Jump to content

Gangs of Metru Nui Discussion


Padishah Mehmet II

Recommended Posts

This, my friends, is where we discuss the events of the game, recap, and post new profiles for approval. Profiles can be approved by any GM (in other words, Dov, Krayzikk or Tyler) Upon approval, said profiles can then be reposted in the Profiles topic.

 

profile form is as follows:

 

Name: Obvious section is obvious. Keep it Bionicle-esque.

Gender: Again, don't think there's too much that I need to say here.

Species: All standard species (Toa, Matoran, Turaga, Skakdi, Vortixx, etc.) are allowed, other species and customs on a case by case basis.

Kanohi: if applicable, your character’s Kanohi goes here.

Element: If applicable, your character’s element goes here. All standard elements (Fire, Water, etc.) are allowed. Custom elements - on a case by case basis.

Faction: One of the four or unaffiliated?

Appearance: What does your character look like? Detail, please, a vague list of colors and references to set parts do not a character make.

Powers: Pretty obvious. What can your character do? Keep this within reason, please.

Equipment: any items that your character carries.

Skills: Outside of innate powers, what is your character good at?

Weaknesses: Everyone has one, what is it for your character?

Bio: Who is your character? Where are they from, what have they done, what's their life been like? Reasonable length, please. No minimum word count, but please, devote some time here.

Banned powers and species;

-No legendary masks, obviously. These are your Ignikas, your Avohkiis, your Vahis, your Olmaks, et cetera.
-Makuta are no-nos. Same for Botar’s species due to their almost unlimited powers of teleportation. Krahka, as well.
-Light and shadow is a case by case matter.
- No Life or Time.

 

If you have any questions, this topic is for that. If you have any posts that you find to contain nothing but OOC talk, this is the place to make them, not the main roleplaying topic. And finally, in the manner of the original Gangs of Metru Nui, I will probably be posting current objectives for the factions in this original post.

 

CURRENT FACTION OBJECTIVES

 

Blades

  • Regroup.

Fury

  • Look to your own devices: engage the other gangs at your own will.

Northwinds

  • None as of yet.

Circle

  • None as of yet.

 

IMPORTANT MAIN STORY POSTS

Ambush!

Divine Intervention

Edited by .saorsa
Link to comment
Share on other sites

Name: Hatann

Gender: Male

Species: Skakdi

Faction: Blades

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

1. The element of gravity, which he can only use when working with another Skakdi or when channeled through a special weapon.

2. Laser vision

3. 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.

Appearance: 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 purple tattoo on each of his shoulders in the shape of a catapult scorpion, and indeed, the resemblance is strong, both physically and in temperament. He is heavily armoured and above average size for a Skakdi. He prides himself on his brute strength.

Biography: Hatann hails 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, and specialised in retrieving well-guarded objects and beings.

Hatann has remained as a ruthlessly effective Dak Hunter ever since, and even more so once the Brotherhood of Makuta fell, leaving The Shadowed One’s agents unchecked.

Most recently, Hatann travelled to Metru Nui to kill a being who had made trouble for the Hunters, but was stranded there when the sea gates were barricaded shut. While he waits for things to open up again, Hatann has taken an interest in local events. At the end of this, someone is going to come out on top, and that might as well be the someone who best fits with the Dark Hunter agenda. Who knows, maybe The Shadowed One will finally get that Metru Nui base he went to war for millennia ago.

That means, of course, the Blades. Being an organisation similar to the Hunters in many ways, they were the natural choice for Hatann to throw his weight behind. He has lent his skills and expertise to the new gang, and profited somewhat from doing so. Life is good.

Equipment:

· A large black mace with sliver spikes. It allows him to channel his elemental powers independently of another Skakdi. This was a reward after his first successful mission for the Dark Hunters.

· A multi-shot zamor launcher which uses two types of spheres:

o Darkness spheres, which, when fired, will cloak the area in a thick and impenetrable darkness. These can help with surprise attacks or a quick escape. These spheres are black.

o Explosive spheres, which do pretty much what the name implies. He carries a variety of these so that he can match the size of the explosion to the occasion. They are purple.

The Launcher has been modified so that the zamors do not have to be fired in the order they were loaded. A small switch next to the trigger determines which of the two types will be fired.

  • 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. As a Dark Hunter, 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.
  • A backpack to carry around all of the above.
  • For transport, Hatann rides a large black motorcycle designed along the lines of the Destral Cycle.

Personality: Hatann is said to be as nasty as the catapult scorpion whose image he bears. He is brazenly selfish, delights in brutality, and will shoot at just about anything, so long as he can see a payoff in it. 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 the other Blades are somewhat tenuous – he is always wondering how he might benefit from their deaths.

Skills/Strengths: Living for many thousands of years as a hitman on Zakaz and then later as a Dark Hunter, Hatann has served to sharpen Hatann’s mind and skills razor sharp. He’s strong, fast and cunning, being able to quickly form strategies and adapt to new situations. He is a master of his chosen weapons, be they magical or physical.
Weaknesses: As a Skakdi, Hatann can only use his elemental power when working with another Skakdi or channelling it through a special weapon. This means that if he were to lose his mace and be caught alone, he would lose the best part of his power. In spite of his physical prowess, he is vulnerable to mental attack.

 

Name: Paerau

Gender: Male

Species: Toa

Faction: The Circle

Element: Ice

Kanohi: Avsa

Appearance: Paerau is a stout-figured toa, with a patchwork of colours on his armour, mostly greys and sand blue. The little white that the toa of ice does have is on his avsa, around the mouthpiece and fangs of the mask. His eyes are blue, but appear to be a long way back inside his mask, almost sunken. They look down a lot, rather than out at the world.

Bio: Paerau administrates the “rehabilitation centres” beneath the coliseum. As a long-standing, loyal servant of Metru Nui’s government, his dedication to the position and the government has never wavered. He is actually in immigrant himself, though that was dozens of millennia before the Great Cataclysm, for few remember it, and he considers himself a native.

After a long time, the bleak nature of the place has worn away at him, and left him without much belief in people. They had been living the dream, with all of the Makuta gone, peace and prosperity reigning, and look where it all got them – all fighting each other over as little as a chunk of bread, with no true heroes left, just vicious leaders fighting for personal power. There’s not really much hope left for them, he has concluded, but he continues to do his job nonetheless. After all, it keeps him safe and fed. If other people out there are desperate, then that’s too bad for them. He’s looking out for himself, because that’s all he can do now. The world is not kind to those who try anything else.

Equipment: Paerau uses a kanoka blade of rahi control, which allows him to command nearby rahi when his hand is in contact with the sword. As with any kanoka blade, a small lightstone in the pommel glows white when its power is activated.

Skills: Paerau has good organisational skills, and has run a tight ship in the rehabilitation centres for a very long time, always efficient, always obedient. He is also quite skilled with his mask, draining light, energy and positive emotions from his prisoners. In such a depressing place, he often needs the last one.

Weaknesses: As with all toa of ice, Paerua is vulnerable to intense heat and flames.

 

 

Name: Krokk

Gender: Male

Species: Skakdi

Faction: Northwinds

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 channeled through a special weapon.

2. Lightning vision

3. Krokk’s third power allows him to cause nearby objects to grow or shrink.

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 to 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.

Biography: Krokk has spent much of his life on Zakaz, among the warring tribes there. While the Brotherhood of Makuta still held power, the entire species was confined to that island, partially to hide Spriah’s embarrassment, partly for the safety of other lands. Only a few individuals could make it out past the blockade, and those had outside help, such as those who were to become Dark Hunters.

When the Order of Mata Nui brought them together and the Brotherhood of Makuta fell, however, the Skakdi were freed. Immediately, three of the larger tribes banded together under Nektann’s leadership. Their previous animosity was forgotten in favour of a common goal – escape and conquest. It was a messy affair, but within three days, Nektann was king of Stelt, while another warlord had claimed Karzhani, its former ruler having vanished without a trace.

The third warlord of the coalition, however, was left without an island of her own. She was simply a vassal of Nektann on Stelt, and this did not sit well with her. For all the battles hse had fought, she had actually moved down the power ladder. Seeing this, she did what any Skakdi warlord would do, and planned to assassinate Nektann.

Krokk was the Skakdi she picked for the job of going with her. As they soon found out, however, one of their own tribe had betrayed their plans to Nektann in exchange for the warlord’s position once the two of them were caught and executed. Nektann was waiting for them with a group of his own soldiers. Their assassination attempt had gone disasterously wrong, but, by luck and skill, the two of them escaped with their lives, though the Warlord was wounded.

The pair moved west from Stelt, onto the Northern Continent, and then continued to work their way further north. Nektann had a price on their heads, and more than a few were eager to claim it, and so get in good with the new ruler in the area. Of these, only one was able to track them as far as the sea gates of Metru Nui, and he is no longer among the living. Now in the City of Legends, Krokk thinks himself safe from Nektann’s reach, especially with the sea gates recently closed behind him. Far from escaping his troubles, however, Krokk found himself in the middle of a gang-war, under a racist government that assumes that he too, is a gangster. Barely a week passed before they became correct on that count, with Korkk joining the Northwinds, along with his warlord.

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. One a being has earned his friendship and loyalty, they will have it forever.

Equipment: Krokk uses two weapons. The first has been with him almost all his life, since the beginnings of the Zakaz Civil war. It is a stout sword made of wood, though he has used his power over plantlife to make it as strong and sharp as steel. The second is more recent, gained during the sacking of Stelt. It is a round, rhotuka-launching shield. Krokk’s rhotuka can cause their targets to become intangible for a short time (about 5 seconds). He cannot use them on himself.

Skills: Krokk is a veteran fighter, through the Zakaz Civil War, Destiny War and conquests of Stelt and Karzhani. In that time, he has lost many fights, but always striven to learn from his mistakes and come back stronger for the next one. He is physically strong, proficient with a variety of weapons and skilled in the use of his powers. His escape to Metru Nui also proved his abilities at running and hiding.

Weaknesses: Krokk is relatively inexperienced with any sort of technology that doesn’t have a trigger. Also, as a Skakdi, he relies on having an ally of the same species or a special weapon to use his elemental powers.

 

 

Name: Mala

Gender: Female

Species: Skakdi

Faction: Northwinds

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 channeled through a special weapon.

2. X-ray telescopic vision

3. Mala’s third power allows her to create and manipulate force fields similar to those generated by the kanohi hau.

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. Her eyes are sharp points of orange, constantly moving from place to place and scanning her surroundings. She has a long, ragged scar down her left side.

Biography: Mala was once a Warlord of Zakaz, locked in perpetual struggle with other tribes. Thanks to her skills as a tactician and manipulator of her opponents, her tribe was among the most successful by the time Axonn and Brutaka came to unite the Skakdi of Zakaz against the Brotherhood of Makuta. She and her tribe fought against Brotherhood forces on Nynrah, where they eventually defeated an army of Rahkshi and Exo-Toa.

When the Makuta fell, so did their blockade of Zakaz that had previously prevented Skakdi from leaving their home island. Seeing this new opportunity for her tribe to conquer to better lands than the blasted ruins of Zakaz, Mala allied her tribe with two other large warbands, including Nektann’s, and invaded Stelt.

Three days later, Nektann was the King of Stelt and the third warlord of their coalition held what remained of Karzhani, and had put his people to work on making it habitable again. Mala, though, was left on Stelt, as a lesser ruler under Nektann. This did not sit well with her. For all the battles hse had fought, she had actually moved down the power ladder. Seeing this, she did what any Skakdi warlord would do, and planned to assassinate Nektann.

Along with her right-hand-Skakdi from Zakaz, she confronted the other warlord, only to find that she had been betrayed. One of her own tribe had warned nektann of the impending attack, in exchange for Mala’s elevated position once she had been caught and executed.

Mala and her comrade escaped with their lives intact, but barely so. Nektann’s scythe had opened up a long cut down her left side, and with only rough field first-aid to help her, she was severely weakened by loss of blood by the time they had left Stelt behind and found proper medical aid on the Northern Continent.

In order to avoid the consequences of betraying the new major power in the region, the pair kept moving north, heading for Metru Nui where they believed they would be out of Nektann’s reach. While they achieved that, Mala found a new set of trials facing her. The current state of affairs is not kind to new immigrants arriving with nothing but their armour and weapons. She found her way to a community of other immigrants in Po-Metru, and eventually joined the Northwinds, along with her accomplice from Stelt.

Personality: Mala’s whole life has been about the pursuit of power. She has had setbacks, and big ones, but has always pushed on undeterred. She is sure that she is capable of becoming a ruler, if only she keeps on pushing through every obstacle that stands in her way. To this end, she is scheming and manipulative, and doesn’t value friendship with other people very highly, unless she is sure she can profit by it.

Equipment: Mala uses two katana that utilise the same technology as the devastator lances used elsewhere on Zakaz. Each blow Mala strikes triggers a small explosive charge near the tip, sending metal shrapnel flying outwards. Regenaration kanoka built into the blade then reform the sword, ready to repeat the process.

Skills: Mala uses her element of psionics to its full potential, whether it be wrestling wills to control the minds of others or telepathic suggestion so subtle it is virtually unnoticeable. With these tools in hand, she is a skilled manipulator of others. She didn’t get to be a warlord of Zakaz just through skilled talking, however – she can fight, and fight brutally.

Weaknesses: Though now healed, the injury Nektann gave her makes Mala weaker on her left side, and twisting it too roughly can be painful for her. Also, as a Skakdi, she relies on having an ally of the same species or a special weapon to use her elemental powers.

ppg2.png

Link to comment
Share on other sites

My first time playing a non-BZPRPG RPG. Partly explains why I first posted in the profiles topic, then PMed these profiles and only after that got them in the right place. :P

 

Miira

Gender: Male

Species: Ta-Matoran

Kanohi: Powerless Miru

Element: Innate fire. Bestows heat resistance.

Faction: The Fury

Appearance: A Ta-Matoran with red torso and blue feet, hands and mask. Very athletic and slim.

Equipment: A sharp katana-like sword.

Skills: Miira is an excellent strategist and a good melee fighter.

Weaknesses: Although skilled in battle, he is no greater than average in any of the different aspects of fighting, such as speed and strength. His Matoran stature also makes it harder for him to stand up against beings vastly more powerful than himself.

Bio: Miira is the teacher of his own combat school. Before the destruction of Karda Nui, Miira and his students were visiting Metru Nui for new equipment, but got stranded there once the catastrophe occurred. Miira has since gone through a lot to survive on the new, harsher city of legends. He lives in Ta-Metru, where he still teaches his students.

 

Leraj

Gender: Male

Species: Fe-Toa

Kanohi: Kanohi Kestu, Mask of Durability

Element: Iron

Faction: The Circle

Appearance: Leraj is a bulky Toa of the average height. He wears a lot of armor which hinders agility. His armor comes in shades of black and grey, but the natural Toa armor underneath is dark red.

Equipment: Plasma Blaster, which can be used to shoot balls of hot plasma. The blaster has a recharge time, during which its usage will be less effective and produces less plasma.

Powers: Iron. Wears the Kanohi Kestu, which can be used to make inanimate objects more durable.

Skills: Very strong and persistent. Has great skill with his Plasma Blaster, and satisfactory aim.

Weaknesses: Leraj is quite slow and is less of a fighter in aerial conditions. He is also antisocial which means he mostly fights by himself, making him easier to take down.

Bio: Leraj was once a Matoran living on a floating island until he was transformed into a Toa by the island’s leader. He was immediately sent on quests with a team of other Toa and they successfully completed them all. After this the team was separated and each member was assigned to a location in the Matoran Universe to guard it. Leraj was sent to the Northern Continent.

 

When Karda Nui was destroyed, Leraj traveled to Metru Nui to assist the Matoran there. He eventually got stranded there when the Sea Gates were closed. He sided with the Circle, believing it to benefit justice.

 

Vilu

Gender: Male

Species: Ko-Toa

Kanohi: Hau, Mask of Shielding

Element: Ice

Faction: The Blades

Appearance: A standard Toa of ice with white and gray armor, though apparently worn.

Equipment: Battle axe

Powers: Ice. Shielding through the Hau.

Skills: Has a lot of experience and has taken down many foes before.

Weaknesses: His age begins to show. His physical abilities are not what they used to be.

Bio: Vilu was part of a Toa team that succeeded in saving the Southern Continent long ago. However, their victory came with a drawback: half of the team was killed. Grief-striken, the remaining Toa of the team split up. Vilu left to protect other lands and travelled for thousands of years, gaining experience and more accurate control over his powers and skills. He eventually ended up in Metru Nui just before Karda Nui was destroyed.

Edited by Toatapio Nuva
Link to comment
Share on other sites

Lorax;

 

All profiles sit fine with me. However, be aware that since you've created two Skakdi that have a reason to usually be together, and thus use their elements, I will be watching. Having them is fine, but using them as just power ups for each other isn't.

 

EDIT: After a brief consultation with my peers, we've also concluded that while Hatann's third power is approved, we'll be monitoring it. It is expected to be treated with limitations on the number and speed of use.

Edited by Simon the Digger

fK5oqYf.jpg

 

On this eve, the thirtieth anniversary of that first colony, many are left to wonder; is the world fast approaching a breaking point?

 

 

  Breaking Point: An OTC Mecha RPG

 

Link to comment
Share on other sites

Name: Kayn


Gender: Male


Species: Toa


Kanohi: Hau


Element: Earth


Faction: The Circle


Appearance: Kayn is similar in build and stature to the Toa Inika. His scratched grey Hau seems to sit perfectly with his black and silver colour scheme. His armor is mostly light except for his upper arm plates which each have a blade-looking piece protruding up out of them. Kayn's eyes glow a brilliant green.


Powers: The ability to manipulate Earth making a deadly combo with his swordplay. Limited shielding from his great Kanohi Hau


Equipment: Kayn carries two air katanas. They are different from eachother, the one he almost always holds is highly modified and upgraded to make it longer, balanced and extremely sharp. He calls it 'Typhoon'. His other air katana, however, is just the original counterpart which he keeps on his back in case of emergencies. Under both of his arms are miniature ballistic pistols, fashioned to look like armor to keep them hidden. Those are fired from under the forearm.


Skills: Toa Kayn has exceptionally good eyesight, being able to pick up the slightest of movements. He is also exceptionally skilled with his 'Typhoon', using many self-taught techniques to confuse and dispatch his enemies.


Weaknesses: Kayn specializes in using a sword in melee, so naturally he is at quite the disadvantage in a long range encounter such as a firefight. He also has a bad habit of holding back in a fight until he really needs to let loose, sometimes he does this too late.


Bio: Hailing from a refugee camp in Po-Wahi, Kayn was made in to a Toa to join team 'Reduo' after barely surviving a treacherous journey across the great desert. The team eventually got involved in a war with prototype Mata Nui robots, leading the team to develop perfect control over their elements and unimaginable power, unlocking 2-3 powers from each of their masks over the course of several thousand years. Within this time, Kayn had managed to get killed twice. Due to unforeseen circumstances, Kayn has been saved both times. At the end of the war, the six-strong Toa Reduo were left alone to defeat the last Nui robot, this encounter spiraled out of control and the Toa ended up losing their almost unlimited power and their signature second elements. Now split up from the Reduo, Kayn has to rely heavily on his Air Katana techniques to keep him a more than average Toa. Kayn moved to Metru-Nui and joined The Circle just before the Sea Gates became inaccessable, leaving him stuck there.


Edited by Toa Kayn

9HYoRY7.pngKayn's Thought: My hiatus of Bionicle has ended

 

 

                                                                                                 

 

                                                              

Link to comment
Share on other sites

Kayn: unapproved. You don't really provide any sort of description as to how your character ended up in Mata Nui, furthermore, there isn't really such a thing as Bara Magnan refugee camps when in this universe, the Mata Nui robot was never even brought to Bara Magna. I advise you read the lore of the game with more caution, and if anything is unclear, you can ask here.

-Dovydas

Link to comment
Share on other sites

This time I'm not joining in late!

 

Name: Kapa

Gender: Male

Species: Toa

Kanohi: Ruru

Element: The Green

Faction: The Blades

Powers: Kapa, like every other toa of the green, controls plant life. He has X-Ray and night vision, thanks to his mask.

Appearance: Lean, agile-looking, covered in light and dark green, approximately 7.8 feet tall, yellow eyes, goldish-tan mask.

Equipment: Wields twin katana suitable for cutting through plant material.

Skills: Running, patience

Weakness(es): Poor eyesight, not too strong, has a tendancy to act without thinking

Personality: Kapa has a sense of humor wherever he goes. He is very talkative and sometimes downright annoying. He goes along with any order from head of The Blades without comment or complaint.

Biography: Kapa given a toa stone just as The Blades faction was formed, and he joined their faction as a toa. He lived most of his life fighting The Fury and abiding by Swordshifter's decisions of thievery and such. In one particular incident, he was held hostage by The Blades and barely escaped with his life thanks to quick actions by Swordshifter, and he has been grateful ever since. He holds it as proof that he is valuable, or at least valuable enough, to not be allowed to get killed.

 

Name: Anchnt (AN-ch-ENT)

Gender: Male

Species: Skakdi

Faction: Northwinds

Powers: Like all skakdi, Anchnt posses three powers-

[*]Impact vision

[*]Gravity element, only used with another skakdi or when channeled through a special weapon

[*]Echolocation

Appearance: Tan-grey armor, grey spine, Tan-blue helmet, clawed hands and feet, red eyes (which can be intimidating). Anchnt is slimmer than most skakdi and more athletic looking.

Equipment: Anchnt wields a sword-like weapon with to blades that can spin circularly on the handle of it. It allows him to channel his elemental power through it. He aquired it from The Shadowed One himself as a reward.

Skills: Strength, intimidation

Weakness(es): Anchnt is, perhaps, too smart for his own good so he overestimates himself a lot, which can get him in tight spots. He also has a healed (though still painful) injury on his right shoulder which sometimes disables him.

Personality: Anchnt is cunning, straight-to-the-point and serious. He has little patience with Toa, and worse, turaga. He is a little insane thanks to his long imprisonment on Metru Nui.

Biography: Anchnt is native to the island of Zakaz, but he got himself exiled many years ago. He joined with the dark hunters, but on a mission to Metru Nui he got stranded by he "teammate." He was captured and thrown in a prison that he had no experience with. It was imperviece to his gravity and his impact vision. After years of imprisonment, he was finally released. Everyone had thought he had left the island, but he was just lying low. A group - a "gang" - had formed that seemed to fit his needs so he joined, and he remains in the Northwinds to this day.

Edited by Oryx

2xu8Ptu.png

Link to comment
Share on other sites

Name: Skyra Daring

Gender: Female

Species: Toa

Kanohi: Kanohi Hau, the Great Mask of Shielding

Element: Air

Faction: Unaffiliated, broke ties with the Circle and is essentially a renegade/vigilante

Appearance: She looks young, maybe a little too young to be so heavily armed. Her armor and mask has primary jade green color, with a jet black as her secondary color, covering her upper chest, shoulder pads, knee pads, elbow pads, hands, and feet. Looking into her green eyes you can see all the scars, the pain, and the determination. Her smile can either make you smile back or send shivers down your spine, depending on if you're friend or foe. She is often hooded and wearing a black cloak to hide her face and features.

Powers: Elemental power over air. Standard Toa abilities.

Equipment: A single protosteel katana. Has a propulsion system built into the back of her armor, allowing her to boost her jumps, her evasiveness, slow her falls, etc. It does not function like a jetpack and cannot suspend her in the air or give her flight on it's own. Her last major piece of equipment is an elementally powered sniper rifle. Each energy based shot draws from the users own elemental power, a couple shots aren't gonna drain much, but a constant use would certainly have a noticeable effect. It has a laser sight and a rather impressive scope installed.


Other Equipment: Throwing daggers, cloak, communication device, sticker collection, and some spending money

Skills: Skilled Marksmen, ex-circle member, knows how they function and operate, has their military training. Decent swordplay.

Weaknesses: Skyra specializes in quick and sneak attacks, she's goes for the critical hits, but she's not a heavy hitter. Her armor is light and if you manage to get a hit on her she'd be in trouble. If her speed and nimbleness are eliminated then she can be taken out fairly easy. The Circle considers her a deserter and a traitor, and the gangs don't like her any better.

Bio: When Skyra was young, her parents were killed by the Blades when they were first forming. They had refused to pay the 'protection' fee, and paid in blood instead. When Skyra grew old enough she quickly joined the ranks of the Circle, eager to avenge her parents deaths, to make it mean something. And for a long time she felt like she belonged somewhere.


This changed slowly, as the Circle became more and more oppressive toward the immigrants and racial minorities, Skyra was one of the few to speak out against such acts frequently, getting her trouble often with her superiors. This quickly escalated when she was sent on a mission in Po-Metru to quell civil unrest, which was really just another word for more bullying by the Circle. When her own squad members began to brutalize and injure what Skyra believed to be quite innocent bystanders was when she had quite enough. She tried to forcibly stop her comrades, which caused them to attack her. She responded in kind. That's when gang members and angered civilians attacked. In the scuffle one of her teammates was killed and the others were severely injured. The blame was put on Skyra, who in turn went into hiding.


Now Skyra wanders Metru Nui, dealing out her own sense of justice as a vigilante while she hides from the Circle and avoids the Fury and the Blades. She hates the Circle, hates the Blades, and doesn't think much of the Fury. The Northwinds however she is a bit sympathetic towards, as she sees them as a result of the Circle's brutality. She doesn't approve of all their methods however.

Edited by Yoko Littner

363513066_tobecont.png.5b057f495e0794e9450207c84546738e.png
My Bzprpg ProfilesGhosts of Bara Magna

Skyra | Hakari | Oceanna | Taleen | Arisaka | Zanakra | Kaminari | Drakkar

Link to comment
Share on other sites

This character's position and rank has, unless I'm mistaken, been approven by Dovydas over Skype. The rest has not yet been looked at.


Name: Iceblade (originally Dryne)


Gender: Male


Species: Toa


Kanohi: Kiril, Mask of regeneration


Element: Ice


Faction: Blades


Appearance: Iceblade stands an ample 8'7", a powerful figure among any crowd. Wearing a suit of silver armor that is always shining chrome, not a scratch on it. His weapons are not instantly visible, but can seemingly appear from nowhere when needed. This is because his weapons (noted below) blend into his armor. As he tends to be hard to find, one does not often see his face, but when you do, you won't soon forget his harsh red eyes and biting snarl.


Powers: Iceblade has powers over cold and all of it's attributes, as well as the ability to regenerate inorganic material.


Equipment: Iceblade carries hidden blades all over his body. One is a knife, imbedded in his chrome armor, which runs from his knee to his upper thigh. This, like his other blade, is placed in a hidden sheath built into his armor. On his wrist, a digital set of buttons include two switches which, when toggled, cause the sword hilts to snap out, allowing him to draw his weapons. His other weapon is a sword which slides into his wrist gauntlet and stands at three feet long at full extension. This weapon, unlike his knife, isn't entirely concealable and makes a very obvious sound when drawn.


Skills: Iceblade is an excellent fighter, practicing two forms of martial arts (real world hipkido and Brazilian jiu-jitsu) and possessing a moderate knowledge of judo.


Weaknesses: Naturally, he has a weakness to heat. Additionally, he has mild asthma which kicks in at high altitudes and when he is hit with a good amount of pressure.


Bio: Iceblade is hated amongst other gangs, more so than one would expect. This is due to his rather cruel tendencies- he is stoic and merciless in combat, causing unnecessary pain and death and taking pleasure in it. Perhaps this is why he was chosen as the Blades' second in command- his ruthlessness is well-known and documented.


Even before the formation of the Blades, Dryne was a thief and killer. He met Swordshifter, it was not in alliance. It was in conflict. When he realized he had found his superior in the art of combat, he pledged his allegiance to the budding gang and became Iceblade.

Edited by Douglas

BZPRPG Profiles

IC:

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

So pay me more AuRon.

Link to comment
Share on other sites

It's a beautiful day in this neighborhood, a beautiful day for a neighbor....

 

Name: Truakhia

Gender: Male

Species: Fa-Toa

Kanohi: Kanohi Kualsi, the Great Mask of Quick Travel

Element: Magnetism

Faction: The Fury

Appearance: Truakhia appears as a Toa with his armor shaped more towards the idea of agility and nimbleness than any form of heroic image. His armor is very fine, but appears to be warped in some places to provide extra protection in areas where organic components were more exposed, thus presenting the image of self-mutilation in exchange for protection. His armor and mask are both grey, with a secondary coloration of black acting to highlight the tips of the mask and certain areas of his armor. His mask appears standard for a Kualsi, but without the two long spikes coming from the side, and with an additional (thin) glass visor over the eyes for protection. There is a small piece of his chest armor (on the right side) which has been shaped and pulled out, as thought another piece of armor could be placed in as necessary.

Powers: Elemental Powers of Magnetism. Truakhia is particularly specialized in generating and manipulating magnetic fields, but he has difficult manipulating metal quickly or while under stress, and his ability to maintain limited flight is almost nonexistent. He bears all of the natural abilities and traits that a Toa must have; most importantly, the innate mental focus to activate a Great Kanohi mask.

Equipment: Truakhia carries a highly-customized crossbow originally of Nynrah design (with some of his own additions), crafted from protosteel and with the ability to fire bolts at incredible speed and accuracy. Sights can optionally be put into place, and there is a mirror affixed to it that allows him to observe any activity from behind. A laser sight can also be activated if necessary, and a spring-loaded protosteel bayonet can be released to skewer attackers up close if necessary. Though it is not repeating, it cannot be reloaded and fired very quickly. While this may be his most prized weapon, and certainly the most efficient, his actual Toa Tool is a rune-covered collapsible staff based on Kanoka technology (capable of extending from 2' to as far as 7') which has a flare loaded into each tip. At his belt, he keeps a case full of bolts, a few with protosteel tips but the most simply regular metallic protodermis. Finally, he carries a pack with a map of the first level of the Archives beneath each Metru (with a few secret passageways noted, and some inconsistencies due to gang activities), two lightstones, and about a dozen modified lightstones that act as explosive flares for use in his staff. He keeps four metal plates, for each of the four factions, which can be placed in the seeming gap in his armor (see “Appearance”) as necessary in this pack, along with a few extra cases of bolts and repair equipment for if his weapon is damaged or malfunctions. He keeps his crossbow strapped to his back when it isn't out, and he has a pack on his back

Skills: Truakhia is a talented marksman when it comes to using the crossbow, especially with all of the modifications he has placed on it (note – he is much better at sniping with the weapon than trying to use it on the fly). However, his true talent is with the actual design of his weaponry, and the customization/repair/care thereof (while much of the weapon was designed by the Nynrah ghosts, a number of elements such as mirror and laser sights were of his own make). He is well trained in the stealthy arts of moving silently and keeping to the shadows, and decent enough when fighting with his staff (though not in a fair fight; he cheats quite a bit with his powers). While not much more agile than the average Toa, his greatest strength comes from overall dexterity and quick reflexes.

Weaknesses: Truakhia is very nearly deaf due to a battle against a Toa of Sonics, and as such cannot hear much past the two yard range. Even then, there are multiple tones he cannot hear, and his voice is somewhat off when he speaks. Furthermore, he is not very strong physically, and is very limited in what he can do in a melee fight without access to his magnetic powers. Finally, his oft cold demeanor makes him unlikable, and thus provides him very little in the realm of friends or allies he can depend on; something which, in a city ruled by gangs, is never a good thing.

Bio: Some 21,000 years before the Great Cataclysm, Truakhia was originally a Fa-Matoran living in a little Koro on the Southern Continental coastline, living a rather ordinary life without any intrusions from the outside world. His main job in the village was working as a weapon engineer, for theirs was a village enslaves; the Dark Hunters ruled here, with each Matoran receiving their limited supplies and pay in return for manufacturing whatever the Hunters desired. Events conspired against him, and a Toa from another land who discovered the village granted him a Toa Stone, an action which ended up changing his life forever.

From that point on, however, Truakhia decided he would learn how to properly fight, and how to use his powers. He received the proper training and equipment as he traveled and explored the universe for a number of millennia. He spent some time as a member of a rather large Toa team who guarded a large swathe of the Western Island Chain, typically acting as the strategist and operating by stealth to dela with enemies.

Truakhia was among the Toa who fought in the Toa/Dark Hunter War when that day eventually came about, where he served with honors. Though he often considered retiring to life as a Turaga, he always felt a compulsion to keep wandering the world, and thus persisted as a wanderer.

During the events of the Destiny War, Truakhia found himself targeted by a number of Brotherhood assassins attempting to kill him in order to eliminate the threat his magnetic powers posed to the Makuta. He managed to survive each of these attacks, and ended up as a member of a specialized Toa team composed of himself, a Toa of Gravity, a Toa of Plasma, a Toa of Psionics, a Toa of Iron, and a Toa of Air who had all been harmed by the Brotherhood in the past, and had forsaken the Toa Code entirely for the purpose of hunting down and removing Brotherhood agents. The team only had one proper success against an actual Makuta, but even that was no true victory, with two two members falling. Their final mission was helping the Order of Mata-Nui at the Storming of Destal, which led to the fall of a third member of the team and the official parting of the ways for the team. From there, Truakhia spent some time as one of the many combatants who continue facing the Brotherhood remnants, until he eventually grew tired of the fighting and went north to Metru-Nui for a proper retirement.

Initially, he tried to keep away from the gangs. He eventually came to a mercenary-for-hire acting out of Ta-Metru, serving to protect private individuals from the machinations of gangs. One particularly dangerous battle pitted him against a Toa of Sonics, whose actions nearly deafened him and greatly reduced his combat effectiveness. Despite this, he continued his freelance actions for some time.

When the Fury formed, Truakhia took to their side in the conflict, as he agreed with their sentiment of providing some form of protection to people. However, his actions reflect more a shared belief than a loyalty to “the cause” or any one person.

Truakhia is a quiet person who generally focuses on just trying to get whatever job he has at the time done. While outward appearances show him as quiet, and rarely liking to act out, he is quite passionate about fighting the Blades, the Circle, and anyone else who would cause harm to the people of the city, and push it towards either chaos or absolute tyranny. He works hard and acts analytically in most things, and he seems rather well manner (if not necessarily courteous). He has an almost perfectionist view on whatever he does, which frequently leads to him desiring to work alone.

Name: Callerin

Gender: Female

Species: Ta-Toa

Kanohi: Kanohi Hau, the Great Mask of Shielding

Element: Fire

Faction: Unaffiliated (Politically – The Circle / In Action – The Blades)

Appearance: Callerin is of slighter build than most Toa, though also somewhat taller, and with resplendent armor that conveys an image of power and authority. Her armor is actually composed of four colors; the first and most common is a dark red, followed by an ashen black, and then small amounts of both dark orange and light red. She stands very tall and aloof, and has a look of menace about her. Her eyes shine a bright orange, contrasting her mask, which is of a black coloration.

Powers: Elemental Powers of Fire. Callerin is primarily focused on manipulating flames and pinpoint uses of her power for short-lasting but powerful effects; slinging white-hot bolts of fire is a personal favorite. She is also talented at using her powers as a way to sense heat in the area, such as for seeking out enemies who are hiding or invisible. In compensation, her ability to maintain long lasting fields of flame is more limited, with her powers being more and more draining the more extended their use is. In general, however, Callerin is very powerful in terms of her element. Additionally, as a Toa she has access to other latent abilities, such as the mental focus to use Great Kanohi and, being of the element of Fire, having a great resistance to flame.

Equipment: Callerin wears a red cloak laced with ancient Matoran runes which glow whenever her powers are activated; the cloak, designed using Nynrah sciences (though she claims they are Artahkan), is meant to act as a Toa Tool to help focus her elemental powers. The runes glow a bright orange whenever she uses her power over fire. The cloak is furthermore invulnerable to fire. Additionally, she wields a very thin katana crafted from protosteel.

Skills: Callerin, as stated previously, is a master of elemental flame, to the point that it is very rare to find an enemy able to match her in that area. In addition, she is very clever, along with being an expert speaker, liar, and manipulator; she can read the faces of others well, and is doubly skilled and concealing her own thoughts. This is extended to the point that she actually has developed her own mental shielding; while not to the point of psionic immunity, it does make it a difficult task if not impossible task trying to read, modify, or control her mind. She is proficient with her katana. She is highly skilled at weaving to create garments, tapestries, draperies and the like with a spinning apparatus and loom.

Weaknesses: Callerin may be somewhat proficient with her weapon, but she's no master at arms, and in melee combat can only match novices (gang initiates and the like); generally, drawing her weapon is more a bid for extra time before releasing her abilities once more. Once her power are completely exhausted, however, she has little choice but escape. She also has a sometimes unhealthy habit of throwing out powerful attacks too quickly to take out enemies from the start, thus sometimes leaving her surprised when such maneuvers fail. She is highly vulnerable to the cold and ice related attacks due to her elemental nature.

Bio: Callerin follows a similar story to many Toa; she was once a Matoran living in the western areas of the Northern Continent, and at the time a weaver. Her village was destroyed in a conflict, and she travelled for some time before becoming a Toa. She wound up as part of two different Toa teams and multiple side-operations over her time as a Toa, but over time began to develop a more cynical view about the universe as a whole, and increasingly angry as she lost close allies and friends in numerous conflicts. Eventually, she came to renounce the Toa Code completely, and became very disconnected from the other Toa of the time, eventually disappearing almost entirely to the further corners of the Matoran Universe in disgust at the state of the universe.

Callerin made her return to the world at large a much changed figure from that original Matoran weaver who was fated to become a Toa, and much more powerful. She was one of the many refugees to make their way to Metru-Nui, which she made into her new home. Initially, she aligned herself with the old government; upon its collapse, she took advantage of the vacuum created in the mad rush to build the Circle, advancing her political status and gaining her a number of friends among the wealthy and powerful of Metru-Nui. However, she found that such actions were difficult on ones own... and thus turned to the most powerful gang in the city, the Blades.

Present day, Callerin splits her time between two positions. Her primary job is that she owns a small shop in Ga-Metru called the Dodge and Weave, where she continues to sell some things that she (along with a small group of employees) creates using her talent for weaving; the Dodge part of the name comes from the fact that most of its competitors have “mysteriously” burned down. While business isn't very good outside of the cities wealthier citizens (clothes have never been in high demand among Matoran society, after all), the keyword “wealthier” is why it keeps in business, which helps provide her some leverage with the city's politics as a business owner.

Her secondary job is as a member of the Blades; she generally only "runs" with them on proper operations, rather than petty theft and intimidation. When she does actually go out, though, it is not only enemies who may fear her - she has a long history of partners being sacrificed to ensure a job getting completed, regardless of the cost. The risk she presents is more than made up for in her efficiency.

Callerin may not have much power political or otherwise in her current position, but whenever given the chance, she seizes upon any opportunity to take power. Her personality is both dominating, and very ambitious. She can also be manipulative, being more than willing to trick others or outright lie to them when it suits her. While most of the time she doesn't put on much of a show as being particularly emotional, particularly aggravating situations can be turned quite violent when she gets angry enough; in particular, anything which would insult her pride can set her off.

Name: Kethros

Gender: Male

Species: Skakdi

Element: Ice

Faction: The Circle

Appearance: Kethros is a large Skakdi, big surprise seeing those two words together. In actuality, while he may be rather impressive standing near a Toa, he isn't that large next to other members of his species. He does, however, have some rather fanciful armor designs, and has a spine which is meticulously kept and proper looking (and also unusually thick and spiky). His twisted face seems more like a subtle smirk than the full blown grin many other Skakdi have. His actual armor is dull orange primarily, with a secondary coloration of green.

Powers: Kethros possesses elemental powers over ice, but only when in conjunction with other Skakdi. His vision power is the ability to target an enemy who he has locked eyes with and “steal” their eyes, taking their vision and (if they are weak-willed) some of their memories, but leaving his body paralyzed in the process. His unique Skakdi ability is the ability to warp space to a limited degree, allowing him to create a small, spherical field within half a Bio's radius of himself which causes anything sent into it (other than electricity; see Weaknesses) to be shot out in whatever way Kethros desires (which defaults to the way it came from unless he actively desires otherwise). However, he only has a limited energy reserve with which to use this power; anything more than that requires him draining his physical reserves, which is incredibly strenuous. Finally, as a Skakdi of ice, he is highly resistant to ice and the cold.

Equipment: Kethros carries a Xian-crafted broadsword that, upon activation, draws upon his elemental energy to become coated in a “liquid frostwhich both physically appears and is functionally similar to liquid nitrogen, but is far colder; it is capable of almost instantly freezing over anything it coats. It can also be released as a spray to cover a victim. He also carries a more portable but significantly weakened version of a Midak Skyblaster that is hooked to his left arm, capable of releasing blinding flares.

Skills: Kethros is an excellent swordsman, and like many members of his species is a ferocious fighter when he needs to be. He has learned well the art of healing for both himself and others, so as to help bandage injuries, perform splints, and so on when given the time and some equipment. He can ride most types of Rahi, and is equally good at piloting most vehicles (though it takes some type adapting to a new one).

Weaknesses: Kethros has a deathly weakness to flames, and cannot handle being exposed to heat for very long. He is also not particularly smart, and has poor initiative, which limits how useful he can be when he isn't being commanded by someone else; he can be tricked fairly easily. He's also easy to scare off, or force to back down. As an additional note, his ability to create fields of warp space can be turned against him, as any sufficiently powerful shock (including targeted bolts of elemental lightning) can cause the warp to rupture, creating an explosion of energy that is particularly damaging and painful to him, possibly knocking him unconscious or even killing him if he was already weak enough. Others would be affected to a much lesser degree.

Bio: Kethros was a common warrior on Zakaz, a quiet soldier marching to battle day in and day out. His tribe was camped along the shore; the shoreline was a massive cliff face where the Nektann towers had long ago been destroyed when roughly a square mile of the rock had collapsed into the sea due to battle, and he would often stand along it, staring out into the sea and towards the Brotherhood ships which made leaving almost impossible. For Kethros was a simple individual, but a talented one, with a single passion – racing. While Zakaz was a nice enough place, at least in his eyes, it was sorely lacking with regards to any way to race.

There came a day, however, when Kethros stared out from the shore and saw something interesting – not a single Brotherhood ship in sight. For the Destiny War was raging, and the Brotherhood barricade had lifted. This meant very little until eventually, one Makuta attempting to flee from the Order decided that Zakaz would be a good choice. It was not. Kethros' tribe was the first to see the ship, and the moment it made shore, they stormed it and killed everything on board – including the Makuta, who would later be marked down on the records as having the #3 most avoidable death and the #12 most embarrassing death.

With their new ship, the survivors of the tribe sailed the seas northwards, until eventually the ship got caught in a heavy storm (caused by Skakdi infighting) and crashed on Karzahni. For many, this would have been the story of a lone survivor; in practice, there were many survivors, as Skakdi aren't that easy to kill. The group had a schism at that point – half of them wanted to repair the ship, the other half wanted to keep going north. That was the point when the trouble started, as the argument rapidly turned to a full on battle, with almost the entire tribe destroyed by their own hands. The survivors were those who fled, including Kethros.

Almost immediately, the group was recruited into the gangs of the city. As before, there were many disagreements, with Kethros ending up in the Blades while the others were scattered about. In the end, his decision proved the best one. There came a day, however, when he decided to clean himself. With that cleaning came off a number of spine slugs, and the anger they caused began to diminish. With a much clearer head, he began to ponder his actions in the Blades, and to look out at the city of Metru-Nui and what it was becoming. Realizing he was wrong, he left the gang at around the same time as the Circle was forming, and chose to become one of that factions shock troopers, hounding down former friends and enemies alike for the good of the city.

Kethros is a rather quiet person, especially for a Skakdi. However, it is not a stoic silence; instead, it is more the silence of one who is thinking. He is more than willing to talk, and to a great degree, when confronted. He is rather lazy, and doesn't like overworking himself – if a situation is particularly dangerous, he won't get involved in it unless pushed towards it. He is easily cowed, and not very bright. However, he is very patient, and can plan things out over the long run or keep a battle going for some time in order to tire out an enemy before dispatching them. His personality shifts greatly whenever he is incredibly angered, and he takes on the same savageness and fearless nature that is often associated with Skakdi.

 

Name: Imp

Gender: Male

Species: Mutated Le-Matoran

Element: Air

Faction: The Northwinds

Appearance: Imp appears as your normal Le-Matoran in many respects, but is large of build and has a hunched over appearance. He has long, sharp claws for his hands.

Powers: Imp, like most Le-Matoran, is incredibly agile; in his case, this is far greater than most. He has also been empowered to have the power of a Type II Kraata of Limited Invulnerability, and Type III for Chameleon. His strength has also been boosted to the level of a Fe-Matoran. Whenever he has access to a Rhotuka spinner launcher, he can fire Rhotuka spinners with a weak paralytic effect.

Equipment: Imp carries a Vortixx Rhotuka Battle Axe that has been sized for that hands of a Matoran. The weapon still appears to be too large for him to carry properly, but experience has taught him well to wield it. Its ability to change weight remains invaluable in the proper operation of the device,

Skills: Imp is skilled at using his axe and all of the melee combat related functions that it can use. He is also skilled at stealth operations, making use of his Chameleon abilities to remain unseen.

Weaknesses: Imp, due to his alterations, is incredibly vulnerable to mind-altering affects. Fear, Anger, Confusion, and so forth are incredibly useful against him; he has almost no defense against mind reading of any kind, and can easily be controlled by a powerful psionics user. He has very little self control, and becomes angered very easily; the only real means of keeping him focused is by giving him a job, as he will perform any task given masterfully.

Bio: Imp was originally a Matoran resident of the Southern Islands, working vigorously day in and day out as a courier, running messages between villages on one of the larger islands. The job didn't pay very well, but he enjoyed it well enough. That was until the day when he was nabbed during one of his deliveries and carted off to the lair of Makuta Chirox for experimentation.

For thousands of years, Imp was made into a servant in one of Chirox's fortresses; the Makuta was a master who he hated greatly, and who experimented upon him constantly. He attempted to escape a number of times, and each time received an increasingly great punishment until he finally gave up. If there was any consolation, it was that this was a time before Shadow Matoran were ever considered, and that the fortress he resided in was eventually abandoned to only a small skeleton crew after the Visorak wiped the area.

If it were not obvious, the name Imp wasn't always his. It was during his time in the fortress that he earned it, as he was a highly destructive nuisance when not watched by the guards. He eventually forgot his name entirely, remember only his new title.

During the Order/Brotherhood conflicts, the fortress Imp resided in was torn to the ground. He assisted in the combat, and ended up joining the roving group. He spent the next few years helping to hunt down Makuta and their servants, turning their own modifications to him against them. During those battles, he retrieved his axe by prying it from the hands of a Shadow Matoran, and from there made good use of it.

Now a veteran of many battles, Imp retired to Metru-Nui. Like many foreigners, he found himself the target of large amounts of discrimination (mostly due to his mutated appearance) and took the side of the Northwinds in the conflict, more out of kinship than any desire for protection. It's always better to have a team.

Imp is a loose cannon, and that's not even the half of it. He does what he wants, when he wants, how he wants to get it done. Generally, though, he doesn't last so long when on his own; therefore, he often buddies himself up with at least one or two other Northwinds members. In battle, he charges in with a glee unseen in most beings eyes, taking great pleasure in every conflict.

 

Would you be... my neighbor?

 

I didn't go so much for my usual lengthy profiles this time because I wanted to leave a bit more working room to mold the characters around. In related news, the return of two old characters (with more than a few changes from the last GoMN), and the introduction of two new ones... woot.

 

-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)

Link to comment
Share on other sites

Name: Yyevi

Gender: Male

Species: Upper-Class Steltian

Faction: Unaffiliated, but supports the Northwinds.

Appearance: As with most members of the ruling class of the island of Stelt, Yyevi is a tall being of a somewhat muscular build. He possesses a set of metallic grey armour, which, while scarred by constant fighting, still exudes a certain aura of dignity and power. His gauntleted arms contrast greatly with the rest of his body, the navy blue metal more similar to his azure eyes than the dullness of his grey armour.

Equipment: Electro Chute Blade; Kanoka Launcher

Skills: Yyevi is skilled in the use of his blade.

Weaknesses: It is difficult for Yyevi to find working disks for his launcher, and due to his unfamiliarity with it is rather incapable of using the weapon to its full potential. He is also prone to underestimating his opponents.

Bio: Once a weapons merchant on his home island of Stelt, Yyevi was forced out of business by his rivals after a dispute over a rather large robot cow. Fleeing to the city of legends in an attempt to restart his business, the Steltian found himself incapable of getting anything done due to his species. Unable to leave due to the closure of the sea gates, he now serves as a sort of freelance agent for the Northwinds from time to time, but usually hangs around looking for money.

Link to comment
Share on other sites

Alright, here's my first profile, might bring in more as it goes.

 

Name: Baranx

 

Gender: Male

 

Species: Turaga

 

Kanohi: Noble Mask of Healing

 

Element: Gravity

 

Faction: Northwinds

 

Appearance: Baranx is tall for a Turaga, but still characteristically hunched over and with thin, bony limbs and fingers. He’s primarily colored purple, with black accents and outlines highlighting his weathered and ancient appearance. His demeanor is passive, blasé, never really giving of the appearance that he’s truly invested in the situation at hand.

 

Powers: Baranx retains a weak grasp on his control over Gravity, allowing him to slightly alter Gravity’s effect on a given object, increase/decrease gravity in a small area to a minor degree etc. and also possesses the Mask of Healing: Experienced in its use, Baranx can use it to heal many different kinds of wounds and injuries.

 

Equipment: Due to wielding the Mask of Healing, Baranx doesn’t carry any actual medical supplies. Instead, his belongings consist of commemorative trophies and artefacts from his Toa career, of particular note is a broken Impact Crystal Launcher adorning a wall in his diminutive quarters in the Northwind HQ. He does wield a staff with a mace-like crown at the end, transformed from his Toa Tool when he became a Turaga.

 

Skills: Baranx is a decent strategist and combat trainer, and is also a skilled healer, and has good leadership skills

 

Weaknesses: Really serious injuries (e.g. deadly injuries, lacerations etc.) are out of his mask’s domain as a Noble Kanohi. Being a Turaga, Baranx is quite limited in battle situations.

 

Bio: Baranx has been a simple craftsman, was once a Toa, and later the chieftain of a small village on the Southern Continent. Baranx was the leader of a group of refugees to Metru Nui. As late-comers, they were met with the same animosity and prejudice that one would expect and it didn’t take long for the group to be more or less torn apart and scattered, with Baranx opting to join the Northwinds. Now, Baranx is a dedicated member of the Northwinds, working as healer and part-time combat trainer, drawing upon his experience as a Toa.

 

Baranx is at first glance grumpy and distant. To say his life has been eventful would actually be an understatement. For better or worse, Baranx is a weathered individual, and his attitude is generally that of someone jaded by the injustices wrought upon the refugees in Metru Nui, which is why he supports the Northwinds; not for safety or a hope for peace, but revenge. He is very protective of any Northwind in his care, and is fiercely loyal to the group.

Edited by Dr. O

BZPRPG Profiles

Nuparu-Ferron-Mar-Zelvin-Wiremu-Farzan-Mako-Krex-Tamachan-???

Akiri Nuparu Posts:

1. 2. ...

Link to comment
Share on other sites

Name: Calerix Pesqual, 'Cal'

Gender: Female

Species: Ce-Toa

Kanohi: Great Huna

Element: Psionics

Faction: Fury

Appearance: Calerix is a petite Toa, standing at chin-level of the average. Her shoulders are slight, her legs somewhat short, and everything just simply slightly out of proportion. She wears dull golden armor over a Metru Blue frame, with purple eyes and heartlight shining out from her otherwise dark color scheme. Two daggers are tied in a belt at her waist, unornamented and unfettered. And, of course, she has no arms. Not that it's a public fact, being a Psionics Toa that has the power to create illusions, can use telekinesis, and even just block people's minds from registering the fact makes it a secret known by few.

Powers: Being a Toa of Psionics, Cal has powers accordingly. She can influence, deceive, enter, and change people's minds, and move things with her mind. Her skills in deception and telekinesis was much more developed than most, due to hiding the fact she has no arms for a long, long time. She prefers not to read people's minds or delve too deep into them, as she respects privacy and honestly doesn't really want to know sometimes.

Equipment: Calerix carries her twin daggers and a small pouch with various necessities, like a lightstone, heatstone, paper, pen, and a fruit.

Skills: Calerix is good at talking to people. She's a diplomat and counselor, her Psionic powers often cuing her in to people's problems which allows her to talk frankly. She's good enough with her daggers, but that's more attributed to her skill in telekinesis than with the weapon itself.

Weaknesses: Getting physical, and too many people against her. Calerix is quite weak in physical terms, relying on telekinesis to get her through most tasks. While her legs are strong and developed, no arms means without her powers, she can't do much. As well, she has a great fear of a group of people standing against her as she's alone, so she's often with a group of allies to negate that.

Bio: Calerix Pesqual hails from a region of the Northern Continent known for its food production. She, like many, was forced to relocate to Metru Nui, and lived in the slums for a time. And then, one day, a group of the sleazier gangsters decided she was their immigrant to beat for the day. She resisted. It didn't end well, as it lead one to suggest removing her arms so she could never resist anyone again.

They weren't all that bright, otherwise they would've noticed her being a Toa of Psionics.

But they did the deed, burning the ends so that she wouldn't die of blood loss. And she was left there in an alley, practically wishing she was dead, but not yet.

Eventually she realized that perhaps, just perhaps, life wasn't as over for her as it could be. She had telekinesis. She had the power of illusions.

So she got up, hid, and trained herself.

Calerix next decided it would be best to join a gang for protection. Perhaps it was luck, perhaps not, but she joined the Blades. And there she remained until Vengeance split off, and she followed him into the Fury.

She's been there ever since.

Zakaro

Edited by ZakarOh!

AGoNWLR.jpg


They call me Zakaro. You should too.

Link to comment
Share on other sites

After sifting through the walls of text.... Wow.

 

Anyway, here are my verdicts; All approved, save Kethros. I have some doubts about him, which I would express right now but I'm giving approvals while I take a break from some very IRL important work, and as such, I would prefer to discuss him with my fellow staff first.

 

However, as a general note to all; A reminder that while Psionics as an element is powerful, it is not all powerful. It doesn't mean instant mental access, and any uses of it as such will be treated as the autohit it is. While those untrained against mental intrusion will he disadvantaged, they're far from helpless; They have the home team advantage, after all.

fK5oqYf.jpg

 

On this eve, the thirtieth anniversary of that first colony, many are left to wonder; is the world fast approaching a breaking point?

 

 

  Breaking Point: An OTC Mecha RPG

 

Link to comment
Share on other sites

Anyway, here are my verdicts; All approved, save Kethros. I have some doubts about him, which I would express right now but I'm giving approvals while I take a break from some very IRL important work, and as such, I would prefer to discuss him with my fellow staff first.

 

Alright, I gotcha.

 

You know, I'm surprise at the character turn out so far. I would have figured more Fury-aligned characters popping up, but it appears that will not be so... though I magine more will show up later; this is the first day, after all.

 

-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)

Link to comment
Share on other sites

Name: Aglesis

Gender: Male

Species: Ko-Toa

Kanohi: Kanohi Crast, Mask of Repulsion. In the shape of a dark red Pekhui.

Element: Ice

Faction: The Fury

Appearance: A Toa of Medium height and weight, Aglesis has suspicious blue eyes, and a worn face. His armor is oddly crimson, with gunmetal undertones, leaving most to see him as a Ta-Toa at first glance.

Powers: Repulsion and Ice. Aglesis has a manner of skill with the mask moreso than his element.

Equipment: Aglesis is armed with a Longaxe, with a head of Protosteel. He also is armed with a backup dagger. Aside from weapons, Aglesis has a large grey cloak, and a small pouched belt with water, a lightstone, heatstone and other basic items.

Skills: Aglesis is highly skilled with his axe and his mask. He has moderate skill with his element, also. he is a alert person on the battlefield, a good watchman. He has skill in blacksmithing, but keeps it too himself.

Weaknesses: Aglesis is horrible with ranged weapons, firstly. Give him a bow, and he'll be unable to knock an arrow, for instance. He also isn't particularly sneaky.

Bio: Aglesis lived much of his life in the wretched deserts of Karzahni. Sent there for theft by his Turaga, to 'repair his morality', he starved in the wastes, toiling day after day forging weapons. Somehow, he managed to remain sane. After being liberated with his fellows by the Toa Nuva, Aglesis was among those who lead the Matoran to Metru Nui. From then, he wandered the island, became a Toa, and tried various legitimate jobs. But faced by a population who saw him, like other Karzahnians, as madmen or beggars, he became trapped in poverty.

 

He joined the early Blades when it wasn't even called by that name. Never did he rise above mid-level. With an axe in hand, he guarded high-level members, and gained a reputation as one of the more honorable members. Though over the years, he grew more and more disillusioned with the state of the gang. He saw the Circle, which he had first opposed purely out of business, become increasingly draconian. He became disgusted at the gang for focusing on money instead of fighting the 'Karzahni Aspirers'. He was, unsurprisingly, one of the first members of The Fury. Since then, he has served loyally.

 

Aglesis isn't a quiet person, nor a particularly sociable one. He is honorable for a gangster, but has a looser sense of morality. He views The Fury as a revolutionary army, a force to purge the island of the corrupt regime of Vakama, and usher in a new age. He keeps this view more or less quiet, though. He does not talk about, and is traumatized by the ages he spent in Karzahni. He holds a great deal of sympathy for fellow refugees. Aglesis is calm most of the time, but can quickly anger in certain situations.

I occasionally return to BZP for a nostalgic trip back. Hit me up on discord if you need anything. 
 
BZPRPG Characters that I will possibly revive, Mons-Shajs-Tarotrix-Aryll Vudigg-Jorruk Yokin-Senavysh Angavur

 

 

 

 

 

Link to comment
Share on other sites

Profile for Approval:

 

Name: Horic

 

Gender and Species: Male Toa of Iron

 

Kanohi: Kanohi Arthron

 

Faction: Fury

 

Appearance: Horic is a grizzled and worn veteran, and as a result he is tall and strong, even if he is a bit old. He wears mostly burnt orange armour, which has numerous little scratches on it and miscoloured patches from his past wanderings. His mask is less angular than might be expected of an Arthron, although it is still recognisable as an Arthron.

 

Powers: Elemental control of Iron, Arthron and inate increased endurance(elemental Trait).

 

Equipment: A double-bladed Battleaxe. Horic has done repairs on it countless times with any available material, and as such it is an object of personal attachment. He also sometines uses a Rhotuka Battleaxe(sans Rhotuka and levitation. It has minimal heating functions). Horic also has a portable handheld Rhotuka Launcher which has two firing modes: Default energy or causes the target to lose control of their limbs for a dozen or so seconds. Horic carries a radio for communication among Fury detachments, flint and steel(in case he cannot materialise steel for whatever reason), some water and pieces of tough Nui-Jaga meat.

 

Skills: Having fought in countless wars, Horic has a tactician's mind, capable of analysing problems quickly. Although his preferred weapon is h.is Battleaxe 'Doubletooth', he is equally adept at almost all kinds of melee weapons.

 

Weaknesses: Horic is not from stealthy or nimble. He is also getting on with his years, and doubts of his effectiveness frequently come to mind.

 

Biography: Hailing from the Southern Continent, Horic lived in a metropolis that rivalled Metru Nui in population. During the Toa-Dark Hunter War, however, his city was caught sending supplies to Metru Nui. A small but effective Dark Hunter detachment terrorised the city, leading to the fortification of his city. When Horic was on patrol, a Dark Hunter sabotaged the Power Plant of the city which ran on elemental energy. The resulting explosion wiped out almost everyone in the city. Horic took it upon himself to hunt the Hunters and as a result, became enemies with the Dark Hunters. He travelled the Matoran Universe amd participated in the thousand-year-long war between the Toa, Dark Hunters, and Makuta from 0 AGC to 1001 AGC. That was when he gained the Rhotuka Battleaxe and Rhotuka Launcher. After the War, he heard of a rising terrorist gang in Mata Nui and travelled there to join the lawful government and help them. However, as the war intensified, The Circle started to show its ugly side, and even Horic was discriminated against. He became disillusioned and joined the Fury soon after.

 

Link to comment
Share on other sites

Name: Naona

Gender: Female

Species: Toa

Kanohi: Kanohi Kakama, Great Mask of Speed

Element: Stone

Faction: The Circle

Appearance: Compared to her compatriots, Naona is slightly shorter, possessing a sleeker-looking build that seems to focus on speed. Her armour's colour scheme consists mostly of browns (excepting her dull silver arms), with her torso, shoulders and legs a light brown, while her mask and gauntleted hands a darker shade. At times she wears a telescopic visor as well, the black object allowing her golden eyes to see further.

Powers: Elemental Power of Stone

Equipment: Telescopic Visor - a tool that serves as binoculars of a sort, but can be attached her mask; Staff; Firework Revolver

Skills: Naona is considered to be a competent administrator.

Weaknesses: Naona lacks some of the extra strength that most Toa of Stone possess.

Bio: While it was generally accepted that Matoran of a certain element would usually always be of the element's gender, the presence of those who were of the opposite was still known, although rather rare. It was for this reason that Naona had been treated somewhat differently from her fellows in the days before her arrival in Metru Nui, back when she still lived in a small village near the centre of the Southern Continent. Yet despite her different treatment, her life was nice and peaceful, especially after the fall of the Brotherhood. But the young Matoran desired for more, and jumped ship onto the next ship to the city of legends.


It was in Metru Nui however, where Naona would make her mark. Having arrived in the midst of the chaos that plagued the city, the Matoran decided that she would try and change something, shackling up with the Circle's enforcers in order to assist in ending the conflict. She rapidly rose through the ranks to a position of some authority, having managed to work efficiently against whatever problems had been thrown at her. Along the way, she was transformed into a Toa, something she had never believed would happen.


While she possesses a distaste for some of her superiors' methods, Naona still considers the Circle to be the best bet for saving Metru Nui. She acts somewhat independently while stopping crime, preferring to do so in her own way rather than what her bosses dictate.

Link to comment
Share on other sites

Name: Jetzul Orodin

Gender: Male

Species: Toa

Kanohi: CUSTOM MASK: Mask of Structural Analysis. This mask gives the wearer the ability to determine the structure and composition of one object at a time.

Element: Iron

Faction: Loosely tied with the Circle; acts more as their "private vigilante"

Appearance: Jetzul looks pretty typical for a Fe-Toa. Spiked gunmetal armor, an dull orange mask in the shape of a noble Ruru, a black long coat, and a wide-brimmed top hat, he cuts an average, if dignified figure.

Powers: As a Fe-Toa, Jetzul has the ability to control iron. One of his specialties is the ability to recreate objects from iron, a skill honed throughout the years.

Equipment: Jetzul carries pistol versions of the Cordak Blaster and the Impact Crystal Launcher. Both of these weapons can only hold one shot at a time. Jetzul usually carries six Cordak shots and twelve Crystal shots on his person. Aside from this, Jetzul doesn't carry any weapons on his person,; however, due to his knowledge of weapon structure, he can easily make a fully functional weapon for use if needed.

Skills: Formerly a blacksmith, Jetzul is very knowledgeable about the construction of metal implements. As well, he has received training in investigation; this greatly helps him in his vigilante work.

Weaknesses: Due to his dependence on his guns and his weapon-making skills, Jetzul hasn't really developed his ability to manipulate already existing metal. As well, the nature of his work often lands him in situations with no backup ands no support; this has very nearly costed him his life several times in the past.

Bio: Jetzul was originally a smith working in Ta-Metru. He specialized in making weapons for Toa, but was learned in other disciplines as well. His identity as a Fe-Matoran native to the Northern Continent was generally overlooked, as he did his job well and never caused trouble.

 

When the gangs started gaining power, Jetzul's safety was threatened. After his shop had been raided several times, he decided to take things into his own hands. Finding a Toa stone and transforming, he apprenticed himself to a private eye who taught him the art of investigation. After a while, he left his teacher and started working as an independent, occasionally contracting himself to the Circle.

Link to comment
Share on other sites

Kayn: unapproved. You don't really provide any sort of description as to how your character ended up in Mata Nui, furthermore, there isn't really such a thing as Bara Magnan refugee camps when in this universe, the Mata Nui robot was never even brought to Bara Magna. I advise you read the lore of the game with more caution, and if anything is unclear, you can ask here.

-Dovydas

 

I've edited the entry, it had those mistakes because I was focusing too much on the character in my story. I've taken away the thing about Bara Magna and replaced it with Mata Nui since it's pretty easy to get from there to Metru. I understand the lore.

Edited by Toa Kayn

9HYoRY7.pngKayn's Thought: My hiatus of Bionicle has ended

 

 

                                                                                                 

 

                                                              

Link to comment
Share on other sites

 

Kayn: unapproved. You don't really provide any sort of description as to how your character ended up in Mata Nui, furthermore, there isn't really such a thing as Bara Magnan refugee camps when in this universe, the Mata Nui robot was never even brought to Bara Magna. I advise you read the lore of the game with more caution, and if anything is unclear, you can ask here.

-Dovydas

 

I've edited the entry, it had those mistakes because I was focusing too much on the character in my story. I've taken away the thing about Bara Magna and replaced it with Mata Nui since it's pretty easy to get from there to Metru. I understand the lore.

 

Some things are still unclear to me, like, for example, why there would be a refugee camp on Mata Nui, but, alright, I guess it's approved.

-Dovydas

Link to comment
Share on other sites

this is the first of probably three profiles, which will come out over the next week or so.

 

Name: Xaron

Gender: Male

Species: Matoran

Kanohi: A powerless Voltaik, shaped like an Avohkii.

Element: Light

Faction: Fury

Appearance: Xaron is of average height, build, and…well, average everything. His armor is normally white and black, with his mask being silver, but he can change the colors if he wishes. His eyes are a very, very bright green, which stands in stark contrast with the rest of his armor.

Personality: Xaron is very hyperactive, often being distracted by simple things when not on a job. At times, though, this hyperactivity gives way to sheer abrasiveness, and even a mischievous side. He has been known to sneak into meetings that he was meant to attend invisibly, and stay invisible until someone mentions his name.

Suffice it to say, many people find him irritating at times.

Powers: As Xaron is a Matoran of Light, he has a few innate powers. He can alter the color of his armor, for example. That’s about it, actually. Great for stealth, as he can actually make himself invisible because of this.

Equipment: A few protosteel throwing knives, one protosteel dagger, a standard-issue disc launcher, and a few Kanoka discs, all of which are level 2-3 with various powers (though he cannot carry more than 2 at a time)

Skills: Xaron is, surprisingly, stealthy, despite his hyperactive nature. He can stalk a target for quite some time, and they wouldn’t know (unless they were very observant). He is excellent at hitting marks with his throwing knives and his discs, and is pretty decent with his dagger.

Weaknesses: He is a Matoran, plain and simple. He is far weaker than a Toa, and will lose any advantage in a fight if his cover is blown. Plus, even though he can be nearly invisible, he cannot maintain this for long, and his invisibility will fade over a period of one to two hours, and completely disappears after three hours.

Bio: As far as Xaron remembers, he has lived in Metru-Nui for as long as he has been alive. In fact, for the longest time, he thought that he was a Matoran of Magnetism. He had been disguised and sent out of Karda-Nui during the Time Slip, and had his memory wiped of the event. So, for his ‘new life’, he was just a normal Matoran of Magnetism. No abnormalities, he just lived like any other Matoran. However, once news of Karda-Nui’s destruction arrived in Metru-Nui, something clicked in his head. Maybe the word itself reminded him of who he actually was. Maybe, just maybe, he had known all along and was just denying it. Whatever the case, he realized who he was, and began to utilize his newfound abilities. At first, he could just change his color to blend in with the background slightly. But, after years and years of practice, he finally was able to completely deflect light around him, making him effectively invisible. And, by this time, the gangs had risen to power. One day, a member of the Blades decided to try to extort Xaron. He responded with a very quick, ‘No’, and began to walk away when the gang member attempted to kill him. Xaron barely escaped, using his abilities to get away from the gangster. He had seen how the Blades treated everyone, how they killed and murdered innocents because they had a few widgets. So, the only logical thing to do was to join the rival gang, the Fury. And so he did, and his skills as an assassin very quickly became apparent. He has become semi-known in the gang, and has killed a few members of the Blades, albeit always from the shadows, and always low-ranking members.

1Ydp0mg.jpg


Steam name: Ehksidian

Link to comment
Share on other sites

Name: Jarros

Gender: Male

Species: Toa

Kanohi: Mask of Biomechanics, shaped like a Kanohi Kadin (minus the spikes)

Element: Magnetism

Faction: Unaffiliated

Appearance: Jarros is a bit on the shorter side of Toa, often mistaken for a taller Matoran. He does not intimidate people by size nor stature. He has slender, almost spindly limbs. He keeps a deep cobalt black armor scheme, his chest housing a metallic gray piece of armor. He wears a dark cape/cloak with a hood, which, through time and wear, has made the end of it ragged and torn.

Powers: As a Toa of Magnetism, he has access to the wide range of powers that the element implies, including manipulation of magnetic fields and magnetically-attracted objects. He can fly at a low level by repulsing himself against the magnetic field of the island. His Mask of Biomechanics allows him to mentally interface with technology and control or influence them (depending on range and complexity). He cannot control parts that belong to another living being, but is able to slow them down.

Equipment: None

Skills: Jarros has very precise and powerful control over his elemental abilities, able to exceed what most people would consider possible. He also has a very acute and almost eidetic memory along with a strong willpower, and is able to think and process information very quickly. He keeps a mental dossier on the people he comes into contact with. He can sink into a state of mental concentration and form plans or retrieve information distinctively at the cost of losing all sense of time, danger, and other sensory inputs.

Weaknesses: Jarros was not a very physically strong Matoran, and this led to a disastrous attempt at becoming a Toa. He is extremely weak, unable to do almost anything but stand up. He cannot carry or brandish a weapon, and it is only through focused willpower is he able to get around. If he were to be put into a position where his mental willpower was impaired, or where he was not able to access his elemental powers, he would be nothing short of easy prey. He is a very vengeful Toa, and has a great deal amount of pride in his abilities and mental prowess.

Bio: As a Matoran, Jarros was not favored on account of his extreme lack of physical strength. Often passed over for military recruitment and unable to provide much for himself, he lived in poverty for most of the beginning years of the war. He often passed the time trying to "read" the people that came across him. He had a good memory, and with the amount of time on his hands, trained himself to keep a mental dossier of the people that he came across at any such time. He found discipline in allowing himself to think internally, blocking out the sights and smells of the slum around him. Finally, he stumbled across a very lucky break when he came across an abandoned Toa Stone from one of the skirmishes. He hoped that it would enable him to be stronger, but it had the exact opposite effect. Weaker than ever before, Jarros had to spend months and months honing his mental willpower and skill to manipulate his magnetic abilities to where he could remain functional. Since then, his elemental prowess has increased, and he managed to steal a Mask of Biomechanics in order to help him do everyday things such as stand or walk. After years and years of training, Jarros has deemed himself skilled enough to re-enter the war-torn world, but being by himself for so long, he has no allegiance to any side as of yet. He has a extraordinary great deal amount of pride in his abilities, and he views his entrance into the world as a sort of phoenix metaphor, dragging himself from the ashes by nothing but sheer willpower.

Link to comment
Share on other sites

Name: Nepak (NAIR-pack, quickened)

Gender: Male

Species: Onu-Matoran

Kanohi: Powerless Noble Ruru

Element: Earth

Faction: The Circle

Powers: As a Matoran, Nepak is unable to access his kanohi or elemental powers. Of note is the fact that Nepak lacks the strength and endurance of most Onu-Matoran.

Appearance: Nepak sports black armour on his torso and feet, with gunmetal grey arms and hands, much like other Matoran from his Metru. He is not as stocky as most Onu-Matoran. Brightening his face is a purple Noble Ruru, from behind which glow a pair of deep-green eyes.

Bio: Nepak awoke on Mata Nui with no recollection of his former life. Nepak worked as captain of a mining company in the Onu-Koro Great Mine. Not long after the coming of the Toa Mata, Nepak's teams in Shafts 3 and 8 encountered an impenetrable rock layer, and Nepak had to negotiate more workers and equipment from Turaga Whenua. Nepak aided in the evacuation of Onu-Koro when the Bohrok attacked, and also helped Whenua in organising the resettlement.

Nepak assisted in creating boats for the journey to Metru Nui. Once the city's Archives had been reestablished, Nepak was assigned to be an Overseer of Sectors 74-75. In this role, he often reported directly to the Chief Archivist or Turaga Whenua, and also negotiated the obtention of historical records from each of the Metru.

Not long after the collapse of Karda Nui, rumours began to spread of rising violence and hostile visitors to the city. When he heard of a complete Sector collapse where Whenua held residence, Nepak was shocked and frightened. He fled the Archives with what few mementos he could gather.

Nepak was offered a place in the Circle by Turaga Vakama for his knowledge of history and his negotiation abilities. He is currently making his way to Ga-Metru to join what he believes is the only true solution for peace.

Personality: Nepak, who has worked in the mines and archives for most of his life, was not exposed to violence or much trouble, and having a new world thrust upon him has taken its toll. However, he is trying to stay true to his belief that almost anything can be resolved through good negotiation, and patience and compromise shown by all parties. Nepak takes sympathy on other Matoran who have been displaced, but especially those who are unable to leave their occupied Metru. He wishes to do whatever he can to bring the fighting to an end.

Equipment: Nepak often travels with a satchel of possessions, including a heatstone, a small statue of Onua, and a canister for food. He has practiced with a disk launcher, but is clumsy with the weapon. He also carries two kanoka - 638 power - but their energy is waning.

Skills: Nepak is a perfectionist and has a strong will to complete things 'the way they should be done'. He has skills in negotiation and a particular confidence in them. He can easily speak to those in more powerful positions than he, and manage to maintain a deference whilst doing so. Under stress, Nepak is quick-thinking, and also realistic.

Weaknesses: Often, Nepak's trust in the ways of the past blinds him to creativity. He tends to seek advice or instruction before working on his own initiative. Nepak has not been exposed to much violence in his lifetime, and as such is not very apt with weaponry. He also lacks the strength and endurance of most Matoran of his heritage. Nepak can be naive in his trust of others; his belief in people having an inherent goodness makes him caring and kind, but also susceptible to betrayal.

 

 

Trivia:

  • If you type Nepak into the first box of google translate, set the first language to Lithuanian, and the second language to English, it is incorrectly translated to 'unchanged'.
  • Nepak is a custom character based on the purple-masked Matoran who is present in Whenua's hut when the player first arrives there (Mata Nui Online Game).
Edited by OmiChron

Nokama Chameleon

 

Link to comment
Share on other sites

Just a question I was wondering about: would it be ok for me to play as Henkka in this RPG? You know, the time-traveling body-possessing being who was in the BZPRPG last year? He would possess a Matoran or Toa body in the game and wouldn't have any extra advantages whatsoever, only lots of experience. And he would be limited to the abilities of the body he gets.

 

Of course I understand if the answer is no, due to his peculiar traits. Just asking, cause I kinda grew fond of him but can't use him in the BZPRPG anymore.

 

Plus, it would be interesting to see him figure out what the heck happened to Metru Nui. :P

Edited by Toatapio Nuva
Link to comment
Share on other sites

After some consideration with the rest of the staff, the verdict, simply put, is "nope". The time travel idea simply doesn't seem to fit much with the general feel of the RPG, because unlike the BZPRPG, ours doesn't exactly run on the brilliantly bizarre and the overall feel doesn't fit.

-Dovydas

Edited by .saorsa
Link to comment
Share on other sites

Name: Zarembo, real name Etolin
Gender: Male
Species: Toa
Kanohi: Zar wears the Great Mask of Intangibility, allowing him to alter the density of his body to go through matter and avoid attacks.
Element: Lightning
Faction: Freelancer with some connections to The Fury
Appearance: Zar typically wears an set of form-fitting alabaster armor and greaves over his blue body, in turn under a simple blue leather jacket. His mask is bronze and and frames his square jaw and blue eyes exquisitely. While at work, he wears a thick leather belt that carries his tools and slouches to the right; the spanners, keys and ratchet are on his left and his sidearm and torch is at his right hip. A set of ammunition is worn slanted on the front of his belt.
Powers: He has powers of electricity and can absorb, control and conjure it at will. This is very useful in Metru Nui, particularly since it allows him to sabotage or sometimes manipulate certain consoles using his power at an intimate level.
Equipment: Among Zarembo’s tools are a pair of adjustable spanners, a set of hex keys, a ratchet, high-powered flashlight and a custom revolver (Mateba Autorevolver irl).
Skills: He’s an engineer with an apparent load of experience in how the city functions, understanding the infrastructure quite intimately in addition to knowledge of the movements and strategies of the Circle and the gangs, though them to a lesser degree. He’s quite swell at hand-to-hand combat -- for a little bit.
Weaknesses: Despite his cunning and array of formidable abilities, Zarembo can be outwitted and seems a little odd in his surroundings, being too educated and cunning when compared to the rest of the rabble. He also tires out relatively quickly; his melee experience is skill-based, not endurance-trained.
Bio: Etolin was once on the Circle’s Council (approved by Dov), where he served as Metru Nui’s transportation chief. The position, and his competency in it, earned him great wealth and power within the city, but despite the loftiness of his place in society he still understood the real issues happening on the streets. Secretly, Etolin grew more and more empathetic on the gang wars and social movements and he resolved to do something about it. Faking his death and sacrificing most of his estate, he adopted a new persona that would allow him to blend in and help the masses at their level, not by the political and indifferent ways of the Circle.

Enter Zarembo. He has barely a year on the streets and settled in a Ta-Metru, where he helps The Fury as a tech expert when called for in return for safe housing, while foraging outside the Metru to meet others and figure out how to help the city get back together. He believes the wars and fallouts were due to the Circle’s failing to understand the issues of their city and he desires to restructure Metru Nui to a great city once more, even if it means doing away with the Circle. He’s quick on his feet, clever with his tongue, sharp with his gun and handy with his tools — he has to be if he wants to survive, let alone achieve his dream.

Edited by Daenerys Targaryen
Link to comment
Share on other sites

and now for a downright odd character



Name: Manaka


Gender: Male (assumed)


Species: Frost Beetle


Kanohi: N/A


Element: None, though Manaka thrives best in cold environments, similar to his fellow Frost Beetles.


Faction: Unaffiliated, for the moment.


Appearance: Like most Frost Beetles, Manaka is a large creature - smaller than a Kikanalo, maybe, but larger than most Toa - with a heavily plated body. He has two arms that end in large claws, and three pairs of legs - though the front pair has been modified via evolution to be a pair of clawed manipulators, and are what Manaka uses for hands. He has large spines on his back - useful as impromptu weapons, should somebody try to jump on him - and, as mentioned, has a heavily armoured exoskeleton; unlike most insectoid Rahi he has a pair of small eyes with few facets that are a cold, icy blue in colour, and he has a pair of large fangs hiding a somewhat small mouth.


Powers: Manaka has no powers.


Equipment: While he doesn't really need to, Manaka does own a small satchel, carried on his body up below his spines. He stores various trinkets he picks up in it, including memory crystals to feed on. Mmm, memory crystals. Yummy.


Skills: Like most Frost Beetles, Manaka is very intelligent for a Rahi - and this specific frost beetle is rather intelligent compared to the average Matoran, as well - and has gained a working fluency in the Matoran language. Other than that, he has good motor control - he needs it, with all the limbs he has - great strength, he is a great climber, has great balance, and he has quite focused eyesight.


Personality: Manaka is rather calm, compared to his hostile, more bestial-in-mind brothers. He much prefers to simply learn about things, than to go around fighting - though he is easily angered (he still gets annoyed when Matoran call him specifically a Rahi, as he feels he has become far too intelligent for such a moniker to apply to him), is somewhat arrogant, and if given the chance will talk your ear off about what he knows, or will ask questions nigh-constantly to try and learn something new.


Weaknesses: Owing to his size, Manaka is somewhat slow - smaller combatants (and even a good few larger ones) could easily get around him. As well, he can easily be goaded into a fight, regardless of what his better judgement might say - a carryover from his being descended from rather hostile Rahi.


Bio: Manaka was hatched like so many Frost Beetles are, coming to life in the bitter cold that was Ko-Metru's typical climactic state. For the young Frost Beetle life was hard, suffering was the primary state of his life, and none of the other Frost Beetles understood him, or liked him, or would play for him. It wasn't because he had a bright red shiny nose, though - Frost Beetles don't even have noses - but instead it was because he was rather different from all the others. He found he was more intelligent than many of them, and did not devote so much time to getting to Memory Crystals as the others did, and he found the Matoran and other Rahi around rather interesting, rather than viewing them as just threats. Beyond that, though, he found that he had trouble communicating with most of his fellow Frost Beetles, and they had the same trouble with him; for the longest time, neither he nor his less intelligent fellows could understand why, until he suddenly hit upon the answer; he was disconnected from the hive mind. Disconnected from birth...well, hatching. Rather than making Manaka feel desolate and alone, unable to properly interact with those of his own species, it had the opposite effect. He simply focused on his uniqueness, his greater intelligence than other Frost Beetles - fuelling his arrogance. After a time he staked out a home of his own, and gradually grew yet further apart from the other Frost Beetles, instead learning to speak the Matoran language. While at first it was a rather broken-down version, it helped him gain the boldness necessary to go out to one of the Knowledge Towers and attempt to speak to the Matoran there. While most backed away in fright, a few of the others seemed to view him to be just as interesting as he viewed them, and taught him to speak the Matoran language more fluently, and teaching him more about the island. After an amount of time he felt he had learned enough to attempt to travel yet further, which he did, collecting trinkets along the way and placing them in a leather satchel he'd been given as a gift from one of those Ko-Matoran scientists who had first befriended him, and attempting to learn more about the island and the people living on it, and to try and dispel the notion that all Frost Beetles were just crazy Rahi that ate a few too many memory crystals one day. That's just not cool, man.


Edited by The Otter

profiles i guess

i'm a south american giant otter now

 

Link to comment
Share on other sites

Guest
This topic is now closed to further replies.
×
×
  • Create New...