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We're reading you loud and clear. Here's the place to discuss the high seas and post who you exactly are for approval.

 

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Run through of the profile:Name: Bionicleish. No Exampledude123 or John Smith.Gender: Male, Female, ambiguous.Species: Toa, Matoran, Turaga, Skakdi, and Vortixx are allowed. Other races will be done on a case to case basis. No Makuta. Custom races... Run those by two staffers first.Faction: See them in the main thread.Powers: This should explain itself.Skills: Stuff they're particularly good at.Equipment: What they carry around.Weapons: Now, nearly anything can be a weapon, but these are particularly for fighting.Kanohi: Custom is allowed, but will be heavily scrutinized. No legendary masks, no Avohkii, Mask of Shadow, Zatth, Olisi. Use common sense, please.

Definitely no Mask of Rahi Control.Appearance: What the character looks like.

Personality: What you act like.History: Your character's history.

 

 

Over and out.

No such thing as destiny.

BZPRPG Profiles

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Name: Annovax

Gender: Female

Species: Makuta

Faction: Brotherhood of Makuta

Powers: Magnetism, Shadow, Mind Reading

Skills: Deception and Manipulation

Equipment: NA

Weapons: Trident

Kanohi: Suletu [Powerless]

Appearance: Annovax desn't look like a Makuta, largely because the body she's occupying isn't one. She's possessed a Toa body, of predominantly grey armour but with delicate blue highlights on the shoulders, knees and torso

Personality: Her normal personality is devious and scheming, always looking to get an edge. Usually for herself, though she has no problems helping out the whole Brotherhood if it would, in turn, help her. The personality she presents to the world is that of a rather formal and thoughtful Toa, very deliberate in "his" actions

History: Annovax always was fond of the Makuta talents for sneaking around undetected. Her mastery of shapeshifting and chameleonic powers were unmatched. She was skilled as a Brotherhood spy for her ability to infiltrate a situation and either use her own powers to gather information or to twist the mind of others into doing it for her. But there was bound to be one day when she was found out, and a band of Iron, Magnetism and Plasma Toa banded together to rout her from her hiding place. They underestimated how much information she'd gathered though, and having anticipated their coming managed to eliminate the majority of them before they could properly fight back. When they did start hitting back she had a harder time of it, and started picking up injuries. She used her mind reading powers to enter the brain of the sole remaining Fa-Toa to try and turn him against the others. While there though, the Toa used the Iden he wore to leave his body, leaving it without a mind to control. Distracted by her gambit, Annovax couldn't respond when a plasma Toa attacked, blasting away much of her armour. She fled into the spirit-less Toa before her antidermis went the same way, using the destruction to feign her death. While the last of the attack team were celebrating she tore them apart with magnetic power and headed back to the village as the sole survivor. This was not quite the end of the story though. The spirit of the Toa she possessed is still hovering around, a presence only she can see and feel. She thought he would have faded away after a while, as vulnerable spirits tend to do, but when even destroying his Iden failed to remove him she concluded the 'ghost' must be some remnant of the Toa's consciousness from when their minds connected. She has learned to live with him. Which mostly involves ignoring him. The one downside to this connection is that it cuts her off from most of her Makuta powers, leaving only with the magnetic powers the body already had an affinity with, her own elemental capabilities, and the telepathy that maintains the connection with her and her host

After the Great Cataclysm and the flooding of the world, Annovax once again took up the duties of a spy, posting herself amongst the Seeker fleet to pass on its movements and other information to the Brotherhood. With the schism dividing that particular organisation growing wider by the day, she tends to mainly throw her lot in with Gorast. She finds Icarax's plans of conquest pointless in a drowned and dying world. Teridax might at least try to fix things

Name: Savak

Gender: Male

Species: Toa [spirit form]

Faction: Seekers

Powers: He is intangible, allowing him to pass through any physical obstacle, and can be seen only by those with an Elda or Rode

Skills: A skilled warrior, not that it does him much good in his current state

Equipment: NA

Weapons: NA

Kanohi: Iden, technically

Appearance: A predominantly grey body, but with bluish highlights in curved patterns reminiscent of the Iden he wears. He is also transparent, even if you're capable of actually seeing him

Personality: Many years of being stuck in limbo as a ghost, forced to follow around a Makuta who actively spits on everything he stands for has...somewhat soured him. He is gruff and sarcastic, and does his best to try and sabotage whatever the invader of his body is doing. Not that he can do much of course

History: Originally one of the protectors of a cluster of villages that acted as a trading post for a lot of the northern mainland, when he found out that a Makuta was lurking in the surrounding cliffs using the trade to gather information from certain brainwashed Matoran, he and a group of allies best suited to bringing down Makuta gathered together to destroy the fiend. It...did not go all that well. The rest of his friends were killed during the fight, and he found his own body being taken over by the Makuta, fleeing the destruction of her own. He's been forced to trail along in her footsteps ever since, wishing to wither reclaim his body or be allowed to pass on to the rest he feels is due to him after his spectral wanderings

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Name: Thornratus

Gender: Male

Species: Toa

Faction: Seekers

Powers: Control over Air. Can create gusts of wind, and reverse flow to create a vacuum of air. Cannot create tornadoes or whirlpools.

Skills: CQC, stealth, and wielding

Equipment: Rope, note pad, 2-way radio, hook, and a wielder

Weapons: Twin Swords of Air

Kanohi: Great Miru but in noble form

Appearance: A tall Toa with dark green Rahkshi greaves with lime green shin guards. Lime tri-clawed leg armor, and a lime chest plate like Nuparu's. Dark green arm armor and lime arms of a Metru (metru legs). His hands are lime, and so is his mask. His eyes are red. His feet are a dark green like that of Nuparu's.

Personality:

History: Before the Cataclysm, Thornratus was a well renowned Toa serving to protect those who needed a protector. He led a good life wandering the islands in search of places that need a Toa Hero. He never had a homeland, but everywhere he went he would write down his encounters to share to those who were curious. When Mata Nui fell of the trench in the Cataclysm, he lead an island's inhabitants onto a ship that a fisherman had made. Sadly, only few of them could go onto the ship, and the rest drowned in the watery depths below. He has regretted it since, and has joined the Seekers in bringing back the Ignika, so this flooded world can be become better than it is today.

If anything is wrong, let me know and I'll fix it.

There is water, water everywhere.

Edited by Flaredrick: the Sniper

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Water, water everywhere!

 

 

Name: Tuhura

Gender: Male

Faction: Seekers

Species: Lesterin

Element: Gravity

Kanohi: Kualsi

Appearance: Tuhura is a tall, stately being in purple and copper armour. He is thin, though not scrawny, lacking much muscle. The two protrusions of his kanohi kualsi bend inwards slightly.

Powers: As a Lesterin of Gravity, Tuhura is highly resistant to pressure and is able to lift heavy objects as if they were much lighter.

Weapons: Tuhura uses a kanoka blade to defend himself (see BS01 link for more info, though I’ll quote the relevant parts).

Functionality

The weapon is forged from Kanoka in a similar fashion to Kanohi, granting it certain powers. However, the Kanoka used, and thus the powers, are limited to the disks used in the creation of Kanohi. Much like a Kanohi, the Kanoka Blade also requires a certain amount of willpower for the power to be used, and therefore only beings capable of activating a Kanohi can use the blade's power. Also similar to a Kanohi, the Kanoka Blade's power cannot be changed from what it was originally forged as. If damaged, the blade could malfunction or cease to work at all.

In addition to a razor-sharp Protodermis blade, the Kanoka Blade's guard is star-shaped and similarly sharp, and the glove hilt protects the user from harm by it.

Incorporated into the Kanoka Blade's glove hilt is a magnetically-attached interface system that allows the user to exert his will and activate the weapon's power. When activated, a Lightstone in the blade's pommel glows, and the blade changes color to reflect the user's elemental affinity to signify its use. Also when in use, a clamp tightens around the user's wrist to secure the weapon, and a forearm covering extends over the user's arm for protection. The Kanoka Blade's power extends to the entirety of the weapon, but no further; the arm guard is included in this range. So, any abilities that the weapon activates are only applied to it and the user's arm.

 

Tuhura’s kanoka blade was forged from teleport and shrink kanoka, and so allows the user to focus the powers of a kanohi matatu through the blade or the arm that holds it.

 

Skills: Tuhura is a scholar, and has honed his mind and intellect, but his body, not so much. He is a thinker, not a fighter.

 

History: Before the universe got flooded, Tuhura lived on a small island south of Artakha, in a village of other Lesterin. He was a scholar there, researching the mysteries of the universe. His particular area of interest was the nature of magical powers and how they worked. Many years ago, he collaborated with a group of other scholars to make an artefact that could draw power from one being and allow another to use it: the Nui Stone.

After a few tests on a willing toa, however, the researchers saw that the potential destructive power of the stone was much greater than they had initially realised. If it were to fall into the wrong hands, it could do untold damage, and so, the decision was made to destroy it. Before they could do so, however, the stone was stolen, and secretly passed from hand to hand throughout the centuries, before finally being destroyed by Toa Lhikan.

Tuhura was greatly shaken by this experience, and for thousands of years afterward he refrained for taking part in such projects, confining his research to purely academic exercises, rather than applying his knowledge.

Eventually, though, he had a change of heart. He had accumulated a wealth of knowledge in his years of study, knowledge that could be greatly beneficial to Lesterinkind, Matorankind, and many others as well. If he could make sure it could only be used for good, he reasoned, then he should attempt to correct his mistakes with the Nui Stone, and create a second device as tool of creation rather than destruction. He finished it shortly before the Great Cataclysm.

 

Equipment: The result of his research, and his pride and joy is an artefact he calls the Rua Nuva, (which translates to “New Wisdom”) because it is the result of his having learned from his past mistakes, and is now more careful and more discerning about how he uses his knowledge. The device does not operate on the basis of stealing power, as the Nui Stone did, but on sharing, which he thinks is a much healthier principle. It allows the holder to share their own abilities with nearby beings, so that they too can use the power(s). The sharing is one-way, from the user to their allies, so they cannot gain any powers themselves, only benefit others.

The device is better, he thinks, than the Nui Stone, because it does not enhance the user’s powers at all, so as not to tempt selfish beings who would use its powers for evil, nor does the power come at the cost of any others’ powers. Also, so long as he keeps hold of it himself, it will not allow the transfer of any highly destructive powers.

 

Personality: As a scholar, Tuhura values knowledge, as much for its own sake as its applications. He enjoys pondering things, and will not often come to important decisions quickly, but likes to think everything through before he does it (this is where having a thousand century lifespan comes in handy).

While devoted to his work, he does recognise that some other things must take precedence. Friendship, for example, and the community of his village. Using what he does to make a positive difference in the world. Duty is important, but it is best when serving Unity and Destiny.

 

 

Name: Nanyak

Gender: Male

Faction: Lost

Species: Zyglak

Appearance: Picture

Powers: As with all Zyglak, Nanyak is resistant to direct elemental attacks, and immune to Pit mutagen. He is amphibious (also a species trait) and he carries the Zyglak plague on his skin. Any contact will spread the organic protodermis-destroying disease.

Weapons: Nanyak uses a traditional Zyglak spear, which can destroy inanimate objects on contact.

Skills: Nanyak is a good swimmer, and has strength greater than that of a toa. He is able to speak Zyglak and understand Matoran, though he does not speak it well.

History: Nanyak was created by accident, along with the rest of the Zyglak species from the byproducts produced when the Great Beings made krana. The Great Beings shunned them, as did the rest of the Matoran Universe, though they were allowed to live there, separated from the rest of society and hiding in the dark places of the world. Shortly after this, Orde, a toa of psionics, tried to mentally influence the Zyglak to make them less angry and hateful, but he failed, instead causing the opposite effect.

Nanyak spent the next hundred thousand years keeping away from Matoran society, wanting no more to do with them than they wanted with him. This included time spent in the caves underneath the Southern Continent, far away in the Southern Islands and haunting the ruins of Visorak (the island, not the spiders it was named after).

Now that much of the Matoran Universe has been washed away, Nanyak is overjoyed that his peoples’ enemies are dying. After so long hating the Matoran and everything they had accomplished, he was immensely satisfied to witness its destruction. He is now embarking on a quest to travel through the sunken universe, further destroying whatever is left to complete the revenge, or possibly stealing some of it if he finds much good stuff.

 

Personality: As a result of his species being shunned, Nanyak has developed an intense hatred of the Great Beings, Mata Nui, Matoran and anything associated with them. Nanyak wants nothing more than to see them all dead and their universe destroyed, leaving only Zyglak to populate the ruins. The way things are going, he may soon get his wish.

 

Equipment: Nanyak has tamed a takea shark, Zya, and uses him as a mount when travelling through the ocean.

 

 

Player-Created Faction: The Hagah Mata (Protectors of the Spirit)

 

The Hagah Mata is a team of beings dedicated to stopping the Matoran Universe from being flooded completely. They were brought together by Rauora, a member of the Order of Mata Nui, at Helryx’s orders. They are to investigate and pursue possible any avenues towards their goal, because the Order alone does not have enough members to do this alone, or at least not quickly enough to save the universe before it floods completely. Hence the need for teams like this one: lead by an Order member and affiliated with the Order, but made up of other, non-Order beings who have useful skills to contribute. The Federation of Fear was founded on a similar premise.

 

 

Name: Rauora

Gender: Male

Faction: Hagah Mata

Species: Kodura (Trinuma’s species)

Kanohi: Mask of Intangibility

Appearance: Imagine Trinuma, but with black armour instead of silver, and dark green where he had red. Change the mask to look like an arthron and get rid of the ghostblasters too. There: that’s him. Nine feet tall, horned and muscular, Rauora is physically imposing, even if he isn’t the most handsome being in the Order.

 

Powers: Rauora has no powers of his own, though he can draw power from other objects, such as kanohi and other magical tools.

 

Weapons: Rauora uses the same type of kinetic weaponry as his colleague Trinuma. The tools’ making and use is a closely guarded secret of their species, and, while common within their race, are not shared with outsiders. The tools can emit and manipulate kinetic energy, allowing Rauora to fire bursts of force, fly, or manipulate objects to a certain degree.

In addition to these, he uses a kanoka blade made on Xia (see BS01 link for more info, and the relevant parts quoted above in Tuhura’s profile).

Rauora’s kanoka blade has the powers of a kanohi avsa.

 

Equipment: The submarine Kiril, a first-aid kit and some basic survival equipment, since his team’s journey will take them far away from civilisation, into the dangerous ruins of the sunken universe.

 

Skills: Rauora’s mind, like those of all order members, is shielded from attack or intrusion by other beings. He is a capable leader and a strong warrior as well.

 

History: Rauora has been a member of the Order of Mata Nui since its founding, when he was recruited by Toa Helryx to serve the will of the Great Spirit Mata Nui. During his service, he took part in creating the Time Slip, construction of The Pit and the protection of Daxia, among other missions.

When the Great Cataclysm struck, and the Order discovered that mutagenic water had begun to pour into the Southern Continent’s dome, and from there into the rest of the universe, he was given orders by Helryx to gather a team and find a way to stop the universe from completely filling up. Other Order members would be working on similar problems to save the Great Spirit and the citizens of the Matoran Universe, but there were too few of them to do everything at once, hence the need for Rauora to gather his own team. Other teams would also be working on the problem, but from different angles. They would need to be working only many solutions at once in the hope that one would be successful in time to prevent the death of the universe.

Given the submarine Kiril to aid in his mission, he began the task, gathering Krokk and Mala, a pair of Skakdi known for their daring and competence, Ngaro, a toa of iron from the Northern Continent, and a junior servant of the Order, a toa of water named Makenu. The five of them are now setting out to save the universe.

 

Personality: Rauora has a tough and no-nonsense attitude. He has a job to do, and he knows that the rest of the universe may rest on his success. Were he not under so much pressure, he would be a lot more friendly, but as things stand, he knows that he must remain focused on his task, to the exclusion of almost everything else.

 

 

Name: Mala

Gender: Female

Faction: Hagah Mata

Species: Skakdi

Kanohi: None

Appearance: Mala has a dark blue spine, hands, feet, head and torso, with gold armour on her limbs and some of the spikes on her spine. She is slimmer than most other Skakdi, and has clawed hands and feet.Powers: As is normal for a Skakdi, Mala has three powers:

  1. The element of psionics, which he can only use when working with another Skakdi or when channeling it through a special weapon.
  2. X-ray telescopic vision, just like Avak’s in canon.
  3. Mala’s third power allows her to create and manipulate force fields similar to those generated by the kanohi hau.

Equipment: Mala has a small collection of necrofinch teeth, brought with her from Zakaz. They act as a good luck charm.

 

Skills: Mala is fast, though not particularly strong, and her mind is shielded from telepathic intrusion or attack, as comes with her element. She sees her mind as her greatest weapon, both in terms of powers and strategy.

 

History: Mala comes from the island of Zakaz, where she was a part of one of the many warring tribes. Her tribe was smaller than most others, however, and it was often beaten through lack of numbers, and continuously sustained heavy losses. Determined to avoid her inevitable fate, Mala betrayed them to another tribe by feeding them false information to lead them all into a trap. In return, she was promised a position of power in the rival tribe and a large share of the plunder.

Unfortunately, the best laid plans of Makuta and Matoran don’t always come off as expected. The night it was all supposed to happen, a third tribe got wind that there was a battle about to happen, and came to have a go themselves. As they entered the canyon that would serve as the battlefield, the trap was sprung early, and on the wrong victims. While the two larger tribes were locked in a dogfight, Mala’s people were able to take advantage of their opponents weakened and distracted states and killed a substantial number of both, including the two warlords. They were also able to capture and enslave many of their enemies, greatly increasing the wealth and power of their tribe.

The victorious tribe recognised Mala’s treachery and turned one her and another Skakdi who had been in on the plan. They attempted to put them to death, but thanks to a bit of luck and some well-placed psionic illusions, the two of them were able to escape.

On the run from their former friends, the two made it to the ruins of what had once been the Skakdi’s capital city. As they hid in caves underneath it, they had time to think of their future. They would never be able to join another tribe, not after betraying their long-time friends to another, and if anyone found out where they were hiding, they would be as good as dead. Their only hope, then, was to escape Zakaz for another island.

Unfortunately, one does not simply walk out of Zakaz. By order of the Brotherhood of Makuta, no Skakdi were ever to leave the island, and their powerful agents and Dark Hunter mercenaries loved nothing more than to make an example of any Skakdi foolish enough to attempt an escape. Nevertheless, they were desperate, and, with a lot of careful planning and surreptitiously placing thoughts into a couple of warlords’ heads, they managed to begin a battle very close to a Makuta guard tower on the coast. With the diversion in place, they managed to enter the outpost and ambush the remaining guards. They then took all the equipment they could and used teleportation technology within the tower to get themselves onto the Northern Continent.

From there, they travelled through the universe, trying to find somewhere they could be safe from Brotherhood agents who would recognise them as escapees. They headed for the Southern Islands, skirting the eastern edge of the Southern Continent. The path, daring as it was, took them through an area of ocean renowned for its dangers – very few sailors who went that way ever returned. Mala saw this as a good opportunity to escape pursuit, because they did, in fact, have a Brotherhood agent close behind.

This area of sea did not contain only dangerous waters, however. It was the location of Daxia, the secret base of the Order of Mata Nui. It was their actions to hide the location of their base that caused the disappearance of so many who went that way, not simple storms or treacherous tides. Nevertheless, Mala and her companion chose this path, unknowingly bringing Brotherhood servants along with them.

They landed on Daxia, triggering the Order’s security system, but before the island’s guardians could intervene, their followers landed as well. In a brief, but intense, battle, they defeated a trio of corrupted Toa Hagah, and fed their bodies to shallows cats.

It was then that a group of Order servants revealed themselves and apprehended the two Skakdi, bringing them back to the island’s fortress. The usual penalty for discovering Daxia - let alone bringing Brotherhood agents to the very doorstep of the Order of Mata Nui – was death or a memory wipe, (and Mala was immune to mental influence, so the first was looking more likely). In this case, however, an exception was made. Hearing their story and seeing their skills, the Order instead imprisoned them on Daxia, awaiting a time when they might be of use to them, just as they had earlier imprisoned Tuyet, should her skills be needed.

In the wake of the Great Cataclysm, Rauora deemed that their time had come, and included them on his team.

 

Personality: Mala is clever, scheming and manipulative, but also more than a bit paranoid that everybody else wants to kill her or take her power. On Zakaz, this was sometimes true, and yes, now the Brotherhood of Makuta wants her dead, so she has reason to be careful, but when she sees Brotherhood agents on every street corner, it gets a bit excessive. For this reason, she has a very hard time trusting anyone she meets, even if they actually wanted to help her. She values power and freedom, and doesn’t like being under others’ authority. She is ruthless in pursuit of her goals, and doesn’t care what obstacles/beings stand in her way, thinking only of how they can be overcome.

Weapons: On her way out of Zakaz, Mala was able to steal some high-quality weapons from the Brotherhood's fortress. She took a pair of short, curved scimitars. Each can change the size of an object that it strikes. One will make the target grow, while the other will make it shrink. The more times the target is hit, the more it will grow or shrink. The power is not activated every time a hit is made, but only when the user chooses. The effects are not permanent, but it will take a long time for a target to return to normal.

Name: Krokk

Gender: Male

Faction: Hagah Mata

Species: Skakdi

Kanohi: None

Appearance: Krokk is a tall, predominantly green Skakdi with light brown parts on some parts of his limbs. His spine is interlaced with thorny vines that also run down his arms. This gives him a fierce, slightly ruffled appearance. His spine and face resemble Thok’s.

In an effort to gain even greater control of his body, and protect himself against iron and magnetism users, Krokk has replaced many of his metal parts over the millennia. They are now made of dense hardwoods, which Krokk can bend to his will using elemental power.

 

Powers: As is normal for a Skakdi, Krokk has three powers:

  1. The element of plantlife, which he can only use when working with another Skakdi or when channeling it through a special weapon.
  2. Disruptor vision, which works just like a kanohi felnas on any being it hits. It will cause one natural, active power of theirs to go out of control, often in an explosive burst.
  3. Krokk’s third power is similar to Vezok’s. Namely, it gives him the ability to mimic the powers of any being in close proximity (once they have used them), store them, and then use them himself later on. He could only store a power for a few hours, but is capable of absorbing more than one power at once (though not too many).

Equipment: Krokk can produce all kinds of things using his elemental power, whether using woods, leaves, fibers or some other plant matter. This means that he has to carry remarkably little equipment.

 

Skills: Krokk is a veteran fighter of the Zakaz wars, and skilled with a variety of weapons, though he is still fairly new to his current ones. He is resistant to poisons, as comes with his element.

 

History: See Mala’s history. He was her accomplice.

 

Personality: Krokk is a realistic and down-to-earth sort of Skakdi, who lives in the moment, rather than aspiring to grand futures or planning convoluted schemes. What he can do now, he does, and trusts the future to look after itself. He doesn’t take nonsense, preferring quick action in almost all situations. He is perseverant, and hard-working, seeing his tasks through to completion whenever he can.

Weapons: On his way out of Zakaz, Krokk was able to steal some high-quality weapons from the Brotherhood’s fortress. He uses a Nynrah ghostblaster (the type that the Toa Nuva used in Karda Nui, not the Makutas’ model). His other weapon is a short wooden sword, which he has altered with his elemental powers to make as strong and resilient as steel.

 

 

Name: Ngaro

Gender: Male

Faction: Hagah Mata

Species: Toa

Kanohi: Great Mahiki

Powers: The element of iron, as well as shapeshifting and illusions through his kanohi.

Appearance: Ngaro is a sturdy toa of average height, wearing nondescript grey armour. There are no other colours or highlights, just the same grey. It has an abrasive surface like a shark’s skin. This gives him an excellent grip on objects as well as making it a little difficult to give him a hug.

 

Skills: Ngaro’s elemental control is average, but his mask power is where he truly excels. He is able to cast large, realistic illusions and manipulate his body in all sorts of ways, though of course ha cannot change in mass or alter his body material. It was for this skill that he was chosen for the Hagah Mata.

 

Weapons: Ngaro routinely changes his weapons to resemble those of beings he imitates using his mask. Habitually, however, he uses a simple spear and shield. For the purposes of this mission, Rauora has given him an Earth Claw from the Order’s weapons store to use. The Kodura believes that his team should be well equipped for such an important task, though Ngaro tends to think that the beings involved, and their dedication and ingenuity are more important than the tools they use.

 

Equipment: Ngaro can usually make what he needs out of metal using his elemental powers. He does, however, carry with him a small painting. It shows the village where he lives as a Matoran and many of its occupants, all coming together to celebrate naming day. It reminds him of why he wants to be a hero.

 

History: As a toa protector on the Tren Krom Peninsula of the Northern Continent, Ngaro became known for his rather unconventional tactics. Whenever he found out about criminals, bandits or even heards of wild rahi near to one of the villages under his protection, he would sneak in and kidnap their leader, and use his mask to taken on their form and replace them. He would then use his influence as part of the group to steer them away from the villages he was protecting. He found the challenge much more exciting than waiting in a village for the rahi to attack and then fending them off with his powers and his blades. In time, he got very good at this, both in imitating others and in manipulating groups.

Soon after the Great Cataclysm struck, he found a problem he couldn’t kidnap, replace, imitate or manipulate. It was at this time that he received an offer to join a small team working to stop the floods. With most of his Matoran already on boats and safe, he accepted, mostly out of curiosity about the offer and where it had come from. He was picked up just off the coast by a submarine and became part of the Hagah Mata.

 

Personality: Ngaro is fascinated with people and their behaviour, both in how the act in certain situations and why, and how he can influence that behaviour. He loves to experiment in this area (though he refrains from messing with the heads of those Matoran under his protection. That, for him, is a bridge too far. Bandits, Dark Hunters, thieves… they’re don’t trouble is conscience at all). All that, though, is really just a hobby to him. He knows he has another Duty, one to fulfill the role of toa-hero in his part of the universe, and he dedicates himself fully to that duty. This duty is what he takes to define his life, his choices, and who he becomes in a changing universe.

 

 

Name: Makenu

Gender: Female

Faction: Hagah Mata

Species: Toa

Kanohi: Great Faxon

Powers: The element of water, as well as various rahi abilities through her mask.

Appearance: Makenu is a slim, lithe toa of water in azure and silver armour. Her movements are liquid and graceful, even when fighting. She seems as flowing and fast as her element, and the shapes in her armour enhance this impression. The metal seems to have been poured over her in smooth waves like a quick-flowing stream, rather than each body part being forged separately and then pieced together.

 

Weapons: Makenu uses a round rhotuka-launching shield and a thin, double-ended trident as her toa tools. Both are crafted from protosteel. Her rhotuka have healing powers, though very large wounds take a lot of energy for her to heal, and so tire her out.

 

Equipment: Makenu takes a coil of rope, a lightstone and a heatstone with her when she is away from her village, because all three are useful in a wide variety of situations.

 

Skills: Makenu is incredibly quick and agile. Only toa wearing a calix or kakama could outrun her. She also has a good knowledge of rahi and their abilities that she can share using her mask. As with all members and servants of the OoMN, her mind is shielded from attack or intrusion.

 

History: While Toa and Matoran are not technically allowed to be members of the Order of Mata Nui, some, such as Krakua and Mazeka, are allowed to act as servants while also pursuing their own destinies in accordance with the will of the Great Spirit. Makenu was one of these beings. She lived most of her life before the Great Cataclysm in a village of Ga-matoran in the south-east corner of the Southern Continent, close to Daxia. She was transformed into a toa 20,000 years ago, and became guardian of all the villages in her region. The Order of Mata Nui also employed her to keep an eye out for travelers around this region and, if any got too close, create a storm to drive them away from Daxia. In exchange, they gave her training, knowledge and weapons. After the Great Cataclysm, Rauora recruited her to his team. It was difficult for her to leave her villages at such a dangerous time, but she agreed based on the knowledge that she would be doing something greater and helping more people by leaving than staying in the Southern Continent.

 

Personality: Makenu seemed destined for the role of toa-hero, and in time it turned out she was. She was always kind and generous, helping out others however she could, and taking an active role in the defense of her village against wild rahi and natural disasters. As a Toa, she has kept these attributes, though her increased responsibilities keep her from spending as much time with the Matoran of her village as she would like.

 

 

Name: Kiril

Vessel Type: Submarine

Appearance: The Kiril is about 15 bio long, so its crew of 5 needs to live at very close quarters. It is equipped with a bright headlamp and has sonar capabilities. It looks something like this:

Armament: The Kiril is armed with 5 Hagah Plasma Canons: 2 in front, one at the rear and one on each side. These are linked into the main controls of the submarine.

History: The Kiril was built by the Order of Mata Nui for transport of members across the universe when great secrecy was required, and a ship would have been too easily spotted. Since the flooding of the universe, its purpose has been expanded – transporting members and associates anywhere in the universe, because submarines are the only way to access many parts of it, stealthily or not. Its current captain is Rauora, and its crew the Hagah Mata

Weakness: The Kiril has a small air supply for the current number of crew members, so it must surface every couple of hours to replace their air inside with fresh air.

 

 

Name: Pokere

Gender: Male

Faction: Lost

Species: Atanako (Shadow Stealer’s species)

Appearance: Picture. For reference, Pokere is about the same height as an average toa.

 

Powers: Like Shadow Stealer, Pokere can absorb shadows into his body and convert them to strength, and use shadows as doorways to move from one place to another. He has several other shadow-based abilities, including firing disks of shadow from his hands.

 

Weapons: His hands, which have mutated to resemble disk launchers

 

Skills: Anything destructive, he is good at. He has been mutated by the waters of the pit into a water-breather.

 

History: Pokere is a newly freed prisoner of the Pit. He was sent there by the Order of Mata Nui 90,000 years ago after he discovered the process used to drain a being’s inner light through training and focus on destructive emotions such as anger and aggression. As with any process, however, nobody gets it right the first time, and he made a few errors in his own meditation. Along with strengthening his pre-existing shadow-based abilities, he became completely obsessed with destruction, and soon went on a rampage, with his stated goal being to destroy Artakha and the mask of creation, because they were opposite to his new nature. He was stopped long before he could do so, however, and detained in the Pit with other unredeemable criminals.

Now that he is free… well, you can guess what he’s doing.

 

Personality: Pokere is a manic destroyer, having lost almost everything else during his shadow-meditation gone wrong. The only other thing he has retained is his wits, which he uses to aid his destructive urges. He understands that sometimes, he has to build up one thing in order to knock down two others, and won’t hesitate to do so. He has taken to referring to himself as “Ruin”, rather than using his real name.

 

Equipment: Nothing. If he had any, he would break it straight away.

Edited by The Lorax

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Two things about Tuhura.One: Is it okay with Ghosthands that you're using the Lesterin?Two: Does the Rua Nuva split powers (i.e. A pakari would only give half strength if split among two) or make everyone have the full level?As for Nanyak:I'm kinda fuzzy on Zyglak to begin with, and that spear is kinda... OP.I'll do the rest later. Gotta go.

Edited by The Fourteenth Doctor

No such thing as destiny.

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I haven't asked him about this one specifically, but Lesterin have been used in contest RPGs before without a problem. I will give credit for the species in his profile.

 

Full level, just like with the Kanohi Nuva's powers. How would you do half-teleportation anyway?

 

There's a good amount of detail on the zyglak to be found on BS01 if you're short of knowledge. http://biosector01.com/wiki/index.php/Zyglak

 

The spear, is, as I said, the weapon associated with the Zyglak species, and, I would argue, not terribly OP. First, the disintegration only works on non-living things, so he won't be able to one-hit kill anybody just by touching them with his spear. Second, all the rest of the Zyglak's abilities and traits are intrinsic, like their elemental resistance and immunity to their own disease. They're things that act on the Zyglak. The spear's disintegration ability is the only power that reaches outwards to affect the world around them. It's their only real "attacking" power, and useless against an actual, living opponent. It could be used to destroy the ground they're standing on, or collapse a wall on top of them, but that sort of thing can be easily accomplished using stone or earth elemental powers. I'm not seeing where the OP-ness comes from.

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To add my thoughts to the Zyglak; For one thing, that plague is iffy. And two, instant destruction of inanimate objects is an instant denial. The game takes place on board ships. That alone is enough reason. Anyway. Kaithas is taking the top four, I have the bottom five.Krokk: Not approved. His powers are overpowered, basically a Mask of Emulation and a a Felnas. Except worse, because it's vision based. Plus an always on element because you saw fit to make him a Skakdi partner. And you didn't give him his own history. And I have misgivings about his OoMN related past.Ngaro: Approved. But his past is in question, due to my misgivings about the faction, which will be coming later.Makeup: Not approved. You basically gave her another mask power (healing) by adding the Rhotuka. And you made her mind shielded. And the description of her swiftness indicates that that is basically a passive power in and of itself, since only Calix or Kakama users could outrun her. And since she is already a Ga-Toa on the open ocean, I'm not cutting this one any slack.Kiril: No. Heavily armed for a sub, sonar-equipped, and insufficient deficit. Every sub has to surface for air, this is nothing new. Give it a solid drawback and maybe it'll be considered.Pokere: Karzahni no. His powers are undefined, and heavily abuseable. Theoretically unlimited strength, particularly at night. I also have severe misgivings about this faction. For one thing, it's an entire team controlled by one player. And the have advanced weapons and powers. And they're OoMN sanctioned, which gives them an automatic importance over everyone else. And they have already formed, already have a history, which makes it hard for anyone else to join in. It's an overly important crew, with questionably approval factory, all of your own making. With no other players involved.The above basically serves as a commentary for all of the Hagah Mata's members' backstories.

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Name: Anuka
Gender: Female
Species: Toa
Faction: The Lost
Powers: Elemental power over Air. Due to the pit mutagen she is now a water breather, can no longer breathe on land without a special apparatus.
Skills: A capable fighter on both land and now sea, partially handy with her sword. Due to her mutations she can swim through the water as easily as one would walk or run on land.
Equipment: cutting knife; an apparatus for breathing on the surface, attaches to the mouthpiece of her mask; necklace
Weapons: double-edged broadsword; twin daggers; cordak blaster
Kanohi: Kanohi Faxon, Great Mask of Kindred, allows her to mimic the powers of Rahi that share her general environment.
History: Anuka was once one of many protectors for the massive Southern Continent, until it flooded like most of universe. There was water, water everywhere, Anuka was one of the many unlucky souls that got washed away into the Pit, she would have drowned too, but the pit mutagen prevented that, turning her into a water breather. For months now she has been trying to survive, struggling to keep her sanity from the horrors she has seen in the Pit.
Appearance: Main body is a dark, jade green with black as her secondary armor color. Mask, hands, feet, elbow, and kneepads are black. Her eyes are a dark, ruby red. Typical height for her species and gender, she has a well curved figure, attractive by most standards. Her mutations have left her a bit altered however, her body is now more built for traveling through the water quickly as opposed to land, her hands and feet are webbed, and she appears to have a large fin growing out of her back.

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Well, I decided I might try this one out. With the most awesome character ever.

 

Oh, and just to edit this in -

 

"My mother told me not to get in the car with strange men."

"This isn't a car."

Name: Kraata-Din [goes by Din]

Gender: Male Personality

Species: Mutated Kraata [Rahi Control/Power Scream]

Faction: Brotherhood of Makuta

Powers: Kraata-Din has access to the Tier 5 power of Rahi Control. This allows it to take complete control over any Rahi single by direct contact; other Rahi will instinctively avoid attacking it and will assist it when given the command (though they will not actively follow/serve him or endanger themselves). He can pacify, drive into sleep, or coax into anger any Rahi from a distance. He also has access to Tier 3 Power Scream, allowing him to emit a powerful scream that can disorient and deafen other creatures; underwater, it is far more powerful. As a Kraata, Kraata-Din is capable of infecting Kanohi masks, putting the wearer of said mask under the influence of its creator Makuta.

Skills: Kraata-Din can move pretty rapidly, and is capable of making incredible leaps towards adversaries in an attempt to latch onto their mask. It’s also rather adept at hiding in places. It has managed to develop its ‘vocal’ form to the point that it can cough out words into a short sentence; generally, it just stays quiet and converses with telepaths. He can breathe underwater, survive pretty long falls (in excess of ten Bio), and latch on to almost any surface.

Appearance: Kraata-Din is a Kraata of unusually thick armoring with a sand yellow metallic/black color pattern mixed with black and red along the ‘head’ area. His appearance is otherwise similar to that of a larger-than-standard Tier 6 variety Kraata slug. Some areas of his body appear to be mottled with purple, as though he is beginning his evolution into a full-blown Shadow Kraata.

Personality: Kraata-Din enjoys noise, and lots of it. If the name didn’t hint you in on that, then what else can? It power of Rahi Control manifests on its personality as well, as it seems to think of itself as the king of pretty much anything that he can use his powers on, frequently hopping to-and-from and discarding Rahi has he moves along the seas for the glory of the Brotherhood of Makuta. He has a rather elevated ego for a creature created for menial tasks, but also very eager to prove himself to his superiors. He doesn’t like Rahkshi because he’s always afraid one will step on him and, as he says, “Those guys think they’re so much better because they get the cool suits.” At least, that’s how he would it telepathically. He secretly wants to become one.

Biography: Kraata-Din was an experiment by Makuta Teridax working in conjunction with Makuta Mutran (Chirox was very unhappy about this) about four thousand years ago in an attempt to create a superior breed of Kraata by combining two separate Kraata essences into one before they could form, and applying numerous viruses to the hybrid creature to keep it stable. It took a very long time for the creature to finally stabilize completely into a Kraata with a destructive, uncontrollable personality. The creature was originally meant to be discarded, but Teridax decided to keep it as a pet after it displayed its powers on the other test creatures, figuring the combination of noise creation and control over lesser beasts would make it a good caretaker once it had evolved far enough. The creature was a rather loud and obnoxious beast up until it reached about its third evolutionary stage, at which point it began to actually obey the direct telepathic commands from Teridax with greater ease. The big surprise was that it started to develop a real personality of sorts, and a much greater intelligence and independence than was originally expected – despite its continued loyalty to its creator. The sheer amount of time and effort it took to create and then develop Kraata-Din, along with the incredible drain for the Makuta creating it at the time, made repeated attempts at the process too much of a waste of resources to be considered; he was lucky to be that one that actually occurred. Kraata-Din was placed in charge of supervising many of the Rahi in the Maze of Shadows, though he began to lose ground rapidly once the mutated tree Karzahni began taking over. When a massive quake shook the entire area and he felt a sudden severing from his connection with Makuta Teridax (as a Type 6 Kraata), he attempted to flee and then began making his way to an emergency teleportation gate meant to operate alongside the Olmak on Destral, creating a portal to and from for Teridax’s convenience, in order to warn the other Brotherhood members. Needless to say, an overtly chatty Kraata was not exactly the first thing to be listened to. He ended up on the receiving line of being almost stepped on by Icarax at one point, and being thrashed brutally by Gorsat for not being able to provide any information about where Teridax was. Despite this, he serves the latter and her allies in an attempt to find his creator, who he reveres to the point of worship. Though he switches vessels quite often, he’s actually taken a liking to his current one. And boy do you need one when there's water, water everywhere.

 

Name: Razor-Back Raginar

Appearance: Raginar is a Razor Whale. He is a rather large Razor Whale for his younger age, as he still has his massive spines on his back. In all other respects, he looks like your average Razor Whale, because he pretty much is one.

Armament: Raginar, as a Razor Whale, has giant razor like spines on his back that can be used to shred enemy vessels from underneath. He can also swallow small things and/or bite them, or just use his huge size to thrash around and mess with people’s day.

History: Raginar was once a Razor Whale who enjoyed swimming around the ocean. One day, as he was up closer to the surface, a Kraata was dropped from a Mata-Nui Fishing Bird onto his head and immediately latched on, taking control of his body and turning it into his own personal vessel. Raginar has been under the control of Kraata-Din for a long enough time that he can give him short commands (such as “stay put,” “follow ship,” etc.) and have them obeyed single-mindedly for at least a short while, at which point the whale will return to its natural state.

 

-Toa Levacius Zehvor :flagusa:

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"I disapprove of what you have to say, but I will defend to the death your right to say it."


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Name: Elirahk Tyth Gender: Male Species: Toa Faction: As of now, factionless, looking to get himself settled before he goes throwing his lot with someone else. Powers: Elirahk has a somewhat unique elemental power, though one that suits his person quite well. Put simply, he has powers over acid, which allow him to manipulate, create, and absorb various acidic and corrosive substances. He can control the potency of these substances, from a mildly irritating cloud to noxious liquids capable of eating through solid protodermis. His element is inherently weak towards Water, although it does grant him a latent degree of resistance towards physical wear such as rust. Skills: Elirahk is pretty good with machines and the like, getting a feel for something unfamiliar pretty quickly. Is great at visualizing how things go together, this natural talent doesn't really extend that far to actual living beings. Combat-wise, he doesn't really have a set style in terms of fighting, doing whatever comes to mind at the moment. However, this lack of specialization and tactical planning can work against him. He's not bad, per se, but he's no master. It does help that he's naturally quick-footed and strong. Equipment: A pack holding assorted tools is slung around his shoulder, with a length of metal chord coiled beside it. Carries a spyglass as well as a bag of widgets tucked safely in his armor. Weapons: Self-designed electrified blades that fold out in a line from the back of his hand to his elbow from sheaths on his gauntlets. They fold back inside for concealment and convenience. Each has five separate blades, with the ones closer to his hands being longer and extend past his knuckles. Also carries a slightly larger than average single-edged broadsword, which has a design that matches his armor. Kanohi: Elirahk wears a Great Kanohi Crast, which allows him to repel objects away from his body with explosive force. He can achieve limited flight by repelling the ground/water below him. As with all versions of the Kanohi, he can only target one object at once. Appearance: Just slightly above the average height for a Toa, he has an athletic musculature corded with lean muscle, slightly bulky in terms of build. Facially, his features are sharp and almost elf-like, with a grin that would convince people to keep two hands on their widgets. His extra geometric plate armor is bulky and utilitarian, covering his torso, shoulders, lower arms, hands, upper back, and legs. Twin angular claw-like spikes extend from his shoulder armor, while his gauntlets have raised ridges running along their length. Two swept-back spikes come from his chest plate and extend over his shoulders, while his back armor is segmented to allow for greater range of motion. The rest of his armor is stylized in this fashion, flat plates reenforced with ridges, giving him a distinct look. His Kanohi is very angular, and is obviously custom shaped, both for personal tastes and as a way to confuse enemies. Two swept-back ridges extend from the brow and back, while a third larger one sits between these two. A flat, long visor takes up most of the front of the Kanohi, while two more angled spikes extend from the Huna-esque mouth piece. His natural armor is mostly an acid lime color with teal highlights, with a xanthous grey as a secondary color. Meanwhile, his additional armor, along with his Kanohi, is a gunmetal black coloration that seems to actually absorb light, rather than reflect it. His eyes shine bright cyan from under his Kanohi's visor, a color that is shared with his heartlight. Personality: Nonchalant to the point of being mostly unconcerned even in the worst of situations, Elirahk is an extremely laid back individual. Has generally calm and even-headed demeanor, though he can be quite impulsive at times. Is known to crack a number joke, sometimes at inopportune moments, and can overall be described as eccentric. Definitely not your average Toa-Hero. History: Strangely enough, Elirahk started life out as a Ba-Matoran of all things, though how he ended up as Toa and having his strange elemental power is a bit of a mystery, even to him. What he does remember of his past life is fuzzy at best, though if those memories are to be trusted, it wasn't all that good. Other than that, all he knows is that whatever it was happened only shortly before the flooding began, and whatever evidence there may have been has lone since sunk beneath the waves. He's since learned to live with it, for the most part, moving on from where he was left off. Ever since, the Toa of Acid has been wandering, hitching rides on various ships, constantly moving from place to place, never satisfied to stay in one area for too long. He pays little attention to the various factions now roaming the universe, content with looking out for himself.

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Anuka and Elirahk are approved. Lev, due to the Rahi control aspect, I'm going to leave yours for Kaithas. He wasn't too keen on having Rahi control powers.

 

Alright. But in order to help justify it when he gets to it it's much more limited than the Mask of Rahi Control, which was expressly banned and allows influence of multiple Rahi. It's also possessed by... well...

 

A good pair of Nikes should take care of your problem.

 

-Toa Levacius Zehvor :flagusa:

"I disapprove of what you have to say, but I will defend to the death your right to say it."


- Evelyn Beatrice Hall (often attributed to Voltaire)

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Name: Nichou

Gender: Male

Species: Onu-Matoran

Faction: The Creators

Powers: None.

Skills: Artisan Skills (Carpentry, Carving, etc.).

Equipment: Axe.

Weapons: None

Kanohi: Kakama

Appearance: Nichou has a Purple Kakama, Green eyes and heartlight. Most of his body is Black, but his feet are Purple. He also wears a badge signifying his rank within the creator Fleet and his authority over The Providence.

Personality: Curious, and mostly serious.

History: Nichou was an Artisan when the cataclysm struck, and after surviving the crash, he joined the Creators, and has been the Captain of the Providence for several years now. He organizes the farms on the ship, distributing food and supplies throughout The Providence and shipments to the rest of the Creator fleet. He is friendly to any customers as long as they have good intent and they come peacefully.

Name: The Providence

Appearance: The Providence is a fairly large ship, with an elliptical greenhouse structure dominating most of the upper decks. A single cannon on a rotating turret stands above the greenhouse, and it can turn to any direction. The bridge juts out from the Glass, horizontally towards the bow. On the bow, stern, and on both sides of the ship, there is a Repeating disk launcher station. Inside the Greenhouse there are farms on a fertile soil laid down on top of the deck. All sorts of fruit and food grow here. Deeper inside the ship is a vault where all the wealth and rations are stored. Only the captain has the key to the vault.

Armament: 1 Cannon, 4 repeating disk launchers

History: The Providence is a Creator ship, slow and quite sturdy. It has been functioning as a floating farm for decades.

Name: Quoribay

Gender:Male

Species: Fe-Matoran

Faction: None (Rogue)

Powers: None

Skills: Melee Combat. Agility. Acrobatics.

Equipment: None

Weapons:

Dirks (x2) - Daggers, used for melee combat.

Kanohi: Kiril (Powerless)

Appearance: Quoribay

Personality: Rogue, charismatic, Humorous.

History: Quoribay was a thief and trickster who lived in Metru Nui. After surviving the cataclysm, He turned to the seafaring version of his previous profession: Piracy.

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Might as well try this, I like the story.

 

Name: Alvonik

Gender: Male

Species: Fe-Toa

Faction: Loosely affiliated with the Seekers; he respects their goal.

Powers: Toa-level control of iron ( I hope this is clear enough.)

Skills: Alvonik is an experienced navigator.

Equipment: Navigation tools (sextant, maps, etc.)

Weapons: Bow, Spear

Kanohi: Matutu

Appearance: Alvonik is tall and thin, his mask is silver. His armour is silver with sand-blue highlights. (Is that detailed enough??)

Personality: Before the Great Cataclysm Alvonik was naïve and care-free, now he has become less idealistic and more of a realist. His time with the seekers has made him begin to regain his original idealism.

History: Before the Great cataclysm Alvonik live on the northern continent, he guarded a small village of Matoran. During the Great Cataclysm Alvonik was away from his village and all the Matoran drowned. Alvonik blamed himself for the deaths of the Matoran which is the main reason for his loss of his carefree aditude. He then wandered around until he came to a group of ships. Alvonik managed to land a new job as the navigator for the ship Green Drake, that is where he is currently.

Name: The Green Drake

Appearance: The Green Drake is a medium sized ship, its hull is covered with large armour plating. The main deck of the ship is dominated by a triangular citadel (as I believe it is called) which houses the crew quarters. In the bottom of the ship, below the water line is the ammunition magazine. The sides of the ship each have 3 rows with 3 columns in each row of repeating disk launchers, on the prow is a large, rotating cannon.

Armament: 9 repeating disk launchers on each side, 1 rotating cannon on the prow.

Weakness: Faster ships can out pace her and defeat her with their mobility.

History: The Green Drake was designed just before the Great Cataclysm by a rogue group of Nynrah Ghosts. When the Great Cataclysm occurred these Nynrah Ghosts were killed. The Green Drake was left floating until it was found by a Toa of Air named Vartaku. Vartaku took the ship and gathered survivors from around the Matoran Universe to serve as the crew of The Green Drake. The Green Drake and her crew set off to help the Seekers to find the Mask of Life.

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So, I'm considering joining this. mostly because I have a thing for Lovecraft.

 

Any real restrictions on race? It said on a case-by-case basis. Water-breathers allowed?

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I believe you find life such a problem because you think there are the good people and the bad people. You are wrong, of course. There are, always and only, the bad people, but some of them are on opposite sides.

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So, I'm considering joining this. mostly because I have a thing for Lovecraft.

 

Any real restrictions on race? It said on a case-by-case basis. Water-breathers allowed?

 

Yeah water-breathers are allowed, my character is one. That's sorta what the pit mutagen does, makes you a water breather. :3

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Din is approved. There are certain things I don't want him controlling, but I have justifiable reasons he wouldn't be able to.The Providence and the Green Drake are approved.I'll be watching the latter.Basilisk: Water breathers are actually quite a major faction, those being the Lost.They're not technically a cohesive faction, mind. Just a term used to describe those mutated.Race restrictions... Overpowered ones, mostly.Lorax: That's one reason I'm hesitant to let Zyglak through at all.

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Din is approved. There are certain things I don't want him controlling, but I have justifiable reasons he wouldn't be able to.

 

Of course. Anything of sufficiently strong will is certainly out of the question, of course. (Tahtorahk, Krahka, Keetongu; presumably the Zivon, Kanohi Dragon, and the Boss Monster; PC Rahi; Rahi controlled by other means; Rahi created with mental shielding like the Mana-Ko; anything that's lethal to the touch... the list goes on)

 

That's probably the most insane character idea I'll throw out (loud-mouthed Kraata riding a whale). Let you know if I have another bout of insanity any time soon. Like a flying Great Temple Squid or something...

 

... would that be allowed? Just checking, would a psychic, flying Great Temple Squid be allowed? There's no harm in asking these questions, after all.

 

-Toa Levacius Zehvor :flagusa:

"I disapprove of what you have to say, but I will defend to the death your right to say it."


- Evelyn Beatrice Hall (often attributed to Voltaire)

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I also have severe misgivings about this faction. For one thing, it's an entire team controlled by one player. And the have advanced weapons and powers. And they're OoMN sanctioned, which gives them an automatic importance over everyone else. And they have already formed, already have a history, which makes it hard for anyone else to join in. It's an overly important crew, with questionably approval factory, all of your own making. With no other players involved.

The above basically serves as a commentary for all of the Hagah Mata's members' backstories.

 

Hmm, yes, some of this is fair cop. I won't deny that I want to do important things with them, but I don't see that as making them more important than other characters. Any character can get involved in great events like finding the Mask of Life, finding out about the monster or maneuvering in the Brotherhood's politics. These characters "importance" is only in their own minds, because they set out to do great things, and believe themselves capable. This does not extend into the OOC realm, where they are characters like any others, just trying to move through the plot towards the ultimate goal of survival.

This is really the main reason why they are only OoMN-affiliated, rather than OoMN-directed and sanctioned. They're a diverse bunch from every-which-where, united by an actual Oder agent. If they were a crack-team of Order agents, backed up up by the rest of the Order, I would completely agree with you. As it is (or will be once I make some edits), they're on their own, with no backup from the Order once they left Daxia. They're not expected (by the Order) to actually accomplish anything, but it pays to have a few backups running in case the other things the Order does don't come off. A few faint hopes add up, and one of them might hit the jackpot. That's the reasoning behind them.

 

Also, for the record, their history is about two days at most, and I welcome any other characters who want to join them on their quest. The only requirement is that they would need their own boat, because the Kiril is rather cramped already. After all, what fun would RPing on my own be? Not much, so they'd never get anywhere.

 

Would it help at all if Rauora and Makenu were the only ones who knew of the Order's (very small) involvement (which consisted of saying "Rauora, here's a ship, go find some help and try to stop everyone dying" and nothing else)? That would mean they would never talk about their Order-connections with other characters, and it would never be important to events of the RPG.

 

 

To add my thoughts to the Zyglak; For one thing, that plague is iffy. And two, instant destruction of inanimate objects is an instant denial. The game takes place on board ships. That alone is enough reason.

 

The Zyglak plague doesn't seem very useful, to my eyes at least. So anyone who touches a Zyglak will get sick after a while, big deal. It would take ages to have any significant effects, so it's not useful to the Zyglak, and washing one's hands soon after contact would probably be enough to keep from contracting the disease. Still if it's a huge issue, it could be dropped for the purposes of this game.

If you don't want anything that can destroy boats, you'll need to get rid of plantlife, stone, iron, and anything else you can make boats out of. Those can also be used to cause "instant destruction" And then Fire that burns them, water and air that toss them around... etc. A Zyglak poking holes in ships won't be of much concern once elements start flying, I think.

 

Pokere: Karzahni no. His powers are undefined, and heavily abuseable. Theoretically unlimited strength, particularly at night.

 

Fair enough, I'll drop this character. He was a last-minute idea anyway, so I wasn't that attached to him.

 

Kiril: No. Heavily armed for a sub, sonar-equipped, and insufficient deficit. Every sub has to surface for air, this is nothing new. Give it a solid drawback and maybe it'll be considered.

 

 

All right, I'll drop the sonar and 4 of the canons. I thought 2 hours would be particularly short of the dive-time, but I can think of something else.

 

Krokk: Not approved. His powers are overpowered, basically a Mask of Emulation and a a Felnas. Except worse, because it's vision based. Plus an always on element because you saw fit to make him a Skakdi partner. And you didn't give him his own history. And I have misgivings about his OoMN related past.

 

 

 

The vision power can be changed easily enough. I though I would be doing you a favour by not writing out all of that backstory over with a few words changed. It's a lot to read through, but if you insist.

 

Makeup: Not approved. You basically gave her another mask power (healing) by adding the Rhotuka. And you made her mind shielded. And the description of her swiftness indicates that that is basically a passive power in and of itself, since only Calix or Kakama users could outrun her. And since she is already a Ga-Toa on the open ocean, I'm not cutting this one any slack.

 

 

The speed was not intended as a passive ability. In fact the part about being less that a kakama or calix was to highlight this: she's quick, but only to the extent you can be without magical boosting. Rhotuka are generally mask-type powers, and healing rhotuka are not unheard of (Toa Iruini had them). Is your objection to rhotuka in general, or to this particular power?The mind-shielding was there to fit with the backstory, rather than to be useful. Telepaths are very rare in these games after all, so I don't expect her to ever meet one.

 

I'll get onto actual edits tomorrow.

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Din is approved. There are certain things I don't want him controlling, but I have justifiable reasons he wouldn't be able to.The Providence and the Green Drake are approved.I'll be watching the latter.Basilisk: Water breathers are actually quite a major faction, those being the Lost.They're not technically a cohesive faction, mind. Just a term used to describe those mutated.Race restrictions... Overpowered ones, mostly.Lorax: That's one reason I'm hesitant to let Zyglak through at all.

Does that also mean that Alvonik has been approved?

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Falcon Lord: Yes, it does. I thought someone had already approved him.Lorax: I promise I'll get to those soon, I was useless last night.Lev: As awesome as that is, no. XDFlaredrick: Sure, go ahead.Everyone:I need a few chars for a small plot thing. They must be Council loyal.Post here or PM me for information.

Edited by The Fourteenth Doctor

No such thing as destiny.

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Everyone:I need a few chars for a small plot thing. They must be Council loyal.Post here or PM me for information.

 

Mr. Flibble wants to know if this will do -

 

Name: Sutoka

Gender: Male

Species: Nocturn’s Species

Faction: Council

Powers: Sutoka possesses regenerative abilities that allows him to regenerate lost limbs over long periods of time (which can be hastened by the use of other healing powers). He is naturally immune to the mutagenic waters of the Pit, and is completely amphibious.

Skills: Sutoka is a skilled combatant, capable of fighting with all four arms to the dismay of any unprepared adversaries. He is brutally strong, as strong as your average Steltian, but not very fast. He is surprisingly smart, which makes him even more dangerous. He can swim with ease, and is a better combatant underwater than on the surface. His primary skill is dealing nonlethal strikes.

Equipment: Sutoka carries very little with him, due to the risk of getting equipment damaged by water. He keeps a few cylindrical, metal cases at his side that contain things like maps, lightstones, orders from superiors, and so forth.

Weapons: Sutoka utilizes two maces in melee with his lower arms that are modified with Xian technology; when the heads are slammed together, the vibrations they emit can be used to cause the same psychic effects of the Judgment Cannon.

Appearance: Sutoka is a rather large individual, towering over most species of the ‘Verse and having armor that is impressively thick. His body is primarily a mixture of blue and yellow, with a number of areas have a bioluminescent feature that causes them to glow when in dark places, such as deep underwater. His lower arms aren’t particularly unusual; his upper set of arms have long tentacles growing at the wrist, allowing him to use those as weapons as well. He can also hold something in those arms, though the tentacle makes using a weapon rather impractical.

Personality: Sutoka is a being who has become disillusioned with the prospect of death, killing, and violence ever since his home island was destroyed, and the Great Cataclysm that followed. He isn’t quite a pacifist, still fighting when necessary for the sake of the ‘Verse, but he is completely against killing. Bludgeoning someone within an inch of their life with a mace is preferable for him than just outright killing them, as they still have a chance to make something better in that case. He is a rather quiet person as well, somewhat reserved and never really on edge. He has an incredibly soft voice.

History: Sutoka was originally the librarian on his home land; one of the sages of his kind who admired history and loved the arts. His view of the universe wasn’t shared by everyone, and when the actions of the brutish and powerful Nocturn – one of the most powerful of his species – caused the events that collapsed the island under the sea, he fled to find other places of the universe where people of his belief system were more respected. Needless to say, something that looks like it crawled up from a black lagoon wasn’t going to get any favors following the pursuits of academia, but he eventually became one of the professors at a small university in the Southern Continent. The Great Cataclysm utterly sinking the entire place killed off almost everyone else among his peers (some of whom simply started embracing the coming apocalypse), but he pretty much just swam it out. He spent a good, long time contemplating life, the universe, and everything; he attempted to reason out why this was happening. He eventually came to the conclusion that killing people was bad, so he should use his strength to beat up people who want to kill other people. To meet that end, he joined with the Council, serving as one of their strong arms; a righteous warrior righteously fighting for a righteous cause of the righteous. He is currently onboard the Tarakava, and his ability to survive in almost all underwater situations makes him a vital part of their underwater attack forces.

 

-Toa Levacius Zehvor :flagusa:

Edited by Toa Levacius Zehvor

"I disapprove of what you have to say, but I will defend to the death your right to say it."


- Evelyn Beatrice Hall (often attributed to Voltaire)

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Could Mr. Flibble define his char's strength a little more?

 

Mr. Flibble says he's about as strong as Gladiator; quite a bit stronger than a being of Sidorak's species, but not as strong as Nocturn himself was. He could be bested by someone using a Mask of Strength, but without anything amplifying him it's still rather impressive.

 

-Toa Levacius Zehvor :flagusa:

"I disapprove of what you have to say, but I will defend to the death your right to say it."


- Evelyn Beatrice Hall (often attributed to Voltaire)

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Tone down the strength and you should be fine.

 

To what level, exactly? On a sliding scale, in which I may be a off a bit on a case by case basis from time to time.

 

--> Nocturn

--> Botar

--> Mask of Strength (Theoretically)

--> Axonn & Brutaka

--> Gladiator's Species [steltian]

--> Krekka's Species

--> Sidorak's Species [steltian]

--> Vortixx

--> Skakdi

--> Toa

--> Turaga

--> Matoran

 

-Toa Levacius Zehvor :flagusa:

"I disapprove of what you have to say, but I will defend to the death your right to say it."


- Evelyn Beatrice Hall (often attributed to Voltaire)

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A bit higher than Krekka at most.

 

Then I'll settle with about Krekka level, then. Strong as your average Steltian, about right smack dab in the middle of the lot. That good?

 

-Toa Levacius Zehvor :flagusa:

"I disapprove of what you have to say, but I will defend to the death your right to say it."


- Evelyn Beatrice Hall (often attributed to Voltaire)

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Name: Nautos
Gender: Male
Species: Toa
Faction: None
Powers: As a Toa of Water, Nautos has the large advantage of being able to manipulate the ocean.
Skills: Nautos is fairly knowledgeable about the world that is now nothing but ruins, and has a knack for spotting things. He is quick and agile underwater, where he now spends most of his time.
Equipment: A waterproof, electronic task pad where he keeps notes and recordings, a lightstone, and various small artifacts that he has salvaged from his ruined world.
Weapons: A thin sword is all he carries, because protection is always necessary.
Kanohi: Kaukau
Appearance: Nautos is lithe, covered entirely in sleek blue armor. A bulky belt containing his few possessions is fastened around his waist. His body is has no unnecessary protrusions, and is all rounded edges and curving grooves. His eyes are a faint yellow color.
History: Nautos did normal Toa things before the crash- fighting hostile Rahi, protecting villages from evil, fighting bandits, and other such heroic actions. Having everyone he knows killed, the world flooded, and mysterious and frightening monsters lurking at the edges of the world has changed him. Nautos quickly realized that idealistic do not survive long in this world, and those who needed protecting are long dead. He stole a mask of water breathing and took to the sea, finding a sort of relative safety in the flooded ruins of his former home. He spends his time fulfilling his curiosity about the unusual creatures and ruined cities deep below the waves.

--------------   Tarrok | Korzaa | Verak | Kirik   --------------

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Name: Ryjak Uoiea
Gender: Male
Species: Shadow Toa
Faction: Brotherhood of Makuta
Powers: Powers over shadow; ability to travel extremely quick with his mask.
Skills: An avid swimmer, he can travel from one ship to another, twenty or so feet away, in seconds. In addition to this, his skills with a sword are admirable, having trained for years.
Equipment: Often carries a supply of oxygen, as he surrounded by water pretty much all the time.
Weapons: He carries a sword, made of a blackened steel, to direct his powers.
Kanohi: Kakama, mask of speed. He has a skilled mastery over it, including the ability to run on water and move any part of his body with the same speed of his feet; that is to say, he can throw a punch at the same speed he can run.
Appearance: With pitch black armor, he enjoys a level of stealth unheard of by flashier elements. He has red eyes and sharp features natural to those of his element, and uses them to his advantage. Though a bit shorter than other Toa, he makes up for it by packing a lot of muscle. His armor is smooth, allowing for easy swimming. When not wet, he will don a black cloak with daggers hidden in it. When the good is placed over his head, his body is completely covered, and only his eyes are visible.
Personality: A natural sociopath, Ryjak has always had issues forming standing relationships. This makes it all the more easy to deceive people to get his goals accomplished. Speaking of which, deception is one of his most developed skills. He routinely forms entirely different personas for the purpose of fooling others into believing he's trustworthy. Some of his high-spiritedness carried on from when he was a Toa of air, though most of it mutated into a form of psychopathy to some degree.
History: Born and raised as a Toa of air, it was not until well after the end of Teridax's reign that he was leeched of his inner light to become a Shadow Toa. Now a servant of the Brotherhood of Makuta, he works only for the betterment of his faction. Though his specific views are naturally those that Icarax shares, he did not truly know Teridax's leadership and therefore is somewhat indifferent to whether or not he returns to power. He is almost always on the job, preferring action over taking breaks and such. It is not uncommon for him to be away from his quarters for days at a time.

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"It comes with the job," Halfimus explained, "I'm not paid enough to give anything outside quick flavour descriptions."

So pay me more AuRon.

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