Updated approximately every week. Please do not PM me to update this list. Azibo: Sans, Gaius, Amaru, Lrrthxx, Kokaliga Dane: Vent, Zai, Falh, Mega Snelly: Vashni, Skyra Daring, Varian, Taliesin Harvali: Kanohi, Collector, Bode, Mahrika Biological Chronicler: Pardehi, Tugarak, Changua, Balkan, Karai, The Ripple Tarn: Nale Vella, Datrox Karvan, Rose, Jutori, Korio Karasha, Triage, Nale Vella (UPDATED) Nato The Traveler: Sidra, Zaliyah, Xane, Corrivalis and The Raptor, Whisper, Reson Ance, Marrow, The Razorfish EmperorWhenua: Yumiwak, The Tactical Panda II, Stannis, Leklo Smudge8: Mazor, Jephro, The Janitor, Informant Keeper of Kraata: Skorm and V4 Muaka Interceptor, Fyura, Kaylus Bulik: Knichou and the Taku Burnmad: Barius and his ACR, Providence, Morangad, Ollem Toru Nui: Ulkarr, Ostrox, Achro, NU-8020S, Tekmo, Waveahk, Navu, Enra, Gnabol, Klawne, The Tranquility Onaku: Okuo, Arkius, Iradra, Zadred, Atka, Varah, Rangi, Ardoku, Kal, Druu Arkkan, The Inferno Conway: Irna the Sixth Born of Perror on The Northern Continent, Parnassus and The Horizon's Call Vezok's Friend: Zataka ~Xemnas~: Atamai, Kohara, Aurax and The Takea, Whira That Matoran With A Vahi: Varxii, Rek and Backstabber Pokemonlover360: Kilo-M9, Ysocla TL01 Nuva: Keitara XCCJ: Triki Eyru: Orieus, Taja, Tuakana, Dar Poroka Toden Kakoda Gan, The Wombat ZippyWharrgarbl: Yaushe Edelgard: Mahryo Jakura Nuva: Lueji Kal The Guardian: Seybo, Sorilax and Second Skin, The Eclipse, Viltia The UltimoScorp: Katherine, Legion, Toku Sparticus147: Zak-Yak, Uraborask, Sala, Vulimai, Apex, Drukarus, Gore Fury and The Grillmeister Crimson Jester: Korruhn A-Tak-Nid: Zsann Mr. House: Mons Shajs, Vestrix Toa Fanixe: Atzemio Kalen The Captain: TBD, welcome back buddy Blacklisted Players: No one yet, hooray!
  4. I've been making some art pieces based on some events inthe Six Kingdoms: Resurgence RPG. So I thought I'd share some of them here so y'all can see what I've been up to, and maybe even offer some critique of my work! I'll update this as I make more. 1. The surprisingly wholesome polycule comprised of my character Keitara, @Keeper of Kraata's toa of twilight Skorm, and @Conway's bigge stronk zyglak warrior Irna. Just imagine there's a couch there... Irna and Skorm's designs were based on @Onaku's frankly superb art! 2. A very rough WIP of Kei as a matoran. She rebuilt herself, you know! I bet she'd be totally jazzed if you complemented her on it!
  5. So, as many of you know, one of the first things I did since I returned to BZPower was participate in the Six Kingdoms Escapement. My character in the rpg was Kanohi, a Fe-Matoran “superhero” whose island was destroyed by the League of Six Kindoms, and who spent his days grappling around Metru-Nui trying to repair buildings and help evacuate civilians. He’s one of my favorite Bionicle OCs, just an anxiety-ridden Matoran trying to help others. He grew a lot over the first rpg, and he continues to grow in Six Kingdoms Rebirth. I have written a number of stories about a version of him that fits into the canon of Bionicle, but this story will be a bit different. You see, as SKE was wrapping up we discovered that one of the major NPCs wanted to use the Disk of Time to change history. To us players, there was some fear that our character development would be erased, all our growth and new friendships lost. So I began to plan a way to avoid resetting Kanohi to zero. Kanohi has an ability not unlike Vakama possesses in canon, he can experience visions of events yet to happen. Well he is a superhero, he needs at least one superpower. And it was based on this that I began to plot what to do if history was changed. Ultimately though history was not rewritten, but since the Disk of Time was used, and becauseI know some of us are a bit stressed by recent events in SKR, I thought it might be fun to still use my plan as the basis for a new story. So yesterday instead of sleeping I wrote this bad boi. This story takes place in a universe similar to SKE, starting with a failure of Fe-Matoran grappling through the swampland of his island home. With that said, enjoy. artwork by @Onaku The Impact of a Rebirth … The Fe-Matoran hurtled through the trees like a cannonball, tumbling and careening. As he was flung upwards, he fired from his Volo Lutu Launcher a small ball of gravity into a tree. As he fell from his arc he was yanked to the gravity ball, dragging him through the canopy. He flew past the tree, before continuing to grapple through the swampland of Bo-Wahi. A satchel dangled from his arm, stuffed full of herbs. With Turaga Bomahri‘s back acting up, some of the foragers of Bo-Wahi had searched for and harvested a few herbs to treat his pain. To get them them to the Turaga in time they needed a courier, and Dece was, well, available. Dece was an okay courier. Not a great one. He was decent enough at throwing a bamboo disk as well. Though most of Fe-Koro was his better. Still he at least was proficient at grappling through the swamp than he had been as a mask maker. Right? The traditions of the island of Okoto were simple. The Fe-Matoran lived in Fe-Koro, they made the island’s tools, masks, they mined Protodermis, and occasionally they fought Rahi if Toa Fehagah was too far away to reach them in time. On the other hand the Bo-Matoran grappled through the swamps to forage plants and other resources, and acted as medics if there was a crisis. Toa Fehagah protected them from aggressive Rahi or other disasters, while Turaga Bomahri led them with wisdom. That was how it was supposed to be. But Dece … he was a failure. He struggled to make masks, he had a few successes with easy Kanohi, but he failed on the harder masks. So much Protodermis wasted. Even Turaga Bomahri had gotten tired of his pathetic attempts at forging masks. And every time he tried to forge a mask, he could hear the Turaga’s disappointment, see the other Fe-Matoran looking in pity and-and… The Matoran spotted out of the corner of his optics that his heartlight was flashing. He swallowed and made a moan. Remember what Turaga Bomahri always says. Just … don’t focus on the big picture, break everything down to small manageable tasks. The Turaga had found a way for him to be useful as a courier, he was still helping the Matoran, still doing his Duty. Maybe he wasn’t trusted with particular sensitive cargo, but this was still going to help Okoto. It would help the Turaga even. Dece tried to force a smile he … he was helpful, he … he was. Then came a sound like a buzzsaw cleaving through a thick tree. Dece flinched at the sound and tried … tried not to look behind him. But he could see the shadow behind him, drawing ever closer. As he tumbled through the trees he used his left hand to reach into his satchel and pulled out a bamboo disk he … it wouldn’t be much help, but it might help him get away. Then with a grinding shriek the Nui-Rama was upon him, the giant bug lunging its claws at his mask. He wore a Kanohi Hau, the Great Mask of Shielding. Not that he could use its power, he was just a Matoran, and not even a very useful one at that. But as the Nui-Rama swung at him he threw the disk, striking its bulbous eye. It flinched, it’s flaw only slamming into his gut. Dece tumbled from the blow, slamming into the swamp. As he struck the murky surface, Dece felt his head shattered. Not literally, his mask was not even damaged. But as he sank into the mud the mud seemed to swirl and grab at him, dragging him deeper into the swamp. He struggled, but the world was smothered in mud, turning into a brown goop. And then … Dece’ s mind exploded. … “Turaga?” Turaga Bomahri looked up as he continued to rub his back. His hut was all but woven with iron like a quilt, with metal imitations of flowers blooming in it. In the entrance to his metal hut was a Fe-Matoran, wearing a burnt orange Hau and with a biomechanical body of the same shade or orange, mixed with black components. “Oh, Dece you … have arrived. We were worried you were lost in the swamp.you certainly look the part.” The Turaga of Jungle remarked. Dece was covered in mud, splattered all over his body. But that wasn’t what made Bomahri hesitate. There was … something in Dece’s eyes. “I have brought your herbs,” Dece said emptying his satchel on the table besides the Turaga. “Sorry, they got a bit muddy.” “Of course,” the Turaga said with a sigh. What was he going to do with Dece? Couldn’t even travel the swamp without making a fool of himself. “Turaga I … What do you think of Destiny?” “Destiny? It’s what we all seek to fulfill, to be the best version of ourselves, as the Great Spirit Mata-Nui desires. It is of the Three Virtues most honored by Bo-Matoran along with Unity. Why do you ask?” Such a basic question. “I … I saw something. Or … I was something. Or will be something. I … I don’t know if I understand.” “Don’t worry, we expect that by now,” Turaga Bomahri smiled, “thank you for the herbs, but you need to hurry along, more Matoran will need deliveries.” “Yes um, sorry Turaga. I … I’ll get back to work. Sorry, um, sorry…” Dece bowed and departed the room, but hesitated at the door. He started to look back, before clenching up and raving outside the hut. Then with a fire of his Volo Lutu Launcher he grappled away into the open air, hooking the surrounding huts to travel to the edge of the plateau. … “Matoran Dece,” Toa Fehagah knocked on the hut’s door. It was on the outskirts of the plateau, well away from the rest of the Fe-Matoran. There was a delay and then a shout of, “Um, you … you can come in.” She nodded and bent over, before fitting into the metal doorway. She was tall, her armor was blue and white, and she wore atop her face a Kanohi Kadin, the Great Mask of Flight. Dece was on the floor, welding something. “S-sorry, Toa. I know have not started my rounds today, I just … I saw something. I don’t understand it but I think it’s important. For all of us.” “Alright,” she nodded, sitting down besides him. Anything I can help with—” And then she realized he was welding something to his forearm. “Dece what are you doing?” She demanded in shock, reaching to pull his Firestaff away, only to hesitate. If … if he burnt himself because of her. “It’s okay, Toa Fehagah,” he swallowed, “I … I trust in Destiny.” “What Destiny is it to have a Volo Lutu Launcher stuck to your arm?” She all but managed to shout. He flinched and she added, “sorry but this … this isn’t like you.” “I saw something.” “What did you see?” “The future,” he whispered. The Toa stared at him, “you … saw the future?” “I don’t know how but I … I saw how I can help the village. How I can help our island. I know it sounds silly but I … Mata-Nui had to have given me this vision for a reason, right?” She stared at him, and finally said, “Dece, you had faith in my strangeness, even before I was a Toa. The least I could do is trust in yours. Scoot over, I can make this smoother.” His optics widened beneath his mask, “if … if it’s not a trouble.” “It’s not,” she smiled, “but, would you mind telling me exactly what you saw?” She pressed her finger to his welding job and metal began to secrete from her finger, sealing up the rough welding he had been doing. “Um, well um, is it okay if you do the other arm too?” “Yes,” the Toa of Iron answered, “but what exactly did you see?” “I saw you overwhelmed by strange people that were as tall as you. I … don’t think they were Toa. And I saw Fe-Koro demolished, Bo-Wahi burned to the ground. I saw me fleeing like a coward. I retreated to a great city, whose buildings towered above even the plateau. I saw … that city be destroyed too in the end, by the same army.” “…The pressure you must feel.” “But in the destruction of the city, I was doing things. Good things. Grappling around the city, rescuing Matoran from falling debris, snatching them before they could be executed, shielding them from attacks, using disks with strange powers to repair towers and bridges; I was helping. And if I can help Okoto now with what I had learned to do in the future, maybe we can survive this.” “…That is a great responsibility.” “Yes but … but I can help. A way to help that I can do, that others might not do as well. And that might take pressure off you.” The Toa of Iron was quiet for a time, her body tense. Dece looked away, his face beneath his mask growing crimson. But finally she says, “well, let’s get to work then.” … “Toa Fehagah, this is foolishness,” the Turaga nibbled alongside her, his wooden staff helping support his wright, “Dece is barely good as a courier, he can’t be a fighter.” “He won’t be. He’s going to be a vigilante protector. And he’s Kanohi now.” “He can’t just choose a new name.” “I did.” “Yes well, you underwent Naming Day.” “And maybe Kanohi will too one day,” the Toa dismissed, before using her long legs to speed past the Turaga’s pace. Soon enough she was at the edge of the plateau, where Kanohi was looking down at the swampland below. He was covered in broken masks that he had dangled from his body, like wind chimes. He had never gotten rid of those failures, clung to them. And now they hung to him as armor, the broken and failed masks repurposed to do good. “Ready, partner?” “Um I … I am just your helper.” “Well, you are doing part of my work, so you are my partner,” she smiled, and he blushed. “Now we should begin practice by…” She trailed off, catching sight of something in the swampland. “What’s wrong?” “Fire,” she pointed in the northern patch of the swamp, and he followed her gaze, “it looks like it’s in the path of some of our foragers’ routes. We will have to reschedule practice for another day.” “Okay, I-I-I’ll try to get them to safety.” She turned to object, but stopped. Finally she said, “before careful, alright? I’ll contain and smother the fire, you help them escape. Don’t try to fight it.” “Of course,” he nodded, his makeshift armor jingling at the motion. She swallowed hope … hopefully this would go well. She lifted him up and put him atop her shoulders, and he held on tight. Then with a glow of her mask she lifted into the air, and blasted off through the jungle, flying with all the speed she could manage. … Kanohi hung to his Toa as she flew through the swamp. There was only one Toa in the island of Okoto, and only one Turaga. The island was difficult to reach, the trees were packed closely and shredded boats, it was surrounded by swampland so there was nowhere to dock a ship either. The only settlement was atop a large plateau, so a traveler would need a mask of flight or a Volo Lutu Launcher to actually meet with the natives. And few actually cared to visit Okoto in the first place. The island had little to offer, just a vast swamp full of plants and large bugs, and a Protodermis mine built into the side of the plateau. It had no wealth, the technology it had was fairly basic except for the Iden Machine, but that was made by a traveler from outside the island. They had a few hovercrafts for shipping goods over the island, but the hovercrafts were small, and they were only able to maintain a few of them. Most folks who traveled just used Volo Lutu Launchers. Its people were poor, and they were not worth trading with. And yet, those warlords in his vision, they would burn it to the ground. He shuddered just, just focus on small manageable tasks. Right now there was a fire, he had to rescue Matoran, just … just tru to take it one at a time, He did not have time to dwell on those through though, as soon enough a wall of heat slammed into him. “Here, Kanohi,” Toa Fehagah shifted her shoulders and he climbed off, landing in a tree, “I’ll contain the fire, you rescue the Matoran.” He nodded in a frenzy, before pointing his right arm away. The Volo Lutu Launcher in his arm fired, and he was shot forward into the trees. Then with his left arm he hooked another tree, and began to swing across the swamp. It was … easier somehow, grappling with the weight of his masks and with two launchers. That vision had all but given him the experience of using a similar setup. The one in the vision was a bit more … hi-tech, but this new power was still useful. There, in the blaze he spotted a Bo-Matoran choking on the fumes. He swallowed this … it was real now. Mata-Nui, please let me not screw up again. Not with a life on the line. Quickly he latched a tree trunk behind the Matoran, and grappled through the fire. As he sailed past he extended his arm and hooked it around the Matoran’s gut. With a heave he dragged the Matoran from the blaze, before the two of them tumbled into the mud. As a Matoran of Iron, Kanohi had high physical endurance, so he stood up pretty quickly. He almost tackled the Matoran of Jungle, frantically over his injuries. He was still alive, but he was still unconscious. He … small tasks, just get him away from the fire, With a shove Kanohi hoisted the Bo-Matoran onto his back, before grappling away from the blaze. He swung and hooked his way across the swamp, until he tumbled before to a lone tree some distance from the rest of the woods. Slowly Kanohi lifted the Matoran, straining to carry him. He laid him against the tree, hopefully the tree was far enough away the fire wouldn’t reach it. He looked over, the Natoran was coughing now, spewing wads of black ash. He … he still needed to learn how to treat the injured. He was no Bo-Matoran. Still, he could hear the fire cracking, other Matoran would need help. Kanohi swallowed, before hook in a tree and grappling away, heading back towards the fire that chewed up the swamplands. Just focus on small manageable tasks. He hurtled and flung through the trees, swinging one arm at a time. Soon enough he spotted another Bo-Matoran, this one stuck in a tree as fire engulfed the lower tree trunk. With an outstretched arm he caught the Matoran, carrying him away from the flames. “What the heck are you doing?” The Bo-Matoran demanded as he coughed up mud, “who … who are you supposed to be?” “I-I am Kanohi,” the Fe-Matoran said, “can you climb onto my back, I can carry you away from the blaze.” “I don’t need the help of a freak—” The two of them staggered as a wall of heat slammed into them. The Matoran of Jungle winced before managing, “um, yeah, let me just get on your back.” Kanohi shook under his weight, he had enhanced endurance, not strength. Still his body at least could take the strain, and with a fire of his built-in launchers he grappled away. … Toa Fehagah waves her hands about, and iron erupted from her fingers. Her elemental power snaked and wove through the air like vines up a tree, and soon enough metal had ensnared the trees of the swamp. From tree to tree she grew a wall of iron, a barrier to halt the spread of the flames. The trees would likely die from her metal vines strangling them, but the rest of the swamp should be saved. She had been trained to use her element by Toa Bomahri, most of her lessons had been before he had become a Turaga. Back when he had the full elemental powers of a Toa of Jungle. Because of his influence, the metal she created almost grew like a plant, instead of crude geometric shapes it blossomed and crawled and strangled like any vine. She … had only met one other Toa, the traveler who she traded bodies with, but even with her lack interaction with proper Toa of Iron, she knew she was weird. For many reasons. She was quite aware that she was a freak, just like Kanohi. Kanohi’s vision was … horrifying. She wished she had a Mask of Mind Reading, so she at least could understand some of what he saw. Share his burden. But destiny chose only him to see that awful future. And all she could do was support her old friend. He had always been … anxious and a mess of issues, but Fehagah did not forget that when realized she was no man, Kanohi had accepted her instantly. And when she became a Toa he did not forget her truth. He was respectful, if terrified of messing up. And when she decided to switch bodies with that Toa of Lightning, he was nothing but supportive. Even her old mentor was a bit wary about the island’s only Toa using that strange untested machine. But Kanohi … he believed it was her Destiny from the start. What else could she do but believe in his own Destiny? As she formed her barrier there was a whoosh behind her. She turned to see Kanohi grappling past, dancing among the fire and the trees. She winced, the heat was dangerous. But he just hurled through it, looking for Bo-Matoran caught in the flames. She could not remember this energy from him, this speed and grace. Yes he still tumbled, but his swing through the trees was so precise. That vision, despite its horror, it had empowered him. Told him plainly ‘you don’t have to be a Toa to be a hero. And you Kanohi, you can be a hero.’ As terrible a burden that vision must be, the Toa still found herself thanking Mata-Nui for letting him see what he could be. … Kanohi threw his bamboo disk, striking a few branches. The branches tumbled to the swamp, even as the disk ricocheted towards him. It landed in the mud besides him with a splash. He leaned over to grab it, winching as he strained his back. Even with his enhanced physical endurance his body ached from carrying around the Matoran. Still he picked the disk up, before looking up at the tree he had severed. Without those branches the fire would not be able to spread this far. He turned to the four Bo-Matoran, three of them carrying their fourth. Swallowing he said, “o-okay, you need to wade through the swamp, I will move from above and divert the fire from you.” “Um, sure thing, Kanohi,” one of them managed. They looked at him like he had a Fikou perched on his head, but even still they began to move. He might be a mad Matoran, but he had been doing alright rescuing them from the blaze, so madness wasn’t looking so terrible. Kanohi grappled above them, encircling them to look for dangers. The Volo Lutu Launchers the Bo-Matoran had been used were broken during the blaze, but Fehagah had reinforced Kanohi’s launchers when she attached them to his forearms, they would hold. He was so lucky for the Toa of Okoto to give him a chance, As he revolved around the group he stopped periodically, dangling from one of his launchers to look back to the blaze’s growth and to look for any Rahi. The beasts would flee the fire, but they would still be dangerous. Nui-Rama, Fikou, Nui-Jaga, Nui-Kopen; all those insects stalked the jungle, and all would eat a Matoran if they had the chance. There was a boom as the fire engulfed another tree, and Kanohi grappled over, his bamboo disk at the ready. With a twirl he threw it, cleaving through branches before falling to the mud. He grappled down and hooked it in his hand as he swung over the mud, before hurling and flinging his way back to the four retreating Bo-Matoran. But as he approached he heard that buzzing sound, that terrible buzzing. The Fe-Matoran turned to see a Nui-Rama with a cracked eye flying towards him. Was … could it be the one from before? Kanohi swallowed, before grappling away from the large winged bug. It swerved after him, its claws swiping at the air behind him. He grappled left and right, hopefully throwing the bug off with his erratic movements. Still it pursued him, buzzing like a roar as it clawed at the air. And — argh, the jerking motions only made his body throb and scream. He … he couldn’t just dodge it could he? It was after him, maybe even for revenge. He … he had to make the chase more costly. With a flex of his arms he grappled to the base of a tree, just hanging there. He perched there for like a second, before launching away. The Nui-Rama all but slammed into the tree trunk to attack him, splashing into the swamp from the impact. “Um, sorry?” Kanohi called out, as the Nui-Rama dragged itself out of the swamp. With a sound like a propellor grinding against a tree trunk, it reared its arm back, before slashing its claw through the base of one of the trees. The Fe-Matoran swallowed and hooked another tree, resuming his swing through the swamp. In the meantime the Rahi shook off its wings, mud splattering wildly. The Rahi pivoted in the air, before spying Kanohi and charging towards him. As the beast charged he latched onto a tree, waiting. But as it rammed him with its jaw he grappled away, leaving the Nui-Rama to take a large chomp out of the tree. It spat out the biomechanical wood, before looking at the fleeing Fe-Matoran. It shrieked out a buzzing sound, it would get back at the four-legged Fikou another day. The Nui-Rama buzzed off, swiping a big gash in a tree as it left. Kanohi grappled away, heading back towards the Bo-Matoran. But as he approached them there was a sound he struggled to recognize. Like a cry, but the pitch was off. “Nice one, Kanohi,” he winced at what must be mockery, but then the Bo-Matoran said, “not everyone can drive off a Nui-Rama without even throwing a single disk. That was incredible.” “Oh um,” were they being genuine? “um, well, all I did was making it hurt itself until it lost interest. It wasn’t like I fought it.” “You didn’t have to, you used your head.” “No, I didn’t head-butt it,” Kanohi answered, “but oh um, thank you though.” “Everyone alright?” Kanohi turned his head around to see Toa Fehagah fly towards them. The fire was now contained, walled off from the rest of the swamp by a barrier of trees woven with iron vines. “Don’t worry, Kanohi saved us. He’s working with you?” “He is indeed, we are partners.” Kanohi’s face could have been redder, but it would have been hard. The Toa of Iron just laughed though, and said, “come on, we need to keep moving, even with the fire no longer spreading, it won’t be safe here. The Rahi will be all riled up.” “Um, right, Toa Fehagah,” Kanohi nodded, “Um, what do you need me to do?” “Just move among the trees, and get ready to help them if a Rahi attacks. I will follow from the air, but you can be closer to them.” “Um, okay,” Kanohi nodded. He … he was going to be guarding so close up. Like the first line of defense. He … his hands fluttered like a Nui-Kopen’s wings. He … he really was helping Okoto. And maybe, if he got to be a better hero, even when the league attacked, he could help evacuate Matoran and rescue them, while Toa Fehagah fought the league. And with her able to focus solely on fighting, maybe this time she could win. Mata-Nui had given him this vision of the future for a reason, he had to believe that. And whatever that wad reason, it had to be to help Okoto, to do what his future self failed to do and save his people. Not that he was better than that future self, that Kanohi had disks with strange powers that came out of a weapon, he had strange technology in his mask that let him aim his launchers better as well communicate from long distances. The Kanohi of Okoto lacked those abilities. But maybe one day? It seemed possible at least?
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