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Toa Kovolta

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Gameplay TopicDiscussion TopicProfile Topic

 

Discussion

Use this topic for most of your OOC needs.Also you must submit your profiles for approval here. Once they are approved, you may post them in the profile topic, and begin playing the game.

Character Profiles

Who are you? Have you given up on escape and now worship the Carver? Or do you still resent the Carver for trapping you in the Map? Or perhaps you’ve just arrived in the Map and still don’t quite know what happened?Whoever you are, you must submit a profile of your character. Be sure to include a detailed description of your character. All profiles must be submitted in the following format:

[b]Name:[/b] [Bionicle sounding][b]Gender:[/b] [male / female][b]Species:[/b] [any species is acceptable (including your own) within reason. if you are a toa or matoran or etc. please indicate your element][b]Affiliation:[/b] [Worshippers / City Law Enforcers / Disrupters / Other / None][b]Trapped:[/b] [have you been trapped long, or have you just arrived][b]Weapons/Tools:[/b] [be reasonable][b]Powers:[/b] [any other powers, again be reasonable][b]Appearance:[/b] [brief description or picture][b]Bio:[/b] [anything of importance of your character’s personality, goals, life, etc.]

Profiles must be reviewed and approved by myself or another staff member, if a profile is incomplete or does not follow the rules, you will be asked to fix the problems before you can start playing. As well, players are only allowed to have three characters to start.

 

 

Notice Board

- There is a newly appeared Tahtorak that is very angry near the Outcast Towers. Come and help calm it down or fight it off.

- Armageddon has blown a hole in the wall near the Outcast towers and are assaulting the city. If you're a Worshipper or law enforcer, or inquisitor, come help fight them off.

 

- a new faction has entered the fray! Information about Armageddon can be found in the RP First Post in the factions section, and a list of it's members can be found on the profile page.

- a new faction has entered the fray! Information about the Inquisition can be found in the RP First Post in the factions section, and a list of it's members can be found on the profile page.

Edited by Toa Kovolta

BBCC #68 sig.png The Iron Tiger

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Well, glad to see this finally. And glad I finally get to propose the first character I have listed on here. Got two of them ready from the start; I'll work out another for later.

 

I'll work on a leitmotif for each of them later.

 

“Justice must always exist. Without the firm hand of the law, we are but the savage Rahi of the south, tearing apart Matoran limb by limb without a thought. For you see, all that truly what matters is…”

 

Name: Japudo

Gender: Male

Species: De-Turaga

Affiliation: Worshippers [Judicial Branch]

Trapped: Japudo was one of the earliest people trapped in the map, and easily one of its oldest inhabitants.

Weapons/Tools: Justice Rod. This so-called rod appears more like a gavel with a longer handle, and acts as a focus and slight amplifier for his diminished elemental powers. He is also in possession of a Noble Rode (which makes it impossible to deceive or lie to its wearer; it does not allow its user to see invisible allies or notice illusions like a Great version would).

Powers: Japudo possesses diminished elemental powers of sonics and the ability to use noble Kanohi masks. His hearing is normally incredibly keen. His powers are mainly focused now on either amplifying existing noise, or dampening it; usually both at the same time, so he can block out any loud noises he creates from harming his own ears.

Appearance: Japudo is a Turaga of average height, wearing the traditional Turaga garments as well. His armor is white with a secondary of silver; his robes red with a secondary trim of blue. His mask appears similar to the Great Rode, but with three short ‘horns’ at the top of the head rather than a single large one, and a beard like design (such as the Noble Huna, though more intricate)

Bio: Japudo was originally a skilled Matoran lawyer, believe it or not, working in criminal justice in the more civilized areas of the Southern Continent. He was eventually shot with a crossbow bolt to the lung, and was left dying in an alleyway. However, he was not destined to die in that alley; instead an aging Toa ready to retire came past and used what had yet to be spent of his Toa power to heal Japudo’s injures completely, and also activating his innate Toa power, transforming him into a Toa and causing the old Toa to become a Turaga. He continued working for the side of justice, eventually becoming the highest ranking officer of the law out of the cities many departments and personally arresting many criminals. During this time, he began to lose faith in Mata-Nui as he watched all of the crimes taking place. It was during his investigation of a series of missing persons that he was trapped by the Carver, and sent into the Map. Stunned by the world present and the power that the Carver seemed to have over him and everyone else, Japudo was convinced early on that the Carver was some sort of divine being. When the Worshippers first took power, he stood along with them and was an early enforcer of their might. In time, he gave up his Toa Power to transform a set of Matoran who were all determined to possess the innate power to become a Toa, and trained them for a short while before retiring from field work. There were no judges or courts; it was rule of leadership. Japudo was one of those who proposed a change to a true legal system which would be more efficient. However, despite his desire for justice, this ended up as more of a fusa court than true justice. That was probably the first thing that started pushing Japudo away from his position. Over time, he started to become more doubtful, and reconsider the divinity of the Carver. When the first precursors to the Disrupters began to emerge, this questioning began to grow. Having become so well trusted among the Worshippers as being dependable, he had greater freedom than many others to act outside the system – he was, after all, part of the system, as one of its highest ranking judges. However, he has – especially in modern terms – begun influencing decisions and altering trials, lowering the penalties for those who oppose the Worshippers in slight areas and manipulating things to keep certain parties away from bars as frequently as possible. He has yet to come out to openly support them, however; he probably never will, and due to his actions, believes that whoever wins in the days ahead, he will either be executed for previous actions with the Worshippers or for present actions with the Disrupters. What matters now is…

 

“…freedom. The law exists to protect people, so they can have their freedom. But in this world, there is no freedom. Not anymore. Without freedom, the law is pointless; justice is just a tool of dark forces. By my hand, I return justice to what it is meant to be – not a farce, but the truth. And through this action, I do my part in helping restore freedom. Even if I may never see the day it comes.” – Judge Japudo

 

Toa are pretty darn strong innately, so I used red text coloring to highlight any weaknesses the following character has.

Name: Zayin

Gender: Male

Species: Ko-Toa

Affiliation: Disrupters

Trapped: Zayin was trapped around one hundred thirty five years ago.

Weapons/Tools: Zayin carries with him a blade which he refers to as Ur-Rime, along with having his own special set of armor.

  • Ur-Rime is a large claymore that appears to have been crafted from pure ice; it is bound to his will alone, and he can use the blade as a Toa Tool. The ice forming it is able to rival protosteel in quality of endurance, but is capable of becoming even sharper, to the point that merely brushing a finger on it can cut through the armor of a Toa. There are thirteen jagged spikes of each edge of the blade, in addition to the end itself. The blade is much lighter than metal, to the point it could be wielded in one hand if it were not so unwieldy. There is constantly an aura of frost around the sword that chills the air around it, with the blade itself being well below freezing at the touch. It also has a slight blue glow to it that illuminates the area around it when Zayin places his hand on the (flat edge) of the blade. The color of the blade is naturally a bluish ice; however, there are some stains of red and even black within the ice at certain points, which sometimes reflects into the light the blade illuminates for a chilling effect.
  • Zayin wears a set of armor similar to an earlier prototype of Adaptive Armor crafted on Nynrah. Due to design error, it has been permanently stuck in the Cold Weather general adaptation, further increasing his resistance to the cold. He can pull one of two ice picks off his back armor when necessary. The lower leg attachments make it impossible for him to slip in on smooth surfaces and enable him to, when he wills it, slide on smooth ice or similar surfaces.
  • He wears the Kanohi Garai, the Great Mask of Gravity. This mask grants him limited elemental powers of gravity; he can choose to increase or decrease a target’s (or targets’) gravitational pull or the effect of gravity upon them, though the mask cannot be used to target oneself. The powers operate at the level of a Toa.
  • At his waist, he has a belt with a canteen (which he frequently has to heat up after freezing it somehow) and a small pouch filled with the Map’s currency.

Powers: Zayin is a skilled wielder of elemental ice, and an accomplished swordsman.

  • Physically, Zayin is built for strong and impressive blows. He moves very slowly and methodically usually, but when the blades get drawn, he reveals how fast he is with Ur-Rime; the lighter weight of his weapon contributes to this, of course (though it can be to his disadvantage as well; the weapon has very little weight behind it besides his own, unlike most two-handers). Until the moment comes that he needs to reveal his true skills, however, Zayin attacks with simple brute strength, delivering blows of unusual strength for a Ko-Toa. Despite his speed with the blade, Zayin is still not that agile and isn’t a quick runner.
  • Zayin has little focus on the power of actually causing coldness by lowering the temperature. His ability to absorb cold is also sub-par; ice itself is another matter.
  • He is a master of controlling ice, to the point that he can exercise a pseudo-telekinetic control over objects made of ice, up to about three pounds weight (if an object has no weight, such as one affected by gravity powers, he can control them easily; mass is not a determining factor, nor is all but the most excessive weight which has been placed on top of the object). He can absorb regular ice in an almost casual manner.
  • He can create ice in large amounts without too much difficulty; creating a wall of ice or a barrage of ice daggers is of little effort for him. However, he is very frugal about his efforts, knowing he has a limited reserve of elemental power to draw upon; he almost always absorbs anything which is in proximity to him when done with it.
  • Mentally, Zayin is far stronger than one would think. Basic telepathy will not divine any information about him, and the use of mind control is generally useless; he has no defense against the Carver. His mental will is not strong enough to grant him immunity to psionics attacks targeting the mind directly, or help him against more elaborate mental attacks. On a related note, his pseudo-telekinetic control over ice can be disrupted with telekinesis.
  • As a Toa of Ice, Zayin is already weak against heat and flames; due to the nature of his Adaptive Armor, his tolerance for high-heat environments is made even lower. While a direct fire attack may not mean much, raising the temperature can be debilitating. He begins to tire quicker than other warriors of the same caliber when in warm environments; it is particularly for this reason that he tries to move slower.
  • Zayin bears a trait which is generally irrelevant, but very much the opposite in the world of the Map. He has another name; the name carved into the map, and seen by the Carver. However, it is literally impossible for anyone other than himself to remember it, and any attempts to do so will fail. The only way to see or memorize the name is by wearing the Mask of Namevision. Thus, only he and the Carver know the truth. (If any other copy of the mask exists, its function will not work; only “Zayin” will be displayed)

Appearance: Zayin appears as a rather bulky Toa with grey armor highlighted by light blue and white along certain areas. At his shoulders and wrist, his armor forms into non-pointed spikes that give a somewhat crystalline appearance. Built into his natural Toa is the semi-Adaptive features, which increase his overall appearance of bulk; the entire design is designed as though to help insulate from extreme cold and to resist the harsh effects of northern winds. His mask appears as that of a typical Garai, but with a more ice themed appearance; there are jagged areas that are very similar to ice crystals, for instance. When moving about, he often is clad in a grey cloak with a hood that covers his appearance, carrying a wrapped up bundle which he sometimes puts over his shoulder; when combat begins, he reaches through the cloth and lets lose the lose bundle, presenting his sword Ur-Rime for use. The inner cloth of the bundle is covered in dried bloodstains.

Bio: Zayin is a being of unusual origin, though there are many in the map who know the legends about who he is. The legend says that Zayin was originally a Matoran who served in the Matoran Civil War and grew bitter about the universe after having to give the order to have a Ga-Matoran he had once loved executed. He eventually became a Toa, but was still so bitter that he refused to follow the Toa Code and went crazy, fighting against everyone from other Toa to Dark Hunters before one day vanishing. He returned only occasionally across history, always going by the name Zayin (which means “attacker” in Old Matoran; the word zya is derived from it) and with nothing else known about him. Eventually, Zayin began hunting the Carver – not for his map, however. In his words, “The Map is a powerful relic, but this relic is not what I seek.” Zayin seeks to escape the Map and retrieve the Carver’s Mask of Namevision from him, of all the things, one way or another.

Currently, Zayin is still working out any possible ways of escape, but has yet to come up with any concrete ones. What is for sure, however, is that every attempt by the Worshippers and City Law Enforcers to get in his way when he has expressed complete disdain for the Carver as any form of divinity has been met with complete and utter failure.

Zayin considers combat as just a part of life, and treats most fights against adversaries as a game. The only time he even pulls out the full stops in the initial move is against Toa and other elemental power users, when he is almost guaranteed to use his full gravity powers with his mask to either crush them into a fine paste, or just reverse their gravity and send them flying up into the endless sky of the map. Having your entire body melted to a crisp by a Ta-Toa is not high on his list of priorities.

Zayin not having his real name known is a rather long story. His philosophy is that a persons name is part of their being, and linked to their destiny. If their name is gone, they no longer have a destiny; they are free from the influence of fate, and can live their life free of burden. He claims that, as Toa only become Turaga once their destiny is fulfilled, he can essentially retain his powers eternally if he no longer has a destiny, and yet still at some point accomplish his desired task. To that end, he claims to have spoken with a powerful being and made a deal; the exact terms are uncertain, but the result was that his name was both wiped from history, and form the possibility of existing – save for from his own thoughts and, it turned out, a very specific mask. If the Mask of Namevision were to be destroyed, then theoretically all that would be left would be having a telepath wipe his name from his own mind (and then killing the telepath) so that it would be erased fully and made so as to be impossible to be known.

Overall, Zayin comes off as an aloof person, being rather arrogant and unconcerned with the thoughts or feelings of others on the surface. Underneath, he is a rather emotionally inclined and even somewhat comical person; getting him to actually open up is the hard part. This is marked by his use of an incredibly dull and monotone voice when speaking normally, but a much friendly and higher pitched one (comparatively) when with friends he knows he can trust. However, don’t let that knowledge fool you into thinking that the surface is entirely a lie. He is completely heartless in his killing of enemies or anyone who for whatever reason have learned something they are better off not knowing and being left alive with.

 

-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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Nice to see this game finally make it.

 

Also, nice to have a chance to bring this char out into the open:

“We suffer together, we dream together, we fight together...now we just have to work together.”

-The Bond-

Name: Endi SimulGender: MaleSpecies: Toa of FireAffiliation: The DisruptersTrapped: Not long enough to have caved in to the Worshippers doctrine, but enough for cracks in his resolve to start forming.Weapons/Tools: Protosteel-coated shuang dao, with wood and coiled rope hilts, kept in a spartan leather sheath which is usually slung over his shoulder.Powers: Elemental control over heat and flame, as well as the enhanced physical prowess brought about by his Calix, Kanohi of ParkourFate.Appearance: With a body as lean and powerful as a shallows cat, armour which is dark crimson like drying blood, and eyes which glow like the palest of blue ice, Endi has the perpetual look of a born survivor. A cunning smirk always seems to rest on his face, cutting a pearly-white scar between razor-edged cheekbones. At least one eyebrow is constantly raised like he’s reacting to a perpetual question.

Endi’s form slips through the air, with the alternating silk and stutter of a bonfire. Every twitch in his body radiates out to the rest of it like a ripple in the water and with the incredible grace of a dancer. Thin, form-fitting, dark red armour overlays pitch-black tunics and jeans, letting him blend into any situation with relative ease.Bio: Endi’s a wanderer -- constantly looking for something that would make his life meaningful.

As a kid, he trekked across the universe looking for a family to belong to, finally finding one in a Toa team located on a piece-of-scrap island out in the Southern Chains.

As a Toa, he tried figuring out how to become the hero that he wanted to be -- a goal cut short after the team splintered apart, in a pedestal-toppling moment which made Endi break off his ties in horror.

As a wanderer, he spent his days looking for ways to help others -- or at the very least, just survive until the next morning -- leading him to being caught in the Carver's web.

As a prisoner of that mapmaker, he worked tirelessly to undermine the authority of the Worshippers, and tried to unite the Disruptors into an organized faction of rebellion -- all while doing his best to keep from losing his hopeful and laid-back demeanor.

 

-Void

Edited by Dreadheart
 
 
[ BZPRPG ]

 

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Name: HatannGender: MaleSpecies: SkakdiAffiliation: NoneTrapped: 30,000 map-years agoAppearance: He almost completely black, with a few strokes of purple around his face and spine, which resemble Zaktan’s in shape. His eyes (and by extension, his eyebeams) are also purple. He bears a tattoo on each of his shoulders in the shape of a catapult scorpion, and indeed, the resemblance is strong. He is heavily armoured and above average size for a Skakdi. He prides himself on his brute strength.

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

  • [*]
The element of gravity, which he can only use when working with another Skakdi or when channelled through a special weapon.[*]Laser vision[*]Hatann’s third power is the same as that of the rahi known as Tunnelers. This means that he can transmute his body into any substance he is in physical contact with.

Weapons: Hatann uses two weapons. The first is a large black mace with a head about the size of a soccer ball and silver spikes. It allows him to channel his elemental powers independently of another Skakdi. The second is a multi-shot zamor-launcher. For this, he uses two types of spheres:

  • [*]
Explosive spheres, which contain explosives that will detonate on release from the sphere. These spheres are orange.[*]Bubble spheres, which will create a solid, shock-absorbing bubble around a target. This will last for 30 seconds to a minute, but can be broken down quicker by heat or strong acids. These spheres are dark blue.

Other Equipment: Hatann keeps a bottle of water, a few rocks, a small vial of acid, a box of matches, a lightstone, a small knife and some rope on him wherever he goes. He often needed to use whatever he can find around him to solve problems, so it pays to keep a few bits and bobs close to hand. You never know when these things might come in handy. He has a light backpack to carry all these around, along with extra zamors. Biography: Hatann was originally from the island of Zakaz, the home of the Skakdi. There, he wasn’t truly part of any of the warring tribes, though he had dealings with many. He was an infiltrator/killer for hire, though he would often turn on his employers if the intended victim was willing to pay more. Wherever he killed, he left a tablet bearing a silhouette of a catapult scorpion, a rahi he admired for their power, their cunning, their savagery and the fear they inspired: all traits he wishes to build in himself.Eventually, he got so good at his work that he attracted the attention of the Dark Hunters, and was recruited to the organisation around 35,000 BGC. While working for them, he was codenamed “The Jaga” after the scorpions that fascinated him.Around 2,500 BGC (around the time of Kojol’s raid on Artakha), The Shadowed One heard rumours of a mysterious being known as the Carver, who reportedly possessed a powerful and valuable artefact. Naturally, he wanted to steal it, and sent Hatann out to investigate the artefact and, if it existed, take it. Hatann was successful in the first part of his mission, the second part, not so much. He ended up trapped in the map.Finding himself stuck there, Hatann went back to doing the only thing he was good at – mercenary work. He hires himself out to any other being who can pay, doing all the dirty work they don’t want to – theft, murder, blackmail, anything so long as they pay enough. Hatann is said to be as nasty as the catapult scorpion whose image he bears. He delights in brutality, and will shoot at just about anything. When he has nothing to do, he gets cranky(er), but as the Vahki would say, ‘a busy Hatann is a happy Hatann’.His relations with his employers and other members of the criminal underground of the map are somewhat tenuous – he is always wondering how he might benefit from their deaths. Name: KorangaGender: MaleSpecies: Tobduk’s SpeciesAffiliation: City Law EnforcementTrapped: 100 map-years agoAppearance: Koranga looks very similar to Tobduk: 10 feet tall, lean, but very muscular. His colour scheme consists of dark reds and oranges, whereas Tobduk’s was grey and red. They have different masks too, but otherwise the two are very similar. Koranga’s armour is in a shabby state, pock-marked and scratched and he bears a large collection of scars from wounds he has not allowed to heal properly. Powers: Koranga gains strength from feelings of pain, both in himself and those around him – exactly like what Tobduk had with respect to anger. He also bears a great kanohi faxon, which allows him to duplicate the powers or rahi that share his general environment. Weapons: Koranga uses two weapons in subduing and apprehending threats to the Worshippers’ reign. The first is a multi-shot zamor launcher with two types of spheres:

  • [*]
Absorptive spheres: while they appear to be empty, and therefore not dangerous, these spheres can be very useful. When fired, they will absorb attacks thrown at Koranga into themselves. The attacks will remain contained and concentrated within these spheres until they are fired again, when the stored power or material is released. These spheres are black when unfilled, but take on the colour of the contents once they have absorbed something.[*]Stinging spheres: Distilled from the venom of kofo-jaga scorpions, the liquid within these spheres causes and intense burning and stinging sensation when it comes into the slightest contact with flesh. It is also mildly corrosive. These zamors have a dull crimson hue.

The second is a large chainsaw-like weapon, similar to one of Onua Nuva’s quake breakers, but enlarged to fit his species’ stature. Bio: For the first 25,000 years of his life, Koranga lived on a small island in Mata Nui’s left hand with others of his species. Their lives were simple at that time, though they were content, for the most part. Then, one day, Makuta Chirox showed up. He had a little experiment he wanted to do. He mixed a little of this, a little of that, and before you knew it he had a great big spider, and then a lot more. But that wasn’t enough; he had to see what they could do. So he unleashed them on Koranga’s village. It was over in minutes. When they were done, the Makuta renamed the island Visorak in honour of their pets.Koranga was one of the few who made it off the island, after hiding underground for a few days to avoid the spiders.He then moved to a village on the Southern Continent’s eastern coast, and lived there for a further 73,500 years along with a diverse group of Matoran, Steltians, Vortixx and beings of other species.In, time, however, disaster befell his second home. The village was attacked by Protocairns (and subsequently Parakrekks). Koranga survived their initial onslaught and fought against the monsters, strengthened by the pain of many other beings who were wounded by the rahi or trapped in the rubble of their homes. It was not enough, however, and eventually the village was mostly destroyed and the remains infested with Parakrekks. Koranga, along with a few others who had survived, abandoned the place.He then wandered the universe for a time, alone and wondering what there was left for him. In this time, he made visit to Metru Nui, though he didn’t stay long. During his wanderings, the Carver saw him and trapped him in the map, though Koranga never saw the toa doing it.Upon arrival, he was recruited by the Worshipers to the City Law Enforcement garrison, because his size and strength would be useful. He wasn’t enthusiastic to take the position, but he did it anyway because he did not know of anything better he might do instead. He has remained in the role for the last 100 map-years, a relatively short time by the standards of the Matoran Universe. Losing his village and many of his friends for the second time was very difficult for Koranga, and he began living mostly in isolation, because becoming attached to other beings exposes him to the risk that he might lose them again, which he couldn’t stand.Unfortunately, that wasn’t the only way in which the Protocain invasion changed his life. All the pain he absorbed during those months, and the strength he gained from it felt too incredibly good to give up. That experience was like a drug addict’s first buzz to him, and it has left him wanting more. He has become addicted to the feeling of pain and the strength it gives him, and the addiction is slowly growing. At first, small hurts were enough to sate him – stubbing his toe or getting injured trying to chase criminals. Eventually, however, these no longer satisfied his needs. Recently, the addiction has been impinging upon his work. Other guards have become concerned about his brutality towards criminals when pursuing them, and even once they are subdued and captured. What they don’t know is that they aren’t the only ones from whom he is extracting pain – he has been secretly going after ordinary citizens as well. Koranga’s life is ruled by pain – evading his own from the past and voraciously consuming others’ in the present. When he has had a fix of pain, he can be much more mild, even friendly, but after the effects have worn off and he is hungry for hurt, he is increasingly apprehensive and angry, even brutal and sadistic when he thinks he can get away with it. Name: DekunaGender: MaleSpecies: ToaAffiliation: OutcastsTrapped: 45,000 map-years agoAppearance: Dekuna’s primary colour is a light grey, with darker shades on his shoulders and legs. Despite a rather staunch bearing, he moves with a certain elegance and confidence. He rarely makes any noise other than speaking, as is typical of De-matoran and their corresponding Toa and Turaga.Powers: Elemental sonics, as well as teleportation within visual range, thanks to his kanohi kualsi.Weapons: For melee combat, he uses a pair of blades that can be wielded separately or together in one hand, like those used by Kopaka Nuva. He also carries a lightstone rifle for long-ranged fights. Other Equipment:

  • [*]
A light backpack, to carry all of the items below around in.[*]Several pairs of earplugs, as mentioned above. He needs them to protect his sensitive ears from the noises of battle or just life in the Map in general. He will only remove them when he needs to hear something very faint and far away. He carries all the spares because it is better to be overprepared than underprepared, in his opinion. When he is wearing the earplugs, his hearing is still much more acute than most beings’, and covers a wider range, but only the loudest sounds will cause him pain.

  • [*]
He carries a small kit of survival and medical equipment with him everywhere he goes, because, again, it is likely to be useful, and it is best to be prepared.[*]He keeps a dozen extra lightstones in his backpack as extra ammunition for his lightstone rifle, and restocks this supply whenever possible.

Bio: Dekuna lived as a Matoran of sonics in De-Koro on the Tren Krom Peninsula up until 40,000 BGC, when he met an old, haggard-looking toa out in the jungles surrounding the village. The toa told him that he did not have much time left – his enemies were pursuing him, and he could not evade them any longer. He wanted to ensure his legacy, and create another toa to replace him. He did so, placing his power into a stone and giving it to Dekuna before leaving. Dekuna never saw him again, but he took the stone, and so became a toa.On returning to his village, he found himself barred from entry by the other Matoran. He was a toa now, and where toa go, battles follow. Battles are noisy, much too noisy for a group of De-matoran to accept. They sent him away, though kindly and not without regret. He left with their blessing to seek his destiny as a hero of the Great Spirit.He travelled outward into the heart of the peninsula. Having been isolated in De-Koro almost his whole life, he hadn’t realised what sort of a place it was. As another toa from that region put it, it was a place where “Toa struck from the shadows or they did not live very long”. Even then, “hero” was not a common occupation. Instead of doing as he had told the De-matoran he would, Dekuna fell in with the shadier side of peninsula society and became a hired bodyguard for any beings who needed protection from other lawless beings like themselves. In that company, he learned quickly, mastering his powers and blades and becoming strong, mostly out of necessity.Gaining experience, he eventually came to protect a Steltian black-market trader. The pair once met the Carver, with the trader wanting to buy the Map. The Carver, however, refused, though he made an offer for Dekuna to begin working for him. The toa of sonics considered this, but eventually declined, to which the Carver replied that he didn’t have a choice, and quickly carved his name into the Map.Finding himself trapped in The Map, Dekuna quickly came to the decision that he would not be satisfied with life there, working for the Carver and letting him control his life. He wanted independence, and so became an outcast, living in the towers outside the city with other like-minded beings. He plans to, one day, find a weakness of the Carver and his map and use that knowledge to break out. Until then, however, he contents himself with subverting the Worshippers’ rule however possible, along with the rest of the Disruptors. Beings who have known Dekuna often say that he acts more like a toa of ice than of sound. He looks at life as logically as he can, and is prone to overanalysing situations. He seldom speaks, but when he does, he cuts straight to the point without beating around the bush. His speech is directed towards action, rather than pleasing people. If he thinks he knows the best course of action, he won’t hesitate to say so, even if it annoys others.

Edited by The Lorax

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Japudo and Endi are approved.

 

Concerning Zayin, if Ur-Rime is made of ice, how is it kept from melting? Is Zayin constantly keeping it cold with his elemental powers? If so, then would it melt if kept apart from him for long enough?

 

I'll get to yours right away Lorax.

Edited by Toa Kovolta

BBCC #68 sig.png The Iron Tiger

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Concerning Zayin, if Ur-Rime is made of ice, how is it kept from melting? Is Zayin constantly keeping it cold with his elemental powers? If so, then would it melt if kept apart from him for long enough?

 

Magic.

 

...

 

Nah, but seriously... basically, think your standard fantasy unmelting sword made out of ice. Not exactly a long shot for the Bionicle setting to come up with something like that, given all of the other crazy stuff that comes up. Think Stalhrim from the Elder Scrolls, if you're familiar with that series.

 

-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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Concerning Zayin, if Ur-Rime is made of ice, how is it kept from melting? Is Zayin constantly keeping it cold with his elemental powers? If so, then would it melt if kept apart from him for long enough?

Magic. ... Nah, but seriously... basically, think your standard fantasy unmelting sword made out of ice. Not exactly a long shot for the Bionicle setting to come up with something like that, given all of the other crazy stuff that comes up. Think Stalhrim from the Elder Scrolls, if you're familiar with that series. -Toa Levacius Zehvor :flagusa:
Yeah, I guess that's alright. I mainly just wanted to nitpick something on your profile. :P he's approved. @Lorax: Koranga and Dekuna are approved. In regards to Hatann, where has it been said that skakdi can use their elemental power alone if channeled through a weapon? I'm also thinking that the tunneller ability is a bit too powerful. But I'll mull that over a bit. Some really neat characters so far guys!

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Re the weapon: It came from the Piraka in 2006. Some (but not all) of them had weapons that could. I figure that since Hatann was a Dark Hunter, he would have access to some pretty advanced weaponry, so it would be reasonable for him to possess such a tool.

 

Here's a bit from BS01 about Hakann's lava launcher.

The Lava Launcher was Piraka Hakann's main weapon. It could be used to channel his Fire powers without requiring the aid of another Skakdi. The Lava Launcher also had an Energy Claw on its back end, which could shock opponents.

 

On the tunnelers' ability, it may not actually be as powerful as it first appeared. Unless used carefully, it could do more harm than good. The one time we have seen this ability used in canon was when a mad tunneler was fighting Vakama and Onewa. Vakama tossed a fireball at it, the rahi let itself be hit and just transformed into a being made of fire, essentially granting it immunity to the elemental attack. While it wasn't mentioned in story, this was a VERY bad move, and not something I would ever pull in-game. While the initial fireball did not hurt the rahi, it was now just another fire for Vakama to control. It would have only taken a second for Vakama to absorb the fire or otherwise put it out, insta-killing the lizard. (He didn't, but that's irrelevant here). For this reason, any user of this power with half a brain would never use the mask to transform into whatever they are being hit with. It is not a perfect defence by any means, if that's what you were worried about.

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On the tunnelers' ability, it may not actually be as powerful as it first appeared. Unless used carefully, it could do more harm than good. The one time we have seen this ability used in canon was when a mad tunneler was fighting Vakama and Onewa. Vakama tossed a fireball at it, the rahi let itself be hit and just transformed into a being made of fire, essentially granting it immunity to the elemental attack. While it wasn't mentioned in story, this was a VERY bad move, and not something I would ever pull in-game. While the initial fireball did not hurt the rahi, it was now just another fire for Vakama to control. It would have only taken a second for Vakama to absorb the fire or otherwise put it out, insta-killing the lizard. (He didn't, but that's irrelevant here). For this reason, any user of this power with half a brain would never use the mask to transform into whatever they are being hit with. It is not a perfect defence by any means, if that's what you were worried about.

 

Eh... see, I don't know if the absorbing would really work. The form of fire was still controlled by the Tunneler, you know. That means there is just as much psychic energy there as fire, if not more. You would have a Toa of Psionics killing off its control over its own body, while the Toa of Fire actually absorbed it. Even then... the way the characters actually dealt with it was far more efficient.

 

Just going to point that out. :P

 

Alright, I'll go post those characters in profiles topic then...

 

-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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Alright. I never realized that it was channeling his power, thought it was just an ability of the weapon. As for the tunneller, I remember the scene well, it was eventually defeated by combining vakama and onewa's powers to change it into glass, making it too fragile to move around. I guess I'll allow it if your reasonable with it. Hatann approved.

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Name: Dorcha.Gender: MaleSpecies: No one really knows what species Dorcha is. He resembles a short Toa, but has only the ability to use Noble Kanohi. On the flipside he had incredible reflexes, enough to allow him to block even a bullet with his shield if he notices it.Appearance: He resembles a short Toa in build. His armor is the most curious aspect of him: it is by default a mottled grey-black, but changes either by his will or naturally to match the environment. Powers: He has limited control over sound, mainly sonar and the ability to generate or deaden sound around him or a target. His Noble Avsa has only the power to drain an opponent's physical energy.Equipment: Dorcha wears a noble Kanohi Avsa, uncaring of the 'immoral' aspect of it. he wields a military hammer, the shaft of which is banded with metal, as well as a round shield about two feet in diameter. The shield is his primary and favorite weapon: it reflects anything it comes into forceful contact with (whether something it is slammed into or something that hits it) much like Balta's blades. Lastly he carries a revolver akin to the firework revolver only, instead of causing burns, its bullets are explosive.Abilities: Excellent stealth skills, able to move pretty much invisibly in bad lighting or good cover, along the lines of a ranger from Ranger's Apprentice. Agile, fast, tough, with good stamina and strength. He is also an expert hand with the sword and shield he carries.Personality: Dorcha is quiet and a bit secretive. He is rather distrustful of strangers, but is intensely loyal to those he loves, no matter which side they are one. This is both a good thing and a bad. For sooner or later, he will find himself with a foot planted on either side of an opening fracture of sides, and will either side with one, or be destroyed.Bio: Dorcha grew up in the southern continent, although no one ever knew where he came from originally: when asked he only mentions an island in the far south. He hunted a great deal, mostly rahi, but occasionally he would track down a more difficult criminal or two, working with the guards of several villages. Over time his reputation as a scout and tracker grew, and he found his services more in demand.

To this day he does not know how he was trapped into the map. But when he was, some five years back, he refused to adapt to life as normal inside. Avoiding the Carver's eye a great deal of the time he fled into the tunnels. He became wanted after being almost caught stealing from the Royal Gardens, but eluded the Enforcers. After a while, however, slight carelessness he got into another run-in with a group of three enforcers who recognized him. He shot one and defeated the other two in combat. After this there was no turning back for him: disgusted with the governing of the city he became a full scale rebel: stealing from the Gardens and any other non-private foodsource he could find, often raiding the homes of Worshipers, especially the more prominent ones. He began to discover other Disturbers, as they were called: a crew as motley as he himself. it is his longing to see them turn into a half decent fighting force.

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Name: NichouGender: MaleSpecies: Onu-Matoran

Affiliation: NoneTrapped: Recently arrivedWeapons/Tools: Bamboo Disk, Axe.Powers: NoneAppearance: Nichou wears a Purple Powerless Kakama, and his feet are purple as well. His eyes and heartlight are light green, and the rest of his body is black.Bio: Nichou was a Carpenter, before he was trapped. He recently arrived and is trying to adjust to his new life in the map.

Visit www.BZPRPG.com to view my project of archiving BZPower's RPGs, and also access the BZPower Roleplaying Wiki

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Name: TaamaskaGender: Female

Species: VortixxAffiliation: DisruptorsTrapped: 8,400 map yearsWeapons/Tools: The 'Exo-Vortixx' Mobile Assault Platform, a high-tech suit of armour equipped with the Skyblaster-like ability to channel and redirect energy. Any unnatural energy (such as a Toa's elemental power, a Skakdi's eyebeams or the power built into a weapon) that hits the armour is absorbed and converted into Rhotuka that are fired from launchers built into the palms. If there is no such power available the Rhotuka are comprised of kinetic energy as the default power of the launchers. There is also a cordak mounted on the shoulder, unconnected to the absorption systems and using conventional ammunitionPowers: None

Appearance: Taamaska herself is standard Vortixx fare, a slender figure in black and silver, though she keeps her headpiece short for practicalities sake. The Exo-Suit she wears is bulky in the style of the Exo-Toa it is based on but still mostly rather sleek and streamlined. Because that's just how Vortixx roll. Notable features other than the Cordak on the shoulder, include the helmet, modelled after the heads of the ancient Bohrok and the tubing running around limbs and torso that channel the stolen energy the machinery absorbsBio: A researcher on Xia who was one of a steadily growing faction that believed Xia should stop simply selling weapons and start using them. That they should use their economic and technological advantages to start taking control of lager parts of the universe, build themselves a Xian Empire. Alas, 'twas not to be. For Taamaska at least. She found herself transported into this strange world, though at least the prototype armour she had been giving a trial run had come with her. She has no interest in following the Worshippers, believing the Carver to be a capricious and malicious trickster who will only be satisfied by capturing more and more people. So she joins the Disruptors to try and seize control of this place, if she cannot have Xia, and find a way back to her own home

Edited by Lord of Adders Black

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Eh, Ok. Sorry. Here it is;

 

 

Name: NichouGender: MaleSpecies: Onu-Matoran

Affiliation: NoneTrapped: Recently arrivedWeapons/Tools: Bamboo Disk, Axe.Powers: NoneAppearance: Nichou wears a Purple Powerless Kakama, and his feet are purple as well. His eyes and heartlight are light green, and the rest of his body is black.Bio: Nichou was a Carpenter, before he was trapped. He made all sorts of trinkets and charms with his artisan skills. He has recently arrived and is just trying to adjust to his new life inside the map. Nichou is a very curious fellow. He wants to explore throughout his new home, and uncover the reason why he is here.

Visit www.BZPRPG.com to view my project of archiving BZPower's RPGs, and also access the BZPower Roleplaying Wiki

BZPRPG Profiles - Ghosts Of Bara Magna Profiles

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Ok. But I feel like allowing it to absorb any kind of energy (as the profile seems to imply) is too much. Even the Midak can only absorb light energy. Maybe change it so it can only absorb physical impacts or something - that way it matches the properties of rhotukas as well.

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I'm in the middle of writing something to start a few things off. But you can go ahead and start in the meantime.

 

Thanks!

 

Also, in the description of the barracks, you talk about underground stasis pods which act like prison cells. Would it be possible for our character to be introduced while being released from one of them?

 
 
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I fail to see the difference in your two examples. In both cases it's the heat energy that is going to do the damage. Why wouldn't it just absorb the heat energy in the second example?

 

One is a complex chemical reaction, the other is magic?

 

 

 

I'm in the middle of writing something to start a few things off. But you can go ahead and start in the meantime.

 

Thanks!

 

Also, in the description of the barracks, you talk about underground stasis pods which act like prison cells. Would it be possible for our character to be introduced while being released from one of them?

 

 

If you do that, you're going to need a judge to be in charge of the parole hearing that immediately follows... :P

 

-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'm in the middle of writing something to start a few things off. But you can go ahead and start in the meantime.

Thanks! Also, in the description of the barracks, you talk about underground stasis pods which act like prison cells. Would it be possible for our character to be introduced while being released from one of them?
Yeah, that would be fine. And that's a great idea for some interaction, lev.

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ummm... I'm not sure how to respond to that...

 

I just feel like most of the attacks that are likely to be thrown at her would be ones that would be absorbed by it's current description. Could you be just a little more specific about what kinds of energy it can absorb.

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Name: KaytanaGender: FemaleSpecies: Bo-SkakdiAffiliation: The WorshippersTrapped: Kaytana was trapped when the Worshippers emerged and were coming to power in the Map.Weapons/Tools: A lightweight, mechanical crossbow capable of channeling her powers and manufacturing wooden arrows and darts tipped with plant poisons by tapping into her elemental energies as fuel. Her claws have sufficient strength and edge to leave terrible gashes after a swipe of her hand.Powers: Elemental Powers of Plant Life (in conjunction with another Skakdi). Her eyebeams temporarily inhibit the sense of direction of those they strike, stimulating vertigo and making it difficult to aim. As an individual ability, Kaytana’s body has the capacity to regenerate sections of her biology lost to battle or violence to a limited degree, its strength equivalent to stage four of the Kraata power of Quick Healing. While smaller parts, like her hands or digits, will return fairly quickly, limbs and organs will take longer to redevelop, and damage to her vitals cannot be fixed by her power.Appearance: Kaytana has a slim, sinewy body with feminine features. She is clad in sheening armor predominately colored a metallic green of a sickly shade, mottled with blotches of a brownish bronze. Her extremities are tipped with claws, though those on her hands are especially long and sharp, appearing almost overgrown. She often stands slouched and glaring at others with eyes that glow red with malice.Bio: Like all Skakdi, Kaytana has a violent history behind her, beginning on an island just off the coast of Zakaz. Recognized for her prowess among her fellows, she was selected by superiors to serve as a Knight of Zakaz – a team of elite Skakdi warriors, specially equipped with quality armor and weaponry. As the civil war progressed and the island became more ruined, the Knights eventually disbanded, its constituting members going their separate ways.

 

Kaytana later departed the island in pursuit of conflict beyond Zakaz. Often she would shift through different communities, fighting for the ideals of those she believed in. The Skakdi warrior was trapped by the Carver while participating in a street-fight he was observing.

 

Kaytana, due to her oppressive nature, joined the Worshippers as they dominated the City’s population. She devotes much of her day in the Royal Gardens, attributed to her elemental affinity, where she has become a ruthless slave driver over the cultivators, manipulating the plants they harvest to keep them in line.

 

Name: ReyaGender: FemaleSpecies: Ga-ToaAffiliation: Mostly independent, but with ties to the Disrupters.Trapped: Trapped for roughly seven years in Map time.Weapons/Tools: Reya wields a silvery, multipurpose lash – the Water Whip, which acts as her Toa Tool. Her left wrist is fitted with slender spikes able to transfer her elemental energies outward as well, called the Barbed Bracelet. In addition, her armoring is coated in silver spikes useful in close combat.Powers: Elemental Powers of Water; Mask of Biomechanics, enabling her to mentally influence machinery, and enhance the machine functions of herself or others via their consent. Reya bears notable mental discipline than the average being, able to bar mental intrusion to a limited degree, as well as being far more accustomed to seeing in the dark than average.Appearance: Here (courtesy of Brickeens).Bio: Reya was once a notorious thief in the outside world, stealing treasures for a worthy profit. Her greed sometimes forced her into hiding so as to evade the ire of upset clients. At one point she situated herself in the current vicinity of the Carver, beginning a robbing spree on several homes there, and eventually arriving at an inn the Carver was lodging in. The two sat across each other in the tavern there while she rested momentarily. The Carver, aware of Reya’s reputation during his travels and recognizing the Toa, silently chiseled her name into the Map he was looking over on the counter.

Although her crimes in the Matoran Universe effectively ceased, Reya continued her career during her imprisonment under the Carver’s watchful eyes. She is currently on the Worshipper’s and Enforcer’s wanted list for personally stealing from them, and concerned with bypassing the City wall with acquired knowledge about possible hiding spots in the Outcast Towers.

Edited by Magnus Greel
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ummm... I'm not sure how to respond to that...

 

I just feel like most of the attacks that are likely to be thrown at her would be ones that would be absorbed by it's current description. Could you be just a little more specific about what kinds of energy it can absorb.

Hmm, what if I said it was only unnatural energy it could absorb? So elemental attacks, Skakdi vision powers and such, but not just someone grabbing a laser or flamethrower and blasting her?

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Alright, I geuss I'll allow that. So energy from physical impacts wouldn't be absorbed either then. Taamaska approved.

 

Kaytana and Reya are also approved. Just fix what appears to be a typo in the last line of Kaytana's Weapons and tools. Her what have sufficient strength...

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Hi there everyone. Who'd be up for holding a meeting of the Disruptors some time soon? If we're going to break the Worshippers' rule and eventually escape, we're going to need a plan and some coordinated action. I've got a few ideas myself, and I know others will too.

 

How does the Outcast Towers sound for the location?

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Looking over the characters so far, I find it interesting how a fair few of them have powers over sound.

 

As a side note, could those of you who have characters that belong to an element and haven't already done so, please put their charaters' element in the species. Helps when you want to quickly look these things up.

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Name: TakarikGender: maleSpecies: Ko-ToaAffiliation: DisruptorsTrapped: 15,000 map yearsWeapons/Tools: Spear, carving tools, ice pickPowers: Toa level control over iceAppearance: Takarik wears a silver Kanohi Miru, his armour is white with ice blue highlights, his eyes and heart light are a light green colour.Bio: Takarik was never like the other Toa of Ice, instead of being cold and impersonal he was always adventurous and curious. He was an ice carver before The Carver found him and trapped him in the map, he deeply resents The Carver for trapping him and that is why he joined the Disruptors. Takarik now seeks a way to escape the map.

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Name: KratepGender: MaleSpecies: Darkness' speciesAffiliation: DisruptorsTrapped: 1000 years ago, Map-Time.Weapons/Tools: Kratep carries no weapons but his voice, and no tools but his mind. Powers: Being the same species as the Dark Hunter Darkness, Kratep is flexible to the extreme, being able to slip through the smallest of spaces. He is also slightly stronger, faster, and overall more physically fit than a Toa. He also has a gift with words, and his speeches are legendary for whipping a crowd into a rioting fury.Appearance: Kratep has the same body shape as Darkness, 4-armed with 2 legs and a tail. However, where Darkness is grey and black, Kratep is a deep indigo and black. Medium purple eyes stare out from a face shaped like a Great Mask of Charisma. His hands, feet, and tip of his tail are just those, he carries no claws, talons, or other weapons. He stands about a head above most Toa, allowing him to easily get the attention of a crowd. That, and his deep, powerful voice as well.Bio: Kratep is a driven, passionate individual who believes that he can accomplish anything without violence, and that there's always a way to talk himself out of a situation. Or a way to slip away from a sticky situation. He's a pacifist, and so carries no weapons when he travels about the city, speaking to the downtrodden and convincing them to join the Disruptors.

Kratep was once just a traveling 'monk' of sorts, just wandering the Universe looking for something he could get inspired by. His unusual appearance caught the attention of the Carver, who soon trapped him into the map.

After getting his bearings, and finding that the Worshippers were really just plain not nice people, Kratep soon helped to found/joined (either or, whichever makes sense with his time of trapping) the Disruptors and has been speaking out, starting riots and such, and just plain making a nuisance for the Worshippers since. This has made him one of the Worshippers' most wanted beings, but due to his tongue and flexibility, he's gotten away each and every time so far.

Zakaro

Edited by ZakarOMEGA'D!

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Takarik and Kratep are approved. Zakar, the disrupters have sort of been around since the beginning they just haven't really been organized, and they've only really started calling themselves the disrupters within the last few thousand map years. Also I find that font difficult to read, I hope aren't planning to rp with that font.

Edited by Toa Kovolta

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