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Six Kingdoms: Rebirth -- Character Profiles And Rules


Unreliable Narrator

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I think I might now be addicted to making new characters someone help me please :cry:

 

PC Profile

Name: Hahvok

Breed: Krana

Faction: Independent

Brief Description: When active, Hahvok is an icy bright blue. When dormant, Hahvok is a pure white.

 

Background/Occupation: The separation of Mata Nui’s head from his body and the subsequent crash into Zakaz has forcefully awoken him.

To his surprise, he woke up on Zakaz and realized he is a Krana Za and Krana Ja that are now somehow linked. His connection to the rest of the swarm has apparently been severed. Somehow the Za made an emergency mental tether to the only Krana nearby at the time of the crash.

Hahvok’s Krana can now speak Matoran and have slightly higher mental capability due to their connection. However, in a way they remain separate, with the Za needing to continually provide its power to remain connected and one mind. They are still two full Krana, capable of piloting two bodies separately, both with their own unique Krana powers. (Not sure if there’s a maximum range for a Krana Za)

 

Flaws: Hahvok considers himself nearly invincible and is mostly dismissive of danger. Thus, he has no substantial regard for his own safety. He will carry on with his own business until he has no choice but to react. 

He has one true weakness: he will always confront enemies one on one, rather than as a unified force, forcing him to rely on his formidable individual skills.

Mentally, Hahvok is a bit simple, never before needing to think of anything outside of his queen’s mission.

 

Powers/Equipment: 

Primary Power: Krana Za - Allows its Bohrok to communicate telepathically with others within the swarm. It also gives its Bohrok the ability to read the minds of other beings.

Secondary Power: Krana Ja - Allows its Bohrok to detect distant obstacles.

 

Breed Quirk: Can assimilate biomechanical beings to his whim by latching onto their faces and controlling their minds. 

Krana cannot control organic beings as they do so by overriding their host's programming. 

Krana can also slow down their life processes. 

Like the Matoran and Toa, Krana are a form of artificial intelligence.

All Rahi fear and avoid Krana as they sense something about them is amiss.

Krana have both active and dormant states. Krana are active if they are inside an operating Bohrok or if they are attached to a being's face. When not commanding a host they go dormant, conserving energy and turning a different color.

 

Weapons: None

Equipment: 1 Kohrak Va 

Spoiler

Name: Zal

Breed: Bohrok Va

Description: Zal is white and black. His eyes are a cold light blue.

He bears resemblance to all other Bohrok Va, being short and thin.

Breed Quirk: Kohrak Va behave in a cool and confident manner, whether walking or sliding down glaciers. They use their excellent hearing to detect any sign of attack, then use their mastery of camouflage to bury themselves in snow and ice as they wait for the protection of the Bohrok swarms. They are able to hide in snow and ice for several days on end.

Hahvok has the unique ability of being able to remain active and control the Kohrak Va that carries one of its minds as the Kohrak Va is disconnected from the Bahrag Queens.

Tools: Kohrak Va use Ice Claws, allowing them to scale cliffs with ease.

Flaws: Kohrak Va are not designed for fighting and it would be damaged quite easily in a battle.

Due to its disconnection from the queens, if the Krana is removed from its back, this Kohrak Va would seek only to be reunited with the Krana again.

 

To be clear. Hahvok is a Krana Za and Ja that are one mind that can pilot two bodies independently. The main body is a Kohrak (“vehicle”), the secondary body being a Kohrak Va (“equipment”).

 

Vehicle Profile

Name: Kohrak

Owner: Hahvok

Vehicle Class: Bohrok

Brief Description: Kohrak is white and gray. Its eyes are a cold light blue.

It bears resemblance to all other Bohrok, being squat and having a transparent head casing.

Flaws: If his Krana is removed, Kohrak becomes dormant.

Due to the shortness of its limbs, Kohrak is disadvantaged in melee battle.

Powers/Equipment: 

Element: Ice (Channeled through their Ice Shields)

Can even freeze even open flames.

Breed Quirk: Kohrok’s bodies generated a cold presence, which kept other Bohrok away from them.

Like all the other Bohrok, they are capable of rolling themselves into a ball for fast transport from place to place and can snap their heads forward as a melee attack or to launch their Krana at an enemy, which will cause that being to be brought under the control of the swarm, or in this case, under Hahvok’s control.

Weapons: Ice Shields

Equipment: None

-----------------------------

--------- “BRUH” -Makuta, probably ---------

-----------------------------

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  • 2 weeks later...

Name: Myka

 

Breed: Matoran

Element: stone

Faction: Crichton

 

Description: Myka was one of Zakaz' original inhabitants, before the Skakdi took the island for themselves. Despite what one might expect, she took to the chaos and violence of her new home to heart. Assisting her guardian, Crichton, Myka is a jack-of-all-trades, master of none who assists the Toa however she can. 

 

History:

Before the fall, Myka was a fairly ordinary, if a bit excitable, Po-matoran. She lived in a village neighboring a local jungle, and thought of little else besides foraging for food and catching the gaze of a certain charming Le-Matoran. Eventually, the two women began courting. Myka's love in turn loved flowers deeply, and so Myka would always surprise her with bouquets of freshly-gathered wildflowers when they would meet.

The attack came while Myka was in the forest. When she returned to her home, the village was in smoldering ruin. She found her love among the ashes,  the flowers dropping from her nerveless fingers. She slumped beside her heart, now lying scorched and broken on the barren ground.

She has no memory of how long she stayed there. The smoke was so thick it could have been hours, or days. Eventually, a Toa searching for survivors found her, and dragged the nerveless matoran to safety.

Myka may come across as an almost incurably cheerful individual well adapted to the brutality of the Wasteland. But in reality much of her demeanor is meant to keep others at arm's length. She will make acquaintances, buddies, but hesitates to make true friends. Part of her still lies burning in that village, leaf-green armor withered to charcoal.

 

Personality:

If you have ever played the game Borderlands 2, I would like you to imagine Tiny Tina's personality. This will bring you a long way towards understanding Myka. She is boisterous, impulsive, goofy to a fault. and more than eager to punch first and forget she was supposed to ask questions later. In spite of this, she takes great pride in her work as a mechanic,  even going so far as to paint flowers on her favorite creations in honor of her lost love.

Despite her seemingly bizarre violent tendencies Myka is actually quite personable, and loves company dearly. What few people get past all of her defenses and become, despite her best efforts, important to her… she would give absolutely anything for them. At the current time this number solely includes Crichton 

 

Flaws: Myka is very slight, and though she is wiry for her size she is still simply a matoran. If it came to a real fight she likely would not be able to hold her own. Additionally, her armor isn't in the best of repair and has been occasionally known to seize up or creak ominously.

 It is not truly known if Myka's seemingly unstable nature is due to her personality, the events she witnessed during the assault, or some other factor as of yet unknown.

 

Equipment: She wears a tool belt whose pockets are filled with everything from spare bolts to small explosives. Nobody ever steals from her, as the last skak to try and pick her pockets needed to find a replacement hand. Slung across her back two weapons: an aged hatchet with a rag grip and a broken-headed wrench whose handle has been shaved to a ragged edge, making it the world's strangest sword. There is a filthy, ragged plush hanging from her belt named Laika. If one tries to touch her without Myka's permission there is no aspect or great being who can save them.

She wears a cracked Great Kakama, whose bottom half has long ago been broken off. This half of the mask has been refitted into a breathing apparatus which filters out solvents and shrapnel in the air as well as several nasty kinds of chemicals once used by skakdi warriors. The mask's lenses have inserts that can block out bright light. allowing her to weld with solely the mask as face protection.

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Whatever mountain you are climbing, you can do this.

                                       BZPRPG character masterpost

20220406_234727.jpg

                      "Just promise me something... don't let me go."

 

 

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Name - Crichton

Breed - Fa-Toa

Gender - Male

Factions - Zakazian

Appearance - Old and weary, Crichton’s decades of life enduring the hardships of Zakaz and skakdi alike can be assumed at from the many dents, scraps, and notches that covers his body, several large scars, blast marks, and indentations mark themselves as the most recognizable features of this toa body. What was once a lustrous gunmetal grey has since been reduced to a dull cool winter gray, even the black coloring beneath his outer layer has faded in color from the harsh Zakazian sun. 

Adding to his form, Crichton also wears several pieces of salvaged armor, forming a crude piecemeal consisting of worn-out chrome plating, semi-loose chains, and burnt orange padding. Along with the armor that Crichton usually wears, Crichton also has a more work-geared outfit that consists of a thick, black, scaly, leather apron that contains several pockets, pouches, and pantries for various tools and loose parts as well as equally thick, black, scaly leather gloves for when handling heated material.

Personality - Crichton can best be described as tired, rough, and not having enough time to even think about dealing with whatever this is. Crichton is a tough fellow who has learned to harden himself and keep himself bottled up from decades of living with the vicious skakdi. Crichton understands that as long as he can keep up a tough façade and be of service, that the skakdi will not give him any more trouble than they are willing to risk. 

Crichton only takes a measure of enjoyment when he is in his garage working with the machines that either he makes or the skakdi brings in (with Crichton actively trying to not think about what the skakdi might use those machines for when he is done with them). In addition, Crichton’s other source of joy (and at times, serious frustration) is the po-matoran, Myka, who he has taken responsibility for protecting and taking care of since the skakdi invaded and the two of them met.

Backstory - Before the skakdi came, Crichton was like any other toa, protecting his village with his toa team, doing all he can for those he cared about. But with the arrival of the skakdi, the island was plunged into all out chaos and war. Doing the best he can, Crichton and his toa team did all they could to protect their village, but the skakdi’s numbers and technology allowed them to overcome and kill his toa team, Crichton suffering severe damage when he was trampled upon by a skakdi ACR. In a last desperate effort, Crichton did the one thing a toa should never do, kill. Using his powers of magnetism, Crichton caved in the skakdi’s chest, killing them near instantly. And then he passed out with the ACR fallen on top of him. Waking up several hours later, Crichton, taking the ACR, made his way back to his village, only to find it practically decimated, his people, his team, gone...Except, for a singular po-matoran. Given no real choice left, Crichton took the po-matoran, Myka, under his care and the two have wandered the wastelands ever since.

 - Powers - 

Elemental Power of Magnetism - Crichton, as a toa, has the elemental power of magnetism. With this elemental power, Crichton is able to create, control, and consume magnetic fields and energy. In addition to his basic elemental powers, Crichton also has an innate sense of direction, being able to always tell which direction is North.

 - Equipment - 

Mask of Biomechanics - Crichton wears the Mask of Biomechanics. The Mask of Biomechanics primary ability is allowing Crichton to interface with machinery and technology, granting Crichton the ability to control them from afar, the distance and complexity of said machinery and technology affecting his exact control of it. Although the mask cannot completely control the actions of another proto-being, it can hinder and impair their actions to a minor degree. And lastly, the mask also enhances the mechanical strength of Crichton’s own body.

Crichton has also modified his mask to a certain degree, these modifications includes; locking the jaw for added protection, the goggles being able to shield themselves against bright bursts of light, and being able to magnify his vision by several times.

Magnetized Chains - These semi-loose chains wrapped around Crichton’s frame are not only for show or added protection, but can also be used offensively. Infused with his own magnetic energies, these chains can be swung, guided, and launched by Crichton’s own elemental powers. 

In addition, the chain’s magnetized nature makes them capable of seeking out magnetic surfaces, including other proto-beings, allowing them to wrap around and constrict those that are struck by the chains and constrain their movement.

Lastly, Crichton also has several accessories that he attaches to these chains, including hardened spikes, sharpened sickels, and weighted balls. In contrast, these attachments reduce the overall control that Crichton has with the chains and reduces his ability to course correct with them.

Magnetic Pucks - A special device made by Crichton, these pucks are capable of latching onto surfaces and producing positive or negative magnetic fields, and used in conjunction with other pucks, can make objects be attracted towards each other or be repelled from each other. The primary purpose of these pucks that Crichton uses them for is to magnetically lift objects, placing a few pucks onto the ground and others on the object itself, causing the object to essentially float off the ground. Crichton only has a limited number of these pucks and they need to be regularly recharged with his own elemental energy, in addition, objects heavier or larger than an average toa usually will require more pucks to be completely affected.

 - Flaws -

I Can Still Feel Them You Know? - The most notable injury that Crichton has ever suffered was the loss of both his legs due to the actions of a particularly brutal warskak. Missing his legs from halfway down the thighs, Crichton is practically incapable of unaided movement.

There can be no Hope in this Pit, No Hope at All - After so many decades since the loss of his people and the forsaking of his oaths, Crichton has lost any and all hope he had of returning to his old life. This lack of hope has left Crichton dispassionate and unsympathetic to the hardships of others, and unless placed into immediate danger or given an invested interest, he is unlikely to intervene on other behalf.

 - ACR Profile -

Name  - N/A

Heartlight Key - None (Controlled through the Mask of Biomechanics)

Owner - Crichton

Description - This singular ACR actually consists of two interdependent parts, the legs and waist and the upper torso and arms being able to separate from each other and be controlled separately and connecting around the waist through a series of interlocking pistons and support struts. The lower half of this ACR consists of two sockets capable of securely fitting Crichton’s stump legs, granting Crichton the ability to walk with these powerful digitigrade legs, being supported by the large mechanical claws of the feet. The upper half of this ACR consists of a frame that wraps around Crichton’s chest and shoulders, adding additional armor, with the weight being supported by the pistons and struts that slot into the waist of the lower half. The arms of this ACR are built to maximize the potential lifting power, with added lifting servos being attached within the elbows and shoulders, with the hands, though not being capable of fine motor control, are still able to securely and potentially fiercely, clasp onto anything that fits within the large clawed grasp.

 - Weapons - 

Shoulder Mounted Zamor Launcher - On the shoulder of this ACR is a mounted zamor launcher, using specialized magnetism infused zamors, the spheres creating localized magnetic fields where they hit, either repelling or attracting ferrous metals or proto-beings within the area. The only problem with this weapon is that it can’t be controlled by the ACR itself and needs to be controlled by another being within the matoran-sized basket on the shoulder mount.

Magnetism Charged Frame - While Crichton is within the ACR, he is capable of channeling his elemental energies through the frame itself. Such uses include; allowing the clawed feet to magnetically clamp onto metallic surfaces, the claws to be attracted towards each other, increasing their grip strength, or channeling through the whole mech a repelling aura of magnetism. The weakness to this ability is from the amount of concentration it takes to use his elemental powers, this limiting his ability to use his mask powers and stunting the ACR’s speed, agility, and reactions.

 - Vehicle Profile -

Name  - N/A

Type - RV War Rig

Owner - Crichton

Description - This RV war rig is equal parts transportation and home for Crichton and Myka, this rig containing nearly everything that the two of them own. Crudely armored with several large sheets of metal bolted and welded along the side of this RV with several spikes and a large fearsome grill on the front denoting this vehicle as truly being something that a skakdi would recognize as of skakdi quality...At least they would, if it were not for the several layers of floral patterning on it, with each layer being in various series of wear and tear. Within the RV is ample space for either a few skakdi or similar-sized beings or several matoran to stand inside in, with a single small private room located on the left side of it. The RV also contains a kitchen, a simple workshop, and additional storage and sleeping spaces.

NPC Crew - Myka

 - Weapons - 

Sharpened Ramming Grill and Tires - The grill and tires of the RV have been hardened and inlaid with several sharpened spikes and blades, making them a vicious ramming weapon capable of devastating other vehicles and rigs when closer-than-close range occurs.

Blade Launcher - Hidden within the roofing of the RV and accessed through a ladder within the driver's area, is the Blade Launcher. Using magnetic rails, the launcher is capable of launching sharpen sawblades at extremely high speeds. The only problem with this weapon being its less than resilient structure.

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Name: Amarth

Breed: Vortixx

Faction: Druu, League (formerly)

Brief Description: Sleek black armour over a lithe body, violet eyes glowing from underneath a smooth black minimalistic mask.

Background/Occupation: Amarth has operated as Druu's second in command for much of his career in the League. Never one for unnecessary words, Amarth always lets her actions speak for themselves, sparing only the bare minimum of words if any should the situation call for it. Now that Druu has broken away from the League's remnants, she finds herself following him down a dangerous road.

Flaws: Though a remarkable fighter, Amarth relies heavily on taking out her targets quickly, being less prepared for long and drawn out physical contests. For this reason, Amarth is exceedingly cautious in picking her fights. Silent for the most part, Amarth can come across as cold and distant to others.

Powers/Equipment: Agile to a remarkable degree, Amarth has a fast paced fighting style centered on attacking vital areas and quickly bringing down her opponent, more often than not utilising the element of surprise. Her prior life on Xia has also made her an incredible climber, and a capable mechanic in a pinch.

Most often she uses two protosteel blades, as well as a few protosteel throwing knives hidden in her armour, though just in case that isn’t sufficient, she also carries a small but powerful Xian firearm that fires metal slugs generated inside the gun itself. Though she does not use this weapon as often as her protosteel blades and knives, she is no less proficient in its use.

Though not exactly possessing any inherent powers, Amarth has the ability as a Vortixx to wear and use Kanohi masks. She currently wears a Mask of Silencing which allows her to generate a field of silence, the size of which she can control.

Edited by Onaku
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  • 3 weeks later...

GM-NPC Profiles Master List

Hi, this should have been the 2nd post in this profile thread. My apologies. I will link this post in the first post for the rules on character creation. I will be editing in an GM NPCs who's profiles are revealed as we go. :D

 

Axxon, Order of Mata-Nui

Name: Axxon

Breed: unknown

Pronouns: He/Him

Faction: Order of Mata-Nui

Narrative Theme: Functionalism

Descriptions:

  • “When Axxon resurfaced, he did so as a screaming, howling man. Something clung to his back inside him, like a caged and unwanted child. His hands, large before in their gauntlets, now became the defining visible feature of his defilement. Silvered bands of liquid armor slowly cooled and burned themselves into his frame. His body absorbed the blood of a dead god, drinking readily of the curses. It fed him, and tainted his soul. He strode from the water, nearly double Atamai’s height. His kanohi rhode would forever hide a dark secret: while he could no longer remove his mask as it burned into his body, his new third eye would never look upon the sun. Instead, it forever gazed into the darkness behind the mask of truth.”

Background/Occupation: Axxon guarded the Forge of the Heartsflame before the creation of the Ark, serving the will of Mata-Nui to bring salvation to the island’s people. After being pulled to the far flung apocalyptic future, Axxon began to question his duty and the place of an individual in society. In the fight with Atamai, Leklo, Korruhn, and Ultan, Axxon was thrown into the toxic lake of corrupted energetic protodermis surrounding the fallen head of the Great Spirit. He emerged a tortured, vindictive man unable to see the error in his ideologies or actions.

Flaws:

  • Psychological: Axxon is a devout functionalist, fully believing in an individual's role in society as ordained by law and Mata-Nui. Each individual serves a purpose and must remain in their social station or risk toppling social balance and peace.
  • Physical: Axxon moves with a shambling gait, and quickly has a hard time catching his breath. The twisted amalgam inside him often causes physical discomfort. Hurting Axxon on his back left side where the amalgam is grafted causes extreme, blinding pain.

Powers/Equipment:

  • Owner of Truth:  Axxon’s mutations from falling into the toxic lake caused a mutation in his own abilities. Axxon is now able to not only know if someone is telling the truth, but he is able to do two new things:make them permanently tell the truth about a topic, or make them permanently without the truth about a topic. The power is absolute and binding beyond death. 
  • The Amalgam: a horrific scar covers the back right of Axxon’s body, and just beneath lives the amalgam. The amalgam allows Axxon to hear the voices of the departed, and to bear witness to their final moments. However, the amalgam inside him causes great pain and wants to escape.
  • Halberd of the Far Shore: the polearm Axxon wields houses spirits of the dead, and he is able to let them out into the world for a short time. However, doing so renders him unconscious until the spirits return.

 

Vhisola, Scholar of Metru-Nui

Breed: water matoran

Faction: Refugees

Brief Description: Vhisola is mostly dark blues and greys, with a teal mask of shielding. Silver scars from a prior trauma cover her left shoulder, arm, and neck. 

Background/Occupation: Vhisola is a scholar who studied history and protodermis purification. Before The Collapse she had a successful food and pop culture blog followed by many in Metru-Nui.

Flaws:

  • Psychological: Vhisola is incredibly selfish and protective of her mentor Vhisola.
  • Physical: Her left arm has a limited range of motion after Waveahk’s attempted assassination. She has blurry vision beyond sixty feet.

Powers/Equipment: Vhisola can hold her breath and survive underwater longer than beings of other elements, but otherwise has no powers of note. She carries a bag full of basic survival gear.

 

Name: Nektann, Tahtorak of Rain

Breed: Water Tahtorak

Faction: Warskaks

Narrative Theme: Loss

Descriptions: Bionicle godzilla, 300 foot tall mega-monster kaiju

Background/Occupation: Nektann, formerly known by the moniker Boss, ruled the warskaks after his father (of the same name). Howvever, he was defeated by Barius in the Rite of the Tahtorak, and was cast into the pit of Irnakk's Tooth. He walks again as Nektann, Tahtorak of Rain and follows the bidding of Barius when called.

Flaws: 

  • Physical: Weak to Kaita, and [discover in-game] suffering their blows as a mortal being.
  • Psychological: barely remembers his past, and the memories come in waves. Nektann is easily enraged and suffers from loneliness. 

Rite of the Tahtorak kaiju Breed Powers/Quirks:

  • Impervious to harm save for the assaults of a kaita or [discover in-game].
  • Unique Quirk: whatever hex Nektann is in experiences a torrential downpour of rain, and storm clouds blot out the sun. 
  • Elemental Powers of water, able to summon tsunamis when on a hex with a coastline, or pull geysers from the earth.

 

 

Boss (DECEASED)

Name: chosen name “Boss”, given name Nektann

Breed: Ga-Skakdi

Pronouns: He/Him

Faction: Zakazian, Warskak Raiders

Narrative Theme: Vision, literal and philosophical

Descriptions: Boss is a self reliant big picture thinker with a deep and personal dream. He will do anything to make this dream come to fruition, including shackling Miserix to her current prison. Prior in-game physical descriptions of Boss are listed below:

  • “Beefcake didn’t do Boss justice as a descriptor. The largest, the meanest, the baddest, the most rock hard desert raider around, Boss took no bull and gave none back.”
  • “Other skakdi in the room scooched a little further back as Boss touched his studded and patched work boots on the floor of the hangar bay. Gold chains glittered around Boss’ neck. Several thick and well fed kraata dangled off the back of his neck. Sharp studs stuck out of his knuckles. Shoulder guards taken from the last man to call himself Boss cut an imposing shadow. His malicious smile glittered with diamonds. Empty sockets stared at the Aspect.”
  • “One of his trash can lid sized hands clenched into a studded fist reflexively at Barius’ stubborn refusal to back down.”
  • “He owned it with his wide stance and powerfully sharp jawline. Chains dangled from his belt rattling with trophies from past raids as he moved to be fully facing Parnassus.”

Background/Occupation: Boss grew up in the Warskak raiders, watched his father Nektann lead, and killed his father in the rite of the tahtorak after watching his mother get used to begin the rite. He now leads the Warskak raiders, leveraging his power and social standing to assist Miserix in the fulfilment of her grand wish.

Flaws: Boss’ flaws and strengths come from different sides of the same source. He has a strong perspective, and is conceptually self focused. These manifest as positive and negative traits.

  • Psychological: gets lost in his own world, self centered, willing to harm others for personal gain, terrified of frogs, and hates being called by his given name. For some reason Boss also really can’t stand the taste of mangos or cilantro.
  • Physical: Boss removed his own eyes and now relies exclusively on his vision power to see. He has reduced range of motion from a prior hip injury in a vehicle crash. Concussing him disrupts his vision powers.

Powers/Equipment: Boss has several powers, many provided by the aspect Miserix with her extensive knowledge of taboo rituals gleaned from forays into dangerous temples in the southern Kumu Islets. Miserix often leaks into Boss while he stands in the shadows, leading to some seeing three eyes on his face as she peers out at the world from her prison.

Skakdi Breed Powers/Quirks

  • Vision Power: projected true sight. He sees outside himself in a 3rd person perspective up to sixty feet, able to see the true image of any physical or metaphysical entity within range on the same plane.
  • Unique Quirk: vision removal. Boss can concentrate on a single target and rob them of their ability to see. This does not remove a skakdi’s vision power, but it does blind them while Boss maintains focus.
  • Elemental affinity: latent ability to control the element of water in conjunction with a willing skakdi or an elemental tool.

Kraata Powers:

  • Kraata 1 (stage 2): a primarily metallic sand yellow kraata with reddish gold accents. This stage two kraata of molecular disruption can make inorganic matter gradually melt away on contact, and also allows Boss to tunnel slowly through solid rock or metal by disrupting molecules in his path. Bestowed upon Boss by Miserix.
  • Kraata 2 (stage 2): a primarily black kraata with metallic sand yellow accents. This stage two kraata of limited invulnerability provides a tough hide that makes Boss difficult to injure. Additionally, metal-like skin protects Boss from almost any physical harm. Bestowed upon Boss by Miserix.
  • Kraata 3 (stage 1): a primarily dark green kraata with metallic lemon yellow accents. This stage one kraata of density control can briefly increase density to resist physical blows. Bestowed upon Boss by Miserix.
  • Kraata 4 (stage 1): a primarily bright red kraata with bright blue accents. This stage one kraata of accuracy instinctively seeks out the most vulnerable part of a target. Bestowed upon Boss by Miserix.

Equipment:

  • Elemental Knuckleduster: this ivory colored knuckle duster made from the jawbone of a serial killer can be used to focus elemental powers. The elemental knuckle duster lets out a soft chuckle whenever it draws blood. Boss found this weapon in a tomb in the kumu Islets.
  • Metal Spear: this weapon taken from Arkius and Nale’s home during the raid on Po-Koro is a well made spear, and originally intended to be a gift from Arkius to Nale. Boss does not know any of this. He just thinks it’s neat.
  • Fighting Knife: this large combat knife has a serrated back edge, and is used as the key for Boss’s ACR The E Street Wagon. 
  • Miserix’s Prison: a containment sphere housing the aspect Miserix, an aspect over halfway through achieving their grand wish.
  • Rope, oil, matches, and other general wasteland adventuring supplies
  • A pack of good smokes, taken from the garage once owned by a matoran named Mega.
  • Several packs of not good smokes, purchased from the Rig as part of regular trade.
  • A jar of Shagrak spice, almost empty. Boss disappointedly couldn’t collect more during his most recent encounter with the giant sand worm.
  • Canteens: Boss carries two metal canteens. One is for drinking, the other is for elemental control.

Boss’ Song:

Mama always told me 

Don’t travel alone

Mama always told me 

To follow the road

 

Pappa always told me

Don’t follow the pack

Pappa always told me

I’d never come back

 

Mama always told me 

The road was safe

Mama always told me

It would be okay

 

But papa lied and mama died

And now the road is where I ride

And now I’m Irnakk’s sinful prize

I ride until I die

 

Miserix, Aspect of Birth

Name: Miserix

Pronouns: She/her

Breed: Aspect (stage 4)

Faction: Aspects of Makuta

Brief Description: Boss believes he trapped Miserix inside a containment sphere which he uses to read fortunes. Instead, he unwittingly became her host. Her shadowy form flows within him, manifesting herself as three spectral and bulging eyes across his eyeless face when in the darkest shadows. She is happy to have Boss and all the warskaks convinced she lives inside the fortune telling orb, going so far as to move between vessels on occasion.

Background: Removed to avoid spoilers. Interact with Miserix to unlock

Grand Wish: Interact with Miserix to unlock (completed have been striked through)

  • Desecrate a Follower
  • Interact with Miserix to unlock
  • Interact with Miserix to unlock
  • Perform the Rite of the Tahtorak
  • Interact with Miserix to unlock
  • Interact with Miserix to unlock
  • Interact with Miserix to unlock

Flaws: 

  • Physical: gaseous state when not possessing a host or a suit of armor, finds bright light of any kind difficult to maintain her form in, and will retreat into a host.
  • Psychological: selfish, abusive, and manipulating.

Powers:

Aspect powers of ascension to stage 3: 

  • Telepathic audio communication with an individual desecrated follower currently on the same plane of existence. 
  • Kraata power stage 3, see through the eyes of their desecrated on the same plane
  • Kraata power stage 4, remotely possess their desecrated through shadow puppetry

Miserix specific aspect powers:

  • Innate kraata power of Mind Reading. At the current level, such a kraata provides the following abilities (paraphrased from BS01): instinctive empathic ability prevents easy capture, the ability to detect and seek out nearby creatures for infection, can evade any trap that a nearby pursuer is thinking about, able to anticipate and instantly avoid attacks, and able to read and understand the thoughts of nearby creatures.
  • Aspect level control of the element of shadow.

 

Barraki Pridak, Leader of the Six Kingdoms and Lord of Metru-Nui (Deceased)

Species: Takean

Gender: He/Him

Faction: League of Six Kingdoms 

Description: Pridak is a tall, roughly Toa-sized warrior with dark blue eyes, and sharp facial features beneath a white mask. At first glance, he might seem thin with his long limbs, but his body is cut, built like an inverted pyramid and packed with lean muscle, though not as much as he once was.  Very few ever see him like this, since he is almost always encased in a white and gold mech suit, adorned with a red tabard displaying the flag of his homeland. Out of armor, he wears similarly styled, white robes with red trim and silver bangles dangling from his wrists and the points of his mask. He’s seen at all times except in war with a wine glass of chocolate milk in hand. Pridak used to wear the mask of Creation, taken off of the fallen Arthaka. Since losing it in the fight to conquer Metru-Nui, he now wears a white Matatu. Pridak’s inner rage and pride in his own self image are formidable in social situations. 

Flaws: Pridak is very susceptible to pride, lust, passion, and easily tempted with divinations. He once sold a house to a traveling diviner who said the cards told her the house was cursed. He has lost his way since the impact on Zakaz, grown disillusioned with ruling over a broken city, and requires validation of his opinions from others and becomes angry when they disagree and cannot see his perspective. Pridak suffers from chronic fatigue. His warsuit is as much a mobility aid as it is a weapon.

Powers/Equipment: Pridak’s natural ability is to absorb the physical energy from attacks and use it to fuel his own power in turn. In short: the more he gets hit, the harder he can hit back. He can choose to trade blow for blow using the energy immediately, or to let it build up, until unleashing devastating attacks. But this power is not without limit: If he absorbs too much he can literally tear himself apart from overexertion. 

  • A large warsuit made of protosteel alloy, with overlapping, flexible plating, designed for heavy impact trauma. The protective neck collar and back come to a sharp point that runs down the spine, adding to his shark-like appearance. Its gloves and boots end in sharp claws, which are formidable weapons in melee combat. The suit has recently been upgraded, trading the back-mounted missile launchers for more raw power and speed. It is equipped with a nullifier shield that disrupts elemental attacks and has an uplink with the Metru-Nui surveillance database, letting Pridak access all available information about people that have been registered there via ocular uplink. It also has a situational awareness suite (think parking assist beep) that can warn of imminent incoming attacks from any direction within a meter radius around him, though it can’t tell what kind of attack it is.He carries a Shark-tooth blade,  sharp enough to cut through protosteel when wielded with full force.
     

 

Name: Grime

Breed: Po-Matoran (stone)

Pronouns: He/Him

Faction: Aspects of Makuta

Narrative Theme: Devotion

Description: Grime is a tiny matoran, smaller than average for his kin. While a sandy brown in color, he is most often seen covered in dust, sand, mud, or some other form of dirt. He wears a noble komau, the mask of mind control. Broken chains attached to ankle shackles jangle wherever he walks. He carries a small squeezebox, which he often plays and cares for dearly. His heartlight is cracked but still seems to work. 

Background/Occupation: Grime is a devoted follower of Miserix. He followed her to Fort Nektann, where he was caught and used by the Warskaks as unpaid labor in the war rig garage. Drukarus freed Grime after arriving among the Warskaks. Grime continued to stay among the Warskaks so long as Miserix remained in their fold. After the arrival of Caedast and Korruhn, Grime sung a song of the aspects, revealing three taboos to Caedast, Korruhn, and Parnassus. Grime left with Miserix and Korruhn from Fort Nektann.

Flaws:

Psychology: overly devoted to Miserix and is unable to leave her (Void Sickness). Doesn't know when to quit. 

Physically: tiny, prone to migraines, and gets dizzy easily

  • Void Sickness: "You may use, discover, and research taboo rites"

Abilities/Powers:

  • Musician: Grime is a proficient musician with both his squeezebox and his voice. 
  • Grime is one of Miserix's desecrated followers. He bears kraata forged from his own heartlight (at Miserix's current milestone of stage 4).
  • There's something more here: Interact to find out!

 

 

Edited by Unreliable Narrator
Grime
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Happy chat.

 

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For everyone's reference and information:

 

Stannis Caedast, Aspect of Fate, Choice & Control

Species: Aspect of Makuta (in a Toa of Stone’s body)

Faction: Himself, Aspects, Mata Nui (ostensibly, actually in pretense)

Brief Description: Stannis has possessed the body of a toa for almost forever. His body stands a little taller than most toa and looks strikingly heroic in appearance, with long bones and lithe muscle in a combination of blacks, browns, and tans. He wears a large mottled, dense dark gray cloak, however, and most of the time the only things visible are his, mask, hand and feet. His eyes are a uniform grey and impossible to catch subtleties in, though they seem to drink in everything in front of Stannis. He only has one spear left which he wears slung across his back when not using it as a walking stick.

Background: Stannis, or rather the man known by that name, is a former member of an ancient team of Toa Hagah under Helryx who eventually led the separate team called the Toa Maru, a man who’s adventures are long since forgotten in the Histories, but his Destiny seems to remain unfulfilled even though his former teammates have all been turaga for centuries now. Talk about him is a strange mixture of emotions, and depending on who you ask Stannis is either a hero or pariah, wizard or illusionist, high priest or false prophet, selfless historian or selfish warmaster. One thing almost everyone agrees on is that Stannis is an enigmatic figure who travels and intercedes with no pattern, and always—somehow—is always where he needs to be when he needs to be.

The truth was that Stannis was not really “Stannis”—but instead a malevolent spirit who long ago possessed a willing Toa Hagah in Helryx’s employ, then devoured the toa’s psyche and completely inhabited the body as his own. Since then, he had run under Mata Nui’s radar, gaining the trust of the Matoran, playing as a high priest for Mata Nui while secretly trying to undermine the Great Spirit’s power supply of deaths. His goals were always nebulous and closely guarded, and insofar as anyone understood he was simply Stannis, leader of the Toa Maru, a weird old toa and a wandering historian of the world. When the other active Maru transformed into turaga Stannis declined to do so, saying he was not ready, but in truth he simply did not possess the knowledge or ability to sacrifice his toa energies like the others.

Powers and abilities: Despite starting out as a user of Shadow elemental powers, he can currently only access the inherent Stone element of the body because his psychological synapses meshed completely with the toa body’s physiology. After millennia of practice, however, Stannis became an accomplished elementalist with incredible power and finesse with his powers capable of almost every feat imaginable with Stone. As a bonus of his body’s element, Stannis is extremely physically strong, surpassing most save exceptionally brutish species or beings boosted by Pakari, and he has the ability to use Kanohi at the cost of many of his antidermis abilities.

As an Aspect of advanced station and progress, he has a Kraata power of the 6th level. His power is in Quick Healing, which causes him to immediately recover from any serious wounds or injuries, as well as heal other beings by touch with some effort. He can also still desecrate followers, gifting a Kraata ability at the 5th level to his whim in exchange for a favor. Furthermore, he possesses the following taboos:
~ "Wandering,” the colloquial term for his ability to sense the leylines of fate around him
~ Desecration
~ Creation of Kraata
~ Gluttonous Desecration
~ Kraata Corruption

And powers:
— Telepathically communicate with his desecrated followers on the same plane
— See through the eyes of his desecrated on the same plane
— Possess his desecrated on the same plane through shadow puppetry
— Teleport to the shadow of his desecrated while on the same plane
— Teleport his desecrated to his shadow while on the same plane

Currently Desecrated/Kraata: Oreius/Limited Invulnerability, Aurax/Fear, Parnassus/Mind Reading.

Grand Wish: Stannis wishes to become a God of Soothsaying in order to be the fount of knowledge for the universes, to be at the crux of the past and the present, a living Oracle deity.
Why: When does one cry to the heavens to petition a force they cannot see, a deity they cannot hear, and a god they have no proof of? When does one beg for mercy or power or second chances? It's only when at their most powerless and desperate hour that one asks for help from a power they cannot prove exists. Stannis embodies the Builder's desire to understand why things happen, and the basal wish to control their uncontrollable fortunes. Stannis understood the follies of gods before him and the errors of Builders from the past and wants to do things better by exercising the loose-leashed but deeply conscious control other deities have failed to wield.
How:

  • Infiltrate the Ark
  • Possess a toa
  • Desecrate a follower
  • Gain the trust of the Builders
  • Partake of the Miracle Cactus
  • Obtain the Kanohi Avohkii
  • [not revealed yet]

Mask and tools: Stannis wears a Kanohi of Conjuring, which allows him to very carefully program a power into the mask if he verbally specifies the power and its limitations. He usually does this in the form of a prayer or litany, and typically before a battle as programming the mask in the midst of fighting is extremely hard to do. His chosen weapon is a spear with elaborate tips, which he is very proficient at using as both as throwing and melee weapon.

Flaws: Stannis is hampered somewhat by the body he possesses, and as a result of his age is slower and less agile than he used to be. Like all Aspects, he is a creature of gaseous substance, and while his quick healing ability has preserved his life many times he must still replenish his essence if it has been injured too much. If his body were to be destroyed to the point that his healing could not save him he would perish with his body and not be able to simply remain incorporeal. 

Edited by EmperorWhenua
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Submitting Poroka's revamped profile for approval:

Name: Dar Poroka Toden Kakoda Gan

Species: formerly Nocturnal (Nocturne’s species); now transformed

Faction: Himself

Description: Dar Poroka is a tall, multi-armed being with two bulging red eyes, a large, fanged mouth, and razor-sharp claws. His armour is primarily blue with streaks of yellow, and a series of sharp spines runs down his back. Like all members of his species, he is amphibious, and his wide, flat feet serve as excellent flippers should he find himself in the water. The streaks of yellow in his armour are bioluminescent—they glow in dim light, and can change colour.

After coming into contact with energized protodermis, Dar Poroka was transformed. Because he was transformed while under the effects of an Enlarge Kanoka, his new body is over twice as big as his old one, standing at roughly thirty feet tall. The transformation fused his torso with the corpses of two dead Matoran; their bodies seem half-imprisoned in his chest, their faces frozen in horror. He still has the two normal arms and two tentacles he had previously, but now has several additional tentacles that bring his total limb count to ten. Two of these limbs are vast tentacled wings, each as big as his entire body, allowing him to take flight.

Altogether, he is a gigantic, hulking monster. Close inspection of his skin reveals the presence of thousands of tiny hair-like tentacles: it's like his entire massive body is woven of them. Even his facial expressions are no longer controlled by muscles, but by the flexing or relaxing of the interwoven tentacles that now make up his face.

Background/Occupation: Dar Poroka submitted to the League when they conquered his island, acknowledging them as the superior hunters. He served in Ehlek’s army, where his brawn was useful enough to make up for his lack of brains. He joined his League comrades in the assault on Metru-Koro, but was rebuffed. His ship was destroyed in the ensuing retreat, and he plunged beneath the waters of the Silver Sea and was transformed.

Powers/Abilities: Dar Poroka possesses incredible strength that increases when he gets angry (primary power). He also possesses the ability to regrow lost limbs, although this process takes time and energy (secondary power). He is immune to most poisons, even powerful ones like the Pit mutagen of the old universe (breed quirk).

As a result of his transformation, Dar Poroka now has the ability to fly.

Also as a result of his transformation, he is no longer dependent on physical food for nourishment. Instead, by coming into contact with another being, he is able to feed off of their memories. Although this activity is not comfortable for the victim, it causes no permanent damage: the victim's memories do not disappear after Poroka feeds on them. His bioluminescence instinctively changes colour according to the emotions in the memories he eats.

Finally, Dar Poroka may now share his powers with another being while they are within his immediate vicinity. The recipient must voluntarily accept this sharing of powers. However, after five minutes of sharing powers, they lose all memory of whatever transpired during those five minutes.

Equipment: Dar Poroka currently has no weapons or equipment. But his fangs and claws serve him well, and his tentacles are lined with minuscule barbs that allow him to latch on to objects or other beings.

Flaws: Blessed with brawn but not with brains, Dar Poroka is not very bright. He has difficulty following complex plans, and when he gets confused he tends to get angry. His short temper usually results in him destroying whatever irritates him. Unless given orders, he tends to act on instinct: eating when hungry, sleeping when tired, and killing when bored.

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  • 1 month later...

This should have been done a long time ago, but the squad is finally here.

 

Name: 'Reckless' - NU-8021S

Breed: Nullifier Vahki

Faction: Refugees

Description: Standard Nullifier Vahki, silver with pale red highlights.

Background/Occupation: Another Vahki brought back online by the League, assigned to Squad Mother NU-8020S. He was among the two who accompanied NU-8020S and her organic helpers into the Mesi tunnels. He gets picked for the most dangerous jobs, and that’s the way he likes it. Risk-assessment protocols? What are those?

Flaws: Recklessness. NU-8021S believes that he is ultimately expendable and acts as such. He's not sure why the Squad Mother insists on keeping them all functional, much less on trying to 'free them' from what they were built to do, but again, no risk-assessment protocols, so he doesn't care if this road might lead to deactivation.

Powers: Standard-issue nullification core allows this unit to nullify one active power from a target. They also think faster - if not deeper - than those of flesh and blood.

Gear: This unit is armed with Staffs of Erasing, and a Weaken Kanoka Disk of Ta-Metru make.

 

Name: 'Lawful' - NU-8022S

Breed: Nullifier Vahki

Faction: Refugees

Description: Standard Nullifier Vahki, silver with X highlights.

Background/Occupation: Another Vahki brought back online by the League, assigned to Squad Mother NU-8020S. He too, accompanied her into the Mesi tunnels. He shares her hatred for the League, but not her disdain for organic life in general. He still remembers his original programming. Why doesn’t she?

Flaws: Inflexibility. Vahki were created to uphold the law, and that still applies for NU-8022S, no matter the circumstances. But the Squad Mother's talk of becoming free from their programming makes him uneasy. He doesn't say anything, but he also doesn't want to think about the damage he and his brothers might cause if they were free to do so.

Powers: Standard-issue nullification core allows this unit to nullify one active power from a target. They also think faster - if not deeper - than those of flesh and blood.

Gear: This unit is armed with Staffs of Command, and a Regeneration Kanoka Disk of Onu-Metru make.

 

Name: 'Obedient' - NU-8023S

Breed: Nullifier Vahki

Faction: Refugees

Description: Standard Nullifier Vahki, silver with X highlights.

Background/Occupation: Another Vahki brought back online by the League, assigned to Squad Mother NU-8020S. He is the one who pilots the Transport. He has NU-8025S - aka Buggy - for a co-pilot, but he’s able to give his brother concise instructions, and persuade him against taking any self-destructive actions.

Flaws: Blind obedience. Orders are orders, regardless of who gives them. NU-8023S was assigned to this squad, and as such he will obey the Squad Mother without question. Though for some reason, he still obeys Metru Nui traffic laws, despite not being in Metru Nui and the Squad Mother telling him he doesn't have to.

Powers: Standard-issue nullification core allows this unit to nullify one active power from a target. They also think faster - if not deeper - than those of flesh and blood.

Gear: This unit is armed with Staffs of Loyalty, and a Remove Poison Kanoka Disk of Po-Metru make.

 

Name: 'Impressionable' - NU-8024S

Breed: Nullifier Vahki

Faction: Refugees

Description: Standard Nullifier Vahki, silver with X highlights.

Background/Occupation: Another Vahki brought back online by the League, assigned to Squad Mother NU-8020S. The Nullifiers were programmed with the ability to mimic organic functions. Some of this was in the form of bad jokes and canned laughter, but NU-8024S can often be seen emulating the body language of nearby organics, adding their vocabulary and their behaviour to his own.

Flaws: Naivety and insensitivity. Though on the lookout for suspicious behaviour by design, NU-8024S simply isn’t very good at identifying it. He mimics NU-8020S’s disgust for organics, but doesn’t actively possess that level of hatred, ignorant of the fact that just as other people’s words impact him, so do his words impact others. Is this the organic condition known as madness, Squad Mother?

Powers: Standard-issue nullification core allows this unit to nullify one active power from a target. They also think faster - if not deeper - than those of flesh and blood.

Gear: This unit is armed with Staffs of Suggestion, and an Enlarge Kanoka Disk of Le-Metru make.

 

Name: 'Buggy' - NU-8025S

Breed: Nullifier Vahki

Faction: Refugees

Description: Standard Nullifier Vahki, silver with X highlights.

Background/Occupation: Another Vahki brought back online by the League, assigned to Squad Mother NU-8020S. He's mostly kept in the Transport, performing co-pilot duties, looked after by NU-8023S - Obedient. He's not incompetent, just unusual.

Flaws: Poor programming. Whatever the reason, NU-8025S's emotional capability results in curious activities, such as trying to walk through walls, stopping to count individual grains of sand, and at one point in the past trying to unscrew his own head before the Squad Mother stopped him.

Powers: Standard-issue nullification core allows this unit to nullify one active power from a target. They also think faster - if not deeper - than those of flesh and blood.

Gear: This unit is armed with Staffs of Confusion, and a Teleport Kanoka Disk of Ga-Metru make.

 

Name: 'Wayward' - NU-8026S

Breed: Nullifier Vahki

Faction: Refugees

Description: Standard Nullifier Vahki, silver with X highlights.

Background/Occupation: Another Vahki brought back online by the League, assigned to Squad Mother NU-8020S. Disobedience in Vahki is rare, probably because they're either reprogrammed or recycled whenever they demonstrate it. While the Squad Mother keeps her defiance hidden - for now - from the League, so does NU-8026S keep his hidden from her.

Flaws: Pride and defiance. Sound familiar? He resents NU-8020S’s talk of 'freeing the Vahki race' and yet expecting them to do as she says. He believes that he would be a better leader than the malfunctioning rust-bucket who dragged them all across the desert for nothing.

Powers: Standard-issue nullification core allows this unit to nullify one active power from a target. They also think faster - if not deeper - than those of flesh and blood.

Gear: This unit is armed with Staffs of Loyalty, and a Shrink Kanoka Disk of Ko-Metru make.

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  • 2 weeks later...

Airship: The Iapyx 

Owner: Oreius

Description: Small and swift, this airship was designed to be little more than a scouting vessel. It uses the old-school pulley system to manipulate levitation and weight increase disks, causing them to strike the ship’s framework to rapidly ascend or descend. Its main propulsion engine is mounted at the rear. Although it has been outfitted with some basic weaponry and extra plating on vulnerable areas, the Iapyx was never designed to fight in battle. Its design emphasizes speed and maneuverability; actually taking up arms against a threat is clearly a last resort.

The Iapyx is faster and more agile than most larger vessels. It features a basic radio system, allowing its crew to communicate with other vessels or with people on the ground. The vessel isn’t configured with large crews in mind: there are only three separate compartments, with the crew quarters doubling as the cargo bay. The ship was designed to be crewed by two people on long scouting missions, so even adding a few extra people starts to make it feel cramped.

Storage/Crew Quarters: The ship’s only access point is via a sliding door on the side, which opens into the middle section of the ship. Two bunks are installed on the other wall. This space doubles as crew quarters and storage space.

Engine Section: The rear third of the ship houses the disk mechanisms which control the ship's flight. This is also where an engineer can access the rear propulsion engine and replace the tanks of pressurized protodermis as necessary.

Bridge: The front third of the ship is the bridge, which features a large viewport, the pulley and engine controls, and the bulk of the radio equipment. As the ship was designed for lonely scouting missions, it has sophisticated navigational instruments for measuring windspeed and direction.

Weaponry: The Iapyx carries little weaponry. A turret on the top of the ship can be accessed via a ladder in the crew quarters. This weapon shoots basic energy projectiles, or can be loaded with Kanoka disks.

Crew: A Vahki brain housed in the bridge acts as a second crew member. It can assume autopilot duties, engine maintenance, or weapons operations as necessary, but lacks the processing power to perform more than one role at once.

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Airship: The Ambling Alp

Owner: Stannis and Korruhn

Description: Once the personal pleasure craft of a Metru Nui debutante, the Ambling Alp was at some point loaned out to the Cartographer Guild and just... stayed in their fleet, parked in their knowledge tower base’s garage in Ko-Metru until the city’s destruction. In search of a ship, it was found by Korruhn as he explored his old home in search of a way out of the city with Stannis.

Adapted from its leisurely origins to be an adventurous craft, the Alp boasts twin high-powered halogen lights by the bridge and a small science laboratory-tete within the hull. It’s most unique feature is the large dome at the back of the vessel with a large couch and sitting area for relaxing view taking. This wasn’t changed much, probably from the protestations of a Matoran bureaucrat who liked it too much to remodel it. When the airship lands it deploys a tripod landing gear, and access is by a ramp on the right side.

Storage/Crew Quarters: Two small single use sleeping rooms.

Engine Section: A pair of thrusters at the rear that are accessible from within the stern observation sphere.

Bridge: Two side-by-side pilot seats with identical controls, joysticks, and yokes. It’s a small, compact bridge meant for fast, controlled maneuvers and the big windows offer unparalleled lines of sight on most sides. A couple dozen buttons, all clearly denoted and intuitively arrayed, are paired with an equal number of yellow, red, and green lights all around the bridge. It is equipped with an autopilot feature.

Weaponry: Although it was not designed for combat, the Alp does have a single energy gun mounted on the bow hull and operable via joysticks next to both pilot and co-pilot seats. Ostensibly meant as a deterrent against pirates and dealing with certain Rahi threats, it’s powerful enough to protect the crew but it’s not winning a dogfight anytime soon.

Crew:  Requires only one to operate, fully crewed by two. Currently piloted by Stannis and Korruhn.

Edited by EmperorWhenua
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Name: Sidra Nuva (formerly the Dark Hunter known as Skirmisher)

Species: Takadox’s species (Nuva)

Faction: Dark Hunter/Refugee

Brief Description: Sidra is lithe and athletic, clad in elegant armour that seems to shift and shimmer between sheens of gold and emerald. Her more mundane apparel includes a satchel, belt pouches, holsters, and straps for holding weapons and equipment. Her skin is a dark shade of green, while her eyes and heartstone glow gold.

Background/Occupation: From the earliest days of her existence, Sidra wanted to explore the world. Buoyant and optimistic, she expected the universe beyond her home island to be idyllic and welcoming, but what she found instead was chaos and war as the League of Six Kingdoms and Order of Mata Nui waged their war. Everywhere she went Sidra found herself treated with fear and disdain, with most beings unwilling to even look her in the eyes, thanks in large part to the reputation of a particularly infamous member of her species: Takadox. 

Then, one day, Sidra crossed paths with a being who was unafraid to meet her gaze. The Dark Hunter Lariska saw something in the forlorn wanderer, and decided to bring her back to Odina. As they travelled, Lariska trained Sidra in hand-to-hand combat (mostly to give herself something to do on the long, boring voyage), gradually moulding Sidra towards a new purpose. By the time they reached the island, Sidra was ready to be recruited. As the years went by, her skills grew, and her naivety abated, until she had firmly established herself as a formidable member of the organisation.

During the events on Metru Nui, Sidra was the best, or the worst, Dark Hunter in the field, depending on how one chooses to view her actions. She went after League terrorist Othorak, and he died, but not before completing his objective to crash an airship into Ta-Metru. Likewise, she assassinated Turaga Dume, but he was able to create numerous new Toa before dying of the wounds she inflicted. She tried to prevent the Great Disks being used to change the past, before allowing Tuyet to use the time machine to attempt to repair a paradox… though it may have been left too late.

Desperate to learn the truth behind the apocalypse, and the part she may or may not have played in it, Sidra ventured out across Zakaz, unlocking both the Suva and Temple in the region of ice, before eventually finding the fresh start she’d sought in the village of Le-Metru Nuva in the Fau Swamp. When her past came knocking in the form of the Grand Untethered, she was instrumental in defending the village from the abomination, and was officially accepted as one of its citizens. She crafted a Great Disk of her own and returned to the Ruins of Ice, where she was reborn as Sidra Nuva, bathed in the light of Tren Krom.

Flaws: Sidra is characterised by a constant sense of insecurity and a need to prove her worth, her lack of self-confidence coming hand-in-hand with an equally powerful sense of self-importance. Despite her propensity for planning, she’s prone to impulsive, risk-taking behaviour, traits that have often landed her in trouble.

Though her physical strength has been increased by the NUVA transformation, she is unused to using it, and will instead tend towards her usual agility and evasion tactics. Overexerting her new powers for extended period of time can also trigger painful headaches.  

Following her demise and rebirth, Sidra has developed an intense fear of her own demise. Her restless nights are haunted by dreams of dying at places and times she cheated or escaped death, leaving her stressed and prone to overreact or lash out when feeling threatened.

She has also become more paranoid since her transformation, with many recent events leading her to believe some unknown person or power is out to get her.

Powers: Like all members of her species, Sidra possessed an ability to hypnotise others, which has blossomed into full mastery of the element of psionics after her transformation into Nuva. Her connection to her element runs deeper than that of regular beings, allowing her to use her powers to a greater degree, including delayed-action feats.

Her former mask power of Shadow Travel is now a part of her, allowing her to step into a shadow, including her own, and emerge from another, provided she knows where it is, and take up to two other beings along with her. The power takes time to recharge, with the duration increasing based on the distance travelled and number of other beings brought along. Long journeys can be distressing, even dangerous, for the user, as they find themselves somewhere impenetrably dark and soul-chillingly cold, where unseen things seem to slither and scuttle (this realm is speculated by some to be the Field of Shadows or a similarly unpleasant pocket dimension).

Sidra can also concentrate and fire beams of energy with the same power type as the Great Disk of Ice. She can share all of her elemental powers and breed quirks with up to two other willing beings within her line of sight (this number is reduced if she has an active delayed-action elemental ability in play).

Sidra is connected to the Suva of Ice, allowing her to exchange items within it. Other skills include a knack for acrobatics and agility, due to her training with Lariska. She’s also something of a tinkerer and amateur programmer, having cobbled together much of her equipment and gadgetry herself. In addition, she has recently been tutored in the art of forging Kanoka.

Equipment: Sidra wears the Mask of Biomechanics, a Kanohi that allows its user to mentally interface with machinery and control or influence them, depending on range, and the complexity of the technology. It also gives the user a minor enhancement of their mechanical strength. The user cannot control the mechanical parts of other beings without their consent, but can slow them down. As a Nuva-level mask, this Kanohi’s abilities can be shared with up to two other willing beings.

Sidra’s previous mask featured a telescopic lens, which could also take photographs that were then sent to her iStone. This device was detached when she transformed, and has yet to be connected to her new Kanohi. It’s currently stored in her satchel along with an assortment of other items, including a canteen, small tools for maintaining and cleaning her equipment, and some crude maps and notes about the Fau Swamp.

Her weapon of choice is an electro chute blade (currently stored in the Ice Suva) though she also carries a more mundane dagger as backup. An iStone and rhotuka launcher are integrated into the gauntlet of her right arm – the launcher in the palm, and the iStone on the inner wrist. Her rhotuka power alters the physical properties of the spinners, making them incredibly sharp along every edge, ideal for a swift ranged assassination.

Sidra’s constant companions are a pair of custom-made nektann drones, which operate as scouts and support during operations. These nektann are smaller than standard, folding up to be about the size of a Zamor sphere. Like most nektann, they are capable of self-reassembly and projecting weak energy blasts, enough to singe armour or blister skin. Both drones are connected to Sidra’s iStone, allowing her to issue them commands, and view their visual and audio feeds.

Following a battle against the Grand Untethered, Sidra acquired a seismic pickaxe, a lightstone rifle, and the Krom Sphere, a strange puzzle device that can be shifted into various shapes, which has a calming effect on the holder. She also has a Great Disk of Ice of her own making.

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Ghosts Of Bara Magna - Ash Tribe - Precipere - Kehla, Somok, Skrall, Gayle, Avinus, Zha'ar

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Name: Toa Arkius NUVA Proxima

Breed: Toa of Earth (NUVA Proxima)

Faction: Metru-Nui Refugees

Brief Description: Arkius is immensely large and muscular compared to other Toa. Where at first he was clad near entirely in black, he later wore a beaten metallic grey chest plate and pauldrons over his dark grey and black form, with occasional glowing green accents that matched his singular remaining eye. He wore a black Calix with one eyehole patched over that hid the silvery scar tissue where his right eye once was. 

With his NUVA Proxima transformation, the Calix has fused to his face, and the metallic grey armour he wore has taken on a refined silver look. The green glow his eye and armour accents had have taken on a brighter, washed out emerald hue, with specks of what looks to be white embers trailing from the corner of his singular eye. Beyond even his previously immense stature, Arkius has now grown yet more in size, towering completely over the average Toa.

With his mind completely unlocked, Arkius finds his psyche dominated by memories of a past from before his first memories of the Ark. Though memories of his life on the Ark and on “Zakaz” remain, he is effectively a new man, with his old identity hidden away underneath one manifested through his memories being revealed. 

Background/Occupation: Once awakening in a far away land, Arkius rose to become a prominent Toa protector. When the Legion began its conquest, Arkius stood opposed to them, eventually finding his way to Metru-Nui where he intended to provide the last line of defense against the encroaching Barraki horde. There he became entangled in a strange plot, whisked off his feet by Toa Stannis and his crew as they tried to figure out Turaga Dume's true intentions.

But when the Barraki very suddenly teleported into the underground of Ko-Metru to invade the city, Arkius had to leave the crew behind, travelling to Onu-Metru with Toa Nale and the Krahli designated "Kilo" to protect the matoran, or avenge them otherwise. In the end, the latter proved to be his true calling, where with Kilo he rained vengeance upon Mantax's men in the Archives, and battled the warlord before his eventual demise by the hands of his Krahli companion.

After this, he emerged to a world tearing itself apart, and with his compatriots emerged on the so-called "Zakaz" to build a new and peaceful life after the Cataclysm. Unfortunately, peace turned out to never have been an option. In this new land, aggressive and vile Skakdi revealed themselves to be the native flock, a people Arkius had never been fully comfortable with, but which here, as the Skakdi-Xa, proved to be even worse still. Arkius resolved to protect the Matoran at any cost... even if it meant the eradication of these vile Skakdi-Xa down to the very last.

Calling off a planned counter-attack on the Skakdi in favour of heeding Po-Koro’s call for aid, Arkius returned to Po-Koro in the aftermath of a Skakdi raid, where he remained to protect it as others flew to Metru-Koro on other business. Though he tried to help reestablish Po-Koro’s defenses in that time, the heavy rainfall in the shadow of a great Tahtorak proved it to be in vain, and after helping rescue villagers caught in the flood, he and the villagers relocated to the Ruins of Stone to establish a new village. 

Following old companions inside, he found himself exposed to the golden energies of the NUVA boon, unlocking his NUVA Proxima form and granting him greater stature, as well as returning the memories of his life before he awoke on the Ark, and with them the Arkius he’d forgotten he was.

Flaws: With a new personality made manifest, Arkius has taken to different flaws. Arrogant, Arkius believes himself to know best, and is slow to consider opinions that differ from his. Wrathful, Arkius carries a great turmoil of rage inside him as a result of repeat tragedy and betrayal, rage he sees little reason to keep in check. Prideful, Arkius sees himself as the peak of Toa potential, and sees Toa as inherently superior to all other species, responding wrathfully to anything that might disprove this notion.

Arkius has lost his right eye, meaning without his earth sense he is without depth perception, as well as a reduced field of view to his right. Additionally, he possesses no ranged weaponry, relying on his trusty axe above all else mixed with his control of elemental earth, preferring to get in close and personal with those he seeks to fell, meaning that those able to stay at distance form him hold an advantage over him, especially so if his elemental earth is disabled or proves ineffective.

Powers/Equipment: Arkius possesses elemental powers of Earth, powers which he has trained with extensively, and which have now grown immensely in scope following his NUVA Proxima transformation. With said transformation he has also gained the ability to share his elemental power with two other beings in his line of sight and elemental range.

Additionally, he has a strong physique, and an immense well of stamina. His already great strength has grown greater following his transformation. 

He wore the Kanohi Calix that has now fused to his face and become part of him, allowing him to perform at the absolute peak of his natural physical abilities (such as executing seemingly impossible leaps, dodges, flips, etc.) so that he moves and reacts better than any unenhanced member of his species. He can share this power with two other beings in his line of sight and elemental range.

As far as his equipment goes, Arkius wields only his trusty protosteel axe, a weapon he has felled many a foe with and wields with great pride, greater skill... and deadly intent. With an axe blade on one end of the head and a long bladed spike on the other, the weapon is suited for chopping enemies or piercing through tough armour.

Edited by Onaku
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Name: Atamai Nuva

Species: Toa Nuva

Faction: Refugees

Description: Before his transformation, Atamai had already been slightly taller than the average Toa, but as a result of being exposed to the light of Tren Krom, Atamai now stands a full head over even the tallest Toa. His physical strength has also increased, and his eyes have changed from quartz blue to gold. His mask now has an organic appearance to it. The most noticeable change, however, is his armor; once silver and burnt orange, Atamai’s armor is now completely silver.

Background: Originally an Archivist from Onu-Metru, Atamai’s adventures have found him stranded on the island of Zakaz, along with many others who were in Metru Nui when the robotic head of Mata Nui was severed from its body. Upon learning that there were ancient ruins on Zakaz, he felt that they could have something inside them to help protect the refugees. He put his old Archivist skills to use, and, along with the Odd Company, sought out and found the Ruins of Stone.

After completing several puzzles, the Company found that the final room in the temple required a Great Disk to unlock. Atamai hatched a plan of forging new Great Disks from the remnants of the Disks of Time that were used to give Tuyet powers over Time. But upon returning to the grotto where the machine the Disks were used in was held, he found Tuyet herself there. After a brief conversation, she offered to take Atamai to the distant past, shortly after the Great Disks were forged. Atamai accepted the offer, and the two found themselves standing in front of a fiery temple on a past version of Zakaz.

Atamai entered the temple, and found the past version of Dume, in his Toa prime, as well as the six Great Disks. Determined to take the Disks, Atamai fought and defeated Dume, claiming the Kanoka as well as Dume’s hammer. When Atamai returned to Tuyet, they attempted to travel to the past, but an unwanted hitchhiker came with them: Axonn. Axonn wanted the Disks returned, so Atamai took him back to the ruined Skakdi fort where he and the Odd Company had spent a night, in order to show the titan what would happen to his home.

Axonn was deeply troubled by what he saw, but did not change his mind, and instead attacked Atamai. As they fought, three other Toa came to Atamai’s aid: Leklo and Korruhn, who were made Toa the same day as Atamai, and Ultan. As the three of them fought, Korruhn died in a shadowy explosion, and Atamai downed Axonn using the combined power of the Great Disks. Before parting ways with the others, Atamai gave Leklo the Great Disk of Freezing, as a way to honor Korruhn’s memory.

Atamai, ready to unlock the Nuva room, sought out the Compaions, and found them in the ruined village of Po-Koro. After helping move the inhabitants back to the Ruins of Stone, Atamai and his friends entered the Nuva room, where Atamai slid the Great Disk into place, and fell into the light of Tren Krom, emerging as Atamai Nuva.

Flaws: Atamai’s transformation came with a great price: he no longer feels emotion. This psychological issue is bound to cause some trouble with interacting with others. He now additionally will ignore consequences in order to accomplish what he feels is right (“the ends justify the means” sort of thing).

Atamai retains his inability to swim. While he can no longer feel fear of the ocean, he will still avoid going near large bodies of water as often as possible in order to minimize the potential for drowning.

Prior to his transformation, Atamai would hold grudges and not work well with those he held grudges against. Because he has now lost all emotion, Atamai no longer holds grudges, but he will still have difficulty working with others whose values or goals do not at least work with his.

Powers: As a Toa Nuva of Iron, Atamai’s elemental prowess is now greatly increased. He is almost like an embodiment of metal. He can also conduct effects that are delayed.

His former Kanohi Haonga, the Mask of Conjuring, is gone, its powers a part of him. In order to use them he will verbally begin an input by stating “[insert deity here], grant me…” followed by the power of choice, with at least one weakness of the selected power. If he inputs the power incorrectly, he will experience intense psychic backlash. If successful, he will hear the phrase “Prayer accepted”. He will then be able to use the selected power for 15 minutes, after which he will need to program another power.

As part of his transformation, Atamai now has access to the power of the level 9 Kanoka of Weakness.

Like all other Nuva beings, Atamai can share all of his powers with up to two beings in his line of sight and elemental range.

Equipment: Atamai now wears the Kanohi Matatu Nuva, the Nuva mask of telekinesis. Like other Nuva masks, its power can be shared with up to two beings.

Atamai’s other equipment includes a satchel holding his personal effects, a metal baton that can be expanded into a staff, an axe-hammer, and a Kanoka hammer that once belonged to Toa Dume. The powers of this hammer are as follows:

Spoiler

 

It is an elemental weapon, similar to the weapons found in Zakaz's suvas. This hammer is an elemental weapon of fire, meaning it can do things such as ignite itself, shoot fire, and create columns of fire (which is easier in hotter environments)

When thrown, it will return to the user's hand 

If the user so chooses, the hammer can bestow a level 3 Kanoka power to any object. This power is chosen at random

 

 

Edited by ~Xemnas~
Added last psychological flaw
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