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The Altar: Undying Discussion Topic


Padishah Mehmet II

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Come forth, all you noble people, come forth, all you common men.

Listen ye, as I tell you: the Hunt has risen, and the Huntsman's mad.

 

Undying Discussion Topic

 

In this topic, you will find a place to discuss the events of the RPG, as well as to recap. I will try to be as helpful as I can on the latter: I'll provide you regular updates on important events in this first post.

 

This topic is also for the approval of your character profiles. Post them here, the staff'll approve it, and you'll be able to repost them in the profile topic. The profile form is located below.

 

Name: (Meaningless unenforced suggestion no. 47: think of something you haven’t used before.)Gender: (Male, female, or otherwise)Species: (All species are allowed, save Makuta and Botar’s species. Custom species have to be approved by the head GM first.)Faction/Affiliation: (Wild Hunt or Refugee)Element: (if applicable.)Kanohi: (if applicable. Outlawed masks: Olmak, Kraahkan, Avohkii, Mask of Creation, Vahi, and anything else that is unreasonable that I haven’t thought of yet.)Other powers: (if applicable. These are things like Skakdi laser vision. You’re not getting one of these if you haven’t given up your element, your Kanohi, or both)Equipment/Weapons: (Be reasonable, don’t make yourself a walking armory.)Appearance: (self explanatory.)Personality: (^see above)Biography: (^see above)Other: (anything else that you want to note about your character)

Well, people, that's about it. Let's make this a good season.

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-The Implacable-
“He’s not a man. He’s not a monster. He’s a force of nature.” - Syryn, refugee
Name: Havoc

Gender: Male

Species: Toa

Faction/Affiliation: Wild Hunt

Element: Earth

Kanohi: Kanohi Pakari, Mask of Strength

Other powers: n/a

Equipment/Weapons: A heavy, double-headed broadaxe, with a long metal chain attached to the handle.

Appearance: Apart from his massive size (standing almost half a head taller than most Toa), there’s almost nothing outstanding about Havoc’s physical appearance whatsoever. You could stare at him for a whole year, then put him into a crowd, and you would likely lose him within a minute.
Like all Huntsmen, his eyes are pure blue; his thin, outer armour is coloured tan brown, and covers another set of even thinner grey armour.

Personality: To be entirely honest, no one is quite sure whether Havoc even has a personality at this point, beyond zealous loyalty to King Radamir, and an insane bloodlust for the refugees of Destral. There is nothing to suggest that any thought other than dedication to the Wild Hunt passes through his mind anymore, and anyone who has ever tried to talk to him (before his death, of course) has found that he speaks of almost nothing else.
Of course, blind faith does not necessarily imply foolishness, and Havoc has shown that he possesses a keen intellect and impressive cleverness on the battlefield.

Biography: No one knows where Havoc hails from; he just came to Wild Hunt on day, mounted a Kikanalo and joined in their fight. His power and loyalty meant that few questioned his origins and motives for arriving - as long as he fought, he could stay - save for one unfortunate soul, who hasn’t been seen since.
Other: Havoc utilizes a style of fighting which is designed to keep his opponents at bay through both raw power and confusion tactics. If someone were able to get in close enough so that such strategies would be ineffective, his thin armour would be able to provide little defense against an assault.
-The Fallen Champion-
“If anyone knows how this babbling moron managed to survive out in the world, please, enlighten us.” - Imago Syn, refugee
Name: Rynekk Simul

Gender: Male

Species: Toa

Faction/Affiliation: Refugee

Element: Stone

Kanohi: Kanohi Kakama, Mask of Speed

Other powers: n/a

Equipment/Weapons: An aged claymore, as well as the sharpened mechanical remains of his left hand.

Appearance: While still a stout individual, the years of hard living have worn down Rynekk’s body, leaving him thinner and leaner than ever before. His left hand was snapped off at the wrist many years ago, and the remaining mechanical components have all been sharpened to serve as an extra weapon.
His orange eyes now have a constant deranged look in them, matching his crooked grin and the series of minor scars marking his face like a twisted labyrinth.
Rynekk wears thick, dark brown armour which lacks esthetic, but is built for functionality; as well as a worn-out, black robe.

Personality: In a word: insane. Grief, responsibility and the horrors of the Wild Hunt have broken Rynekk’s mind - possibly beyond repair. His keen warrior’s senses remain intact, but are hidden behind a veil of ramblings and a disconnection from the world around him.

Biography: Rynekk’s always been a leader, whether back home with his sister Plagia as they guarded their home village on the Northern Continent, or leading their community to the “safety” of Destral. He’s always been responsible for people, through thick and thin, whether he wanted to or not; that’s the job of a Toa, isn’t it?
Maybe it was the stress of leading his people through war and destruction, or watching helplessly as they were picked off one by one, whether by starvation, stray shots or disease. Maybe it the knowledge that his sister, his dear, beloved sister, died defending a scouting company that he, himself, sent out.
All anyone knows is that something pushed Rynekk past the point of no return before he arrived, alone, to Destral those many moons ago. Now, he’s gone, and anyone with any moderate amount of intelligence that there’s no chance of bringing him back to the land of sanity.
Not that there is a land of sanity to return to, though...

Other:
-Void
 
 
[ BZPRPG ]

 

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Name: TakariGender: FemaleSpecies: Ta-ToaFaction/Affiliation: Wild HuntElement: N/A, formerly Fire.Kanohi: Huna, Great Mask of InvisiblityOther powers: N/AEquipment/Weapons: She carries both a ball 'n chain, and a sling with a pouch of pebbles she's picked up over time. Also has a rope forever loosely tied 'round her waist, with a small grappling hook that's detachable. Finally, one eternally blood-stained jagged dagger, inscribed with a single letter, 'G'.Appearance: Takari is of average height, slimmer than most Toa but faster as a result. Her armor and frame are black, and Metru Red, with orange highlights. Her eyes glow the same cool blue as the rest of the Hunt, shining out from behind her red Huna. Perhaps her most distinguishing feature is the 'scarf' of sorts Takari wears around her neck, covering both the neck and her mouth, coming up to the equivalent of a nose. It's made of a combination of metal and fabric, consisting of 'beads' of metal, with three holes running lengthwise, connected by three bands of fabric, all tied together in the back. The middlemost 'bead' is a bright red, and the middlemost fabric band is the same orange tone as her armor. Personality: Silent, serious, and stern just about describes her in three same-sounding words. Takari isn't a talker, she only speaks when she feels she needs to. Getting her to crack a smile is tough, especially if you aren't considered a friend by her. And when she gives an order, you follow it. This changes slightly around the select few Takari can call 'friends', when an individual that truly cares for those who care for her is revealed. Biography: Takari was a Toa of the Tren Krom Peninsula, one that suffered directly under Gorast when she 'protected' the region. Little is known about her life as a Matoran or early Toa, the first records that appear of her were when she enlisted in the army Radamir led with Rhethos and Marlok. She's stuck with him since, simply inspired by his perseverance and resolve. When they launched the attack, she was part of the group sent out to eliminate Gorast, probably by no coincidence. Upon finding the Makuta, she lead the charge that took Gorast down, sharing some words with the Makuta that no-one else heard. As the dust settled, it was found that Takari had dealt the final blow that ended Gorast's life, making the sacrifice of taking a dagger to the gut, the same dagger that she now carries. She never recovered before being executed.

When she, along with the rest of the Hunt, was revived, she took the blow of loosing her powers harder than most. It may be because the element Takari once commanded she now feared, irrationally and insuppressibly. Once the last of the Makuta hiding in the fortress were killed off, she took to wandering and pondering why she was still there.

These days, Takari only participates in the raids when ordered to, as she hasn't seen a true reason to attack them other than that she's been told to. Even through this, however, the Ta-Toa remains loyal to Radamir. Other: Has a stronger fear of fire than others on the Hunt, and is in constant turmoil because of it. She was close to her element, and now is so very far.

Zakaro

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They call me Zakaro. You should too.

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Approved, just reminding you that the Hunt can't use their elemental powers: so his Earth element will manifest mostly in his armor color. :P-Dovydas

Just as a follow-up question to this: Do the Hunt still posess the latent elemental traits seen in Matoran? Heat resistance for toa of fire, swimming skills and lung capacity for toa of water, agaility for toa of air etc? Here go my profiles: Name: Kehua Gender : MaleSpecies: ToaFaction/Affiliation: Wild HuntMount: A phase dragon named HoroElement: Air (unable to use)Kanohi: Great FaxonAppearance: Kehua is a slim tos in green/blue speckled armour. His eyes are bright blue. Other than colours, he strongly resembles Toa Lesovikk.Biography: Kehua and his toa-brother Taipo were originally from the Southern Continent, where they watched over a village to the west of Voya Nui. Around 78,000 BGC, they were approached by agents of the Brotherhood of Makuta, who were recruiting toa to become bodyguards for some of their members. Both accepted, and were assigned to Makuta Tridax’s Toa Hagah team.For the next 77,700 years, they served to protect the Makuta of Nynrah against all threats to his safety. Around this time, Teridax’s team rebelled against the Makuta and stole the kanohi avohkii. Following this incident, the remaining Toa Hagah teams were dissolved and their members were either killed or were corrupted by the Makuta’s darkness, and continued to serve in other ways. Kehua and Taipo were among these. They were assigned to assist with the production and training of Rahkshi, and did so for the next 300 years until the Great Cataclysm, and continued when the Brotherhood entered a war with the Dark Hunters. They participated in several of these battles along with their Rahkshi.When the Destiny War broke out, however, and they saw the destruction it was wrecking on the universe, they were horrified by the extent of the desolation and decided to do what they could to end it. They led the Rahkshi they were training into a trap and destroyed them before fleeing the Makuta fortress on Stelt and heading north to Metru Nui, where they gave themselves up to the Order of Mata Nui and offered to share everything they knew about the Brotherhood’s army and plans. After ascertaining their truthfulness, the Order accepted them into its army. Unfortunately, what they had done was not enough, to slow the Makutas’ conquest, and they war lasted another three decades. During this time, they fought with the Order on Metru Nui, before finally joining the Wild Hunt when they heard of their plan to storm Destral. When the assault took place, they were killed along with all the other Hunters, but were resurrected to eventually defeat the Makuta.Personality: For much of his life, Kehua was a ruthlessly self-serving individual, and refused to do almost anything unless it had some direct payoff. Being a Toa Hagah granted him status, power, advanced tools and opportunities to mix with some of the most influential beings in the universe, so he worked diligently to protect his Makuta (a dead employer is a bad employer). He remained with the Brotherhood even after their treachery because leaving would leave him either dead or as a lone toa on the run with very few possessions, no frienfds, no power, all the rest. It was only once it became clear that 1) there wasn’t going to be much left for him in the Brotherhood if the war ever ended and 2) the Order of Mata Nui provided a reasonable, if risky alternative that he was able to switch sides and pursue less immediate goals like peace, justice and restoration.Equipment/Weapons: Kehua has kept his weapons from the time when he was a Toa Hagah. These were a Cyclone Spear (which does what the name implies) and a rhotuka launching shield.Other powers: Kehua’s rhotuka are like Norik’s – they slow a target down.Other: Kehua picked up some Chutespeek from the local Le-Matoran during his time in Metru Nui. Name: TaipoGender: MaleSpecies: ToaFaction/Affiliation: Wild HuntMount: A kikanalo named RuElement: Gravity (unable to use)Kanohi: Great TrynaAppearance: Taipo is covered almost completely in very deep violet armour. The only pieces of him that are not purple are his eyes, which are filled with pale blue flames, and the symbol of the Brotherhood of Makuta in red across his chest. His mask, rather than the normal, smooth shape, has spikes are ridges all over it. At first glance, it can look more like a jutlin than a tryna.Biography: Taipo and his toa-brother Kehua were originally from the Southern Continent, where they watched over a village to the west of Voya Nui. Around 78,000 BGC, they were approached by agents of the Brotherhood of Makuta, who were recruiting toa to become bodyguards for some of their members. Both accepted, and were assigned to Makuta Tridax’s Toa Hagah team.For the next 77,700 years, they served to protect the Makuta of Nynrah against all threats to his safety. Around this time, Teridax’s team rebelled against the Makuta and stole the kanohi avohkii. Following this incident, the remaining Toa Hagah teams were dissolved and their members were either killed or were corrupted by the Makuta’s darkness, and continued to serve in other ways. Kehua and Taipo were among these. They were assigned to assist with the production and training of Rahkshi, and did so for the next 300 years until the Great Cataclysm, and continued when the Brotherhood entered a war with the Dark Hunters. They participated in several of these battles along with their Rahkshi.When the Destiny War broke out, however, and they saw the destruction it was wrecking on the universe, they were horrified by the extent of the desolation and decided to do what they could to end it. They led the Rahkshi they were training into a trap and destroyed them before fleeing the Makuta fortress on Stelt and heading north to Metru Nui, where they gave themselves up to the Order of Mata Nui and offered to share everything they knew about the Brotherhood’s army and plans. After ascertaining their truthfulness, the Order accepted them into its army. Unfortunately, what they had done was not enough, to slow the Makutas’ conquest, and they war lasted another three decades. During this time, they fought with the Order on Metru Nui, before finally joining the Wild Hunt when they heard of their plan to storm Destral. When the assault took place, they were killed along with all the other Hunters, but were resurrected to eventually defeat the Makuta.Personality: Taipo values courage and strength, traits he was able to build in himself as a Toa Hagah. For a long time, he was willing to turn a blind eye to the Brotherhood’s evil – he was comfortable and secure where he was, and acknowledging that his organisation was morally bankrupt would force him out of those and likely into a situation where he would be killed. So, for mainly selfish reasons, he stayed and served with the Brotherhood. When he finally did come over, however, the change was incredible. His rage against the Makuta knew no bounds. He was like a kanohi dragon getting free, and he channelled all his anger at them – and at himself, for being corrupted by them for so long – into destroying them and their armies, right up until the Wild Hunt’s attack on Destral.Equipment/Weapons: Taipo has kept his weapons from the time when he was a Toa Hagah. These were a Weight Spear (which, when it strikes a target, causes it to become weightless and float up into the air) and a rhotuka launching shield.Other powers: Taipo’s rhotuka cause explosions wherever they hit.Other: Name: HatannGender: MaleSpecies: SkakdiFaction/Affiliation: RefugeeAppearance: 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. His armour is a bit scratched up and dented in a few places, and his organic parts have amassed their fair share of scars.Powers: As is normal for a Skakdi, Hatann has three powers:
  • [*]The element of gravity, which he can only use when working with another Skakdi or when channelled through a special weapon.[*]Laser vision[*]Hatann’s third power is the same as that of the rahi known as Tunnelers. This means that he can transmute his body into any substance he is in physical contact with.

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.During the Destiny War, Hatann, along with the other Dark Hunters, was hired by the Order of Mata Nui to fight for them. He survived the war, along with a few others, but was stranded on the Southern Continent. He eventually came to be a part of one of the bandit gangs that plagued the continent, until one night, when he killed their leader and stole the small reserve of food the gang had gathered. He was discovered on his way out, however, by the rest of the bandits. He managed to escape, though with some nasty injuries and none of the food. He was marked for death by the gang and there was no chance of joining another, so he went into hiding for a few months, living on the occasional stone rat he caught. Eventually, he was able to stow away on a refugee boat leaving the continent. He didn’t know where they were going, but when they arrived, he wasn’t pleased to find out. With no other options, he joined with the rest of the refugees, living on the outskirts of their village while he desperately tries to find a way to stay alive.Personality: Hatann was said to be as nasty as the catapult scorpion whose image he bears. He delighted in brutality, and would shoot at just about anything, mostly because he loved the feeling of power it gave him. When he has nothing to do, he got cranky(er), but, as the Vahki would say, “a busy Hatann was a happy Hatann”. There is a certain thrill in the hunt and the following battle, and Hatann craved it.Most of that changed when he arrived on Destral. Here, he has no power and cannot intimidate beings who fear neither pain nor death. Instead, he is terrified of them. He’s way out of his depth and he knows it.Equipment/Weapons: From his time as a Dark Hunter, Hatann continues to use high-quality equipment. This includes:

  • [*]A large black mace with sliver spikes. It allows him to channel his elemental powers independently of another Skakdi.[*]A multi-shot zamor launcher which uses two types of spheres:
    • [*]Absorptive spheres: while they appear to be empty, and therefore not dangerous, these spheres can be very useful. When fired, they will absorb attacks thrown at Hatann into themselves. The attacks will remain contained and concentrated within these spheres until they are fired again, when the stored power or material is released. These spheres are black when unfilled, but take on the colour of the contents once they have absorbed something.[*]Acid spheres, which contain a strongly corrosive, sticky liquid.

[*]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 needs 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.

Other: Name: WaniGender: MaleSpecies: SkakdiFaction/Affiliation: RefugeePowers: As is normal for a Skakdi, Wani has three powers:

  • [*]The element of stone, which he can only use when working with another Skakdi or when channelled through a special weapon.[*]Disintegration vision (this only works on non-living objects).[*]Wani’s third power is density control. It allows him to become intangible to pass through objects or to become very dense to increase the force of his physical attacks. This power can also extend to objects he is holding.

Equipment/Weapons: Wani uses an axe as his primary weapon, along with a smaller vision of a devastator spear.Appearance: Wani is an average-looking brown Skakdi, though he is slightly shorter than average. He has a brown head, spine, hands, feet and upper limbs. His lower limbs are coloured tan, while his torso is a mixture of black and brown parts.Biography: Wani comes from the island of Zakaz, where he was part of a tribe lead by Warlord Nektann. He fought alongside the rest of his tribe during the Destiny War until one day when they were fighting for the Order on the Northern Continent and their army was about to come under siege by a Brotherhood force bearing weapons capable of reducing entire cities to ash. On that day, his courage failed him and he fled towards a mountain range, turned intangible, and fled into them. There, surrounded by and inside the bedrock, just as it was inside him, he waited out the battle until both armies had moved on.When he emerged, he found another group of refugees trying to escape the fighting and joined up with them. Eventually, that group combined with other groups and found their way to Destral.Personality: Wani is not courageous, as demonstrated by his defection in the ace of an upcoming battle, but he often wishes that he was. He feels bad for abandoning his tribe (likely to their deaths), and often wonders what became of them and where they are now.As a result of this, he has resolved not to let fear of the Wild Hunt keep him from aiding other refugees on Destral.Other: Name: KoriahaGender: MaleSpecies: Devastator’s speciesFaction/Affiliation: Wild HuntAppearance: Koriaha looks very similar to Devastator – huge, dark, spikes everywhere.Standing about twice the height of a toa, he is clad in thick, heavy armour in a combination of black and dark red (which corresponds approximately to where Devastator had silver). His eyes, like those of all Wild Huntsmen, are filled with cold, blue flames.Mount: A kikanalo that is every bit as giant as he is. He named it Pukoro.Element: N/AKanohi: N/AOther powers: Like Devastator, Koriaha has powerful telekinetic abilities, as well as the ability to transmute his body into sand. He has limited control over sand.Equipment/Weapons: An immense stone sword that can dissolve into sand along with his body.Personality: Not unlike Devastator, Koriaha is supremely self-assured. He completely confident is his own competence, though “invincibility” might better describe how he sees himself. Even multiple deaths haven’t managed to dent his immense pride and confidence.Biography: Koriaha comes from the blasted landscape of Karzhani, where he and others of his species lived within the fiery crags that fragmented the landscape. He didn’t take sides for most of the Destiny War – much of the fighting took place away from Karzhani, and even then it remained on the surface. That changed when someone in the Brotherhood decided that Karzhani was a perfect place to test out and develop their superweapons – the region near Koriaha’s cracks in particular. He wasn’t going to stand for that going on in his back yard. He regarded that land as his, and, while it wasn’t much, it was his not much. IF someone else wanted to destroy it, they would have to go through him. That was when he joined up with the Wild Hunt to fight against the Makuta, and journeyed to Destral.Other: Name: KorangaGender: MaleSpecies: Tobduk’s SpeciesFaction/Affiliation: RefugeeElement: N/AKanohi: Great AvsaOther powers: Koranga gains strength from feelings of pain, both in himself and those around him – exactly like what Tobduk had with respect to anger.Appearance: Koranga looks very similar to Tobduk: 10 feet tall, lean, but very muscular. His colour scheme consists of dark reds and oranges, whereas Tobduk’s was grey and red. They have different masks too, but otherwise the two are very similar. Koranga’s armour is in a shabby state, pock-marked and scratched and he bears a large collection of scars from wounds he has not allowed to heal properly.Biography: For the first 20,000 years of his life, Koranga lived on a small island in Mata Nui’s left hand with others of his species. Their lives were simple at that time, though they were content, for the most part. Then, one day, Makuta Chirox showed up. He had a little experiment he wanted to do. He mixed a little of this, a little of that, and before you knew it he had a great big spider, and then a lot more. But that wasn’t enough; he had to see what they could do. So he unleashed them on Koranga’s village. It was over in minutes. When they were done, the Makuta renamed the island Visorak in honour of their pets.Koranga was one of the few who made it off the island, first to Nynrah and then to Stelt. Eventually, he settled on the Southern Continent. Around 800 AGC his village was attacked by Protocairns (and subsequently Parakrekks). Koranga survived their initial onslaught and fought against the monsters, strengthened by the pain of many other beings who were wounded by the rahi or trapped in the rubble of their homes. It was not enough, however, as eventually the village was mostly destroyed and the remains were infested with Parakrekks. Koranga, along with a few others who had survived, abandoned the place and wandered the universe.Losing his village and many of his friends for the second time was very difficult for Kornaga, and he began living mostly in isolation, because becoming attached to other beings exposes him to the risk that he might lose them again, which he couldn’t stand.Unfortunately, that wasn’t the only way in which the Protocain invasion changed his life. All the pain he absorbed during those weeks, and the strength he gained from it felt too incredibly good to give up. That experience was like a drug addict’s first buzz to him, and it has left him wanting more. He became addicted to the feeling of pain and the strength it gives him, and the addiction slowly grew. At first, small hurts were enough to satisfy him – things like stubbing his toe or getting injured when chasing off wild rahi. Eventually, however, these no longer met his needs.When the Destiny War began, he was drawn to the battles like a moth to the flame because of all the pain they radiated. He followed armies around, and hung around on the fringes of battles, feeding off the agony of dying soldiers, though he never directly got involved himself.When the war ended and the pain dryed up, he followed the only source of pain around – refugee camps. The largest one he could find was going to Destral, so he followed them there and became on of them.Personality: Koranga’s life is ruled by pain – evading his own from the past and voraciously consuming others’ in the present. When he has had a fix of pain, he can be much more mild, even friendly, but after the effects have worn off and he is hungry for hurt, he is increasingly apprehensive and angry, even brutal and sadistic when he thinks he can get away with it.Equipment/Weapons: Koranga uses a kanoka blade to defend himself, which he scavenged from a battlefield he visited during the Destiny War, after its previous owner had been disintegrated.

FunctionalityThe weapon is forged from Kanoka in a similar fashion to Kanohi, granting it certain powers. However, the Kanoka used, and thus the powers, are limited to the disks used in the creation of Kanohi. Much like a Kanohi, the Kanoka Blade also requires a certain amount of willpower for the power to be used, and therefore only beings capable of activating a Kanohi can use the blade's power. Also similar to a Kanohi, the Kanoka Blade's power cannot be changed from what it was originally forged as. If damaged, the blade could malfunction or cease to work at all.In addition to a razor-sharp Protodermis blade, the Kanoka Blade's guard is star-shaped and similarly sharp, and the glove hilt protects the user from harm by it.Incorporated into the Kanoka Blade's glove hilt is a magnetically-attached interface system that allows the user to exert his will and activate the weapon's power. When activated, a Lightstone in the blade's pommel glows, and the blade changes color to reflect the user's elemental affinity to signify its use. Also when in use, a clamp tightens around the user's wrist to secure the weapon, and a forearm covering extends over the user's arm for protection. The Kanoka Blade's power extends to the entirety of the weapon, but no further; the arm guard is included in this range. So, any abilities that the weapon activates are only applied to it and the user's arm.

Koranga’s kanoka blade was made with teleport and shrink disks, which, when mixed, give it the power of a kanohi matatu. When using this blade, Koranga can use telekinesis on nearby objects by chanelling the force through the arm that holds the blade.Other: Edited by The Lorax

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Koriha and Wani are fine, but I'm not so sure about the member of Tobduk's species. An Avsa, plus emotion eating powers for pain makes me quite wary.

 

Dov will be examining the top three.

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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

 

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Latent elemental traits are allowed. Everything seems okay with the top three characters, except for Taipo's Weight Spear - it seems a bit overpowered, we don't want everyone just floating around,do we? Maybe give it a cooldown period?

-Dovydas

 

Allright, it will be changed. How's 1 minute for the cooldown? Though, a floating battle might be fun...

 

 

Koriha and Wani are fine, but I'm not so sure about the member of Tobduk's species. An Avsa, plus emotion eating powers for pain makes me quite wary.

 

Dov will be examining the top three.

 

How about I swap the avsa for a mahiki?

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Name: Zaak
Gender: Male
Species: Toa
Faction/Affiliation: Refugee
Element: Plasma
Kanohi: Mask of Elemental Energy
Other powers: None
Equipment/Weapons: Lovingly maintained Protosteel hand-and-a-half sword and a kite-shield.
Appearance: Zaak's armor, though scarred from many combats, is a gleaming white with orange streaks on it. His mask is white with an orange stripe bisecting it horizontally. He stands slightly taller than most Toa, and is muscular. He is average looking, but his white armor makes him stick out like a diamond in the rough.
Personality:Serious, but has a sarcastic sense of humor. He is hard to distract, and if you give him a task he will finish it and do more than he was asked. He was a professorial soldier, and his fighting skills remain as sharp as a Makuta's intellect. He is also intelligent and can think outside the box.
Biography: Once part of a Toa team whose name has been forgotten to the sands of time, Zaak is the last survivor of the once beautiful island that his team once guarded. He came to Destral looking to start a new life.
Other: Though not very fast when running, Zaak has lightning quick reflexes and is very strong. However, he can't track many objects at one time, and can be disoriented by multiple bright, fast moving things in his field of vision.
If the clairvoyance is not approved, just tell me and I'll remove it.
Edited by sonyaxe
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Gandor
Gender: Male
Species: Toa
Faction: Wild Hunt
Element: Earth
Kanohi: Pakari
Equipment: The biggest broadsword you've ever seen
Appearance: Gandor is a giant mountain of a Toa, towering over most beings. This is augmented by his thick, heavy plate mail and the giant sword that is almost as tall as he is. His Kanohi is thick and almost featureless.
Personality: Gandor is as single-minded as he is big. He wants nothing more than to be free, and has never even thought of questioning the brave king Radamir. He is honorable and righteous to the letter.
Biography: Gandor was a brave protector of the southern continent, doing what he knew was right and chivalrous, and has taken that same simple approach to everything in his life. He joined Radamir’s army without question, and bravely assisted in the attack on Destal. Even in death, he is unquestioning, following his leader to what he believes is freedom from this shadow of existence.

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

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Greetings everybody!

 

This is your friendly neighbourhood copy of Ilyusha, deemed 3-L1, who has been selected to perform his staff duties until such time as he may be fully mentally ready to aid these two fine gentleman, the Eastern-European Nerevarine Dovydas, and the Lord Baron of the House and Baronet of Snark himself, Sir Krayzikk of Snark, Professor of Snarkology in the College of Sarcasm in the Sovereign State of Stupidity's Stupendously Studious Standardized State (or the S.S.o.S.S.S.S.S., for short), Ph.D, DA, EdD, LLD, PsyD, DPS, DSc, DSocSci, DIT, JCD.

 

I regret to inform you that I shall be unable to approve the two profiles currently in waiting, for I must make a study of the previously-approved profiles and examine the rules for such characters once more, and if I find myself still with time left prior to my logging out, I shall attempt to approve the characters. In the event that I am unable to do so, I wish you all a very merry time in playing this wonderfully written game, and wish to inform you that Ilyusha himself shall be back for most of tomorrow.

profiles i guess

i'm a south american giant otter now

 

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Let me add onto your profile-approving workload. :P

 

 

Name: Dröhnen Fulmen
Gender: Female
Species: Toa
Faction/Affiliation: Refugees
Element: Lightning
Kanohi: Pakari
Other powers:
Equipment/Weapons: A gigantic double-headed battle axe, constructed entirely out of iron (save for leather hilt wrappings).
Appearance: Head and shoulders above most beings, Dröhnen Fulmen is colossal, around 2.7 meters in height, her shoulders an entire meter across. The rest of her body is equally massive, limbs carefully exercised for perfect musculature, and a neck like that of a bison, creating a physique not unlike that of a particularly gigantic Skakdi. Dröhnen’s protodermis skin is midnight blue, as is her armour, save for highlights of the purest white, a color scheme that fits well with her radiant yellow eyes. Her Kanohi is forged in the shape of a Iden, so carefully matched to her color scheme that it seems part of her face. She wears cloth trousers and cloth fingerless gloves of the simplest construction, a vest, vambraces, and greaves of boiled leather.
Personality: Her voice a deep bass, and every movement giving off a wave of aggression and intimidation, Dröhnen is always considered to be a crude brute on first sight, a deceptively intelligent mind lies beneath the façade of gruffness. While she certainly is gruff and aggressive, Dröhnen is no fool. She analyzes the situation around her, albeit quickly, before charging into combat, and she can become surprisingly charismatic when it is needed, displaying a surprisingly adaptive mind. Her intimidating movements are often tests to see how opponents react, and her voice, while naturally a rumbling, gravelly bass, is enhanced often for the same reason.
Biography: One of the younger members of the Refugees, Dröhnen Fulmen has spent her entire life surviving. From years of living in a kill-or-be-killed world, she has slowly lost all hope in peace and tranquility, and now accepts the dying world of the MU for what it is, a chaotic struggle for existence. The struggle to survive has almost become a sort of game for her, and the Wild Hunt are the first real challenge she’s had in a long time.
Other: Dröhnen is one of the fiercest fighters one could hope to face, powered with the energy and abilities of a Toa, with none of the moral codes holding her back. Her fighting style consists of dozens of offense maneuvers, twice as many defensive parries and disarms, and a wealth of attacks specialized to finish off an opponent as soon as she’s found a weakness, all of which take full advantage of her strength, fortitude and natural speed, and then enhance them with her unbridled ferocity.

pNNgXax.jpg

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Name: Zaak
Gender: Male
Species: Toa
Faction/Affiliation: Refugee
Element: Plasma
Kanohi: Mask of Elemental Energy
Other powers: slight clairvoyance, random, cryptic, leaves him with a migraine, could happen in battle or anywhere.
Equipment/Weapons: Lovingly maintained Protosteel hand-and-a-half sword and a kite-shield.
Appearance: Zaak's armor, though scarred from many combats, is a gleaming white with orange streaks on it. His mask is white with an orange stripe bisecting it horizontally. He stands slightly taller than most Toa, and is muscular. He is average looking, but his white armor makes him stick out like a diamond in the rough.
Personality:Serious, but has a sarcastic sense of humor. He is hard to distract, and if you give him a task he will finish it and do more than he was asked. He was a professorial soldier, and his fighting skills remain as sharp as a Makuta's intellect. He is also intelligent and can think outside the box.
Biography: Once part of a Toa team whose name has been forgotten to the sands of time, Zaak is the last survivor of the once beautiful island that his team once guarded. He came to Destral looking to start a new life.
Other: Though not very fast when running, Zaak has lightning quick reflexes and is very strong. However, he can't track many objects at one time, and can be disoriented by multiple bright, fast moving things in his field of vision. He is also prone to randomly have visions of the future that will leave him exhausted. These happen randomly, so one could happen in the middle of a battle. The visions are so cryptic and vague that he can barely make sense of them.
If the clairvoyance is not approved, just tell me and I'll remove it.

Clairvoyance is not approved; like I said, you only get the extra power if you don't have a Kanohi or an elemental power. Just remove it and everything will be okay.

 

 

 

Gandor
Gender: Male
Species: Toa
Faction: Wild Hunt
Element: Earth
Kanohi: Pakari
Equipment: The biggest broadsword you've ever seen
Appearance: Gandor is a giant mountain of a Toa, towering over most beings. This is augmented by his thick, heavy plate mail and the giant sword that is almost as tall as he is. His Kanohi is thick and almost featureless.
Personality: Gandor is as single-minded as he is big. He wants nothing more than to be free, and has never even thought of questioning the brave king Radamir. He is honorable and righteous to the letter.
Biography: Gandor was a brave protector of the southern continent, doing what he knew was right and chivalrous, and has taken that same simple approach to everything in his life. He joined Radamir’s army without question, and bravely assisted in the attack on Destal. Even in death, he is unquestioning, following his leader to what he believes is freedom from this shadow of existence.

Approved (again, reminding you that the Hunt may not use elemental powers aside from latent abilities)

 

 

 

Let me add onto your profile-approving workload. :P

 

 

Name: Dröhnen Fulmen
Gender: Female
Species: Toa
Faction/Affiliation: Refugees
Element: Lightning
Kanohi: Pakari
Other powers:
Equipment/Weapons: A gigantic double-headed battle axe, constructed entirely out of iron (save for leather hilt wrappings).
Appearance: Head and shoulders above most beings, Dröhnen Fulmen is colossal, around 2.7 meters in height, her shoulders an entire meter across. The rest of her body is equally massive, limbs carefully exercised for perfect musculature, and a neck like that of a bison, creating a physique not unlike that of a particularly gigantic Skakdi. Dröhnen’s protodermis skin is midnight blue, as is her armour, save for highlights of the purest white, a color scheme that fits well with her radiant yellow eyes. Her Kanohi is forged in the shape of a Iden, so carefully matched to her color scheme that it seems part of her face. She wears cloth trousers and cloth fingerless gloves of the simplest construction, a vest, vambraces, and greaves of boiled leather.
Personality: Her voice a deep bass, and every movement giving off a wave of aggression and intimidation, Dröhnen is always considered to be a crude brute on first sight, a deceptively intelligent mind lies beneath the façade of gruffness. While she certainly is gruff and aggressive, Dröhnen is no fool. She analyzes the situation around her, albeit quickly, before charging into combat, and she can become surprisingly charismatic when it is needed, displaying a surprisingly adaptive mind. Her intimidating movements are often tests to see how opponents react, and her voice, while naturally a rumbling, gravelly bass, is enhanced often for the same reason.
Biography: One of the younger members of the Refugees, Dröhnen Fulmen has spent her entire life surviving. From years of living in a kill-or-be-killed world, she has slowly lost all hope in peace and tranquility, and now accepts the dying world of the MU for what it is, a chaotic struggle for existence. The struggle to survive has almost become a sort of game for her, and the Wild Hunt are the first real challenge she’s had in a long time.
Other: Dröhnen is one of the fiercest fighters one could hope to face, powered with the energy and abilities of a Toa, with none of the moral codes holding her back. Her fighting style consists of dozens of offense maneuvers, twice as many defensive parries and disarms, and a wealth of attacks specialized to finish off an opponent as soon as she’s found a weakness, all of which take full advantage of her strength, fortitude and natural speed, and then enhance them with her unbridled ferocity.

Approved.

-Dovydas

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Name: EnaGender: FemaleSpecies: ToaFaction/Affiliation: RefugeesElement: MagnetismKanohi: Kanohi Calix, the Mask of FateOther powers: N/AEquipment/Weapons: A five-foot staff is Ena's main weapon. Ena owns a bow and quiver of arrows, though she only carries one weapon at a time. Whatever she arms herself with, she always carries two sheathed daggers and a twelve-meter rope looped on her hip, one of whose ends is attached to her belt by default. The rope has a metal tip with a small, hooked blade on the end; small metal rings adorn the last two feet of each end of the rope.Appearance: A little on the short side, but also trim. Bronze Kanohi and armor over black under-armor.Personality: Dedicated and generally sure of herself. Generally introspective. Ena doesn't like giving away much information about herself. She suffers from insomnia, which forcefully taught her patience and wariness. Ena is still haunted by the memories of the war that ravaged the universe and hates how she can be nonchalant about killing.Biography: When the Makuta attacked the Matoran Universe, Ena was a soldier. She saw deaths too numerous to count and probably caused the same amount. She lost track of how many times she saw blood drawn from an open wound, how many times she heard someone draw their final breath, how many times she wondered at how callous she had become to death. She forced herself to stay awake at night so she wouldn't be ambushed in the dark and so she wouldn't have to face nightmares; eventually, her unwillingness to sleep became an inability.When both sides decided they didn't care anymore and the war finally ended, Ena had no direction in life; killing lest she be killed had become her life, and without such an ingrained routine to anchor her, she became a drifter. When three ships took off from an embattled shore, she was among them, if only because she believed that their destination couldn't be any worse than what lay behind them. She abandoned that belief after the Wild Hunt first attacked.

Edited by Legolover-361
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I guess I'll have a go at this.

 

Name: Blax

Gender: Male

Species: Xeno (custom species approved in past RPGs, description below)

Faction: Refugees

Other powers: Xeno are average toa height, with below toa strength. They are somewhat insectile in appearance, with tough, exoskeleton-like skin and double jointed legs. What they lose in toa-sized strength, however, they make up for in speed, and the addition of two shorter limbs placed between the legs and upper arms. They cannot wield mask powers or elemental powers, and are weak towards non-ground-related attacks. They have excellent night vision (Which can be a curse, as well as a blessing in high-light areas)

Equipment: Blax wields two short (for his size) swords, both one-sided, with a hook on the backside of each. The rest of his equipment consists of a variety of throwing knives, a large length of rope he wears across his shoulder, and a small med kit.

Appearance: Blax is short for his species, which means his size is about a head lower than most toa-sized species. His armor looks like it was once a dark black, but has since faded, with dull silver patches splotching the once impeccable black and crimson armor. He wears thick Vambraces, thicker shin-guards, and a heavy segmented breast-plate. His mask, or what you would consider a mask, retains almsot a perfect black, aside from a slice across the left-side cheek. Two red lines stretch over the eyeholes, creating a menacing appearance.

Personality: Despite the grim circumstances, Blax is a slight optimist. He generally tends to be a quiet leader, only unveiling his true mastery of battle when needed. He maintains a support role for the survivors, and will delve deep into the underground trying to provide the much-needed supplies the resistance needs.

Biography: Blax is one of the only known Xeno, one that seems to have had military training. Although not much has been revealed about his past, his knowledge of warfare and the inferences he has made over the last few months lead many to believe that he was once a captain or major within an unknown army. He also seems to have had knowledge of Destral's layout, indicating that he had been there at least once before.

Edited by Elrond of Rivendell

Gentlemen, it's time to spread the word. And the word is: Panic

 

life is not a question of how long we live, but what we do with the life we have



BZRPG profiles

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Two problems, Elrond. First, sorry, but you'll have to change the species. I had not read into Hydraxon's species before and they seem quite overpowered.Second, your Rakhshi staff irks me a bit. You can keep it, but toss out the swords if you will.-Dovydas notes that posting from a phone is annoying.

Edited by Eduard Bernstein
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Hydraxon's species abilities were given by me. There is very little known about the species, but in all the books, he is much stronger and faster than the Toa. I just described it for the benefit of playing. Don't quote me on his abilities.

 

I Edited the profile above.

 

-Elrond

Gentlemen, it's time to spread the word. And the word is: Panic

 

life is not a question of how long we live, but what we do with the life we have



BZRPG profiles

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"Some people say that they don't get mad, they get even. We say we get even by getting mad."Name: FerroGender: MaleSpecies: ToaFaction/Affiliation: RefugeeElement: IronKanohi: Mask of translation.Other powers: N/AEquipment/Weapons: A bow made of protosteel a spearhead at each end. The bowstring can be retracted, turning it into a staff and trench spikes, which are brass knuckles with a spike at the end.Appearance: Once white armor is now covered in rust from years of living outside of whatever civilization is left. Tiny spikes cover his armor, so if someone dares make physical contact, it will hurt.Personality: Ferro was driven mad long ago only to be brought back, but he was never the same. He talks to himself, sometimes referring to himself as"we" or "us." However, these voiced in his head seem to help, not harm him focus, though he is ostracized for being deemed insane. Ferro usually seems to not take anything seriously until he is enraged. If this happens, his old, calculating self comes back and uses his anger to focus on destroying his enemy.Biography: Ferro was a weapon specialist at the siege of Destral, but when he was supposed to hold the front gate, he turned and fled, leaving his comrades to die. For a decade he lived alone in the wild like an animal, driven mad by guilt. However, a few months ago, voices began to talk to him in his head. Strangely enough, they urged him to return to help the refugees. Using skills believed to be long gone, he fashioned deadly weapons, using his weakened elemental powers to extract metal from small deposits on Destral. The voices helped him make it, and in his small moments of sanity wonders if the voices are only in his head or someone else.Other: from years of competing with wildlife with scant resources, Ferro can make excellent traps, however, he says that devising a trap for a ghost riding a Kikanalo will take them quite a while.

Edited by graggen2468
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Eduard,

 

I apologize. Because of your in-game punishment for one of the gamers, I thought that the characters would have scars from previous "Deaths"

 

Or do they? Could I get clarification on this for editing?

 

-Elrond

Gentlemen, it's time to spread the word. And the word is: Panic

 

life is not a question of how long we live, but what we do with the life we have



BZRPG profiles

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Nah, because that would be a far too easy cop-out of the Wild Hunt curse: just be a despicable, evil, ruthless maniac. :P

 

However, with slight modification, that could work. Say, if Wild Huntsmen go far enough from their destiny (that is, to rid Destral of evil) whatever abstract force is dealing with their undeath just goes, "welp, screw you" and banishes them to a fate even worse than the one they're in right now.

 

Would also explain the way I can destroy a character breaking the rules for the third time.

 

Well. While I'm still interested in hearing others' theories, that's a pretty nice one. Good work as far as creativity is concerned.

-Dovydas

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I have a theory.

 

When a Hunt member dies, his armour and body begin to repair themselves, self-healing with each death and reincarnation. However, the rare one-hit-kills (basically only those made by you) take much longer to heal, lasting from two or three reincarnations to possibly eternity.

 

That, or one-hit-kills can permeate the spirit world, causing irrevocable damage. Sorta like shooting a zombie in the head :P

 

-Elrond

Gentlemen, it's time to spread the word. And the word is: Panic

 

life is not a question of how long we live, but what we do with the life we have



BZRPG profiles

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I'm providing an offer for a couple volunteers to be Ena's companions on her grand romp past the Wild Hunt's camp and, hopefully, roundabout to the laboratory door. If no one's keen on volunteers, I can have Ena decide to make the mission solo.

You send them into my mind, and they come back with visible scars due to their ghost being the manifestation of their consciousness, and when trapped within my mind, they suffer what is now, for them, physical pain. Sometimes you just leave them there.

That is a punishment not even Huntsmen deserve. </maybesarcasm>
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Cool :D I'll post a profile here in a little bit.

 

EDIT: Here ya go. I'm too lazy to make a totally new character, so I'm going to use a slightly modified version of one that's been dead in the normal RPG for a while now. Hopefully that isn't a problem...

 

Name: AkiniiGender: MaleAlignment: GoodMask: Kanohi Calix (looks very aerodynamic)Species: Toa of IceAppearance: Akinii is a lanky, taller than average Toa who is agile and quick (though not particularly strong.) He carries a pair of well worn short swords for speedy attacks. He has not mastered his control over ice just yet, generally relying on his speed and Kanohi Calix to confuse attackers.Personality/History: Akinii is quite awkward when talking to anyone who he isn't attacking, which comes as a surprise to many considering his deftness of hand in battle. His history is unknown to him and everyone else: he just kind of appeared one day. (I need to work on this laziness thing.)Weaknesses: Akinii usually doesn't do too well against beings that can control fire. He also isn't all that strong and doesn't have much armor or muscle.

Edited by mandmboy
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