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#1 Offline Nuju Metru

Nuju Metru
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Posted May 11 2013 - 07:18 PM

CHARACTER RULES
 
Here is where you post the profile(s) for your BZPRPG character(s) (you must post a character's profile before you begin playing). Staff is not required to give approval for characters: you may post and play immediately. However, we can at any time ask you to modify characters if we think that they are too powerful or otherwise against the rules. There is no set pattern when creating character profiles, but if you need inspiration for what to put down, look at the outlines from others’ posts.
 
SECTION I. General Rules

  • In the profile page, you are allowed ONE POST; multiple posts by a single player will be deleted. Place all your characters into one post; this makes it easier for you, your fellow players, and the Staff to find your characters. You can have as many character as you want, as long as their profiles all fit into one post.
  • Your character must belong in the Bionicle universe. This is not to say your character must be of an official Bionicle species, or come from an official location, but he or she must be something that could come from Bionicle. Specific guidelines about this are in the following sections.
  • You cannot play as canon characters, like Tahu or Roodaka, unless doing so under explicit staff permission. Expies – characters that are essentially carbon copies of characters from other franchises, like Transformers or Star Wars – are also strongly discouraged. The point of the game is to create your own unique Bionicle-universe characters, so embrace the opportunity!
  • This is the most important rule: Your character must be reasonable. No gods or other invincible characters. Your character MUST HAVE WEAKNESSES; it must be possible for other players to defeat them in combat.
  • You must either post a picture of your character, or write a detailed description of his or her appearance – or both – in their profile.
     

SECTION II. Suggested Profile Fields
Unsure of what to include in your Character's profile? Below are some suggestions as to what would be useful subjects to cover. This is by no means a definitive list; you may include other categories, and some of these suggestions can also be omitted. Remember that the point of your character’s profile is to serve as a reference, so that others can interact accurately with him or her even upon first meeting. Try to be very informative. Here are the suggested profile fields (bold indicates a required field):

  • Name
  • Species (Toa, Matoran, Turaga, et cetera)
  • A detailed description or image
  • Gender
  • Powers and/or weapons
  • Technological items (and, if Foreign Tech, who approved the item)
  • Weakness(es)
  • Alignment (good, evil, neutral, et cetera)
  • History
  • Personality and traits

 

SECTION III. The Lists

Below you will find the lists of species, powers, and masks allowed in the BZPRPG. These lists have been carefully thought out; if a certain species or item is not on these lists, it has been omitted for a reason. All characters, unless given explicit staff permission to the contrary, are required to exist within the parameters of these lists. 
 
Playable Species:
Matoran – No powers or powered masks
Toa – One elemental power and one mask from the approved list
Turaga – One heavily weakened elemental power and one mask from the approved list
Vortixx – No powers or masks, two pieces of foreign technology
Skakdi – One elemental power (requires two Skakdi in conjunction to use), one vision power, one piece of foreign technology
Parakuka – No powers alone, but can be very powerful when bonded to a host (See here for more information on the Parakuka; if your character has bonded with a Parakuka, say so in that character's profile).
Lesterin – Special innate elemental abilities and either one mask from the approved list OR one piece of foreign technology (See here for more information on the Lesterin)
Dashi – See SECTION V for details
Dasaka – See SECTION V for details
Datsue – See SECTION V for details
CUSTOMIZATION EXCEPTION:
Personalized/customized species are allowed – however – they MUST resemble or be similar to one of the above species, including abilities, powers, and power levels, AND must be approved by Nuju Metru before use.
 
Allowable Toa/Turaga/Skakdi Elemental Powers
One elemental power per character. No multiples.
Air
Crystal
Earth
Fire
Gravity
Ice
Iron
Jungle
Electricity
Magnetism
Plasma
Sonics
Stone
Water
CUSTOMIZATION EXCEPTION:
Customized powers are allowed – however – they MUST be reasonably powerful, balanced, AND be approved by Staff before use.
 
Allowable Skakdi Vision Powers:
Heat Vision
Impact Vision
Infrared Vision
Laser Vision
Thermal Imaging
Telescopic Vision
X-Ray Vision
 
Allowable Kanohi:
Kanohi Hau The Mask of Shielding
Kanohi Pakari The Mask of Strength
Kanohi Miru The Mask of Levitation
Kanohi Kakama The Mask of Speed
Kanohi Akaku The Mask of X-Ray Vision
Kanohi Kaukau The Mask of Water Breathing
Kanohi Huna The Mask of Concealment
Kanohi Ruru The Mask of Night Vision
Kanohi Matatu The Mask of Telekinesis (off-limits to Dasaka characters)
Kanohi Rau The Mask of Translation
Kanohi Pehkui The Mask of Diminishment
Kanohi Kualsi The Mask of Quick Travel
Kanohi Calix The Mask of Fate
Kanohi Kadin The Mask of Flight
Kanohi Sanok The Mask of Accuracy
Kanohi Iden The Mask of Spirit
Kanohi Zatth The Mask of Summoning
Kanohi Arthron The Mask of Sonar
Kanohi Volitak The Mask of Stealth
Kanohi Tryna The Mask of Reanimation
The Mask of Healing
The Mask of Rebounding
The Mask of Sensory Aptitude
CUSTOMIZATION EXCEPTION:
Customized masks are allowed – however – they MUST be reasonably powerful, balanced, AND be approved by Staff before use.
 
Only one mask is allowed per character. No multiples, no Suvas. Period. Even if staff decides to give a certain character a more powerful mask as a reward or gift in response to some event or contest, that character must abandon their previous mask to use the new one. Should you decide you want to change masks, such a practice is permissible. However, the transition must happen feasibly In Character, and be immediately edited into your character's profile to avoid an illegal duplicity of masks.
 
 
SECTION IV. Technology
Foreign Tech
Per the nature of certain species' foreign origins, if you have a Skakdi or Vortixx character, you are allowed one or more pieces of advanced foreign technology. Technological items of this sort MUST be approved by staff prior to playing. If your character has a foreign tech item, you must note which staff member approved the tech after you describe the item in your profile.
 
These are the limitations on foreign tech per species type.
Skakdi: ONE piece of foreign tech
Vortixx: TWO pieces of foreign tech
Lesterin (w/out mask): ONE piece of foreign tech
 
The only way for a character not of these species to own a piece of foreign tech is for them to win it fairly from another player’s character in combat. If your Toa, Matoran, or Turaga character has acquired a piece of foreign tech, you must include a note about which character they won it from, AND which staff member approved the technology in the first place. 
 
Native Tech
Technology on the island of Mata Nui has taken a step forward, and so more advanced technological items are no longer out of the question for Toa, Matoran, and Turaga characters. If a character wants a piece of this new “native technology,” they can attain one from a Koro Leaderor shopkeeper IC or, as with attaining foreign technology, win it fairly in PC-vs.-PC battle. If your character has one or more pieces of native tech, you must specify in their profile how this technology was acquired.
 
Smaller, freelance native tech shops can be created and run by players, as long as their merchandise is all pre-approved by staff. Shopkeepers are encouraged to require some kind of task-based IC payment in exchange for their special technologies, just so that native tech remains more valuable than imaginary widgets. There is also a "Living List" of token Native Tech items or item types that may be acquired by PCs in-game without approval. If players wish to suggest other technologies to add to the Living List, they may PM those suggestions to Nuju Metru.
 
Here is the list.

  • Glass lenses with various focusing/diffusing properties. These are used in telescopes, magnifying glasses, and lamps. Such lenses, usually employed in Lightstone lanterns, can also be purchased separately, as they're prone to breaking.
  • Onu-Koronan task tablets or "iStones" with abacus, note-taking, and some document-holding possibilities. These are very difficult to open without damaging the machinery inside - they've been manufactured to break this way by the Onu-Koro engineers on purpose, so that their computing abilities remain essentially unreproducible.
  • Basic metal tools such as hammers, axes, pickaxes, and even scissors. These items were available before, but now they're more easy to acquire; the best come from Ta-Koro.
  • Simple clockwork devices with gears, springs, and even little bells. The most complex and expensive sort are the smaller ones, especially rudimentary, one-handed watches. Many varieties of little wind-up toys are also available, from bouncing Fusa to rolling Manas.
  • Disk launchers have propagated, reducing the need for skill when using a bamboo disk as a weapon. Some launchers hold more disks with spring or gravity-loading magazines.
  • Photothermic powder, also known as "Stralix Powder" after its inventor, made up of mixed lightstones and heatstones. This powder is slightly more potent than the explosion of a Madu Cabolo, and is much safer to store and use. Sharp impact, or fire, can set it off.
  • Kites and gliders, while usually impractical, can be produced on request by the right craftspeople. Huge, delicate hang gliders are made best in Le-Koro.
  • Volo Lutu Launchers, a type of grapnel gun, have been around since the days of Makuta. They're now cheaper to produce, and are available in models able to haul the weight of larger beings like Toa, not just Matoran.
  • Patero Launchers, projectile cannons powered by compressed gas. The Patero launcher consists of an elastic bladder that is inflated by hand pump, a projectile barrel, and a rapid air release mechanism. This simple launcher can fire lightweight rounds without much accuracy, but over long distances. Only the smaller, handheld type is readily available; the secrets to making artillery-sized air seals still lies with Onu-Koro. Some types of Patero shots include small fireworks, glass-capped Stralix Powder capsules, clusters of bamboo arrows, and even confetti cartridges.

 

SECTION V. The Dasaka
Dasaka characters are now open to be played! Like other standard species characters in the BZPRPG, Dasaka may be created and played as without the necessity of staff permission. Any Dasaka characters you create in this way, however, must exist precisely within the parameters outlined below. To have Dasaka characters of a more advanced sort, staff approval is required; the process by which to attain this can be found in "C. Petitioning." 
 
A. Required Profile Fields
Dasaka character profiles are stricter in structure than the profiles of other species, because there are more required fields. Along with other profile fields you opt to include, these are the requisite fields for Dasaka characters:

  • Species (Dasaka, Dashi, Datsue)
  • A detailed description or image (minor note: all Dasaka have various shades of bluish and gold armor)
  • Caste and Clan
  • Gender (see “C. Petitioning” for details)
  • Powers, including (as applicable) mask powers and Menti Discipline(s).
  • Weakness(es)

B. The Lists
Below you will find the lists of species, powers, and masks allowed for Dasaka characters. All characters, unless given explicit staff permission to the contrary, are required to exist within the parameters of these lists. For more information about particular powers, clans, and castes, please see the Dasaka Master Reference Post.
 
Playable Species:

Dashi – No powers or powered masks
Dasaka – One Menti Discipline and one mask from the approved list
Datsue – One Menti Discipline, no powered masks
 
Allowable Castes

Menti (warrior-level only)
Dashi
Ringti
Saihoko
Datsue
CUSTOMIZATION EXCEPTION:
You may petition for your Dasaka or Datsue character(s) to hold higher rank within the Menti caste. Instructions on this are found in “C. Petitioning.”
 
Allowable Menti Disciplines:
Soulsword Discipline
Sighteye Discipline
Mindarm Discipline
Willhammer Discipline
CUSTOMIZATION EXCEPTION:
You may petition for your Dasaka or Datsue character to be proficient in more than one Menti Discipline. Instructions on this are found in “C. Petitioning.”
 
Allowable Dasaka Kanohi:
All masks on the list in SECTION III (except for the Kanohi Matatu) may be used by Dasaka characters.
CUSTOMIZATION EXCEPTION:
Customized masks are allowed – however – they MUST be reasonably powerful, balanced, AND be approved by Staff before use.
 
Only one mask is allowed per character. No multiples, no Suvas. Period. Even if staff decides to give a certain character a more powerful mask as a reward or gift in response to some event or contest, that character must abandon their previous mask to use the new one. Should you decide you want to change masks, such a practice is permissible. However, the transition must happen feasibly In Character, and be immediately edited into your character's profile to avoid an illegal duplicity of masks.
 
C. Petitioning
The above lists and whatnot outline what is acceptable for Dasaka characters that DON’T require staff approval to be created or played. However, there are other, more advanced possibilities for Dasaka characters available to you as players, which DO require staff approval to access. The process by which one seeks approval for advanced Dasaka options is called “petitioning,” and the instructions on how to do it are found below.
 
Some basic guidelines:

  • In some cases, profiles submitted for petition may not be posted here prior to their verdicts. Be sure to check under each type of petition whether or not this rule applies. When it does, the “character” you’re submitting isn’t really a character yet; you’re petitioning instead for the right to make a character that’ll receive the perk(s) in question.
  • You may petition on the behalf of more than one character at a time. If you’re doing this, though, please do me a favor and put it all into one PM.
  • You may also submit more than one petition for the same character. If you do this, I will pass separate verdicts on each of your petitions.
  • In almost all cases, you can opt not to pursue the creation of a character after a petition you submit for them has been denied. The exception to this is a Gender Petition; more details in the section on Gender Petitioning.
  • Petition PMs must be sent to Nuju Metru, and his verdict on them is final. If my verdicts are abrupt, it’s because I probably have a lot of them to sift through, and you mustn’t take it personally. Defiance of, or even attempted debate of, a verdict that doesn’t go your way is prohibited.

Here’s what you can petition for.

 

Caste Petitioning

You may petition for your Dasaka or Datsue character to hold a higher rank in the Menti caste. You can request to have, say, a Toroshu character, or for your character to perform a special duty for the Rora, or whatever else you can think up. To petition for a more advanced societal rank, your PM must include what rank/duty you would like to have, and a brief statement about why you want that position for your character.
 
If I feel that I need more information, I will ask questions; more likely, I’ll just say yes or no, and that’ll be the end of it. Your petition will be considered on its own merits/originality, and upon your skill and responsibility as a player. Petitioning characters CANNOT exist in the Profiles Topic prior to their petitions.
 
Clan Petitioning

You may petition to begin a new Dasaka clan. This type of petition must come with a Caste Petition attached to it, because somebody will have to play as the Toroshu of the new clan, and who better to lead it than its founder?  To petition to lead a new clan, your PM must include a Caste Petition, a 1-2 paragraph description of the clan – including its characteristics, social position, and other details of note (size, home, backstory, etc.) – and a brief statement about why you want to make and lead a new clan.
 
If I feel that I need more information to reach a verdict, I will ask questions. If your claim is granted, your new clan will be listed in the Dasaka Master Reference Post, and other players’ characters will be able to join it as they wish. Your petition will be considered on its own merits/originality, on how necessary I see the clan you’ve envisioned as being to Dasaka society, and upon your skill and responsibility as a player. Petitioning characters CANNOT exist in the Profiles Topic prior to their petitions.
 
Menti Discipline Petitioning
You may petition for your Dasaka or Datsue character to be proficient in more than one Menti discipline. In Kentoku Society, multidisciplinary training generally comes along with a more advanced rank, and so a Menti Discipline Petition can oftentimes go hand in hand with a Caste Petition. It’ll be easier to get this kind of petition passed if you’re only asking for one additional power. To petition for additional Menti abilities, your PM must indicate how many bonus disciplines you want your character to have, and briefly describe the coolest combo attack you could possibly imagine doing with this extra power.
 
If I feel that I need more information, I will ask questions; more likely, I’ll just say yes or no, and that’ll be the end of it. Your petition will be considered on its own merits/originality, and also upon your skill and responsibility as a player. Petitioning characters CAN exist in the Profiles Topic prior to their petitions.
 
Gender Petitioning
You may petition for your Dasaka character to be male. The Gender Petition functions a little bit differently than the other petitions listed above, though; rather than being based on merit, it’s based on sheer luck. To petition for a Dasaka character to be male, your PM just needs to say, “Roll my Dice.”
 
Once your petition has been received, I will simulate the 40:1 female-to-male Dasaka birth ratio with a random numbers generator, which will spit a random integer from 1 to 41 back out at me.  If the generator gives me the number 1, I will inform you that your character may be male; if I get any other number, I’ll tell you that your petition was unsuccessful.
 
Though each player may possess a maximum of ONE male Dasaka character, you may submit multiple characters at once to be Gender Petitioned, to better your odds. However, you won’t be able to keep trying your luck against the random numbers generator without some consequences. Any character that you submit for gender petitioning, whether or not that petition is successful, MUST be subsequently created, added to your Profiles Post, and played as IC. I’m enacting this policy both for the maintenance of realistic Dasaka gender ratios and to dissuade you from bogging me down with hundreds of Gender Petitions at once. If you want to submit 41 characters to me to be Gender Petitioned, that’s fine; however, you’ll be expected to follow through on all 41 characters.
 
Players who have had Clan Petitions approved will be given better odds in Gender Petitions; if the random numbers generator gives me a number 1-5, rather than simply a 1, then a male character credit will be given. Because of Dasaka societal norms, new male characters will be allowed to choose up to two Menti disciplines without the necessity of submitting a Menti Discipline Petition. Petitioning characters CANNOT exist in the Profiles Topic prior to their petitions.


Edited by Nuju Metru, Dec 22 2013 - 03:01 AM.

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#2 Offline Nuju Metru

Nuju Metru
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Posted May 11 2013 - 07:18 PM

Staff/Canon Characters
 
Name: Akiri Nuparu
Species: Onu-Matoran
Alignment: Loyal leader of Onu-Koro
Gender: Male
Appearance: Nuparu is an average-sized Onu-Matoran, not particularly remarkable in a crowd of his people, but for the respect they afford him when he walks among them. Nuparu is darkly armored, with orange highlights including his mask. Unlike some other of the Akiri, he has not adorned himself specially for his office; robes, after all, would only get in the way when he tinkers. Nuparu's hands reflect his active mind; they tend to always be in motion, tinkering with a small contraption, or gesturing animatedly. Nuparu walks with a slight hunch from being bent over work tables for so long, though he tries to improve his posture to look more the part of Akiri.
Weapon(s): None. Nuparu leaves fighting to the warriors of his Koro, preferring to use tools.
Mask: Powerless Great Pakari
Powers: None, save control of Onu-Koro.
Traits: Nuparu is cordial and likable, and is able to appear more sociable than his generally introverted tendencies. He is very intelligent and enterprising; his mind is orienting towards solving problems like an engineer. A master inventor, he loves to build things and learn about the new technologies his Koro creates. Nuparu enjoys nothing more than to fix complicated mechanical puzzles; he sees the current state of the island as one such mechanical puzzle, and believes it is his duty to keep Onu-Koro into the best situation possible among its whirring gears. He doesn't value the personal power his leadership role affords him as much as he values the ability it grants him to provide Onu-Koro with forward momentum. Nuparu sees misfortunes as opportunities for change; he wants to use them to better his Koro has much as he can. Onu-Koro's safety is his primary concern; he treats threats, like crime and undesirable persons, with uncompromising firmness.
Biography: In the days of Makuta, Nuparu was a prominent Onu-Koronan engineer, head of mining technology. He was loyal to Whenua, a close adviser and friend to the late Turaga of his Koro. When Whenua was assassinated, Nuparu was looked to as an authority figure, and in time, he became the Koro's new leader. Malleable in Nuparu's tinkering fingers, Onu-Koro has been honed into a well-oiled machine, a steady locomotive on a track of progress; the technological, social, and military advances that've taken place under his control have earned Nuparu respect and loyalty from the rest of his Koro.
Weakness(es): As a Matoran, Nuparu is physically outmatched by most other species in contests of brute strength. Though reasonably able to defend himself, he is not a particularly skilled warrior.
 
Name: Zaktan
Species: Skakdi of Air
Alignment: Self-serving leader of the Piraka
Gender: Male
Appearance: At a glance, Zaktan looks like any other Skakdi, though perhaps a little meaner, sharper, and shorter. His dark green armor is accented with sandier shades of green, and some robust gold; his sharp fingers frequently steeple when he thinks; his vindictive smile, when it appears, is permanently set to “sneer;” his glowing red eyes move with deliberate slowness; his flat feet give him a somewhat duck-like stride that belies his quickness and balance.
A longer look, however, would immediately reveal Zaktan’s difference from others of his species. At all times, he seems to be subtly flickering, as if captured on a film slightly grainier than reality. Zaktan’s body and blades are, in fact, comprised of billions of microscopic creatures called Protodites. The Protodites, each of which contain a fraction of his consciousness, are unable to stay completely still, thereby causing this unnerving appearance. When Zaktan speaks, it is as though a swarm of insects, rather than a single voice, is buzzing in discordant tandem to relay his words.
Weapon(s): Zaktan’s main weapon is a golden Three-Bladed Scissor. Because the blade is made up of the same Protodites that comprise his body, Zaktan is able to maneuver the scissor blades with the masterful dexterity of a second set of fingers. The weapon can cut through nearly anything; the blades’ edges can be as small as one or two Protodites thick. The butt end of the Three-Bladed Scissor is a pair of vice-like tongs.
Zaktan is also armed with a Zamor Launcher, which he loads with the Piraka’s virulent yellow-green “jitter spheres,” Zamors filled with a powerful, hallucinogenic fear gas. Repeated exposure to the fear gas has made Zaktan, like the other Piraka, immune to it.
Powers: Zaktan, being a Skakdi of Air, has limited powers over the element of Air, which he can use only in conjunction with another Skakdi. He also has powerful laser vision. More strangely, Zaktan possesses the unique ability to dissolve and reform into the Protodites that comprise his body at will. Because of this mutation, Zaktan can dissolve into a flying swarm of Protodites, absorb kinetic energies almost flawlessly, and “dodge through” blades and projectiles.
Traits: Zaktan is a genius. Of course, this is not to say that he calculates flawlessly, or is without occasional lapses in judgement and missteps; he has made enough of those to count on his fingers, and he loathes their memories. Nevertheless, Zaktan is without many intellectual rivals, even when compared to others who claim genius status. His mind seems to function on a different plane, or in an alien place, as he is very distant from normal channels of thought. This makes him appear - accurately - aloof, detached from those around him, and carelessly ignorant to the needs and motivations of others, unless these can serve him. He confides in no one.
Zaktan’s intellect makes him cold, mysterious, and bizarre; paired with his ruthlessness and hunger for control, he is an aberrant, frightening presence. Though none of the Piraka will admit it - least of all to one another - they fear Zaktan. He is impossible to understand, and his rare fits of rage appear to them without cause, though they are always dangerous. It is known to the other Piraka that Zaktan sometimes confers with voiceless presences when he is alone; though this could be a facet of tightly channeled madness, they suspect it is something more.
Biography: As of yet, unknown.
Weakness(es): While Zaktan is able to dodge most attacks by partially dissolving into Protodites, quick enough strikes can catch him off-guard and damage him. Zaktan is also more susceptible than normal beings to mental attacks (these freeze his whole body, as every Protodite of his being is assaulted simultaneously) and to certain sonic frequencies.
 
Name: Kuno
Species: Dasaka
Caste and Clan: Menti Caste, Clan Fursic
Gender: Male
Appearance: Kuno, when wearing his set of elaborate crystal armor and his heavy, ruby-red mantle, looks every inch the part of Fursic First Son. He stands proudly, seemingly even taller than his normal stature; the masterful patterns of his armor catch the light, and his velveteen cape ripples majestically in his wake. Without his ceremonial garb, though, Kuno loses much of his splendid appearance. Admittedly, he looks healthy enough, he is tall, his armor is rich shades of navy and gold, and his posture couldn't be better; despite all this, the unadorned Kuno still manages to look unremarkable. His face is neither handsome nor ugly, and it rarely breaks into a smile. He is prone to stillness, and his amber eyes, if unoccupied, tend to stare in a surly-seeming way.
Weapon(s): Kuno only has one physical weapon: his crystal-bladed sword. This is of highest quality make - befitting for the First Son of such an ancient clan - with an ornate hilt into which traces of metal are woven. Kuno always wears the weapon at his waist, but this is more for ceremonial effect than anything else; it's part of his uniform. He isn't a highly skilled swordsman.
Mask: Kanohi Iden, the Great Mask of Spirit
Powers: Kuno is adept as both a Sighteye - wherein he specializes, most unusually, in creating odor illusions - and as a Willhammer, whose mental projections tend to manifest in the minds of his targets as water. He also wears a Kanohi Iden, the Great Mask of Spirit, which allows his conscious soul to leave his body at will. It's common knowledge that if Kuno isn't visibly in a room, he could very easily still be there; this always tends to spook people.
Traits: There are few things that stir Kuno to visible emotion. Superficially, the Fursic First Son embodies the Dasaka masculine ideal: he seems stoic, powerful, composed, dignified, and pridefully conscious of his station in society. Beneath the surface, however, Kuno's feelings and desires - intentionally unregulated when he was younger, and now repressed by habitual social paranoia - whorl with surprising, secret force. Eddies of negativity color everything Kuno thinks and does; He tends to fixate on his defeats and shortcomings, and blames himself almost exclusively for them. Kuno is, perhaps, happiest when he's in pursuit of definite goals. Winning means everything to him.
Biography: Kuno is the Fursic First Son, and he has been all his life. There was a generation - directly following the most recent Fursic coup, and a subsequent slew of executions - when Kuno's clan had no males, so when he was born, he automatically assumed the title of First Son. Ever since that day, Kuno has been raised to play his part, which he's done - at times resentfully, at times minimally, at times proudly - as well as any First Son could. Kuno learned quickly during his time at the Yards, and just as fast during his real education: in the Rora's court. Most of the time, Kuno lives on Sado, where he either lazily engages in or spies on imperial court proceedings.
Weakness(es): Kuno is practically unable to physically defend himself while using any of his powers, just based on the nature of those abilities.
 
Personal Characters
 
Name: Grokk
Species: Skakdi of Gravity
Alignment: Mercenary, with a tendency towards badness.
Gender: Male
Appearance: Dirty-brown and black armor, lanky, clawed hands and feet. Wears an over-the-shoulder satchel in which he holds his ammunition. Has a spiraling green tattoo over one eye. Very white teeth, sharp canines. Grokk’s armor is scratched and dented all over, due to a casual disregard for minor injury.
Weapon(s): A Zamor Sphere launcher with extended magazine. The weapon has become one of his self-professed best friends, and he has mastered it with extended usage. The sphere types which Grokk possesses are:
- Containment spheres: One of his favorite and most versatile shots, containment spheres are a unique tool of Grokk’s. Dark blue in color, when they strike a target, these spheres will form a solid, shock-absorbing bubble around it. They are useful prisons, but also serve as shields, which Grokk can use on himself if he needs a quick defense (or salvation from a long fall). The bubbles will lose power progressively after formation, but are susceptible to far quicker dissolution by means of strong acids or intense heat.
- Acid spheres: Primarily in his possession as an anti-Containment Sphere, these strongly acidic shots are also useful in corroding metal locks or the armor of enemies.
This weapon was licensed by Friar Tuck
Powers: Grokk, being a Skakdi of Gravity, has limited powers over the element of Gravity, which he can use only with another Skakdi. He also has Impact Vision, which allows him to hit his foes with a powerful, invisible blow. Aside from these, Grokk has no other special powers – however, he has some other natural gifts. Grokk is extremely agile, able to leap and vault over obstacles in his path, and dodge attacks both ranged and melee with ease. He is unusually observant, too, with a developed gut instinct about when he’s being followed or watched.
Traits: Grokk is characterized by his thoughtless motor-mouth. He is constantly spewing gags, taunts, and other one-liners, even (or especially) in moments of tension and combat. He is self-centered and selfish, with practically no moral compass. Grokk is clever, sly, and slippery both in personality and in physicality - he is difficult to imprison for long, or to hold in one place - but he can also be impulsive and careless in the heat of the moment. Grokk deeply enjoys the sensations of empowerment and the surge of adrenaline that he gains through crime and violence.
Biography: Somehow, he wound up on Mata Nui. Grokk is unsure as to how or why, and he has very little recollection of his previous life (so he says, and for all intents and purposes, this is true; he sure as karz won't tell you anything else).
Weakness(es): Grokk is not resilient to most forms of powers, among those elemental, mental, etc., being used to fighting by physical means.

 

Name: Nihi
Species: Dasaka
Caste and Clan: Menti Caste, Clan Eiyu
Gender: Female
Appearance: Nihi is of about average height for a female Dasaka, and is of athletic build. Her long, strong legs are attached to jaunty hips, which lead into a slim waist. Her toned arms and shoulders hang from a prominent collarbone, above which a long neck supports her face. Nihi is pretty enough, with big eyes, a small nose, and a square jaw, but always looks vaguely haunted. Her Menti's musculature lends her decent posture that lacks the regal confidence of the upper classes. Her hands tend to fidget.
Weapon(s): Nihi wields a long wooden staff, hardened by fire but still flexible.
Mask: Kanohi Rau, the Great Mask of Translation.
Powers: Nihi is a proficient Mindarm. Her mask power lets her understand almost any written or spoken language in the universe.
Traits: Nihi can be hotheaded and impulsive, though she is also extremely self-critical. She believes strongly in the righteousness of the Dasaka and in the structure of society, especially relative to the culture of Mata Nui. She's extremely passionate about what she believes in. 
Biography: Nihi was one of the first Dasaka to voyage to the island of Mata Nui. She was picked for the journey because her sister, Nachi, was driven insane by the Piraka, and Nihi sought revenge. On the Kentoku Archipelago, Nihi works as a night guard of the docks.
Weakness(es): As a mindarm, Nihi tends to burn out quickly in combat. She also tends to freeze up in moments of emotional catastrophe.
 
Name: Wiremu (Wih-REHM-oo)
Species: Onu-Matoran
Alignment: Loyal to Onu-Koro
Gender: Male
Appearance: Wiremu is an average-looking Onu-Matoran, if on the smaller side. He is mostly black and grey in color, but has some purple accents such as his mask and hands. Wiremu wears a pair of round-eyed goggles at his forehead and a smock at his waist – the smock has numerous button pouches in which Wiremu carries tools.
Weapon(s): Wiremu is not a fighter. He is an engineer. However, he sometimes carries a disk launcher, and practices with it often to be prepared should the need ever arise… but he's still not much of a shot with it. Wiremu is far more capable with his tools than he is with weaponry. The Onu-Matoran is a master of fixing things, and usually carries his tinkering tools with him in his smock. Wiremu owns one of the small, basic computer tablets possessed by some Onu-Matoran.
Mask: A powerless Noble Ruru, the Mask of Night-Vision.
Powers: Wiremu has no powers, elemental or otherwise – his potency resides rather in his abilities as a mechanic and engineer. Wiremu can be given bits of metal, a few tools, and time, and he will have tinkered with the parts and made something functional out of them.
Traits: Wiremu is kind, helpful, and soft-spoken; a very well-mannered Matoran. He loves what he does, because it occasionally lets him traverse Mata-Nui at the same time as pursuing his interest in mechanics. As a builder, Wiremu is a genius. He has a reputation for being able to make anything (perhaps not necessarily true, but close to the mark). Wiremu, despite his airs of humility, is secretly proud of this reputation.
 
Wiremu wishes for more freedom. The liberty to wander the island and see the other Koros is an idea of a constant excitement to him, so his structured forays outside of Onu-Koro are what he most looks forward to. Wiremu derives pleasure from observing and interacting with new and different things, thanks to his natural curiosity. However, his life is a fairly lonely one; though he is on good terms with everyone, Wiremu has few close friends.
Biography: In the days of Makuta, Wiremu was an average, albeit highly skilled, tinkerer, who sold both functional and aesthetic trinkets in the Onu-Koro marketplace. He worked often on his peoples' mining machinery, and was trusted - and guarded - by Turaga Whenua as a skilled set of hands. Since the industrialization of Onu-Koro, Wiremu's stature has increased, as his abilities with machinery have become more valuable not only to his own Koro, but to the others as well. Wiremu is at least partly to thank for conceptualizing several of the new technologies around the island. He greatly respects Akiri Nuparu, and is happy to do whatever makes him the most useful.
 
Lately, Nuparu has turned to Wiremu as a technological consultant, which is a career Wiremu is more than happy with; it combines journeying the island, a passion of his, with technology, another joy in his life. When other Koros request technology from Onu-Koro, Wiremu will often be sent along too to estimate how realistic and costly the technology requested by other Akiri would be. He's also sometimes among the Onu-Matoran installation crews that equip the other Koros with their new devices. Wiremu is a valuable resource to his Koro, which leaves him feeling, for the most part, fulfilled.
Weakness(es): Wiremu, as a powerless Matoran, is very easy to defeat in combat due to his inexperience in battle and relative frailty. He understandably evades fights if at all possible.


Edited by Nuju Metru, Mar 24 2014 - 04:56 PM.

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#3 Offline Friar Tuck

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Posted May 11 2013 - 07:19 PM

[color=#daa520;]Name:[/color] [color=#ff0000;]Joske[/color] (wiki page)[color=#daa520;]Species:[/color] [color=#ff0000;]Ta-Toa[/color]

[color=#daa520;]Alignment:[/color] [color=#ff0000;]Chaotic Good[/color][color=#daa520;]Gender:[/color] [color=#ff0000;]Male[/color]  [color=#daa520;]Appearance:[/color] [color=#ff0000;]Similar to Toa Lhikan, his primary color is a rich red with dark gold accents. [/color][color=#ff0000;]Tall, built, muscular and athletic on a lean frame, his former bodybuilding and physical training for Kohlii translated perfectly during his transformation from Matoran to Toa. While built he is not large by any means, though his physique is that of a near-perfect physical specimen, and he works hard to keep it that way.[/color] [color=#ff0000;]The most noticeable feature however is his brilliant blue eyes; it's as though someone stuck an overcharged lightstone into his skull and it's shining out of his sockets. They never used to be like this - when he became a Toa of Light temporarily his eyes glowed then, but after he lost the power the glow still remained. In fact, it's been observed that the intensity will change depending on his emotional state, giving proof to the idiom "The eyes are the window to the soul".[/color] [color=#ff0000;]Since fulfilling his role as vanguard for the Toa Maru he has a new set of armor that strikes a perfect balance between protection and flexibility. Light, yet durable, it favors smaller pieces over bulky plate. The chestplate, shoulder- and thigh-guards are golden with thinned silver framing along the edges, while the bracers and shin-guards are primarily silver, with in an inset strip of gold running the length of their center. His Kanohi Kakama reflects this change in color as well and is now golden as well instead of the standard red.[/color][color=#daa520;]Weapon(s): [/color]Crystal Flamberge:[color=#ff0000;]The flamberge has a sturdy, elegant metal hilt – a basic T-shaped crossbar, an unadorned ovular pommel, all crafted out of smooth lines – but what is remarkable about the weapon is its transparent, rippling blade. The blade suits Joske perfectly, as though it was made for his arm. The blade looks like it is made of glass, and its edge is so sharp that it almost disappears into the air. The seemingly smooth surface of the blade is actually comprised of exceedingly minute flat polygons that bend so subtly that their edges are imperceptible unless closely examined. Inside the blade, there is a tiny crevice, an angular-looking air bubble; it is the sword’s only flaw.[/color]Disk Launcher:[color=#ff0000;]A gift given to Joske by the late Turaga Vakama. A very ornate weapon - polished metal, extreme detail, and complete with fire-inspired etchings - it is also highly accurate, being of the finest craftmanship. Perhaps an odd gift for a former Kohlii player, but it proved its worth in versatility during the course of his last adventure. It could have been used to channel his fire powers (but he never did) as he preferred to manifest his power in other ways. It also was used as a jetpack that was triggered by his thoughts (but this function is no longer usable since the loss of his powers).[/color][color=#daa520;]Mask:[/color] [color=#ff0000;]Kanohi Kakama[/color][color=#daa520;]Element:[/color][color=#ff0000;] None[/color][color=#daa520;]Traits: [/color][color=#ff0000;]Joske is no longer the headstrong, overconfident Toa with a powerful hold over fire that he once was. He has now lost his elemental powers, but not the ability to use masks. He is much wiser than he once was, having lived through the challenges of finding the Temple Crystals and facing Heauni (not once but twice), but is still an overbearing optimist. He remains as quirky as ever, ever in good humor and face-paced lifestyle. Thanks to Angi he now thinks a little more before he acts, but he still remains fairly impulsive and due to his mastery over his mask has a very act-now mentality. Intelligent, smart, quick, occasionally overbearing, and with the heart of a lover he is definitely one of the more romantic if not charming and uplifting toa on the island. [/color][color=#daa520;]Biography:[/color] [color=#ff0000;]Born and raised in Ta-Koro, but as a matoran spent half the time away either competing in the Kohlii arenas or relaying messages for Jaller. This left his Guard duties often lacking, but with the fame he brought to Ta-Koro with his playing abilities, as well as one of the few matoran who could get messages across the island quickly, it was often overlooked. After his transformation, he was involved in a quest to aid the Wanderer's Company to gather the Temple Crystals and unlock the Keeping Place that held masks of great and legendary power. Over the course of the adventure he made some new friends, a couple of enemies, and fell in love with a Ga-Toa healer named Ceal... only to be to late to save her from his prophesied foe Heuani. Eventually he defeated the Shadow Toa in combat, briefly becoming a Toa of Light to do so thanks to his own legendary mask. The price however was great, for once his reserves were used up the mask was destroyed, never to be used again. In a final effort to salvage what was left of his wits and life he sacrificed much of his powers and abilities to bring Cael back from death, proving once and for all the unbreakable bond and power of true love and the ability for good to triumph over evil. The two of them are now a couple and currently working to sort out their new life together.[/color][color=#daa520;]Weakness(es): [/color][color=#008080;]Ice and Cold. Despite having no elemental powers he has retained the physical weakness in that regard, as well as being one of the few elements that can slow him down due to temperature. Has a deep attachment to Cael and if forced to choose he would save her over most other options.[/color]


Edited by Friar Tuck, May 12 2013 - 11:31 PM.

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Living large... like clown-shoe size large. Complete with nose, rainbow-colored hair, and a bottle of seltzer water.

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#4 Offline Kamina

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Posted May 11 2013 - 07:19 PM

Name: Sulov Maru
Species: Onu-Toa
Gender: Male
Appearance: Sulov is a hunched toa, but drawn to his full height he is a veritable titan-both tall and toned with broad shoulders. He wears a segmented set of dark plate armor granting coverage to nearly all of his body. His overall appearance is handsome in a simply aesthetic and practical way, if lacking in conventional and more attractive beauty.
Like his plate armor, his Kimi is military-grade and curved for maximum protection against blows. It provides an excellent field of vision. Its jaw is square and robust. Its two most prominent and defining features, however, are conflicting. Sulov has extremely defined cheekbones that can give his face a hollow or menacing look, while wide and opaque emerald eyes can appear childlike in spite of the intelligence lurking in them. Both the aforementioned traits are commonly found in Onu-Matoran and have only been magnified by his toa form. Picture (with other Maru and without prosthetic)
Voice: A bass so deep and resonant it is best described as 'abyssal'; in conjunction with an immense weight to his words, his speech recalls the sensation of slowly sinking into a marine trench.
Powers: Sulov has control over the element of Earth at a powerful toa's level. He also can utilize the Kanohi Kimi.

The [sic] Kahoni Kimi allows the user to track people or objects. These people or objects must have been pre-marked by the user ahead of time through direct physical contact, but once that contact has been established, the user can thereafter know exactly where the object or being they seek is. This location is summoned voluntarily by the user of the mask; they have only to think of what they want to find, and they will know where it is. A caveat of this mask is that it can only hold a limited number of items in its "database", and that objects marked longer ago will be forgotten faster, and become harder to locate as they age.

Abilities: As an Onu-Toa, Sulov has great strength and night vision. These traits are only enhanced by his natural physique and the strenuous hunters' work he occupies himself in such a way that he can function nocturnally with ease and has a physicality peak for his race, being extremely fast and strong. His armor gives him great endurance as well.
Weapons/Equipment: (1) Prosthetic-Sulov's toa tool is an elongated spade blade he can affix to his left elbow that has been reinforced for combat. It can be used to channel his element of Earth and is made of protosteel.
(60) Grenades-The Onu-Toa keeps a stock of photothermic grenades of ceramic shells for manipulation and enhanced shrapnel. They are of the two-piece cylinder design invented by Stralix and can be twisted for detonation.
(1) Rapier-A sword of a translucent blue material possessing surprising strength.
Weaknesses: Sulov's size is ill-suited to combat in enclosed spaces.
Other Possessions: -Earth prosthetic forearm and hand
Bio: Sulov is widely known to be one of the Toa Maru and a former matoran of Onu-Koro. However, little is known by the public of his past as a resident. In the aftermath of the Second Battle of Kini-Nui, he returned to Onu-Koro and sold his foreign scarf. The widgets he obtained with the sale were promptly used to kick-start his trailmix business. He simultaneously built dwellings for himself across the island and obtained weaponry using his widgets. He now works in tandem with the Onu-Koro Ussalry as Guardian of Onu-Koro and a bounty hunter when not producing new mixes.
Other: His left forearm and hand are Earth constructs covered by his armor.
 
 Name: Reidak "the Tracer"
Species: Onu-Skakdi
Gender: Male
Alignment: Chaotic Darwin
Appearance: One bad man.
Powers: Reidak may control/aborb/manipulate Earth at a Toa level in conjunction with other Skakdi. His Vision Power is infrared and thermal imaging. Additionally, Reidak possesses a limited variant of Adaptation. Subsequent to each defeat, he will acclimate to the method by which he was defeated.
Abilities: Reidak has an exceptional constitution further enhanced by his element of Earth. As such, he enjoys immense strength, endurance, and speed unrivaled among the other Piraka. He also has a great deal of skill in the art of tracking. These traits together allow him to act as an excellent hunter.
Due to repeated exposure to his ammunition, he is immune to the effects of the Piraka's fear gas.
Weapons/Tools: (1) Buzz Saw-A custom buzz saw mounted on a long haft. Its reverse end is a drill. It may uniquely turn solid ground into quicksand.
(1) Zamor Launcher-The standard zamor launcher armed with the Piraka's jitter spheres.
Biography: He fled the Kentoku Archipelago for his crimes with the other Piraka and now resides on Mata Nui. 
 
 -The Cloak- 

Name: Zmija Lys'Fagas
Species: Fe-Toa
Gender: Female
Appearance: Zmija is always wearing something over her armor. She has currently taken to wearing a black hoodie and sweatpants in particular. On her hands are a pair of fine muaka-hide gloves of black; on her feet are two equally shaded sneakers. The only bit of Zmija thus visible is her kanohi: A gray Mask of Possibilities with two hazel eyes (the left lensed). Zmija is quite pretty, if not an immediate knockout. Strapped to her back by means of bandages is an object as tall and wide as her embalmed in such fabric as well.
Voice: A shy and quiet mezzo-soprano.

Dominant Hand: Right
Abilities: Zmija is an excellent mechanic. It is unknown what other abilities she has if any.
Powers: Lys'Fagas has the element of Iron at a toa level-she can control, absorb, and manipulate it. Her skill with this is unknown.
Zmija's mask is the Sana, or Great Healing. This allows her to heal physical injuries of other beings as long as she basically comprehends the injury.
Equipment: Zmija's bandage-wrapped object is a mechanical toa. It remains to be seen how this can be used.
Weakness: Lys'Fagas's prettiness often draws her undue and fleeting attention-something that can be used against her. As well, she is ill-suited for direct combat, neglecting physical power or speed in favor of the mastery of her powers.

Widgets: 0
Other Possessions: -Hoodie
-Gloves
-Bandages
-Sneakers
Home: The Infernavika
Affiliation: Herself

Alignment: True Neutral
Personality: Zmija is quite shy and rarely ventures from her clothes. She is wont to flirt with men who catch her fancy, however, by displaying this shyness extravagantly-leading some to suspect that she is merely manipulating those very men for her own pleasure. She also appears to have a fascination with machinery of any kind.
Bio: From Zmija's name and appearance, it can be deduced that she came from Ta-Koro and lived fairly well-off before she was captured and served as a slave for a week. The present is a bit more defined: She was bought by Doomslayer, freed, and has now come to work on the Infernavika.
Theme Music: "The Sentinel"-Celldweller
 



-The Manchild-

Name: Captain Aki Rua Doomslayer The First
Gender: Male
Species: Toa of Plant Life
Appearance: Captain Aki Rua Doomslayer The First is of moderate build for a Toa, his only real difference from the average one in rough size and shape being his bulkier and more muscled upper body. He wears over his armor a black poncho and a belt slung across his left shoulder and returning to his back at his right hip, where he has strapped on a canvas backpack and accompanying tubular contraption parallel to it on its left and a sheathed sword parallel to it on its right. On his front, however, Rua has strapped a recurved and compound machine crossbow and six magazines of quarrels alongside a sheathed kukri. His hands and feet are covered in black rubber gloves and slickers, respectively. The Captain also wears a faded bright black beret with a cap badge of a sapphire shaped like a five-pointed star shoved to his left. His mask appears to be a glossy pitch-black Calix with two midnight blue eyes staring out from it. Aki's armor is also colored a glossy pitch-black, and is always shining clean.
Powers: Doomslayer can control/absorb/manipulate any and all Plant Life at a Toa level, though his primary skill with this power lies in manipulating the subelement of Oil.
The Great Mask of Sensory Aptitude heightens all five of his major senses and balance.
Abilities: As the Captain is a Toa of Plant Life, he is more resistant to toxins than other Toa. This is compounded by his regular consumption of crude meals. He may also photosynthesize to store additional energy.
Doomslayer has a degree of training in covert operations in stealth.
Aki has notable grappling skill.
Rua is fast and strong as a result of his regular exercise.
He also has mastered his five weapons.
Weaknesses: The Captain generally does not use his powers.
Equipment: (12) Madu Cabolo-Doomie's explosives coated in oil for added flame and traction. 
(50) Grenades-Doomie's more advanced explosives of Stralix' design, also coated in oil for fire and stickiness.
(1) Grenade Launcher-The Captain owns a primitive grenade launcher. It can fire one grenade at a time over a long range and is fairly accurate.
(1) Repeating crossbow-His repeating crossbow recurved and compounded for more power, and shoots one of the ten-quarrel magazines Aki wears in fifteen seconds. Although it is not as powerful as a regular crossbow, its fire is still powerful enough to pierce armor. Each quarrel is tipped with protosteel for extra piercing power, as well.
(1) Kukri-Aki Rua owns a protosteel kukri of medium size that has been edged with rena ore. It can be thrown or wielded in close combat.
(1) Snakebite (foreign technology, approved by Nuju Metru, 2013): dual-barreled pump-action shotgun. The wooden stock is made of ironwood, the bore of brush-coated steel in gold. Each casing contains shot soaked in an infectious, disease spreading poison which slowly kills the victim long after the shot has been removed.
Personality: The Captain is a total child.
Bio: Doomie is currently working as a mercenary aboard the Infernavika.
Other: He also owns a ukulele and plushie figures of various people aboard (or formerly aboard) the Infernavika. He also believes his element to be Earth and his kanohi to be a Great Matatu.
 
-The Harbingers-
 Name: Gyn Kirsug
Species: Toa of Crystal [unknown to PCs; appears to be Matoran]
Gender: Male
Appearance: Gyn wears a belt bedecked with cartridges, plum gloves, a leather jacket, Wellingtons, a plum czapka, and khakis as befits his rank. He additionally wears a plum cape appearing to be weaved of Fikou web. Its kanohi appears to be a plum Great Hau and eyes pure gray. As far as size and build goes, Gyn looks like a rebuilt matoran of moderate stature.
Powers: Gyn appears to have no powers [he wields Crystal and Telekinesis at toa-level control of Element and Kanohi, respectively]
Weapons: (1) Crossbow-Gyn wields the standard crossbow-an innovation by ingenous Onu-Matoran inventors which he has learned to use well in the past few years. It is folding-and-swivel-mounted on his ussal's shell so that he can fire from his riding position easily, but may be taken off. The bolts are protosteel-tipped to make up for its weakness compared to the average crossbow and kept in three sixty-bolt cartridges, all on his Ussal.
(1) Patero-Gyn owns a handheld Patero launcher. Its typical ammunition is one of his many grenades.
(1) Saperka-Kirsug also wields the usual protosteel-blade, bamboo-shaft saperka. It is perfectly balanced and sharpened for use as a shield, battleax, and throwing/stabbing blade...Not to mention it doubles as a normal entrenching tool. It has been edged with rena.
(1) Lance-Gyn uses the standard lance of his regiment for charging. It is long and thin with a plum lance pennon.
(200) Grenades-Kirsug reserves a stock of photothermic grenades of Stralix' design for his use. Their two-part cylindrical shells are made of metal in most cases, although forty are kept glass-capped at all times as ammunition for his launcher.
Weakness: Kirsug limits his power deliberately. Unless if circumstances are extremely dire, he will not use it in order to protect his identity.
Widgets: 1,000,000
Other Possessions: 
-Plum cape (heat- and cold-resistant)
-Kane-Ra hide jacket
-Plum gloves
-Wellingtons
-White khakis
-Plum czapka
-Rations for one week (kielbasa and bula beer)
Home: Onu-Koro
Affiliation: Himself
Alignment: Lawful Good/[True Neutral]
Bio: A former Regiment Commander of 5+ years in the force, Gyn was something of an uncle-figure to Sulov.
 
Name: Gavarm
Race: Matoran
Element: Earth
Appearance: Gavarm is a young Ussalmatoran clad in the gunmetal gray plate of 7th over his natural black and purple armor. His kanohi is a powerless and stylized Noble Ruru in the form of a helm. His eyes are light chocolate. He keeps his shield, longsword, and saperka on his back, the rest of his weaponry kept on his Ussals. He also wears a small satchel. He is notably average in size for a matoran, unlike most of his element.
Personality: Gavarm loves combat. He is a prime philosopher and scientist, absent-minded but remarkably perceptive. He flirts with meaning in his life as he does with women. 
Weapon(s): Saperka, repeating crossbow, stakes, lance, three arming swords, protosteel longsword of rena finish, thirty photothermic grenades, protosteel shield, and Volo Lutu and Patero launchers.
Abilities: Gavarm is strong and durable, mainly due to his race and armor, respectively. Training has enhanced these traits along with speed and reflexes, though these latter traits are primarily inherent in his upper body.
Items: Three iStones, one for his satchel, one for his saddlebags, and one for his hut. As well, he carries a weeks' worth of rations within his satchel, plus a watch and chain.
Bio: Gavarm grew up alongside his fellow Ussalry members, joining the group at a very young age. He immediately fell in love with his work and has been doing it ever since.
Other: Owns an Ussal named Tonui for Ussalry use, as well as a larger one named Aroha for travel.
Hidden: the Dasaka

Edited by Kamina, Apr 13 2014 - 10:59 AM.

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#5 Offline The Lonesome Wanderer

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Posted May 11 2013 - 07:20 PM

Name:AiriasApperence: A male toa of fire with heavy armor, a mask of shielding, and a custom fire launcher, called the Flare Pistol.Species: Toa of FireAlignment:Chaotic GoodBio:Airias has lived in ta-koro his whole life, and is an avid Kohli fan. He craves adventure, and tends to do things 'for the heck of it '. He has a selfish side, and is very stubborn.After the battle against the Rahkshi in Ga-Koro, he helped with the rebuilding and salvage efforts. He has also become much better at using his Flare Pistol.TakaVortixxTall, similar color scheme to Nanashi.MaleA long sword, Collapsible blade, Cloak, Wrist crossbow.Himself, and his family.Bio: Taka has always been the darker one. It's his nature. But that doesn't mean he can't change.Taka is a very skilled combatant, having once fought as a gladiator. He has been battling Rahi and various people for a long while, and can use all of his weapons to good effect. He has always been driven to be the best he can be, to protect his brother, although he doesn't like to admit it.He praticipated in the Battle of Le-Koro against the Rahkshi, and this has depleted most of his ammo for his Crossbow, and tearing his Cloak to almost shreds, and it now only comes down to his sholders. He also has a scar over the left edge of his mouth.species: VortixxAppearance: tall, wears mostly monochromatic black armor, with some sparse purple on legs and shoulders. Purple helmet.Name: KitaneGender: MalePowers and/or weapons: two daggers,collapsable purple helmet made of metal from the southern continent, Seeing Stone.Alignment: True Neutral(right now)Bio: He has always been the quiet, curious idealist, but now he is forced to interact more and more with his fellow people, something he is not very good at.Kitane has never been very good at fighting, prefering books and science to combat knowlage. He has always had his brother to fall back on, but after the Battle of Le-Koro, they have become seperated. He has a Seeing Stone, which allows him to see fragments of future events, but he is not very good at it, and it rarely works. Doesn't mean he won't keep trying


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#6 Offline Fabulous Sunshine

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Posted May 11 2013 - 07:21 PM

Name: Prei (Doughnut Guy)
Species: Toa
Gender: Male
Alignment: Lawful Good
Power(s): Elemental Power of Gravity
Mask: Kanohi Volitak, Great Mask of Stealth
Weapon(s): N/A
Appearance: Despite being a member of a group known to have gaudy colours, Prei's armour is surprisingly dull. Unlike the vibrant purple of his fellows, much of his body is a lavender-grey colour, with only certain parts of his armour being darker, such as his gauntlets and shoulder-plates, which are black. His eyes are a simple shade of blue, adding to his dullness. In fact, his absolute lack of defining appearance makes him rather easy to ignore.
Personality: Prei is a rather collected person, as well as being quiet, usually only speaking when people wish for him to do. He isn't a very energetic person, preferring to simply relax and take everything as it comes. He can be somewhat insulting at times, yet such a state is rare for him.
Bio: A member of the Po-koro Guard, Prei has pretty much become the go-to-guy for messages ever since the deaths of many guards in the attack on their headquarters. Following the Rahkshi attacks, he lost his mask and weapons, forcing him to replace them. When not delivering things, he usually holds the fort at headquarters, making sure nobody blows it up again, or heads out to the local doughnut store.
Weaknesses: Prei has barely any mastery of his powers.
--- ---

Name: Uyism

Species: Iroiit

Gender: Female

Alignment: True Neutral

Power(s): Night Vision, Greater Stamina, Tough Skin and Metal Corroding Saliva

Weapon(s): N/A

Appearance: Like all Iroiit, Uyism has a similar body shape to Matoran, except taller. As expected of her species, she possesses fours arms, two of which end in claws, while the other two end in hands similar to those of Matoran. However, unlike most Iroiit, her fangs are more pointy, and her grinding molars are much more blunt. Her armour is a combination of pale blues and greys, and her eyes are an emerald colour when underground, a contrast against its light green colour when on the surface.

Personality: Due to only recently coming up to the surface, Uyism does not truly understand the principles the surface-dwellers have adopted. In her former home there were no need for such things, with the only focus being digging. She appears to be naive due to this, and is not a very social being.

Biography: Uyism was one of the first Iroiit to reach the surface, which she never knew existed until meeting several Onu-Matoran. Due to their shared habits of digging, she was accepted rather readily by the people of Onu-Koro, and was escorted to the surface when she asked where the tunnels lead to. Curious, she began to explore, and ended up joining the Ussalry.

Weaknesses: Uyism is less than knowledgeable in the ways of the island, and is also easily mislead. As an Iroiit, she is also intolerant of sunlight.

--- ---
Name: Ophaim
Species: Toa
Gender: Male
Alignment: Neutral
Power(s): Elemental Power of Fire
Mask: Kanohi Rau, Great Mask of Translation
Weapon(s): Falchion; Sling
Appearance: Unlike most Toa of Fire, the entirety of Ophaim's armour is a pure white, with some minor silver areas. His limbs, torso and mask are all white, while his shoulder and knee armour is silver, along with his gauntleted hands, which are more a dull grey than silver. His Kanohi has the appearance of a Mask of Growth, and his eyes are a crimson colour.
Personality: Ophaim is a quiet person with a single-minded determination in supporting what he believes to be right. He sees mercenaries and their wild, disorganised ways as a threat to the peace and stability of the island, which is why he opposes them with great zeal. However, he turns a blind eye to some illegal actions at times, if said actions will keep the people stable and assist in Matoran development. He can be somewhat extreme at times.
Bio: A member of the Church of Artakha, Ophaim spent much of his life wandering and spreading the word of his lord, especially through his zealous actions against the mercenaries who crossed his path, which was how he had obtained his moniker of "White Devil". However, he has decided to settle down, running an inn in Ta-koro.
Weaknesses: Ophaim is not a master of any skill, preferring to be versatile, so if his flexibility is lost, he is easier to defeat.

--- ---
Name: The Fourth
Species: Toa
Gender: Female
Alignment: Lawful Good
Power(s): Elemental Power of Water
Mask: Great Mask of Sensory Aptitude
Weapon(s): Frying Pan
Appearance: Unlike the rest of her sisters, the Fourth is a Toa, so she is taller than them. Due to being of the water element, her armour consists of shades of blue and minor greenish-blue colours, with her most of her body being light blue, while her mask is a navy blue colour.
Personality: The Fourth is a rather maternal and caring being, having designated herself as the surrogate mother of all the Jaliax sisters despite not being the oldest. However, being a maternal figure, she can go into a rage if angered too much.
Bio: The Fourth was the fourth of her sisters to be born, and quickly assumed the position of surrogate mother after their real mother's death. Her dedication to her sisters lead to her ending up as a Toa, and now works on the Fowadi.
Weaknesses: The Fourth will always put the safety of others before herself, even during incredibly dangerous situations, and isn't exactly a skilled fighter.
--- ---
Name: "Sajis"
Species: Matoran
Gender: Female
Alignment: N/A
Power(s): N/A
Mask: Powerless Kanohi Zatth, Mask of Summoning
Weapon(s): Mace
Appearance: The first thing that people usually notice about Sajis is the fading scar that runs along the entirety of her left arm, the remnant of a burn she had suffered many years prior. It is the only mark on the grey and black Fa-Matoran's body; her armour is barely scratched, her silver mask completely lacking in cracks. Her amber eyes are clouded, but still shine with determination.
Personality: There is an aura of isolation enveloping Sajis, yet the more perceptive may be able to sense wisps of something else; something that is remarkably different to her usual persona. Masks upon masks, the young Matoran hides much of herself from the outside world. People only see the headstrong and arrogant girl who is determined to succeed in world, never the mystery deep beneath.
Bio: To some, Sajis' past is rather simple; a young girl from Ta-koro, forced to wander the island after the deaths of her parents. It was through her journey that she learnt how to fight, how to lie, how to succeed. Yet this is not the truth. Her past is hidden upon layers upon layers of mystery. An enigma who refuses to tell her secrets. She will simply serve. But nobody will learn of what lies beneath her masks.
Weaknesses: Sajis is not one for full-out conflict, and can tire easily through constant fighting.
--- ---
Name: Kunitu

Species: Toa

Gender: Female

Alignment: Lawful Good

Power(s): Elemental Power of Air

Mask: Kanohi Matatu, Great Mask of Telekinesis

Weapon(s): Longsword

Appearance: Kunitu possesses a rather sleek appearance, which is also accentuated by her rather polished armour, having been forced to give her formerly battle-worn appearance a shine after he semi-retirement from the Gukko Force. Her body is a combination of dark green and grey, with a green Matatu and blue eyes.

Personality: Kunitu is a rather laid-back woman, preferring to deal with things as they come to her. However, she has a sense of duty, and will go out and seek things if they are too important to ignore. She likes to cheerfully tease her friends and family, and would do anything to keep them safe.

Bio: A Squadron Commander in the Gukko Force, Kunitu decided to go into semi-retirement, having gotten somewhat tired after many years of serving with the force, although she would turn up to work if she was to be called upon by her colleagues. However, these days she mostly hangs around the village taking care of minor problems for people.

Weaknesses: Kunitu lacks proper fighting technique, and one can easily parry her blows due to the predictability of how she swings her weapon.
--- ---
Name: Iegasa
Species: Toa
Gender: Male
Alignment: Lawful Evil
Power(s): Elemental Power of Plasma
Mask: Kanohi Huna, Great Mask of Concealment
Weapon(s): Staff
Appearance: Unlike other Toa of Plasma, Iegasa's armour is a combination of black, silver and red, with most of his body being red. His eyes are a pink colour, and shine behind his crimson mask.
Personality: Contrary to popular belief, despite being a follower of the Makuta, Iegasa isn't actually crazy or filled with zeal. He is actually a rather calm and composed person, and may be one the most polite people on the island. He will gladly treat others to tea, and will kindly greet visitors to his shrine. His only negative aspect may be the fact that he has no qualms in killing people or ruining their lives.
Bio: Iegasa doesn't really tell others much about his past, and they rarely pry. What most only know about him is that he runs a shrine to the Makuta on the Ko-Ga Border.
Weaknesses: Iegasa is lacking in both physical and elemental strength, so relies on his skills.
--- ---
Name: Stronin Empato Nobies
Species: Toa
Gender: Male
Alignment: Chaotic Neutral
Power(s): Elemental Power of Iron
Mask: Kanohi Kadin, Great Mask of Flight
Weapon(s): Disk Launcher, Cavalry Sabre
Appearance: Stronin's torso, hands and feet are all a dark grey colour, along with rusty orange arms and light-green eyes, which shine behind his black Kanohi Kadin.
Personality: Stronin is a snarky guy, who puts on an appearance of a mischievous joker who sometimes attempts to charm the hearts of ladies. However, he is more than the stereotype of a fantasy rogue, possessing a sense of responsibility and devotion to his dreams, along with a philosophical streak, a thirst for knowledge and an annoying hero complex.
Bio: Formerly a thief, Stronin spent much of his life stealing from others, hoping to further a cause of his. However, over time, he soon gave up on that job, having been arrested too many times, and now works as a blacksmith in Ta-Koro, but does participate in adventures from time to time.
Weaknesses: Stronin has a somewhat irrational fear of Nui-Rama, along with a weak left leg.

--- ---
Name: Naona
Species: Toa
Gender: Female
Alignment: Lawful Good
Power(s): Elemental Power of Stone
Mask: Kanohi Kakama, Great Mask of Speed
Weapon(s): She uses a Kolhii staff as her weapon of choice.
Appearance: Naona is slightly shorter and sleeker looking than her male counterparts. Her torso, shoulders and legs are coloured a light brown, while her arms are a dull silver. Her gauntleted hands however, are a dark shade of brown, a colour scheme shared with her Great Mask of Speed.
Personality: Naona is a no-nonsense type of person who is incredibly dedicated to her job, possessing a strong sense of justice and intense loyalty to the people she respects. She is also somewhat sociable, despite her dedication to duty, and will not hesitate to protect her subordinates and friends.
Bio: Ever since she had been young, Naona had admired the Po-Koro Guard, who she saw as noble protectors of the village. Once she was old enough, she joined them in their duty, and despite obstacles that set her back in her earlier days, soon rose to the ranks of Lieutenant with her efficiency.
Weaknesses: Naona lacks most of the extra strength of most Stone Toa, focusing more into speed.
--- ---
Name: Ashiem
Species: Toa
Gender: Female
Alignment: Lawful Good
Power(s): Elemental Power of Magnetism
Mask: Kanohi Akaku, Great Mask of X-Ray Vision
Weapon(s): Sansetsukon
Appearance: Ashiem's armour is a dull grey colour, with hints of silver everywhere. Most of her upper body is silver and grey, while her lower body is more grey. Her eyes are a bright blue colour, and they flash behind her silver mask.
Personality: Ashiem has a rather dry and witty demeanour, regularly commenting on the strangeness of the reality around her. She has a good sense of humour, and is rather forgiving of people. At times, she can be strangely philosophical, and spends much time waxing poetically about the universe.
Bio: Ever since the death of her maternal figure, Ashiem has been somewhat distanced from her family, but still stays on good terms with them. She spends most of her time doing random things with no real purpose.
Weaknesses: Ashiem has a very low tolerance of heat.
--- ---
Name: The Thirteenth (AKA Treize Jaliax)
Species: Matoran
Gender: Female
Alignment: Lawful Neutral
Power(s): None
Mask: Powerless Mask of Sensory Apititude
Weapon(s): Standard Ga-Koro Issued Sword
Appearance: As a Ga-Matoran, the Thirteenth, or Treize as she likes to be called, possesses a colour scheme that consists of dark blues and light blues. Most of her body is a light blue colour, while her mask is dark blue, with red eyes gleaming behind them.
Personality: Treize is a rather kindly person, yet can be rather stern at times. Having idolised most the Fourth, she has assumed an 'older sister figure' personality, which is shown by her attempts at being a role model for her sub-ordinates in the navy. She is also rather easy-going, as shown by her lack of rage against anything that comes due to her godly unluckiness.
Bio: Despite idolising several of her older sisters, Treize felt overshadowed by everyone else in her family, and believed that she was only known for her unluckiness, which reached godly levels. This lead to her joining the Ga-Koro Navy, under the name Treize Jaliax, not wanting to be 'just' a Jaliax. After serving on many ships, which surprisingly never actually sank, she rose to the rank of Captain. Her first ship sank during a Tarakava Raid, yet she has now been assigned a second ship – the Fortune.
Weaknesses: Treize's luck is terrible beyond measure, and is more likely to end up in negative situations.
--- ---

Name: Elysi "The Crimson Lightning"

Species: Toa

Gender: Female

Alignment: Chaotic Neutral

Powers(s): Elemental Power of Lightning

Mask: Kanohi Hau, Great Mask of Shielding

Weapon(s): Reinforced Shortbow (Can channel her powers); Electro Hatchet (Toa Tool - Channels her powers); Spiked Metal Gauntlets (Channels her powers); Massive Double-Bladed Sword, Zamor Launcher (Stolen from Purgatory)

Appearance: Elysi possesses less armour than most Toa, due to being more of a speed specialist, laying quick blows on the enemy before flashing away. More armour would hinder her movement, so she has a rather sleek form. Unlike other Toa of Lightning, her armour is mainly a crimson colour, with some traces of peach, while her Kanohi Hau is more vermillion. Contrasting her mask, her eyes are a light blue shade, a colour present in some of the joints of her armour, showing her Lightning heritage.

Personality: Elysi is an optimistic person, and very passionate about her ideals. She has a strong sense of duty, and possesses some rather remarkable leadership qualities. However, she has the habit of doing anything possible to fulfil her goals, no matter how morally wrong they may be. Yet she never truly crosses the moral event horizon, and will tone down her actions if she realises that they have gone too far.

Bio: Elysi doesn't speak about her past, preferring to focus more on the present. She is considered to be one of the better mercenaries/bounty hunters on the island, with her motto of 'Doing everything three times faster than everyone else or your money back'. This, combined with her efficiency and standard rates, made her rather popular with most people. Her line of work also gave her the moniker 'The Crimson Lightning', referring to her armour and element, along with her speed.

Weaknesses: Elysi has less armour than other Toa.

--- ---
Name: Aronis Ril
Species: Toa
Gender: Male
Alignment: Lawful Good
Power(s): Elemental Power of Fire
Mask: Kanohi Kualsi, Great Mask of Quick Travel
Weapon(s): N/A
Appearance: Ril's crimson armour is covered with scratches, revealing his rough past. His torso is nearly all crimson, with some black near the edges. All of his limbs are a dark orange, but with minor black and grey areas. Behind his dark red mask he possesses a single orange-green eye, the other having been sealed shut during the Rahkshi attacks, and as such wears an eyepatch.
Personality: Having spent most of his past trying to survive on the streets, Ril has become somewhat obnoxious, with a philosophy of doing whatever is necessary to survive. Yet he still possesses a sense of honour, and will keep his word depending on how many loopholes the agreement has.
Bio: Ril spent most of his life as a street urchin, hoping to survive on Ta-Koro's streets. He had to beg and steal in order to survive each day. As he grew older, he ended up in more and more street fights and brawls, until he was finally arrested. Through the assistance of others, he managed to join the Guard, partaking in several actions such as becoming the liaison to the Island Liberation Front. Following the Rahkshi Attacks, he was promoted to Sergeant.
Weaknesses: Ril can be somewhat arrogant, and due to his lack of weaponry, lacks range in combat. He also possesses no depth perception.
--- ---

Name: Zomma Caruchi

Species: Vortixx

Gender: Male

Alignment: True Neutral

Power(s): N/A

Weapon(s): Gun

Appearance: Compared to the usual member of his species, Zomma is considered above average in height and size, possessing a muscular physique that is not normally found in Vortixx. His eyes are a dark red, which contrasts greatly with his scarred, neon green, body.

Personality: Short-tempered and rude, Zomma is a man with quite a peculiar vocabulary, one that may be considered ... "foul" by others. He does not suffer fools lightly, and possesses a distaste for long-windedness. Prone to commenting on even the smallest of things, his personality can be rather insufferable at times, but most can generally admit that he has ... some good qualities, such as his aptitude for sandwich making.

Biography: Zomma's soul was weighed down by gravity in his early years, so he does random things around the island so he can get a pyramid built to contain his mummified corpse.

Weaknesses: Zomma's gun can only fire thrice before having to reload, and reloading wastes time. He also lacks range other than his gun.

--- ---

Name: Rannin

Species: Toa

Gender: Male

Alignment: Chaotic Good

Power(s): Elemental Power of Iron

Mask: Kanohi Pakari, Great Mask of Strength

Weapon(s): Giant Broadsword

Appearance: Rannin is taller than the average Toa. Due to an accident, his left arm and both his legs were crushed, so he was forced to replace most of his flesh and armour with a darkish grey metal. His body is mostly a dull grey colour, excluding his right arm, which is a rusty orange, and his Mask of Strength, which is a very dark shade of brown that contrasts against his crimson eyes.

Personality: Most of the time, Rannin seems to be rather silent, yet rather imposing. He dislikes getting involved with things, and tries his best to avoid the attention of others. However, he is also prone to snarking at things, and has a hatred for injustice, known to fly into murderous rages when there is too much.

Bio: According to himself, Rannin has no knowledge of who he is except for what he can do and what his name is. However, this is untrue, for he merely wishes to keep his past a secret, refusing to dwell on his actions.

Weaknesses: Rannin's weak-points are his metallic legs and left arm, which are more sensitive to pain and injury.

--- ---

Name: Amaki (天鬼)

Species: Dasaka

Caste and Clan: Menti Warrior of the Fursic

Power(s): Willhammer discipline.

Mask: Kanohi Arthron, Great Mask of Sonar

Weapon(s): Reinforced bachi.

Appearance: Strength is inherent in Amaki's body. Each and every movement displays power, yet none is wasted. Indeed, she is a well muscled being, standing tall against the world. Once a passionate warrior, she has changed much - her outer armour seems to be a side-note, the azure crystals barely protecting her body; a far cry from the heavily armoured being she used to be. Yet it is necessary. Her art is one that requires great strength, and her armour would slow her down. Around her waist is a fading red cloth, its fibres tattered beyond belief. It is a sign of her devotion to the art, and when one looks into her determined red eyes, none can argue against it.

Personality: Amaki is a highly determined individual, known to never let anything get in the way of her goals. Indeed, she is considered to be the hammer against which things break beneath, a fitting metaphor for a woman with her powers. Her devotion to her cause is also a major part of her life, serving as the motivation for each and every one of her actions. While this may be offputting to some, when relaxed, the Fursic warrior is actually quite the joker, having picked up on many humorous anecdotes throughout her lifetime.

Bio: A minor member of the infamous Fursic clan, Amaki had not been one for the shadowy deception of her compatriots, preferring the more direct actions of a proud warrior. Not that her abilities were optimised for deception in any case. But she soon tired of fighting, having grown to love music and the traditional styles of the archipelago's musicians. From then on, she decided to turn all her energy to this art, and dreams of developing a respected style of her own.

Weaknesses: Amaki is very lightly armoured, and lacks range.

--- ---
Name: Noshima (野志魔)
Species: Dasaka
Caste and Clan: Toroshu of the Hogo
Power(s): She specialises in both the Soulsword and Mindarm disciplines.
Mask: Kanohi Akaku, Great Mask of X-Ray Vision
Weapon(s): When not using her abilities, Noshima wields a wakizashi and a tanto.
Appearance: Intimidating golden eyes are what people first notice when they meet Noshima, whether it be on the field of battle or in the court of the Rora. To those who have been in her presence, they seem to pierce into one's very soul, shining brightly from behind her azure Akaku. Indeed, it can be said that her eyes are the most distinct part of her body, but some may argue that her flowing silver cloak might be able to match them. It lies over her intensely dark blue armour, contrasting incredibly well with it and the light blue crystal rings that surround her arms.
Personality: One of the most noticeable traits of Noshima's is the way she speaks. Much like her ancestors before her, the Toroshu of the Hogo has a rather archaic speech pattern that may seem odd to most Dasaka, even if they are familiar with traditional formal dialects. Her personality very much mirrors her speech - somewhat odd, yet highly respectful and polite. Very few truly know what occurs in her head, and very few actually care for what does: most are simply content with dealing with the highly collected, yet slightly radical, head of the Hogo and her minor eccentricities.
Bio: Originally the third daughter of the former Hogo Toroshu, Noshima spent her early years in the shadow of her two older siblings, and decided that she would prefer to philosophise about the world around her, as she was a woman of less duties than her sisters. However, with the sudden death of the oldest to illness, and the disappearance of the second, Noshima was forced into a role which she never thought would ever be hers. Although it took some time to adjust, the Hogo warrior managed to succeed to the Toroshu position without many difficulties. However, her reign is beginning to lead into a time of troubles for her clan, her new policies slowly dividing the loyalties of her retainers.
Weaknesses: Noshima is extremely prone to overextending herself in battle.


Edited by Fabulous Sunshine, Mar 28 2014 - 03:50 AM.

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#7 Offline Baltarc

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Posted May 11 2013 - 07:22 PM

Profile restructuring in progress.
 
-----
 
Name: Lekua
Gender: Male
Species: Matoran of Air
Mask: Miru (powerless)
Appearance: Fairly standard build for a Matoran; somewhat on the leaner side. Green and white armor; green mask. (Art by Bulik) (MOC by yours truly)
Powers: As a Matoran of Air, Lekua is highly agile and athletic. He is reasonably strong for a Matoran, though he is still much weaker than members of other species.
Skills and Abilities:
Weapons, Equipment, and Tech:
  • A pair of white blades with longer-than-average grips.
  • Several wooden throwing discs.
  • A dagger with a white blade.
  • A wooden flute with which he is able to summon his Kahu, Cyclone, from virtually anywhere on the island. (Approved by Friar Tuck).
  • A heatstone.
  • A spyglass.
  • A disc launcher, which is usually mounted on Cyclone's armor.
Alignment: Good / Gukko Force (leave of absence)
Bio: A longtime member of the Gukko Force, Lekua was given permission by Turaga Matau to take a leave of absence to aid Stannis in his search for the members of the Chronicler's Company. When Stannis's Companions disbanded, Lekua travelled to Onu-Koro with Nichou, another ex-Companion, in the hope of finding more Matoran who would aid them in the continuation of their quest, which they believed incomplete. However, as they had no idea of how their mission should be continued in the first place, they were unsuccessful and parted ways. Lekua remained in Onu, making a living as a rahi hunter until the Rahksi Attack, during which he aided in the village's defense. Several months later, he travelled to
Po-Koro to meet with Stannis, after which he returned to wandering the island.
Personality and Traits: Lekua is not so carefree as he once was, but he still holds to his ideals. He can be can be rather impulsive and easily becomes impatient when things aren't done quickly or efficiently. He shows little restraint in providing his opinion on any given topic.

Weaknesses:
  • Physical: As a Matoran, he is shorter in stature and far weaker than most opponents. He also harbors a healthy fear of water, reluctant even to fly over it.
  • Mental: His recklessness and impulsiveness have landed him in more than a few difficult situations.
Cyclone: Lekua's friend and companion, Cyclone is a kahu who served with Lekua in the Gukko Force since the first day of his training. He is of average size, and his jet-black body is protected by teal armor.
Wiki Entry: Lekua

-----

Name: Iraanus (eer-RAWN-uhs)
Gender: Male
Species: Skakdi of Water
Appearance: Pearl gold body asd spine; blue armor. (MOC link)
Weapons, Equipment, and Tech:
  • A spear. The blade is golden in color.
  • A zamor launcher, golden in color. Two types of zamors: acid (contains a highly acidic and corrosive green liquid) and chain (contains a silvery liquid that binds the target to the nearest living being with an energy chain). (Approved by Friar Tuck)
  • A hidden dagger or two. Not primary weapons, but they come in handy.
Powers: As a Skakdi of Water, Iraanus has power over water when in close proximity to another Skakdi. His impact vision allows him to strike beings and objects with a powerful force through a mere glance. He is possesses considerable strength and speed.
Skills and Abilities:
Alignment: Neutral / The Horde
Bio: While he can recall his past before his arrival on Mata Nui, Iraanus is unsure how he came to be on the island. His earliest recollection of the island is waking up on the beach of Ta-Koro, after which he entered the village itself. Looking to earn a bit of money, Iraanus agreed to make a delivery to Le-Koro for a local salesman. Along the way he encountered several beings who were tracking a group of rahkshi. Among them was another Ga-Skakdi, Rhow, and following the battle with Makuta's reptilian servants the pair travelled together to Le-Koro. While there, Rhow presented to Iraanus the idea of forming a team of Skakdi dedicated to striking back at the Makuta for his crimes against their people. Shortly thereafter, the newly-formed Horde learned of a gathering of Makuta's followers, and they travelled to Kini-Nui in search of them. The trail eventually led to the Kumu Islets, where the Horde destroyed a temple to Makuta and then fled just as the Four Peers succeeded in their plan to destroy the Islets. After learning of the Peers and their goals from the Toa Aitua in Pala-Koro, the Horde departed to Ta-Koro and then to Ga-Koro to inform their leaders of the threat. In Ga-Koro, they aided in the fight against the traitorous Toa Daedra, which was interrupted by the Rahkshi Attack on the village. After the battle, the Horde decided to remain in Ga-Koro for a time and opened a bar-and-grill/inn known as the Great Takea.
Personality and Traits: Iraanus has good intentions, but he may use questionable methods to achieve his goals. He is instinctively up-front in his combat tactics - for example, his first response to an enemy fortress might be storming it rather than attempting to sneak in - though years of mental training as a warrior have suppressed this nature to a certain degree. He is up-front in his speech as well; he speaks his mind and doesn't much care how others respond.
Weaknesses:
  • Mental: Up-front and direct approach to problems can quickly turn to recklessness, especially in the heat of battle.
  • Physical: Unable to use elemental power without the presence of another Skakdi.
The Great Takea: This establishment is a bar-and-grill opened by the Horde shortly after the Rahkshi Attack. It consists of three floors. The ground floor houses the dining area, kitchen, and the staff's break room. The upper floor consists of several rooms, some of which function as the Horde's living space and the rest of which can be rented out for the night. The basement, engineered by Taoki, is built underwater and functions both as Taoki's laboratory/workshop and the Horde's meeting room.
(Basement approved by Nuju Metru and Tyler Durden).

Wiki Entry: Iraanus

-----

Name: Demas
Gender: Male
Species: Toa of Magnetism
Mask: Akaku
Appearance: Tall and well-built. His body and mask are black; his armor is a dark gunmetal. Bright blue eyes and heartlight.
Powers: As a Toa of Magnetism, Demas has the ability to manipulate magnetic fields. His mask enables him to see through solid objects and structures, and its lenses allow him clear vision over great distances as well as limited vision in dark areas. Demas possesses physical strength and speed; his mind is quick and calculating as well. He has spent a century honing his skills with his weapons and is well-versed in their use.
Skills and Abilities:
Weapons, Equipment, and Tech:
  • A broadsword. Though not incredibly fancy, it’s nonetheless effective. The blade is the same color as his armor.
  • A crossbow. Just as his sword is little more than a sword, his crossbow is simply a crossbow. The wood from which it was made is incredibly strong and durable.
  • Rope. Never know when rope might come in handy.
Alignment: Neutral / The Legacy
Bio: For much of his life, Demas was a loyal servant of the Makuta. His memories of his life before pledging himself to the Dark One are hazy at best, but he is certain that choosing to follow Makuta was the wisest decision to make. Or rather he was certain - following his master's death, Demas went into hiding, questioning his beliefs and becoming more and more obsessed with discovering what exactly it was that led him to commit himself to service of the Makuta.
-----He has found few answers. He continues to work in the shadows, operating on the fringes of Matoran society. He seeks to perpetuate his master's Legacy, yes, but also to leave behind one of his own.
Personality and Traits: Demas exudes an air of arrogance and condescension, though this nature serves only to mask a rapidly growing sense of insecurity and self-doubt. His master's death and his own insignificance in the Makuta's final plans have shaken his confidence severely, though this may not be clear to an observer.

Weaknesses:
  • Physical: Though powerful in short bursts, Demas tends to tire quickly.
  • Mental: Demas is often pushed to rash decisions by his desire to appear superior. Meanwhile, his growing uncertainty in his own abilities leads him to second-guess decisions that would be considered wise.
Wiki Entry: Demas

Edited by Baltarc, Apr 05 2014 - 08:32 PM.

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#8 Offline Justin Bieber

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Posted May 11 2013 - 07:22 PM

-The Living Flame-
 
Name: Oreius
Species: Toa of Fire
Gender: Male
Alignment: Toa Maru; Lawful Good
 
Mask: Kanohi Auporo, Mask of Weaknesses, which allows Oreius to instinctively sense the weakness or weaknesses of other beings. An Auporo user is constantly aware, in and out of combat, of where and in which way to strike his opponents for optimum damage. He can sense the best way or the quickest way to defeat an enemy; conversely, he can also sense the areas in which his enemies are strongest. (approved by Nuju Metru)
 
Powers/Abilities: Having trained for years in combat, Oreius is a worthy opponent with or without his elemental abilities. He used Tahu's Essence Stone to transform into a Toa, and thus controls the elemental power of Fire to a greater degree than any other Toa alive.Sharing his body with Inu, a Parakuka, Oreius has the ability to “activate,” granting himself roughly ten minutes of enhanced strength, agility, and speed, though at the cost of his elemental and mask powers.
 
Weapons/ Equipment:
(1) Twin short swords, composed of protosteel, created through the power of Tahu's Essence Stone. Impervious to heat, they can be used to channel his elemental powers.
(2) Tahu Mata's Flame Sword, looted from Mangaia after the Makuta's fall. The blade resembles a leaping flame, and can be used to channel his elemental powers. (approved by Nuju Metru)
(3) A Rahkshi staff, looted from a Rahkshi of Heat Resistance. The staff stands almost as tall as Oreius, and is topped with wicked-looking blades at either end. It can be used to channel his elemental powers. (approved by Friar Tuck)
 
Appearance: A strong, wide-shouldered Toa, Oreius wears red and orange armour with black highlights, and a red Kanohi Auporo, a sleek mask resembling a Pakari with what appears to be a third eye in the middle of its forehead. Inu's body is a sleek, segmented mass against Oreius' upper back, giving the Toa a slight hunch. His stocky form -which is not particularly physically imposing- belies his strength and speed.
 
Personality: Oreius can often appear serious and grim, but he is kind and honest at heart. He hates injustice and cruelty, and enjoys a good joke. He is always determined to give his all in the pursuit of his goals, and will never give up, even in the face of extraordinary odds. He often seems withdrawn and aloof due to Inu's presence in his mind; the two are always communicating mentally.
 
Weaknesses: Activating Inu temporarily robs Oreius of his elemental and mask powers, and activating for longer than ten minutes will burn out his body, eventually resulting in death. His determination to fight to the end, no matter the odds, can -and has- put him in danger.
 
Biography: Oreius was born and raised in Ta-Koro, and lived there all his life. Strong and brave, he served with the Ta-Koro Guard for several years, helping defend the village from Rahi attacks and other threats. Famous for his strength and speed in combat, he was also known for his kind heart and easy laughter.
 
After learning of a Rahkshi attack in Le-Wahi, Oreius, with Vakama's permission, left the Ta-Koro Guard to bring warning and aid to Nokama in Ga-Koro, hoping to do something more against Makuta than simply guard his village.In Ga-Koro, Oreius was approached by a mysterious Matoran who told him that he had a part to play in the second Great Prophecy Turaga Vakama had told him of. Instructed to wait for 'the Wanderer,' Oreius stayed in Ga-Koro for several weeks before being located by Stannis, the Wanderer. Oreius joined Stannis' group and, after locating the rest of the Chosen Matoran, they embarked on a journey across the island to collect the six Essence Stones, relics that would grant them the power of the First Toa.
 
Upon collecting the six Stones, the Wanderer's Company assembled at the Suva Nui, where they were transformed into Toa. Immediately upon their transformation, they were set upon by six Rahkshi, whom they defeated with the help of their new powers. Naming themselves the Maru, they continued on to the Kini Nui, and descended into the Mangaia.
 
In lair of the Makuta, the Toa Maru defeated the Manas before being confronted by six Toa of Shadow, who revealed themselves to be the First Toa, corrupted by the Makuta. In the ensuing battle, Oreius duelled with Reka, who had once been called Gali. He won only through Inu's strength, but lost control. He believes he killed her, violating the Toa Code.
 
After defeating the six shadow Toa, the Maru went on to face the Makuta. Confronted by the temptation to defect from his team and join the darkness, Oreius refused the Makuta's promises, as did the other Maru, and together they vanquished the Makuta. After the battle, Oreius returned to Ta-Koro, bearing the news of the great victory.
 
 
 * * *
 
 
 -The Thirsty One-
 
Name: Inu
Species: Parakuka
Gender: Male
Alignment: Toa Maru; Chaotic Good
 
Powers/Abilities: Inu has the ability to “activate,” joining his mind completely with his host's and releasing a flood of energy into their body. This activation lasts approximately ten minutes, and grants the pair enhanced strength, agility, and speed.
 
Appearance: A mottled green-grey slug resembling a kraata, Inu has been fused to Oreius, and is protected by a layer of black armour that makes it difficult to differentiate him from his host.
 
Personality: Inu's natural instincts tend toward aggression and ruthlessness, but he has fought to overcome them. He struggles to appreciate both mercy and fear, but has no such trouble with courage: being a natural hunter, he is brave to the point of heedlessness.
 
Weaknesses: Other than his ability to “activate,” Inu has no powers of his own. Without a host, he is helpless.
 
Biography: Inu was brought into being by the Makuta shortly before the Turaga were kidnapped. After Heuani brought the six elders to Mangaia, Inu was allowed to latch onto Onewa, Turaga of Stone. The Makuta set the six Turaga loose against their allies; they did minimal physical damage before being captured, but accomplished the Makuta's purposes by lowering the island's morale upon hearing that their elders had been turned into monsters.
 
Held in captivity in Pala-Koro, home of the Island Liberation Force, Onewa began to attempt to communicate with Inu instead of shrinking away from him. He found that Inu was a young parakuka, and was therefore much more impressionable. He began to teach Inu the ways of the Matoran, and patiently endeavoured to help the parakuka understand the foreign concepts of mercy and love.
 
Shortly after Onewa returned to Po-Koro, a pair of mercenaries were dispatched to assassinate him. Fearful for his life, Inu panicked and drained the energy from his host before relinquishing him, killing the Turaga instantly. The parakuka hid in Onewa's hut, and managed to avoid detection over the next day, growing weaker with every passing minute. It was only by sheer chance that he encountered and latched on to Oreius, a Ta-Matoran, who, along with his companions, was seeking Pohatu's Essence Stone.
 
Inu accompanied Oreius to the Suva Nui, where the Ta-Matoran and his companions were transformed into Toa. The transformation fused Inu to Oreius permanently, and granted them an enhanced mental connection. After their transformation, Inu and Oreius, along with the other Toa Maru, descended below the Kini Nui and vanquished the Makuta.
 
 
 * * * 
 
 
-The Healer-
 
Name: Cael
Species: Toa of Water
Gender: Female
Alignment: Joske Nimil; Lawful Good
 
Mask: Kanohi Mask of Healing
 
Powers/Abilities: Cael possesses prodigious control over the element of Water, the result of many years of practice and study. She can manipulate her element in subtle ways that few other Toa can, and has been seen to perform astonishing feats of elemental influence. Cael also possesses an incredibly advanced knowledge of the healing arts, and is able to utilize her mask, her element, and her experience to heal injuries that others would find impossible to heal.
 
Weapons/Equipment:
(1) A small vial delicately carved of transparent crystal, filled with the purest of liquid protodermis. It has a mystical connection to the Temple of Purity: as long as the holder's heart is pure, it will never run dry. (approved by Friar Tuck)
(2) A Ga-Koran satchel filled with various bandages, herbs and ointments; it contains all the essential tools of the healer's trade.
 
Appearance: A slim, lithe Toa of Water with golden eyes, Cael's body is a deep cobalt, and she wears light armour of midnight blue. Her blue Mask of Healing is marred by a thin crimson scar that starts just under her right cheekbone and curves slightly down to end beside her chin.
 
Personality: Cael is gentle and kind-hearted, but she's not soft. She won't mince words, especially in a tight situation, and she will fight for those she cares about. Her first impression often belies her cheerful nature, as she often appears quiet and serious at first.
 
Weaknesses: Though she is an elemental adept, Cael has little experience with weapons or battles, and is likely to be quickly outmatched in combat. In fact, she prefers not to fight at all: she is a pacifist, and will only resort to violence if there is absolutely no other choice.
 
Biography: When she was quite young, Cael entered the training of a Water Toa who had mastered the arts of healing. Under this Toa's tutelage, Cael gradually learned both how to precisely manipulate her element and how to use a mask of healing to its maximum potential. Her teacher taught her how to use water, the healing element, to soothe injuries and speed healing, and as this required a high level of elemental mastery, it was a given that Cael would eventually become extremely skillful in the controlling of her element. She emerged from her studies both a capable healer and an elemental adept, able to manipulate water in many subtle ways. Setting up shop in Ga-Koro, Cael quickly gained a reputation as a marvelous healer, and served Ga-Koro for many years.
 
One day, a Matoran named Joske was nearly killed fending off a Rahi attack on Ga-Koro. Cael put her prodigious skills as a healer to use by bringing the Ta-Matoran back from the brink of death. Joske later came into possession of a Toa Stone and became a Toa. Unused to his new powers and finding it difficult to control himself, Joske remained under Cael's care. She eventually managed to teach him control over his emotions and his element.
 
When Joske came to her one day with the news that he had been given a quest that would lead to the downfall of the Makuta, Cael immediately decided to accompany him. Along with Agni, Angelus, and Tuara, the company traversed the island, collecting six Crystals, one from each of Mata Nui's Temples. As their quest continued, however, it became apparent that Joske's ultimate destiny was to fight Heuani, a powerful Toa of Shadow. Cael, having come to love Joske, was unwilling to risk losing him, so she travelled to the Kini Nui and offered herself to Heuani in exchange for his sparing Joske's life when they met. Heuani agreed to her wishes, then seduced her and murdered her.
 
Joske went on to fight and defeat Heuani, even though the Toa of Shadow had had no intention of keeping the promise he had made to Cael. Though the Toa of Fire was victorious, he was heartbroken over Cael's death, and vowed to bring her back to life or die trying. Having stolen Cael's mask back from Heuani, Joske sacrificed his elemental powers and a portion of his Toa Energy to rescue the Toa of Water from beyond the grave.
 
 
 * * *
 
 
 -Vortixx Extraordinaire-
 
Name: Jin
Species: Vortixx
Gender: Female
Alignment: Bad Company
 
Powers/Abilities: Jin has no native powers, elemental or otherwise. She is a practitioner of an unknown form of martial arts: her body is her weapon, and she fights with little else. Her fists and feet usually deal enough damage by themselves, but she can also choose to fight with any manner of preexisting or improvised weapons. Extensive training has lent her excellent coordination and extremely swift reflexes.
 
Weapons: Two green metal fans, beautifully crafted and razor-sharp, though they look harmless. Several knives of varying sizes and shapes. A grenade or two.
 
Foreign Tech: Two small, circular, electrical emitters that attach to her palms. When activated, they deliver an electrical shock to whatever they are touching. The power of the shock is dependant on how much stored energy Jin chooses to emit. Draining the battery in one go will emit a large, paralyzing burst of electricity, but the same amount of power can be spread out over a greater number of shocks that will do less damage, usually only causing distraction and temporary numbness or pain.Once the battery has been drained, it will take a day or so to recharge. The emitters can be used while recharging, but the amount of electricity they can emit is solely dependant on the amount of power left in the battery. (approved by Friar Tuck)
 
Appearance: Tall and lean, Jin's body appears to entirely built of lean muscle. She wears a long black leather coat that hangs to her knees, with a slit that runs half a foot up the back to allow her more freedom of movement She wears black metal bracers and greaves to protect her forearms and shins, but otherwise wears no armour. Her eyes are dark green, and her claws are razor-sharp.
 
Personality: Jin was once confident, always appearing to be assured of her place in life. She could be overbearing and brash sometimes, but was loyal to her allies, and never backed down. Now, however, her confidence is merely a show that hides her inner turmoil. She is perpetually uneasy, and doesn't trust anyone. Though she can still be seductively charming when she needs to be, it's always an act. She refuses to show her true feelings to anyone, and is constantly plagued by feelings of guilt and inadequacy. She masks these feelings with false bravado, never giving an inch or backing down.
 
Weaknesses: Jin has no mask or elemental powers. She takes pride in the strength of her body and her claws; overconfidence is still her greatest weakness, even though it's more of a show now than anything else.
 
Biography: Jin washed up on the shores of Mata Nui with little save the clothes on her back and the knives at her belt. It is unknown where she came from or who she was, but Jin hasn't lost any time in becoming who she is now: a mercenary, a thief, and a scrapper who won't back down from any fight, responsible for multiple injuries, deaths, and destructions of property.
 
After completing an assignment in Po-Koro, Jin met Dorian, a fellow mercenary, in Ga-Koro. He offered her a job in Bad Company, a mercenary group in Xa-Koro. Jin accepted, and the two travelled to Xa. Upon their arrival, Dorian was nearly killed fighting Heuani, and Jin singlehandedly rescued him and saved his life by carrying him to safety. Her abilities impressed Brykon, leader of Bad Company, and he accepted her into the team. The group was working for Aurelia, one of the Four Peers, who intended to blow up the Kumu Islets. Despite her reservations over the planned genocide, Jin went along with the plan.
 
After Xa-Koro's destruction, Jin and Dorian were assigned to assassinate Turaga Vakama. Dorian decided against the mission at the last minute, forcing Jin to complete the assignment solo. Joining Brykon in Onu-Koro a few days later, she was named deputy of Bad Company before being contacted by the Peers, who sent her to Ko-Koro to steal Onewa's Komau and give it to Ambages, the architect. She completed this assignment with moments to spare before the Rahkshi attacked.
 
 
* * *
 
 
-The Poet-
 
Name: Caerus Valli
Species: Ba-Matoran
Gender: Male
Alignment: Himself
 
Mask: Powerless black Rau
 
Powers/Abilities: No powers. Extremely skilled at gathering and communicating information.
 
Appearance: At first appearance, though handsome, most would label Caerus eccentric, or even mad. He is always reading or writing, and often refuses to acknowledge people standing right in front of him. Though he usually wears a handsome black suit and a polished black Rau, his clothes are often unkempt and his face unshaven. His bright green eyes complete the picture of an unpredictable man.
 
Weapons/Equipment: A quill, a bottle of ink, and a supply of parchment. 
 
Personality: Though he appears eccentric and harmless on the surface, Caerus is truly a manipulative and power-hungry creature. He is only concerned for his own welfare, and will con, scheme, and manipulate his way to the top. His chief interest is in knowledge, the more obscure the better, and its use in his advancement of power.
 
Weaknesses: Caerus has never been strong or particularly skilled in anything, save the spoken and written word. He is physically weak even compared to other Matoran.
 
Biography: Caerus, from the beginning, was always a master of language. His chief work was in composing letters and speeches and papers for use by richer or more powerful people, but he also worked as a simple scribe, transcribing documents and reports. While much of it was tedious, it allowed him the opportunity to come into possession of many secrets that he would otherwise not know. People brought him information and had him write a speech; merchants gave him numbers and facts and had him write reports and letters that helped them make a profit.
 
In addition to his legitimate business, Caerus also found that the right information was worth a good deal to the right person and the right time. Always careful to keep himself hidden -and, thus, safe- he sold secrets back and forth between rival businessmen, politicians, and organizations. He was always cautious in the selling, making sure to deal through different people and under different aliases to keep his identity hidden, and he gradually grew rich off the sale of knowledge.
 
But knowledge, rather than money and power, gradually became Caerus' chief goal. As his business expanded, he was able to employ others to keep him informed as to the goings-on around the island; he was able to hire others to buy and sell information, keeping himself safe while still taking a cut. He spent his time piecing all the knowledge he had gathered together, unravelling plots and mysteries, and always searching for ever more elusive secrets that he could use when the time came. Knowledge itself became his obsession, and while his empire grew, he himself was largely unconcerned with it. He devoured texts of any shape and size, seeking knowledge above all else, becoming an expert on history and the Matoran culture itself as he sought to understand the world around him to its fullest extent.
 
Eventually, Caerus was contacted by the Peers, who, recognizing his value, offered him a position among them. He gladly accepted, and took on the role of keeping the Peers' secrets safe, as well as gathering intelligence on their enemies.
 
 
* * *
 
 
-The Hand-
 
Name: Aila Valli
Pseudonyms: Atia, Arana, Etera, Hari, Iraia, Pio
Gender: Female
Species: Onu-Matoran
Alignment: Caerus Valli
 
Mask: Powerless purple Huna.
 
Powers/Abilities: No powers. Abilities include efficient written and verbal communication in Matoran, Vortixx, and Skakdi, proficiency in hand-to-hand combat, excellent interpersonal skills, adaptation, first aid, the art of disguise, petty conversation, dinner etiquette, wine-making, listening at doors, and smiling attractively.
 
Appearance: In truth, Aila appears quite average: she is of average height, and is neither particularly comely nor unsightly. Her armour is sleek and jet black, and she wears an elegant purple Huna, along with a shawl of black silk. 
 
Weapons/Equipment: A hidden knife, a bottle of poison.
 
Personality: Whatever benefits the situation.
 
Weaknesses: Being an Onu-Matoran, Aila is smaller and weaker than many other beings, and is more sensitive to light than your average Matoran.
 
Biography: Living on the streets of Xa-Koro for much of her life, Aila was rescued from her life in the gutters by the generosity of Caerus Valli, a businessman who took pity on her and took her in and raised her. Under his tutelage, she trained in many arts, both refined and barbaric, and was eventually raised to be his right-hand man (or woman, rather). Aila is in charge of the day-to-day workings of Caerus' information empire, but often takes it upon herself to perform lower jobs than one might expect, an administrator being only one of her many personalities and jobs. She is completely devoted to Caerus.
 
 
* * * 
 
 
-The Sinner- 
 
Name: Greed
Species: Toa of Air
Gender: Male
Alignment: Himself 
 
Mask: Kanohi Kualsi, Mask of Quick Travel (currently maskless) 
 
Powers/ Abilities: Elemental control over Air. Reasonably experienced in combat. Greed has a gift with words, able to twist others to his side with honeyed tones and smooth talk, but he talks so little now that it's not much use. Having lived in the wilds of Mata-Nui, he has become adept at moving quietly and striking swiftly, and is able to navigate and survive many extreme conditions. 
 
Weapons/ Equipment:
(1) Firework Revolver, a metallic green handgun that fire firework-esque ammunition capable of causing burns (looted from Jianzha).(2) A two-foot-long machete hanging from his belt. (lost in Mangaia)
(3) Knives. A couple of 'em. 
 
Appearance: A dark green and gray Toa wearing bits and pieces of scratched, dirty armour and a tattered dark green cloak, Greed's general appearance is unkempt and soiled. He has traded half his armour for brown leather, leaving him looking mismatched and vaguely wild, which suits a denizen of the jungle. He wears fingerless leather gloves and a ragged dark green scarf that hides the bottom half of his face, leaving his eyes, scarlet as blood, free to shine. He carries a machete and several knives belted at his waist. 
 
Personality: Once the leader of the Toa Arete, pseudo-heroes of Ga-Koro, Greed appeared wise and courageous in order to foster the village's trust. He harbours no such dreams now, and his true personality shines unimpeded. He is dark and brooding, always mistrustful, and easily angered. He will always look out for himself, constantly seeking to work events in his favour, no matter the cost. Selfish and unhappy, he is a broken shadow of his former self. 
 
Weaknesses: Greed always looks out for himself, to the exclusion of all else. He will never risk his life is he can help it, and will always seek to defend what's his. 
 
Biography: Greed was once a Le-Matoran living on Mata-Nui. Unlike most of the villagers, Greed was not happy-go-lucky or generous. He was always scheming; always making sure things would work out in his favour. He was greedy, and only cared about one person: himself.
 
The other Le-Matoran didn't know this, though. Greed was always careful to keep his true emotions secret, and nobody ever suspected his selfish nature. Because his ultimate motive was to keep himself safe and happy, Greed stayed on everyone's good side, always running errands and helping others. On the surface these activities may have seemed selfless, but Greed's ulterior motive was to keep everyone in his debt, and to cultivate favours and trust. 
 
One day, on an expedition to the shores of Le-Wahi, Greed found a half-drowned Toa of Ice washed up on the sand, carrying a Toa Stone. Greed didn't bother to learn the Toa's name or why he was there; instead, he slit the Toa's throat and used the stone to transform into a Toa. He changed his name, and left his life as a Matoran behind. 
 
After witnessing the massive destruction that resulted from a Rahkshi fight in Le-Koro, Greed resolved to abandon any ties he might once have held to Mata Nui and become loyal to the Makuta. Travelling the island, Greed recruited six beings to his cause, and ended up in Ga-Koro. The six Toa (and one Valkyr) quickly established a reputation as a team of brave heroes, peacefully ending multiple conflicts, repairing damage done to the village, and ensuring justice was carried out against criminals. Having gained the trust of the villagers and the Marines, the seven Toa were regarded as Ga-Koro's "official" Toa team: the Toa Arete. 
 
Privately, however, the Arete were evil, and schemed to take over Ga-Koro completely. They allowed Turaga Nokama to be murdered, and schemed their way into the power vacuum that resulted. Greed was eventually elected to lead the village until Hahli was found, but the ceremony that would have publicly instituted him as leader was interrupted by Ta, one of the Toa Arete. Having had a change of heart, Ta revealed the extent of the Arete's corruption. The team quickly dissolved, and began fighting each other, every sinner for himself. Greed was defeated, but escaped in the chaos of the Rahkshi attack, and disappeared.
 
 
* * *
 
 
-The Amnesiac-
 
Name: Kyara Avya
Species: Toa
Gender: Female
Alignment: Lawful Good
 
Mask: Kanohi Hau, Mask of Shielding
 
Powers/ Abilities: Elemental control over Plasma. Reasonable experienced in combat, although she remembers none of her training. All her skills are based on muscle memory, and instincts honed by forgotten years of practice.
 
Weapons/ Equipment: A steel longsword.
 
Appearance: A white Toa of average height and build, with faded golden armour and a brighter gold mask. She wears a sword strapped across her back.
 
Personality: Kyara is action-oriented, preferring to act instead of think or talk. She dislikes liars and cheats, and has a strong sense of justice. She has a tendency to be blunt.
 
Weaknesses: Kyara cannot use her elemental powers or mask power, and doesn't like to cheat or lie.
 
Biography: Kyara washed up on the shores of Mata Nui with only one haunting memory: trying to defend a village of Matoran from a Rahkshi, she lost control of her powers and incinerated everyone. She can remember nothing else of her past, but this one memory is enough to stop her from using her elemental powers, no matter the purpose.
 
After awakening to find herself on the shores of an unknown island, Kyara met a group of Toa who took her under their wing. She was given the name Avya, as she did not remember her name. The group made their way to Ta-Koro, where Avya helped evacuate the demolished hospital. Afterward, she and her mentor, Nikaron, attempted to follow Hiemalis, the Toa responsible for the hospital's destruction, but were unable to apprehend him.
 
A while after, Avya left Ta-Koro and joined the Island Liberation Force in Le-Wahi, where she fought against the army of Makuta followers led by Echelon, and later participated in the efforts to rebuild Pala-Koro.
 
 
* * *
 
 
-The Twins-
 
Names: Chronos and Kairos
Species: Toa of Stone and Sonics, respectively
Genders: Male
Alignment: Caerus Valli
 
Masks: Chronos wears the Kanohi Kadin, the Mask of Flight. Kairos wears the Kanohi Calix, the Mask of Fate.
 
Powers/ Abilities: Chronos has elemental control over Stone. He is in peak physical condition, and his amazing speed and strength are evidence of this. He has been trained in the art of combat, and wields a mace with devastating precision.
 
Kairos has elemental control over Sonics. In contrast to his brother, his abilities lie in the mental rather than the physical. He is cunning and subtle, using words to defend himself when weapons would usually be required, and is accomplished in the playing of several musical instruments.
 
Weapons/ Equipment: Chronos carries twin steel maces with bulbous, spiked heads, as well as a dagger or two that can always be seen hanging from his belt.
 
Kairos holds only a long knife to serve as a weapon. He is always in possession of a roll of parchment, a quill and a pot of ink. He carries a mandolin on his back, and a wooden flute hangs from his belt.
 
Appearances: Chronos is tall and wide, built like a tower. His body is in peak physical condition, with muscles bulging in places you didn't even know people had muscles. His shoulders are wide, his chest is broad, and his hands are the size of Kanohi. His armour is gunmetal gray.
 
Kairos is of a height with his brother, but his shoulders are narrow, his chest is caved, and he's skinny as a beanpole, giving the impression of an oversized scarecrow. He garbs himself in colourful clothes, with green and turquoise armour and a bright yellow cape.
 
Personalities: Chronos is quiet. He never argues or makes idle talk, always going along with whatever plan his brother has concocted. Once given a job, he'll stick to it until it's done. He's stubborn and immovable in his ways.
 
Kairos is wickedly cunning. His mind is sharp enough to cut glass, and he enjoys using his wits to make fun, though he's generally pleasant enough to be around. Though he's quite harmless most of the time, he fancies himself a mastermind as well as a genius musician (he plays well enough, but “genius” is overselling it a bit).
 
Weaknesses: Chronos isn't very good at thinking, which is why he lets his brother do it for him. If a plan of action isn't working, he won't reevaluate it: he'll just keep ploughing on until either it works or he runs out of steam. He's grown so used to relying on his brother for everything that he's quite helpless when it comes to independent thought.
 
Kairos is weedy and of not much use in any physical confrontation. Though his Calix allows him one or two unexpected moves in a fight, he's otherwise pretty helpless. Generally overconfident.
 
Biography: Chronos and Kairos grew up the twin sons of a clockmaker and a Kolhii player. Though born on the same date, they were as different as the night is from the day. While Chronos enjoyed sports and physical activity, Kairos spent his time reading books and learning to play musical instruments. Despite their differences, the twins grew up inseparable, relying on each other to balance out their weaknesses.
 
Wandering from one ill-fated scheme to the next, the brothers spent years in and out of jail for petty crime before eventually coming under the employment of Caerus Valli.
 
 
***
 
-The Rider-
 
Name: Hoka
Species: Le-Matoran
Gender: Female
Alignment: Le-Koro
 
Mask: Powerless Kanohi Kaukau, Mask of Water Breathing
 
Powers/Abilities: Being a Le-Matoran, Hoka does not have any elemental or mask powers, but is extremely athletic and nimble. Otherwise, she's not particularly good at anything (with the possible exception of sarcasm).
 
Weapons/Equipment: Hoka carries around a knife that she likes to show off... but doesn't actually know how to use. She also carries around a pack of cigarettes, which she does know how to use.
 
Appearance: Hoka's outer armour is dark green, while her skin is light green. She stands at height for your average Matoran, though she's skinny as a pole and has about as much muscle. Despite this, she's nimble and deceptively tough. Her eyes, an atypical ice blue, shine from behind a bronze Kaukau.
 
Personality: A chronic underachiever, Hoka's dominant personality trait is cynicism. Others often mistake her lack of direction for laziness, but while she may not be the most motivated person in the world, she'll work to get what she wants.
 
Weaknesses: Hoka has no elemental or mask powers, and she's nowhere near the fastest or strongest of Matoran.
 
Biography: Le-Koro born and raised, Hoka has spent her life flitting from one odd job to the next, never performing poorly, but never excelling. Her life is the definition of mediocre: she does what she likes, but never gets what she really wants -mostly because she doesn't really know what she wants.
 
 
* * *
 
 
-The Smith-
 
Name: Akimoto
Species: Dasaka
Gender: Female
Caste and Clan: Ringti Caste, Dastana Clan

Mask: Kanohi Akaku, Mask of X-Ray Vision

Powers/Abilities: Akimoto has been trained as a Soulsword. However, being a Ringti, her abilities were not developed for combat purposes. Instead, she was taught to use them to craft buildings and weapons. Her ability to wield psionic energy is useful in shaping crystal: her “weapon” takes the form of a blacksmith's hammer.

Weapons/Equipment: Being a Soulsword, Akimoto has the ability to wield psionic energy. She has been trained to summon a psionic hammer used in the forging and shaping of crystal.

Appearance: Akimoto's work as a crystal smith has stripped every ounce of fat from her frame, leaving her lean and muscular. Her body and mask are midnight blue, so dark as to almost be black, and her amour is a burnished copper. Her mouth is usually set

Personality: Akimoto is, most of all, headstrong. She always knows what she wants, and will stop at nothing to get it. She's incredibly hard-working and self-disciplined, and pushes herself harder than anyone else. She likes to get straight to the point, and values honesty and straightforwardness. This single-minded drive shows itself in her creative mind and her ability to think on her feet. Everything she does, she does with 100% effort, as quickly as possible.

Weaknesses: Stubborn to a fault, Akimoto won't back down from anyone or anything, and will often refuse to change her course even when confronted with good advice. She pushes herself hard, and will often exhaust herself in her drive to get what she wants.

Biography: Akimoto was born into a family of Ringti crystal artisans, and grew up with her cousin, Libro Regula. The two were never terribly close, but they're now business partners. Educated in Sado in the production of crystal armour and other creations, Akimoto uses her psionic powers to create beautiful and useful things. Along with Libro, she runs a small crystal forge.


Edited by Justin Bieber, Jan 03 2014 - 02:19 AM.

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2013

 

 

 

 

 

 

 

<3


#9 Offline Lloyd: the White Wolf

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Posted May 11 2013 - 07:23 PM

Name: Akiri Hewkii

Species: Matoran

Alignment: Loyal to Po-Koro

Gender: Male

Appearance: Lean and muscled, Hewkii's build is unquestionably that of an athlete. Even as the leader of Po-Koro, Hewkii keeps his tan-and-brown body trained to the peak of fitness. His posture is usually relaxed and confident.

Weapon(s): His signature Kohlii ball

Mask: Powerless Great Kakama

Powers: None, save control of Po-Koro, and excellent athletic skill.

Traits: Hewkii is always concerned for the well-being of Po-Koronans, and considers himself not so much a ruler as a caretaker. To that end, he will weigh choices with his people's best interests as his foremost concern.

Biography: Originally a famous Kohlii player, Hewkii was chosen by popular acclamation to rule Po-Koro. While there was some dissent, at first, Hewkii made his first priority winning the trust of his people and securing his support. He now rules Po-Koro with a kind but firm hand.

Weakness(es): Being a Matoran, Hewkii can be overpowered by most other beings. His concern for his people can bias his decision-making.

 

Name: Lipa

Gender: Female

Species: Matoran

Maturity: Mid 30s

Current Affiliation: Ga-Koro Marines

Kanohi: Powerless Rau

Known Language(s): Matoran

Voice: Soft-spoken, gentle, and empathetic.Wealth: Of decent means, thanks to her Marine pay.

Detailed Description of Appearance: Slightly shorter than average, Lipa looks fairly normal, with a navy blue torso and feet, with sky-blue arms and legs, as well as a sky-blue Rau.

Personality and Character: Quiet, respects her superiors and does her best to follow orders. However, she looks out for herself first and foremost. Believes that listening is, on the whole, better than talking.Beliefs: Likely the best way to describe Lipa is as a deist--she believes Mata Nui and Makuta exist(ed), but seeing that Mata Nui failed to intervene when they needed him most, and how Makuta is now dead, she doesn't believe in any omnipotent being, benevolent or otherwise.

Fighting Style and Abilities: Lipa is not a fighter. When confronted with a fight, she runs or hides, two skills that have proven necessary in her career as a messenger. She is capable of outrunning most beings she encounters.

Weaknesses: Lipa does not engage in combat, she avoids it as much as possible and isn't very good at it.

Tools and Equipment: Brown messenger bag with the logo of the Marines on it.

 

Name: Weiss (nom de guerre since joining the Cult. His true name is lost to history)

Gender: Male

Species: Gravity Toa

Affiliation: Brotherhood of A'rei'an

Kanohi: Volitak in the shape of a Great Huna

Appearance: Tall and confident, with dark purple and black armor. Weiss views others with a haughty stare. His coat is tailored perfectly to his form and enhances his air of strength and power.

Personality: Haughty. Weiss was raised with pretty much every convenience of life as the son of a rich merchant family. He was taught to be a commander and administrator, how to play over and under the table to get whatever advantage he needed, effectively everything he'd need to run the company when his time came. However, it never did--his family was assassinated and his company stolen by a rival firm, but the authorities could never find any evidence. However, since his conversion to the Cult, Weiss' first dedication is to his dark god. Finding the killers of his family and making them die slowly is a secondary pursuit.

Weaknesses: He is prideful and often underestimates his foes.

Tools: Weiss wields a glaive with lethal efficiency--part of his upbringing included the art of fighting, which he took to like a politician to bribes. He also tends to carry parchment and quill on him at all times.

 

Name: Dail

Species: Toa

Gender: Female

Age: ~300

Mask: Volitak

Power: Air. She is skilled with her mask and element, and has realized that it's possible to turn the air into a super-volatile oxygen mixture and detonate it. This being said, she has yet to be able to do this safely--the heat, shrapnel, and overpressure blast of the explosion almost killed her last time, and she still has scorch marks on her armor. That's not even counting the vacuum caused by the sudden lack of air, which can crush anything too close to the epicenter of the blast--which she barely managed to escape last time.

Weapon: Concealed, poisoned long knives

Appearance: Dark green, with black scorch marks in a few places. Usually covered in mud or some other material which can dull it.

Bio: Dail is an assassin for hire, but unlike most assassins, she has her own strict set of rules. Should a proffered contract break those rules, she will not hesitate to turn it down. She has been working for longer than some have been alive, fully two thirds of her lifetime. She is very skilled at her craft, often being able to deceive others into believing that her target died by natural or accidental causes. She aims for this most of the time, as she believes it is the sign of highest skill in her craft. Her goal is perfection.Weakness: Dail prefers to strike from hidden locations and finish the battle quickly. As such, she pays for her outstanding elemental and mask control with low physical stamina.

 

 

 

:w:


Edited by Lloyd: the White Wolf, Dec 06 2013 - 09:30 PM.

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#10 Offline Princess Anna of Arendelle

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Posted May 11 2013 - 07:23 PM

Name: Skyra Daring

Sex: Female

Species: Toa

Element: Air

Mask: Great Hau

Powers: Standard powers that come with being a Toa, controlling element power, mask power, etc.

Equipment: Twin protosteel katanas, the tips of which glow with bright green light when elementally charged, allowing them to cut through objects more easily. She has a standard Le-koroan flute with which she can summon her Kahu, Destiny, if she is within hearing range. Some widgets, her Gukko Force badge, a couple of throwing knifes hidden on her person.

Mounts/Pets: Destiny is her Kahu, who she raised since it was a hatching, and her most loyal friend and companion.

Alignment: Lawful Good with Chaotic tendencies. Loyal to Le-koro, the Gukko Force, the Toa Astha, and justice.

Gukko Force Rank: Commander

Appearance: twila.png Her new body has the look of a Toa of Air or plantlife, Jade green and jet black armor. She’s about the same height as most female Toa, slightly shorter than her old body. Her feminine appearance is fairly attractive.

Strengths: A very capable and skilled swordswoman. Is familiar with many forms of melee combat. Her natural Le-koran agility makes her very evasive and harder to hit. Very well practiced with her elemental and mask powers. And expert Kahu rider and decent flute player.

Weaknesses: Can be a bit overconfident. If you push her buttons her temper can take over. It's surprisingly easy to get her flustered.

Personality: Whimsical and snarky, she’s lost a bit of her arrogance and pride since her body-swap. While she's grown more accustomed to her female body in the past three months, she still has some masculine traits. She's a bit more emotional than she used to be, though she's always been more sensitive. She’s friendly as long as you're not evil or pissing her off. Stubborn as a mule.

Biography: To say Skyra has been through a lot is an understatement. She’s had to deal with pirates, Rahkshi, Mark Bearers, Makuta worshipers, being the best man at Tillian’s wedding, and nearly dying and ending up with a new body via an Iden. The kicker is that her new body had belonged to a female Toa of Air named Kilya before her spirit was destroyed, leaving the body without an owner. With her old body now lifeless Skyra has no choice but to live with being female.  Three months have gone by since Makuta's defeat. Despite this things aren't really looking up on the island of Mata Nui. With disunity and tensions among the koros, Skyra find herself a bit lost in what her purpose and duty is. She is deathly loyal to Le-koro and it's people, but she feels that as a Toa her duty is to protect the island as a whole.  Skyra as also found herself feeling shy and awkward around Tillian, one of her closest friends. Ever since he stole a kiss from her, she's had a difficult time being around him. She tries to pretend otherwise when she's around him, and as such as avoided discussing the incident as much as possible till she can figure out what she wants to do about it. Three months later and she and Tillian have admitted their feelings for each other. As for how this will affect their lives and relationship only time will tell.

 

Name: Savina

Gender: Female

Species: Toa

Element: Jungle/"The Green"

Mask: Kanohi Zatth, The Mask of Summoning

Appearence: savina.pngStandard green and blue color scheme of a Toa of Plantlife, average height, light green eyes

Pets: Currently has an Ash bear as a companion.

Alignment: Chaotic Neutral

Equipment: Wooden Bow, makes arrows using her elemental power. Dart shooter, she can shoot various poisons and drugs from her shooter, usually something that calms the nerves, typically effective on Rahi, though can make more intelligent beings like Matoran and Toa more susceptible to suggestions and tired.

Skills: Can hunt any target with amazing skill and grace of a hunter, capable of moving silently through almost any terrain and climate. She is a Rahi tamer and trainer and knows how to give complicated commands to her Ash bear. She's excels at making things out of plant life, from weapons, poisons, and medicine. She is one with her element and mask, knows how to use both to their maximum potential. She's skill with her bow and can hit targets accurately from great distances. Can make snares and traps with her powers over plant-life.

Strengths: Tough, independent, and wild like a Rahi. Knows how to blend in with the Jungles of Le-Wahi, she's not easy to find when she want to remain hidden. Causing her great stress or otherwise harassing her is probably bad for your health

Weaknesses: Fire is not good for someone of her element in most cases. Seeing Rahi mistreated, harmed, injured, etc will cause her to take action regardless of consequences.

Personality: Her personality has turned a 180 since she returned to the civilized world. No longer the sky and reclusive thing she used to be. Losing her soul and constant exposure to other people may have had something to do with that. She is rather bubbly at times, but also has a darker side to her. She has a soft side for Rahi, especially Grecko.

Bio: Formerly she lived alone in the jungles of Le-Wahi, with just an Ash Bear for company. Fate choose to lead her away from her jungle home and into civilization. She had trouble fitting in and adapting to this new strange world. It wasn't until she lost her soul at the creation of the Valkyr Anthyn that everything really began to change. Since that day she did nothing but follow the angelic being wherever she went. 

 

Or she did, now-a-days however she's been chasing after her would-be boyfriend, Tehlin. She is currently staying with him in Ko-koro, trying to pretend all the murder and death she witnessed with Anthyn never happened. 

 

Name: Darien

Gender: Male

Species: Toa

Element: Plant-life

Mask: Kanohi Calix, The Mask of Fate

Weapons: A very decorative rapier. The rapier was a gift from his father, it has a golden hilt decorated with various jewels and a shining silver blade. On the bottom of the hilt is the crest of his family.

Appearance: A very tall and handsome Toa, with the typical color scheme of a Toa of plant-life, green and blue. Wears a navy blue cape, his armor is very polished as well. His mask and external armor is blue, the rest is various shades of green. Wears the markings of a Marine.

Alignment: Lawful Good; Ga-koro Marines

Personality: Kind and considerate, Darien will always help those in need, he doesn't think himself better than anyone else. He will bring vengeful wraith against those who bring harm and destruction however.

Strengths and Weaknesses: He is excellent at swordplay and melee combat. He always fights with honor. He dislikes dirty tactics to a fault and only kills when absolutely necessarily, his enemies might try to take advantage of this. Fire is a natural weakness for one of his element.

Bio: Formerly the Prince of a great kingdom, Darien was a traveling Toa who has a strong sense of justice and a desire to bring down the Dark Lord Makuta. His family was murdered by Makuta and vowed to avenge them. In his travels he met a matoran named Wokiya in the desert and saved her life. He ended up getting caught up in a quest to find her brother, which they did successfully accomplished. It turned out her brother, Wokapu was the leader of the Cultured Gentry, and had some dark secrets about the Gentry that he wished to unveil, mainly their dealings with Makuta. Darien offered to aid him and his sister once again. During that adventure he found his long lost sister, Visenya, and she joined the party. Things did not go as planned however, Wokapu swore to secrecy what he knew about the Gentry's dealings with Makuta in order to protect Darien and the others. Darien knows that if he or anyone from that group says anything, it could be over for them.  That was three months ago, the group as long since separated, going their different ways. Darien moved to Ga-koro and joined the ranks of the Ga-koro Marines. He proved to be a cut above the other recruits in terms of fighting abilities and strategy. He quickly became a valued Marine, and as often been sent to bring in some of the more dangerous and cunning of criminals that creep up in the beautiful village of Ga-koro from time to time.

 

Name: Hakari

Species: Lestern of Plantlife

Appearance:  Her name armor blue green with yellow as her secondary color, dark blue eyes. Looks very much like a Toa in appearance besides her quite distinctive Lesterin traits.

Mask: Kakama, Mask of Speed

Gender: Female

Powers/Abilities: Resistant to poisons, able to photosynthesize to obtain energy

Weapons: Twin scimitars, ceremonial dagger, chain belt.

Technological items: None.

Weakness: No elemental powers, is very naive.

Alignment: Chaotic Neutral, she tends to look out for herself, but doesn’t hurt others if she can help it.

Personality and traits:  Quite the energetic individual, she often talks as quickly as her mask allows her to move. She’s a bit of a pacifistic, never looks for a fight, and only fights when she has to defend herself or others. She’s often described as bubbly and sweet hearted.

History:  Hakari has trouble remembering her life before she came to the island of Mata Nui, in fact she can’t remember much at all other than her name. Up until this point she hasn’t done anything noteworthy besides doing odd jobs here and there to support herself.  

 

Name: Mekana

Gender: Female

Species: Toa

Element: Fire

Mask: Kanohi Kualsi, The Mask of Quick Travel.

Powers: Control over the element of fire and all the granted abilities of a Toa. The ability to teleport anywhere in her field of vision. Can take nonliving objects with her, but not other beings. A Kualsi user cannot teleport through energy fields, such as those made by a Hau.

Equipment: Wears loose fitting and light armor to keep herself as quick as possible. On her belt she carries useful tools, such as twin daggers, machete, magnifying glass, scissors, a dash of Stralix Powder. She also usually has a short sword and a light weight crossbow on her person. She also has a small purse where she puts her widgets and more personal things, like small statues of famous men and a deck of cards.

Alignment: Acquisition of money

Appearance: A red and orange Toa of Fire with a somewhat petite figure for a smuggler. Her armor is lightweight and sleek, designed for being quiet and evasive. Her green eyes are often hid by the orange Fedora she fancies wearing. No one has the heart to tell her that the hat is weird.

Strengths: She’s a skilled smuggler, been sneaking in illegal goods as long as she can remember. Preferring to stay out of direct combat due to the nature of her work, she specializes in evasion and subtlety. She will use distractions and trickery before resorting to direct conflict, but if she’s forced to fight she will often try to pick off enemies with her crossbow as discreetly as she can, if that doesn’t work out she always has her sword or whatever else she has at her disposal. Simply running away often works rather well, especially with her mask.

Weaknesses: While she is a skilled combatant where it counts she’s not a heavy hitter, direct combat will not go well for her if she’s facing someone more heavily armed or just better at fighting with brute force. She will often go to great risks to protect her cargo, which can be used to an enemy’s advantage.  

Personality: Smug, witty, and probably a sociopath. She lives dangerously and that’s the way she likes it. She does have a tempter, though it rarely comes out unless under a lot of stress. A bit greedy.

Biography:  Mekana has lived in Ta-koro a long time, and has been a smuggler almost as long. She prides herself in the fact that she’s never been captured by any sort of authority, though she’s never done anything too noticeable either, at least not as often. She finds smuggling the smaller stuff adds up in payment and there isn’t as much risk in being caught. That’s not to say she isn’t willing to do the more dangerous and risky smuggling, for the right price.

 

Name: Lana
Gender: Female
Element: Stone
Mask: Great Akaku, the mask of vision
Powers: Standard powers that come with being a Toa, controlling elemental power, mask power, etc. 
Equipment: A large protosteel broadsword. A long chain whip for ranged attacks with sharp hooks on one end. Mini-crossbow that can fire small darts. (Darts are typically coated with certain poisons that will numb and relax its target, making it difficult for them to move.)
Alignment: Chaotic Evil 
Appearance:  Her overall color scheme is a brown with darker and lighter shades that mix well together. Her eyes are a piercing orange, if you look right at them you can almost become engulfed in them. She doesn’t wear a lot of external armor, only around the most vital areas. Her appearance is rough, and yet very alluring. 
Strengths: Like most of her element, she has more strength than most of her species, she uses this to strike hard and fast, keep her victims on their toes and then overwhelm them. When going against enemies she thinks will cause her trouble she’ll usually try to poison them with a dart to give herself the advantage. For the most difficult of opponents she will invoke her elemental powers and use them to their full extent if necessary.
Weaknesses: While she is a great fighter, and quite efficient at what she does, she may have trouble with craftier opponents who manage to avoid her darts and stay out of her range. She has an irrational fear of water, swimming is not something she does well to say the least. 
Personality: To strangers and enemies she is often seen as cold and uncaring, she’ll speak politely enough but will bluntly and sometimes quite cruelly. She believes in what she does very strongly, and sees it as beneficial to others involved, even if they don’t see that way at first. Once she decides someone worthy enough to become her friend she will become a lot warmer and protective of them.
Biography: Once a freelancing merc fighting villains and crooks for a few coins, she was captured by a cruel Toa, who saw fit to torture her with her worst fears. This lasted for days, to the point where she was almost completely broken. She was ready to just die. 
But then her tormenter was soundly crushed by the most unexpected person. A Vortixx named Braen. Braen saved her within inches of her life. He took her with him and slowly brought life back into her, both mentally and physically. She naturally became enamored with Braen, and never leaves his side.
 

 

Name: Rekirar

Species: Vortixx

Appearance: A tall, muscular Vortixx, rather handsome for his species. He had a black and brown color scheme.

Gender: Male

Weapons: A very long and massive broadsword, Disk launcher, Volo Lutu Launcher.

 

Technological Items:

 

(1) Advanced visor with HUD display. This visor was designed as a prototype for eyewear that could help you with your everyday needs. It allows the user to see in different light spectrums, allowing the user to detect heat signatures or see in X-ray. It can take images and store them for later viewing, such as people’s faces. It will display current temperature levels, current climate, acts as a compass. While it did not originally have a map of Mata Nui, Rekirar’s exploration of it has allowed it to map out a good portion of the island, allowing the visor to guide him to all sorts of locations, as long as he’s been there before. It only recognizes Rekirar has its user, as it is passworded. (Approved by Nuju Metru)

 

(2)Elemental nullifying armor. Rekirar wears special armor that will effectively absorb and nullify any elemental attacks that hit him directly, or at least are focused on him. Elemental attacks that are not specifically directed at him can still cause him harm. Example: A fireball would hit the armor and do nothing, but if the fireball hit the ground and caused a fire, Rekirar could still be harmed by the flames and heat. The more elemental energy it absorbs, the weaker it gets, and if not given time to cool down it will begin to break. (Approved by Nuju Metru)

 

Weakness: Lacks elemental powers and mask powers. While he can really be quite terrifying in a fight, if you can manage to stay out of range of his massive sword and dodge the disks he launches at you, he won’t be able to hit you.

Alignment: Lawful, Po-koro

 

History: Rekirar has lived on Mata Nui for over a year, and has done well for himself as a traveling mercenary. During the Rakhshi assault across the island, Rekirar helped defend Po-koro against Makuta’s final attack against the people of Mata Nui. He earned the respect the village and was allowed to join the ranks of the guard. He has been ever vigilant in his duties and seems eager to please.Personality and traits: Intelligent, cunning, ambitious. Rekirar is by-the-book and logical in his duties, takes the rules very seriously and is quite harsh against those who break them, naturally there are always exceptions depending on circumstances, but once he decides you’ve violated the rules, he’ll bring you in. To those he considers friends and acquaintances he is polite and respectful.

 

Name: Taleen

Gender: Female

Species: Toa

Element: Sonics

Mask: Great Huna, mask of concealment

Powers: Elemental control of Sound, mask power allows complete invisibility.

Equipment: Twin protosteel daggers prefect for up close and quite personal assassinations. She carries small bags of powder that can be used as smoke screen, various vials of terrifying poison.

Alignment: Chaotic Neutral

Appearance: Typical grey and black color scheme like most Toa of Sonics. Her armor is very sleek and light built, designed to make as little noise as possible. It lacks the heavier armor that many Toa use. Her feet are padded in order to further dampen her footsteps as well. She has the look of an elite assassin overall, a rather pretty one at that, pretty deadly that is. Wears a grey collar around her neck, never takes it off. Strengths: A very deadly assassin uses her element and mask power to sneak up on her targets so they never see nor hear her coming. She’s been trained and conditioned to be the perfect killing machine. Even without the use of her powers she’s a very deadly fighter, can kill just as easily with her bare hands as with her weapons. Been known to simply poison her target’s food or drink if the situation calls for it.

Weaknesses: Opponents who have an Arthron or some other means to detect invisibility would give her a severe disadvantage. While she is excellent at taking on single targets, fighting against multiple ones would more difficult, especially out in the open.

Personality: Cold, calculating, efficient, that pretty much sums up her work ethic. She has little use for idle chatter, though she will use it if she finds it to her advantage, or if she's simply in the mood for it. She is very good at manipulating people's emotions.

Biography: Taleen’s past is rather vague, all that is known about her is that she was trained to be one of the most deadly assassins known on her home island from a very young age. She’s known little else but the life of a killer, simply following her orders and carrying out each mission with efficiency and precision. She rarely failed to kill a target.  

 

Name: Dr. Novan

Gender: Male

Species: Toa

Element: Ice

Mask: Great Matatu, mask of telekinesis

Powers: Elemental control over Ice, mask power allows him to move targets within his range of view with the power of his thoughts, and allows him to project Psionic force, giving him the power to perform feats such as generating a telekinetic punch.

Equipment: Lacks any real weapons save a single dagger, though he rarely has reason to use it, and prefers to use his medical tools on his ‘patients’ at any rate. Carries a belt around his waist, it contains many tools you’d find on a doctor, things such as a scalpel, vials of different medical drugs, magnifying glass, medical bandages, syringes, etc.

Alignment: Himself/Echelon

Appearance: Like most Toa of Ice he’s got a completely white color scheme. He’s rather scrawny in appearance and his movements and the way he presents himself tend to be as wild and unpredictable as he is, often looking like an insane madman, which is a rather truthful description. He typically wears a thick white lab coat that you would expect to see on a scientist or a doctor, though it is rather stained with blood and he doesn't bother to clean it. He tends to have an insane grin on his face, and will often go into fits of laughter.

Strengths: He’s a scientific genius, specifically in medical science though he has branched out into other fields as well. His level of intellect has allowed him to improvise in the face of lacking advanced technology. In combat he is very unpredictable and highly skilled in the usage of his elemental and mask power. Sometimes his insanity and unpredictability can serve as an advantage, as more often than not his opponents a.k.a. runaway ‘patients’ have no idea what to expect.  

Weaknesses: He has little to no skill in melee combat beyond being able to throw things and wave a dagger around dangerously. His insanity and unpredictability can backfire on him, especially when facing rather improvisational opponents/’patients’ or pulling off an attack that hurts him just as much as his opponent or possibly worse.

Personality: Insane, twisted, sick in the mind. Mad doctor or scientist is really the best description for him, in fact he is a prime specimen of the ‘species’, though they are rather endangered, tend to get themselves killed. He thoroughly enjoys experimenting on his ‘patients’ when he is given permission to do so, both physically and psychotically. He tends to talk to himself and ramble on about things that annoy him, please him or just plain fill him with rage. Anything deemed cute he loathes entirely and will do anything in his power to stomp it out.

Biography: Novan's mysterious past is largely unknown, some say however that he is not native to the island of Mata Nui, and that he learned his unethical practices elsewhere. He currently works for Echelon, more for convenience than anything else. He was also responsible for putting Skyra into the body she currently occupies, and the attempted kidnapping afterward. 

 

Name: Mimira Daring

Gender: Female

Species: Le-matoran

Appearance: Typical Le-matoran build, a bit short for most matoran though, torso is black, arms, legs, and mask are dark green

Equipment: A bag to carry her items in. Le-koran flute, used to summon her Kahu Mistweaver. A sabre with a jade colored blade and golden hilt, has a bandana around her head and a pirate hat.

Alignment: Chaotic Good. Friendly to anyone not scary. Skyra. The pirates of the Infernavika.

Weakness: Being a matoran. Mentally and physically a young child. Incredibly naive, and usually sometimes doesn't do what she is told.

Personally: Mimira is a very young matoran, a child. She's a bubbly, rebellious girl. A very deadly combination.

Pet/Mount: Her Kahu, Mistweaver, is never far off, usually within calling distance.

Bio: Mimira is the youngest of the Darings, and definitely the cutest. She has the same adventurous spirit and sense of complete recklessness the rest of her family seems to share. She has a deep fascination with pirates, enough so that she ended up joining the Infernavika pirate crew, which Skyra reluctantly accepted.  So far she has not regretted this decision, and has been having more fun than she ever thought possible aboard the ship, she seems blissfully unaware of just how dangerous being a pirate really is. She has become close friends with Lasinia, who has become effectively like a big sister to Mimira. Lasinia does her best to keep Mimira out of trouble...unless she's the one causing it with her.

 

Name: Denerium

Gender: Male

Species: Turaga

Appearance: He has orange and white armor, looks like any old Turaga. Mask: Noble Matatu, Mask of Telekinesis

Element: Either he's forgotten or just doesn't ever use it, either way he's not gonna tell you.

Belongings: Fruit Stand, complete with various fruit, has wheels and can be converted into a cart that can be pulled by his pet Mukau

Personality: Rather quirky for a Turaga, obsessed with selling his fruit, and when he does have something 'wise' to say he speaks in non-sense riddles.

Alignment: Chaotic Good

Strengths: Rather unpredictable. Tries use his wits and intelligence to get out of dangerous situations. Is also wiser and much more sagely than he appears to be.Weakness: He is a Turaga, so most fighters could best him easily.

 

Name: Our prodigious name is none other than Talinka Quine of the expired village Cry-koro.

Gender: We could not fathom why people asked us these inconsequential catechisms, we were clearly muliebrous.
Species: We declined to answer the question. Feeling it was rather contemptuousness of them to discriminate a Toa like us. 
Powers: We have slain many antagonists with our magnificent elemental dynamism over crystalline mass. We donned a mask that granted us telekinetic competency. 
Equipment: Along with our prestigious endowment of unnatural know-how, we carry a sturdy spadroon that has been passed down by my people for an eon.  It is formed from paragons. 
We also carry a magnificent armament widely known as a shield. It is also formed from paragons. 
We don’t really carry anything else because we discovered that paragons are rather burdensome.
Alignment: We oblige to an all knowing God called Mata Nui, mostly because his competitor turned out to be a fictional visualization and we wondered what was up with that. 
We don’t know why inhabitants accuse us of bringing commination. 
Appearance: Our armor is rather monotonous, in colors of white and cerulean. Despite our unostentatious appearance we often acquired unwanted observation. We usually glare with our amber circulars. 
Personality: We aren’t known for fantastical winsomeness, and frankly we don’t care. We focus on our woeful quest of martyrdom.
Strengths/Weaknesses: We were rather hushed when we thought about how straightforward we were in all matters, and whether or not it was a good thing. 
Bio: We told them of how our village of Cry-koro once stood mightily on this rather dull islet. And how after many eons we got bored of conquest and embezzlement and decided to throw a party. We ended up very drunk and forgot to keep watch for unwanted party crashers. 
A crazed witch doctor decided that vengeance was in the now and summoned a gargantuan carnivore called the FELINE. It was a really big cat. 
In our drunken disposition we had no choice to flee for the caverns as the FELINE started devouring the masses. We ran wistfully to the olden shrine deep underground, where we acquired the legendary paragon weapons. The heathenous gods that dwelled in the shrine were rather put off by this and enclosed us within a paragon. 
It was quite some time before inconspicuous miners uncovered the shrine and managed to free us from the paragon. They weren’t sure how long we’d been there but they figured it had been a really, really long time.  They proceeded to ask us lots of exasperating inquiries and we quickly grew bored. So we left.
 

Name: Arisaka

Species: Dasaka

Castle and Clan: Menti Caste, Umbraline Clan

Gender: Female

Mask: Kanohi Pakari, the Mask of Strength

Appearance: Mask and external armor are darker shades of blue that gets lighter on the limbs, golden highlights on the edges of her armor. Has fierce yellow eyes that can look straight through you. She appears to be extremely fit and athletic, plenty of muscle there.

Powers: Dual Soulsword discipline, Arisaka is one of the few Menti to have mastered not only being able to wield one psychophysical weapon, but two simultaneously. Both weapons take the form of a standard sword. 

Weapons and equipment: She wears gripped gloves and boots that all her to scale walls and other objects more easily, she has an assortment of crystalline throwing daggers sheathed on each side of her belt, just in case.

Personality: Arisaka isn’t what you’d call a scholar, or one with much of a philosophical outlook. She prefers to get things done with strength and valor, often solving issues with her fists and military tactics. She takes the three virtues very seriously, and finds anyone who dares to break these virtues the worst of scum.  

Strengths: Very few can match the handmaiden’s strength or endurance, Pakari or not. In combat she is in every sense a bruiser or berserker, she will overwhelm her foes with sheer strength and relentless attacks. Has a very tactical mindset.

Weaknesses: Brute strength isn’t always the answer. Arisaka isn’t the brightest Dasaka on the block, and as a Soulsword she is particularly vulnerable to the powers of the mind, such as the Willhammers and the Sighteyes. In the heat of battle she may not realise when she reaches her limit, if such a thing were ever to happen to begin with.

Bio: Even at a young age, Arisaka showed great promise as a warrior. Growing up she always proved to be a cut above the rest in every athletic activity, outdoing every opponent she faced in terms of strength and agility. Only the most clever of opponents could hope to match her, cause they certainly couldn’t match her strenght. She was raised by the clan to be a guardian of the royal family, who only choose the best to guard the Imperial Palace.

 

Name: ??????

Gender: Male

Species: Toa

Mask: Kakama, Great Mask of Speed.

Element: Air

Powers: Control over the element of air. Kanohi Kakama grants him the ability to move and run at incredible speeds on all surfaces, far faster than the eye can follow. When using the Kakama, details and features around him blur and fade from view.

Appearance: His armor is mainly a dark slate gray with dark green highlights. His mask maintains the gray coloring off his armor with a dark green stripe going down the middle. His hands, feet, knee and elbows are black in color.

Weapons: Twin protosteel crossbows, he has two types of arrows he typically uses, arrows made of steel or wood. He has also acquired about half a dozen steel arrows that have been hollowed out and filled with photothermic powder or Stralix Powder as some call it. He uses these explosive arrows sparingly, unlike normal arrows they really have only one use, as they tend to explode upon impact. He is also equipped with a machete and several daggers in case he is forced to fight up close and personal.

Alignment: Himself?

Strengths: A skilled fighter all around, seems to be fairly proficient with both ranged and melee weapons, he's no amateur. He has full mastery of his mask and elemental powers as well. He does not appear to be more skilled in any of this traits vs the rest. His melee, range, and skill with his powers seem to be about equal. His natural Le-koroan speed combined with his mask power makes him extremely hard to hit, or avoid.

Weaknesses: While he has mastered all his skills he isn't necessary superior in any of them, there may be someone who is more skilled in at least one of his strengths. There could be someone who is a better shot than he is with a crossbow, or a better melee fight, or better with their powers. Anyone who can find some sort of advantage such as this could possibly overcome him if they play their cards right, no promises though, he could always expose a weakness in his opponent more quickly than they do, it all depends. Anyone who can trump his superior speed in some way would also put him at a huge disadvantage.

Personality: He seems to have a vendetta of some sort. Very sure of himself. Seems a bit apathetic toward others, not really caring about their troubles.

Biography: This mysterious Toa walks upon the Ga-Wahi beach, almost like a phantom, yet he is quite alive. He may seem familiar to some, but they won't recognize him outright, not by his appearance at any rate. What he wants, or what he's doing in Ga-Wahi are currently unknown.

 

MIA/Inactive characters: Bruntoa, Agate, Wraith, Kehaga

 

Dead characters: Frieza, Emotia, Havon


Edited by Yoko Littner, Jan 12 2014 - 09:14 PM.

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My Bzprpg Profiles, Marvel Rebirth Profiles

Skyra | Savina | Darien | Hakari | Mekana | Lana |  Rekirar | Taleen | Novan | Mimira | Denerium | Talinka | Arisaka |

d8jd4ms7xgv9wdefg.jpg?size_id=5


#11 Offline Click

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Posted May 11 2013 - 07:23 PM

As stereotypical as it is, I'm doing another being with amnesia washing up on Mata Nui. :P

 

Name: Ogeka, "The Castaway"

Species: Po-Matoran

Gender: Male

Alignment: Wealthiest customer

Mask: Black scoped Noble Iden

Tools: Ogeka has two blades charged with an unknown power, although he usually only keeps one around. He is also extremely inventive and able to design practically anything and use it.

Appearance: Ogeka is a brown Po-Matoran with black armor and a black Noble Iden with a scope he uses while inventing. His body seems unbalanced and twisted with mismatched armor from the many times he's rebuilt himself. Image coming soon!

Personality: After washing ashore on Mata Nui, Ogeka has quickly discovered his gift for inventing, and it has made him extremely proud. He also has become extremely paranoid, convinced someone is out to steal his ideas or even him. His brash personality often conflicts with the order of the Po-Koro Sentinels, and he's started a bit of a rivalry with them.

History: Beyond washing ashore on Mata Nui after a storm, Ogeka can't remember anything. Due to his inventive skills, however, he has opened a shop, Ogeka Tech, in Po-Koro, although some rumor he is doing secret deals with the darker side of society. He currently plans to take his small, little noticed business onto the road in a Po-Koro Trade caravan.

Weaknesses: Although Ogeka seems strong and proud on the outside, in actual high pressure situations, he's just another coward. Even if he had everything on his side (which he could if you gave him the time and materials), he would still cave before the slightest threat.

 

 

 

[color=#dda0dd;]Name: [/color] Uitad, "The Broken," "The Wizard"

[color=#dda0dd;]Species: [/color] Qa-Toa (My prefix for Crystal)

[color=#dda0dd;]Gender: [/color] Male

[color=#dda0dd;]Mask: [/color] Volitak

[color=#dda0dd;]Tools: [/color]Elemental power of crystal, albeit weakened from becoming a test subject to many experiments. His usual use of it is to make tiny, sharp darts or crystal traps. He currently has no Toa Tool, although he often creates weapons out of crystal when needed. His favorite form is a bladed staff that he often uses as a walking stick because of the pain he still suffers.

 

This guy won't be appearing for a while, so read on if you want to ruin a big surprise. :D

[color=#dda0dd;]Alliance: [/color]His Master (will be revealed, maybe)

[color=#dda0dd;]Appearance: [/color] Hard labor has worn his once gleaming silver and trans-purple armor into a rusted and dull grey, and an unprepared rebuilding, while saving his life, has left him with a mismatched frame and armor of all styles covering him. His powers have also produced crystals covering his armor, prominently large, dull ones on his back and elbows, after becoming a test subject for an elemental amplification device built by his Master's slaves. His Volitak is also of an unusual style, but also broken, cracked, and chipped with battle scars. Image coming soon!

[color=#dda0dd;]Personality: [/color] After centuries of serving under his Master, all traces of mercy he may have once have has been driven from him. Now, he is sadistic and insane, although he continues to execute his missions with a bit of flair, earning his title "the Wizard." He is utterly loyal to his Master, knowing that if he ever fails him, he will go back to the slavery he once was in.

[color=#dda0dd;]History: [/color] Uitad once was a regular Toa protecting a far away land, but was grievously injured in a Rahi attack. The resident Matoran brought him to a warlord from a nearby land, begging him to heal their Toa, in exchange for extending his power over their land, which he did, but then forced Uitad into bondage for centuries. Eventually, the warlord had some...loose ends to clean up, and found the benefits of having a Toa on his side, bringing Uitad from his bondage and turning him into an agent. Uitad has traveled through the known universe many times over in his quests, but his latest one brings him to Mata Nui, where he has been sent to hunt down Ogeka and get him back to his Master.

[color=#dda0dd;]Weaknesses: [/color] Uitad seems nigh unstoppable when chasing after a target, but that also leaves him with tunnel vision, where he is so focused on achieving his aims that he ignores everything else. He also loves to bring a bit of flair into his successes, which can leave him in dangerous situations when there could be an easy way out. His lack of a Toa Tool can render him ill-equipped for surprise melee ambushes, but he can usually form a weapon fast enough to not be severely injured.


Edited by Click, May 18 2013 - 01:13 PM.

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~click.gif

 

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I've joined the BZPRPG. See my profiles here.

 

See the collection of my writings as well as previews of those to come in The Scarabax Library.


#12 Offline Simon the Digger

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Posted May 11 2013 - 07:24 PM

-The Akiri-

Name: Akiri Jaller
Species: Matoran
Alignment: Loyal to Ta-Koro
Gender: Male
Appearance: Jaller is a strong, athletically built Matoran, mostly red and yellow in color. He walks with the discipline of military background clear in his steps. Jaller generally holds his face in a mask of calmness and focus, even if what lies behind it is stirred by irritation at insubordination or danger.
Weapon(s): None, though he wields most weapons skillfully.
Mask: Powerless Great Hau
Powers: None, save control of Ta-Koro, and natural athleticism.
Traits: Jaller has excellent self-control over his emotions, unlike many of his fellow Ta-Matoran. He can generally keep his temper under control, and is known by all for his courage and responsibility. He has a strong sense of justice. Jaller leads his village firmly, but believes in leading with an ear open to suggestions from his people suggestions that have been escalating in their urge for action.
Biography: Jaller served as the captain of the Ta-Koro guard when Vakama was the villages Turaga. He distinguished himself in combat against the forces of Makuta on many occasions, and his restructuring of the Ta-Koro military was crucial in keeping the Koro safe. When news of Vakamas death reached Ta-Koro, the citizens of his village almost unanimously supported Jaller to take up the Turagas mantle.
Weakness(es): Being a Matoran, Jaller can be overcome physically by most other species of beings in contests of brute strength.

-The Mountain-

Name: Krayzikk
Gender: Male
Species: Toa
Alignment: Neutal Good
Appearance: Krayzikk is distinctly unusual for his species. While most Toa are born of normal stature with their elements intact, Krayzikk did not. He was born towering over the others, even as a child, and this was only accented when he grew up. Most members of his species come up to his lower chest, and the size difference is only punctuated by his physic. He is far more muscular than most, having trained himself to the peak of his already significant physical ability. His armor is gunmetal gray with lighter gray accents, his eyes a startling serious blue. He is seldom seen without his weapons, though he it is rare to spot him in general.Weapons: His prmary weapon is a morning star, though he carries a short sword along with two hidden daggers.
Powers: Krayzikk is remarkably strong. Though this fact is often chalked up to his physical abnormalities, this is only half true; much of his stature and prowess is due to the harsh training regimen he puts himself through daily. Though not nearly as strong as a Pakari user, he is quite powerful, and skilled usage of his Kualsi makes him a deadly opponent.
Bio: Krayzikk, born without powers, was sent to train under a Toa named Song, who taught those with or without powers. While there, he befriended another student by the name of Hikarui. One day, however, a thief came to call. It is not known whether he intended to kill, but regardless he killed Hikarui when he was discovered. Soon after, Krayzikk left his teacher and began to search for revenge. The young, cheerful, being was gone, replaced by a warrior who only sought revenge. He has little contact with anyone, preferring to keep away, lest history repeat itself. And repeat itself it did. He grew fond of a doctor in the Ta-Koro Hospital, Riaril, only for her to apparently be slain by the Mark Bearer Frieza. He later killed Frieza in single combat, and has spent his time protecting Ko-Koro in isolation since.
Personality: Where once he was cheerful and optimistic, he has become a bitter and cold warrior. While he fights by his own moral code, to others it appears as if he has no qualms. He has grown largely out of touch with those he once knew, preferring his own company.
Weaknesses: Krayzikk has no elemental powers, and as a result relies completely on his actual combat skill. This means that when he faces an opponent with powers, elemental or otherwise, he is at a slight disadvantage.

-The Hero-

Name: Tarnok
Species: Onu-Matoran
Gender: Male
Appearance: Like most of those with his element, Tarnok is larger than the average Matoran. Taller, bulkier, and more muscular. His naturally black armor is largely covered by an external set of gunmetal gray armor, one carefully crafted and issued to all of Ussalry Seventh. Its closer to plate armor, designed for maximum protection and maximum mobility. While most Matoran would be weighed down by it, he has trained with it for so long that he can act at full speed despite it. A large knife belt encircles his waist, and a crossbow is almost eternally slung across his back. His powerless Kualsi is usually set in an impassive mask.
Dominant Hand: Right
Powers: None
Abilities: Tarnoks combat abilities are considerable, even for a Ussalmatoran. Prior to his recruitment, he trained extensively with his chosen weapons. Namely, a wide variety of knives. He knows each one, and is quite capable with them. On several occasions he has fought beings far stronger and far larger than he to a standstill at melee range. On several other occasions, hes even won. Upon joining the Ussalry, he took up several new pieces of equipment, and strove to learn how to use each one. Though he still prefers his knives, he is adept at using his saperka, lance and even a sword if the situation calls for it. Practice with the repeating crossbow has helped him become an adept shot, even when firing from Ussal-back.
Weapons/Equipment:
Fighting Style: Weaknesses: Tarnok, despite all of his strengths, is still just a Matoran. In a world populated by beings far more powerful, he is at a disadvantage in almost every fight he participates in.
Widgets: Medium income
Other Possessions: In Helios saddlebags, he carries a well worn book, with notes scrawled in the margins.
Home: Onu-Koro
Affiliation: Ussalry
Alignment: Lawful Good
Bio: Tarnok started life as a simple miner, and were it not for a series of unfortunate events, he would have remained one. After the slaughter of his mining crew, he devoted himself to protecting Onu-Koro, and eventually joined the Ussalry. Though he maintains a low rank, he is considered one of the villages heroes for his protection of Whenua during the Turagas assassination, and his conduct in the face of the Rahkshi hordes.
Other:
Theme Music:

-The Gray-

Name: Ravage
Gender: Male
Species: Toa
Alignment: True Neutral
Appearance: While some citizens may appear strange or odd, Ravage truly takes the cake. His Volitak is forged in such a way that it does not appear to be a mask, but the face of a savage jaguar. The teeth built into his mask are incredibly long, and pointed, more weapons than anything else. His eyes are red, and unusually intimidating. But his head is not all. His entire body ,aside from his eyes, is the darkest black anyone has ever seen. It blends in perfectly with the streets of Ta-Koro at night, or the beaches of Ga-Wahi and the canyons of Po-Koro at the same time. In Onu-Koro, he is nigh on impossible to see unless he wants to be seen. He most commonly walks on all fours, his hands have savage metal claws welded on their back. His armor is lean, and fairly thin, but that is only because he needs it to be so.
HWeapons: Ravage mostly uses his teeth or claws in battle, but he does carry an assortment of small daggers in case he ever needs them.
Powers: Being a Toa of Crystal, he controls that element. Volitak. Ravage is a master of both stealth and agility, being nearly impossible to see at night and only slightly more visible in day. His agility makes up for his thin armor, and one might wonder whether or not he truly was a feline at times.
Bio: No one knows much about Ravage. He is a former assassin, though in recent times, has fallen in with a group of Toa from another land.
Weaknesses: Ravage has rather thin armor, and relies more on his speed than his strength.

-The Embittered-

Name: Liara
Gender: Female
Species: Toa
Alignment: Lawful Good
Appearance: Liara is a tall Le-Toa with emerald green armor, small portions of black highlighting the contrast between them. Her eyes are a deep blue in color, usually filled to the brim with a a sarcastic light. She wears a belt outfitted with multiple pouches to house her supplies, as well as a hidden sheath for her knife. An unbuttoned white, just over-waist-length coat is worn to keep her own skin clean from any fluids leaked during her line of work.
Weapons: Since the cessation of her criminal activities, Liaras armament has slowly reduced in size to the level it is now. Where once were knives and daggers are ointments and medicines, with even her former blowdarts repurposed for medical uses. However, this has not dulled her skill with the knife she carries, or her aim with the sedative-tipped darts.
Powers: Liara is skilled in the usage of her element, both defensively, and in more practical methods. Her Kadin affords her the power of flight, and she is a very skilled doctor.
Bio: Liara was once one of the islands most notorious criminals, though she was not known to them by that name. After an incident in Ta-Koro, however, she ceased her criminal activities and fell in with a group of guardsman. She traveled with them for an extensive period of time, and was one of the last to leave the group. Following the destruction of her previous abode, she is believed dead, and her change of appearance has rendered her almost unrecognizable.
Weaknesses: Since her shift to a lawful lifestyle, she has ceased to carry much of her former weaponry. As a result, if pressed, she is remarkably under-equipped.

-The Atoner-

Name: Jikal
Gender: Male
Species: Toa
Alignment: Neutral Good
Appearance: Jikal is a very tall member of his species, standing head and shoulders above most. He is rarely seen without a cloak obscuring even the blue and gold of his armor, and as such, he is most identifiable by the equipment he carries. His eyes, when they are seen, are a royal blue, and filled with an infinite, and impossible to explain sadness.[/color][color=#daa520;]
Weapons: Jikal wields a heavy broadsword, the sword being almost as tall as he is and three of his hands wide. He also wields a variety of small daggers, which he wields with great skill. A black guitar is carried on his back, and is seldom left behind.
Powers: Jikal wears a Kadin, the great Mask of Flight, and is a skilled user of his element.
Bio: For a long time, Jikal was an ordinary Toa, ordinary life and ordinary childhood. He had no enemies, but no close friends either. Then one day he woke up in Le-Koro with no idea how he had gotten there and a mark on his right shoulder. When this mark activates, another personality takes over as well. This isn't the only time this personality does that, but it is the most consistent. Jikal has no idea where the mark or the personality came from, and if the personality knows, he isnt talking. However, Jikal has since been freed of both the Mark, and the alternate personality known as Iris. He has spent the past few months wandering the island, trying to atone for what his Mark forced him to do. This is difficult, however, due to the fact that some guard agencies still wish to arrest him, and bring him to their perceived justice.
Weakness: Jikal is unused to having his mask, and the absence of his Mark. As a result, he will occasionally forget to make use of his capabilities.

-The Protector-

Name: Krayn Inzaka, Lieutenant
Species: Toa of Sound (De-Toa)
Gender: Male
Appearance: Krayn stands taller than most of his species, though it is not immediately apparent. His armor is the natural gunmetal gray and silver of his element, though the former is more prevalent in his armor than the latter. He wears a black Sanok. His eyes, behind the mask, are dark green in color, and often unreadable in expression. If it's true that the eyes are the window to the soul, then Krayn's soul is very guarded indeed. He is seldom seen without his dark gray coat, made of a material light enough to be breathable, but still thick enough as to be effective in the wastes of Ko-Wahi. Pinned to the lapel is his Gukko Force badge, kept polished to a shine. A black fedora is often perched atop his head, and a wooden cane is often held in his right hand.
Dominant Hand: Right
Powers: Krayn has a Toa-level control over the element of Sonics, and the use of his Sanok.
Abilities: Krayn, as a Lieutenant in the Gukko Force, is a highly skilled operative. Effective both in melee and ranged combat, Krayn prefers to make use of his swords, only using his knives when necessary. A decent shot in ranged combat even without his mask, he is truly frightening when he makes active use of it. His hand to hand skills, though passable, are not a preference. He is highly skilled at making use of his element both in combat situations and out, often using it to augment his attacks, or using it to amplify his senses.
Weapons/Equipment: Krayn is rather well armed for a member of the Gukko Force, though by the standards of some other organizations, much less so. His cane, most often used for aid in walking through uneven ground, or when injured, conceals a straight edged sword that can be drawn with ease. A wakizashi is sheathed on the left side of his wait, the handle protruding through a specially designed slit in his coat. During the time since Makuta's fall, he has exchanged his smaller, more concealed crossbow for a larger repeating model that is slung near the right side of his waist. A collection of dagger and knives are scattered about his person, come concealed and some easily drawn. The longest of them, meant for combat, is sheathed on his right side. In addition to his weapons, however, he carries a variety of supplies in the pockets of his coat, or in a small bag.
-A small iStone.
-Dried rations, enough for a few days in the wild.
-A first aid kit.
-The book of military regulations.
Fighting Style: The fighting style Krayn prefers is not complicated, or graceful, it is practical. Why bother with a complicated dueling posture, when one can simply act? He prefers fighting at mid to long range, where he can act with room to maneuver. He often uses his element and mask to augment his movements, either to incapacitate and distract his opponent, or to perform well-aimed strikes that would be difficult to accomplish otherwise. He relies on a balance of speed and power to fight effectively.
Weaknesses: Krayn's largest weakness is one inherent to his race; namely, his sensitive hearing. Normally, he makes use of his element to diminish the sound reach his ears enough to keep it within tolerable levels, but loud enough sounds that occur fast enough could bypass this. In addition, he is only average at hand to hand and close range combat.
Widgets:
Other Possessions: A copy of the Le-Koro book of regulations with the rear half of the book clued together, and cut out to fit a small bottle of Salamanders. It was a gift from a friend, and though he never uses it for its intended purpose, he carries it anyway.
Home: Le-Koro, though he spends little time there.
Affiliation: Gukko Force
Alignment: Usually Lawful Good, he has lately started slipping towards Neutral Good.
Bio: Krayn has been a villager of Le-Koro for his entire life. When he came of recruitment age, he was thrilled to discover that he had been accepted into the Gukko Force. He trained as hard as he possibly could, both mentally and physically, but he always found that despite that, he was looked down on by the majority of the other recruits, including one Skyra Daring. Despite this, however, he maintained a positive outlook, refusing to let it get to him, or even acknowledge the fact. But that changed on the same day that his idol, an officer by the name of Darylhii, seemingly went insane and attacked his fellow guards. In the days following, the cheerful De-Toa become more repressed, less jubilant. Decades later, he is simultaneously one of the Force's most effective guards, and its most disliked. His by the book behavior did not earn him any friends among the Force, and it showed. After one particularly nasty incident, involving the interference of several outside officers in an arrest, he decided to go on a vacation. Along the way, he was accidentally roped into a heated situation with the Mark Bearers, one that very nearly ended in his own death. He eventually fell in with a mixed group of officers, all of whom would later be a part of the short lived Aggressors Task Force, and slowly began to loosen up a bit. He has most recently spent the majority of his time, both professionally and casually, in Po-Koro, though its recent policies have somewhat soured him to the village.
Other:
Theme Music: Undecided

-The Balanced-
Name: Atrin (AT-rin)
Species: Valkyr
Gender: Male
Appearance: This body has undergone many changes. Where once it was a deep blue, its color was forcibly drained, forcing it to a gray devoid of life. And that is the state in which it has existed for many weeks. But the ceremony through which Atrin arrived on this plane of existence has brought life back to the once weak form. His primary color is a pure white, as beautiful as the new fallen snow. It is covered with lightweight extra armor of shining silver, the covers his shoulders in elegant, stylized pauldrons. A breastplate of the same covers his chest, as well as guarding his forearms and shins. His masks sides sweep back and angle up, hugging his head closely, and ending just barely past the back of his head. But the most striking feature are the wings on his back. A paler silver, somewhere between the two tones of his armor, they evoke images of angels, gentle, but unyielding. When extended, they stretch out to his sides each easily as long as he is tall, though they fold easily against his back.
Dominant Hand: Ambidextrous
Powers: As his host lacked one upon his transformation, a mask was fashioned upon Atrins entry to this realm. Namely, a Kanohi Hau. He has no inherent other powers.
Abilities: Unlike the opposing group of his species, Etrin does not possess enhanced speed and strength. Though he is by no means weak, his kind has other purposes in mind. He retains the skills his host formerly possessed, and as such, is a highly skilled fighter despite his lack of physical power. His abilities lay in his senses. Where the others are made stronger, Etrins senses are boosted to much higher levels. He can see more clearly, hear more acutely and smell far easier than the average being. As such, his remaining two senses are similarly enhanced, though they are rarely as useful.
Weapons/Equipment: Atrin has done away with much of his hosts old weaponry. It was cumbersome, and overall inefficient. In its place, he has two straight swords, sheathed on either side of his waist. A cross bow is slung over his neck, and hangs at his side, while a long dagger is sheathed on either thigh. He also has a disk launcher on his back, with a few weakness disks. They were taken by Krian from a dead Lesterin.
Fighting Style: Though Atrin will never instigate a fight, his duty often leads him into conflict. He seeks to end fighting as swiftly and efficiently as possible, which means he has few qualms about taking the cheap shot if he must. He prefers to fight at a reasonable range with his swords, though he is a very capable hand-to-hand combatant if pressed.
Bio: Atrin has arrived on this plane of existence only recently, shortly before the fall of Makuta. He works to correct the imbalance caused by the arrival of evil Valkyr to this dimension, and uphold justice.

-The Wild Card-

"Ma'am, I can be a bodyguard, a caravan protector, a handyman, I can be a babysitter, so long as you've got the coin."

Name: Rerin Haln
Species: Lesterin (Air)
Gender: Male
Appearance: Rerin is rather tall, and if you were to ask him yourself, he would say that he was handsome, and by all accounts, dashing. Neither of these is far from the truth, though he is prone to exaggeration. His armor is primarily a deep green in color, typically covered in a layer of dust and sand, though when clean it reflects the light in an almost pearlescent display of color. Small highlights of ruby red contrast to create a combination of color overall pleasing to the eye. However, his armor is most often covered by a lightweight gray over coat. Said coat is made of an unusual material, durable and capable of holding in heat, but not so heavy that it is too hot when traveling to the warmer Koros. It is most often worn unbuttoned, flapping idly in the wind, and allowing him access to the interior pockets. A wide, flat brimmed fedora if often pulled down over his face to keep the sun out of his eyes. Despite the capability of his people to wear and use Kanohi, he forgoes that option completely, in favor of his own natural face.
Dominant Hand: Ambidextrous
Powers: N/A
Abilities: As with all Lesterin of his element, is faster than most, and capable of holding his breath long after any other being would have died of oxygen deprivation. In addition, he is a sharp shot with his revolver, and a reasonably skilled hand-to-hand combatant.
Weapons/Equipment: Rerin carries only two true weapons. The first is a six shot revolver, carried in a holster on his left side. The weapon is carefully maintained, despite its weathered, used appearance. Though it clearly once gleamed in the light, it now shines with the dull glow of a weapon that has proven a reliable companion throughout the years. The second is a short, basket-hilted rapier, though he rarely carries it with him, preferring instead to only take it out when he is on the road. A small survival knife is kept on his belt, as is a small, leather pouch that contains his ammunition.
Fighting Style: Rerin would, given the chance, avoid fighting completely. But since this is not a perfect world, he is quite capable of defending himself. His passive speed allows him to swiftly draw his firearm, and his natural skill allows him a steady shot. Likewise, his speed allows him to reload far faster than most beings. However, sometimes, his revolver simply isnt enough. For those times he has his trusted rapier, a quick moving blade that he can use to deflect enemy attacks, and deal out injuries in return. Due to his weapons of choice, he is far quicker and more nimble than most.
Weaknesses: Rerin, despite his speed, is not a very strong being. His weapons rely on speed and accuracy rather than strength or force, and he could be overpowered if the advantages his speed presented to him were stripped away.
Widgets: Rerin is almost eternally poor, his pay too sporadic for a stable lifestyle.
Other Possessions: A single flask of brandy, perpetually kept full, in his left breast pocket.
Home: Nomadic
Affiliation: None
Alignment: Neutral Good
Bio: Rerins past isnt very well known, and no one has ever bothered to ask. He simply showed up on the island one day and began making a name for himself. He does odd jobs, mostly. For the right price, ###### be your bodyguard, guard your caravan, or even run a few errands for you around town. He prefers things like the first two, though. The Lesterin isnt hard to find, hes usually sitting in the corner of the villages most notable bar, in a state of semi-inebriation. Its a state that he occupies often, not nearly so drunk as to be incapable, but not sober, either. What few people realize, however, is that due to his bodys adept processes, he could go from reasonably intoxicated to sober in a matter of minutes. He is almost always short on cash, and looking for the next job, wherever it is. The first reaction of many upon seeing him is to discount him immediately; his lack of evident weaponry and personality lead many to consider him a fool, or worse, the picture of incompetence. However, he remains on good standing with all the guard forces, having done them all a favor once or twice in the past.
Other:
Theme Music:

-The Ace-

Name: Vos Terin
Species: Vortixx
Gender: Male
Appearance: Vos stands remarkably tall for his species, and he moves with an unsettling ease. Each step is fluid, but carefully calculated, each one merely a part of a larger intent. His armor is gunmetal gray, with pitch black highlights. Physically, he is much the same as the rest of his species. Tall and thin, he is remarkably adept at moving unnoticed when he wishes to. It is there, however, that he makes a great distinction. He moved unnoticed, not unseen. Save those who use a Huna or Volitak, everyone can be seen. And it takes a remarkable lack of skill to use those methods, It takes significantly more talent to move through a crowd, seen, but unnoticed. Every article of clothing, from his head to his toes, is colored darkly. His boots are made of the finest possible black leather, kept meticulously polished and maintained. He has a tendency to wear a black suit, the color only broken up by the brown leather of his revolver's holster, slung at his left side, and the same colored satchel he carries his tools within. When he goes out, he often done a dark gray overcoat, all the better to conceal any tools he carries with him. His eyes, set above a usually impassive face, are a peculiar shade of yellow.
Dominant Hand: Left
Powers: None
Abilities: Vos has no particularly outstanding physical abilities. He prefers skill, rather than strength. As a result, he has carefully hones his aim with his revolver, as well as a multitude of less direct fighting styles. However, his greatest advantage lies with his mind. Filled with as much knowledge as he could gather, and a remarkable intuition, it is his deadliest weapon. His is the mind that has brought down criminals, and toppled gangs. His knowledge of the criminal mind and the nature of crime is unparalleled, save perhaps by the criminals themselves.
Weapons/Equipment: Vos carries only one true weapon. A six chamber revolver, with which he is a very skilled shot. Unlike some firearms that arrive on the island, this one requires an individual priming in between each shot, reducing its firing speed. He also often travels with a protosteel walking stick, that can be used as a melee weapon in a pinch.His largest arsenal, however, are his tools. Scalpels, rulers, protractors, and other devices are stored in his satchel, and he is skilled in the use of them all. His most useful tool, however, is the tablet he stores on his person. Locked by a four digit pass code, only he knows how to access its contents. It is a storehouse of knowledge, filled with the case files of cases he has solved, and the compiled knowledge of his line of work. Much of it is stored in his own head, but as he puts it, even a library can get cluttered from time to time. It is also capable of taking photographs.
Fighting Style: The Vortixx's fighting style, as the rest of his life does, revolves around his knowledge. Fighting styles, psychology, anatomy, all are his tools. He is a master of manipulating his foes, and turning their own force against them, one way or another.
Weaknesses: Vos is not very physically strong, nor does he have any particular powers. On this island, both can be a death sentence.
Widgets: Unknown
Home:
Affiliation: The Mysterium
Alignment: True Neutral
Bio: Vos is an enigma. He appeared on the island a few decades back, and settled in Ga-Koro quite promptly, setting up the Mysterium almost immediately. He was a detective by trade, though bounty hunter by hobby. Crime was his fascination, his fixation to the exclusion of all else. Whenever he took a case, he saw it through. Clients would sometimes receive letters years later, detailing the results of a case they had long forgotten. But through all of this, he remained quiet. The more famous detectives on the island, despite their best efforts, could dredge up little about him, not even the cases he had solved. Everything was carefully removed from records or otherwise hidden, obscured from their view. In contrast, he slowly built up his own name, building his reputation as a reliable investigator, if a little... Off putting.
Other:
Theme Music:

-The Joker-

Name: Xohkan
Species: Ga-Lesterin
Gender: Male
Appearance: Xohkan is of roughly average height for a Lesterin, which translates to roughly average height for a Toa. He wears a mask in the shape of a cerulean blue Kakama, the "fins" slightly more aerodynamic than normal, hugging closer to the sides of the head. His armor is not quite as bulky as most, more sleek, hugging the body tightly to allow for better ease of movement. He has fin-like protrusions on his shoulder and legs, allowing for more effective movement in his home element. The top layer of armor is a deep cerulean blue that has a similar visual effect as a fish's scales whist submerged, but the lower layer contains much more burnt orange highlights over a darker shade of blue. He often wears a wide brimmed hat to protect himself from the sunlight, as the arid deserts of Po-Koro are not his preferred habitat. He often makes use of a scarf to keep the sand out of his face. His weapons are held in leather sheathes and straps, and a large canteen is slung at his side.
Dominant Hand: Left
Powers: No powers as such. However, his biology grants him increased agility, the ability to hold his breath for extended periods of time, and a digestive system capable of handling all but the most powerful of toxins. He also wears the Mask of Sensory Aptitude.
Abilities: Xohkan is a strong fighter, both on land and in the water. However, as he lacks brute strength, he relies on his speed and intellect to win the day. He is knowledgeable in psychology as it pertains to his job, and can perform basic first aid. However, one of his most dangerous abilities is his combination of natural agility, and his Mask. He can detect threats in advance, and react far faster than most beings.
Weapons/Equipment: Sheathed on either thigh is a long, blued protosteel dagger. The material is strong enough to deflect sword blows, as is often a part of his fighting style. He also has several daggers secured on his body, and a small, waterproof pouch of vials. Each vial contains a poison, one of two variants; one targets the nervous system, and prevents muscke movement after several minutes, The other is far more lethal; a cocktail of a variety of poisons from around the island that will prove lethal under most circumstances. The vials are identical, and no one but him knows the makeup of the poisons.
Fighting Style: Xohkan's style is mostly based around speed and agility. He will deflect or dodge blows as he can, and wait for an opening to strike. On rarer occasions, he will apply one of his poisons to his blades for use against a foe.
Weaknesses: Xohkan is not nearly as armored as most. He relies on flexibility and speed rather than defensive materials, and a blow against him is more likely to cause damage than against a more armored foe.
Widgets:
Other Possessions:
Home: Po-Koro
Affiliation: Sentinels
Alignment: Lawful Good
Bio: Xohkan appeared shortly before the Rahkshi attack, and he was one of the more prominent civilian fighters during the assault. After Makuta's fall, he was recruited into the Sentinels to help swell their depleted ranks. He serves with distinction as one of Po's only amphibious warriors; in fact, the tributaries located near the village are commonly considered to be his domain. If anything foul occurs within the region, he will know.
Other:
Theme Music:

-The Toroshu-

Name: Nihonei
Species: Dasaka
Clan and Caste: Eiyu, Toroshu
Gender: Female
Appearance: Nihonei is of slightly shorter stature than most, and she wears a set of carefully crafted crystalline armor, its quality and appearance befitting a Toroshu. However, it is rare that she carries any real weapons, though it is well within her rights to do so; more often, she can be seen sitting over a dusty tome or a fresh piece of material, writing tool in hand. Despite her stature, she is a very kind, even friendly, individual to those of the lower castes, and the near constant kind smile on her face is a testament to this fact. Despite her almost motherly nature, Nihonei is still in the prime of her life, and her movements belie her athleticism. She did not, after all, retain her seat as Toroshu by being incapable.
Dominant Hand: Left
Powers: Nihonei is an incredibly skilled Sighteye. Much of the time, this is used for the purposes of teaching; her abilities allow her to perfectly recreate a historical setting, and allow students to explore it, learning not just through reading, but through their senses as well. However, when necessary, this can take on a decidedly nasty tinge, allowing her to keep her opponents confused, even trapped, while her students or aides dispatch her foe.In addition, she is quite well versed both in the arts of the Twin Soul training, and in its use. However, if she has ever had a partner of her own, they have not been seen for quite some time. She wears a Kanohi Volitak.
Abilities: When pressed, Nihonei is a skilled combatant with a wakizashi, her nimble nature allowing her to make effective use of the small weapon. In addition, as an illusionist herself, she knows how to make the most effective use of her Volitak.
Weapons/Equipment: On most occasions, Nihonei does not carry any weapons, preferring a pacifistic appearance, and if push came to shove, her own limbs for defense. However, she owns and in times of need will don a combination of both a wakizashi and a katana.
Fighting Style: In the event that Nihonei must personally dirty her hands, she makes stunning use both of her illusory abilities and her mask to force her opponent to be uncertain where she is, or truly if she is there at all. Her weapons lend themselves to this style of lightning strikes and distractions, effective for use of a smokes-and-mirrors fighter.
Weaknesses: Much of the time, for reasons unknown, Nihonei is denied the skill that makes her clan powerful. While she is quite competent without it, her lack of inherently offensive capabilities aggravate the fact that she was clearly a support fighter for a more offensive fighter originally.
Widgets: N/A
Other Possessions:
Home: The chateau of her clan on Odaiba.
Alignment: Lawful Good
Bio: Nihonei was born into the Eiyu clan, and she took to their teachings like a fish to the archipelagos seas. She chose Sighteye as her discipline quite early, its nearly infinite number of possibilities quite attractive to the curious and eager student. As with the majority of her clan, she did indeed undergo the training for the Twin Souls, and she and her Soulsword partner were, for a long time, a shockingly effective team, even for Twin Souls.At some point between then and now, her partner departed. For what reason, in fact in what manner, they departed is still unknown to most. But as Toroshu, Nihonei has never publicly acknowledged that their departure even occurred. She leads quite ably, and her clan has rarely been more prosperous than it has been under her leadership.
Other
:Theme Music:

-The Honorable-

Name: Sinshi
Species: Dasaka
Gender: Female
Clan and Caste: Umbraline, Menti
Appearance: Sinshi stands slightly taller than the average Dasaka, with an athletically slender build, Sinshi wears a remarkably lightweight set of crystalline armor. Though the trade off is less protection from attacks, this way, it is slim enough for her to wear it underneath a set of blue-gray set of kimono-esque robes. A pair of small crystalline lenses are often perched on her nose, crafted by a Ringti artisan at her request. By all appearances, she looks more a scholar than anything else, and many have taken her for such in the past. Bright, inquisitive eyes peer through her blue-green Calix, face eternally set in mild amusement.
Dominant Hand: Right
Powers: Sinshi is a Soulsword, and a rather adept one, at that. Her chosen weapon is a familiar friend, one who's face she could never forget, even if she tried. Her chosen weapon is a light straight-edged sword composed of the same psychophysical energy as that of other Soulsword weapons. She wears a Kanohi Calix, allowing her greater grace and agility on the battlefield.
Abilities: Sinshi is a highly skilled fighter, primarily at close or midrange. In addition to her skill with her blade, she is also a decent hand to hand combatant, and during her Menti training, she learned to use other common weapons with reasonable competency.
Weapons/Equipment: Soulsword, glasses. Sinshi commonly carries a collection of texts in a bag with her, whatever she happens to be reading at the moment, and a few dried provisions if she intends to be out and about for a while.
Fighting Style: Under most circumstances, Sinshi would prefer not to fight at all. But, when the occasion requires it, her fighting style is built largely around maneuverability. She's naturally quick, so with the addition of her Calix, she can often outmaneuver her opponents altogether with a series of lighting quick attacks and evasions.
Weaknesses: First and foremost, Sinshi possesses little in the realm of ranged capabilities. Keep her at a distance, and she'll have a hard time fighting back.
Widgets: N/A
Other Possessions:

Alignment: Lawful Good
Bio: Sinshi was born into a decidedly low rank of the Umbraline clan, a fact that has persisted throughout much of her life. She has no special relation to the Rora, no solid ties to the clans leadership, no direct relatives in positions of importance. Her parentage is nothing special, nor is her lineage. In fact, the majority of her ancestors were simple Menti of no real standing, though some of her elders cling to the knowledge that once upon a time their branch was something important.
Whether or not that was true then, it is far from true now. Their branch is merely one of the common rabble in the clans eyes. For a time, this bothered Sinshi greatly; how was she to bring greater honor to her family, when there were no opportunities available? How was she to better herself and her familys standing when they seemed eternally relegated to the mass of weaker branches? These questions were only amplified in her mind when during her training she found a great disparity in the skills one possessed, and the rank they held. Sometimes those with great skill came from a low branch, where some of those with ties directly to the Matriarch barely knew how to hold a sword, let alone swing it. For a long time, she threw herself into her training, hoping that the answer might make itself clear. She proved herself an able combatant, but still she could no progress further, the rigid structure of society confining her, for the moment, to her place in life.
But with continuous effort eventually came resignation. Nowadays, she uses the advantages of her low stature to her benefit. Few people care what she does, and as such, she finds herself with an abundance of free time, time that is most often devoted to learning about whatever strikes her fancy at the moment. Her skills have not dulled, but long years out of the eye of those who knew them have left her with a decidedly unremarkable reputation, an unfortunate fact for any who insult her, or her familys, honor. But her resignation is not complete; in the back of her mind, she still hopes that one day she might make her family great again.
Other:
Theme Music:

Name: Kagesu
Species: Dasaka
Clan and Caste: Eiyu, Menti
Twin Soul: Masuyo
Gender: Female
Appearance: Kagesu, from the day she was born, has been unusual. As a child, she was downright frail, unable to stand up to even the lightest training. Her build is slim, though it was far more pronounced in her younger years, not the look one would think for a warrior. But then, Kagesu defies many of those expectations. Her natural armor is far darker than normal, just a shade above the deepest navy. The color has often been compared to the same shade the sky turns at dusk just a short time before night falls, the closest comparison that anyone has ever come up with.

Rather than trying to conform to the norms, she has a tendency to wear plainly designed lightweight crystal armor, nearly indistinguishable from the standard set worn by low-ranking Menti save for one fact; the armor was crafted quite carefully to minimize its naturally reflective properties through liberal application of tints during its creation, resulting in a color just a shade lighter than that of its owner. More often than not, she can be seen with a belt wrapped around her waist, one that holds an odd mix of devices and tools uncommon to the archipelago. Her mask, a Kanohi Sanok, is shaped not at all dissimilarly to a Kakama, but the hard edges have been softened, sharp angles turned into gently sweeping curved planes.
Dominant Hand: Left
Powers: Kagesu is a highly accomplished Sighteye, capable of using her illusions to confuse, redirect, or outright fool her opponents. This is a skill often used in conjunction with the abilities of her Soul Twin, Masuyo, and her own mask, a Kanohi Sanok.
Abilities: Outside of her powers, Kaegsus abilities are a bit Unusual. In the Kentoku Archipelago, the vast majority of combat styles are open, clear. Despite their intent, they are artful, graceful, and honorable. Kagesu takes those traits, and goes an entirely different direction with them. She is a master of stealth, able to move with near silence, and blend in with ease in most environments. With regards to actual combat, she is an uncannily accurate shot with her ranged weapons, and skilled in the use of her chosen melee ones.
Weapons/Equipment: Kaegsu carries a versatile range of weapons, many of them rather uncommon, including;
-An uchigatana, a curved blade of roughly sixty centimeters, sheathed at her side, the sheath carefully detailed in golden archaic lettering.
-Two crystalline kunai, one attached to her belt on either side of her body.
-A small number of shuriken in a pouch on her left side.
-A small pouch full of small crystalline spheres on her right. Each one is a rudimentary smoke bomb, capable of providing a quick screen to conceal her movements.
Fighting Style: From a glance, it is obvious that Kagesu is not a brute force fighter. Her style, in fact, relies on quite the opposite. She prefers to act as a support fighter, using illusions and distractions to keep her opponents too off balance to deal with her partner. Due to her clans training, she and her partner are almost like two halves of one mind, able to cooperate with lightning speed and efficiency in battle. On the occasions that she does have to fight directly, however, she is capable of defending herself quite easily. She practices several more archaic styles of fighting, notable in that the mere act of drawing her blade from its sheath is often delivered in such a way that it is a blow in and of itself. However, getting her to truly draw her blade is a rarity, and should be taken as a sign that she is taking that particular fight deadly seriously.
Under normal circumstances, she is more likely to make use of her kunai. Contrary to popular belief, while they can be used as such, they are not primarily ranged weapons. They are intended for quick jabs and stabs, while maintaining the durability necessary to deflect a sword blow. And that is the essence of her fighting style in a nutshell; she is not nearly strong enough to win a contest of strength, so she redirects enemy attacks, dodging, blocking, and moving with the agility and fluidity of water across the battlefield.
Weaknesses: Kagesu is not physically strong. While she is fit, most other warriors would easily win a contest of brute strength. In addition, when using her illusions, she is rendered immobile.
Widgets: N/A
Other Possessions:
Home: Eiyu Chateau
Affiliation: Eiyu

Alignment: Neutral Good
Bio: The day Kagesu was born, her parents were, in truth, uncertain of what to do. Though delivered on time, she was a weak, feeble child. There was never any doubt that she would survive, she was simply Frail. But nevertheless, she was their child, and they cared and raised for her as best as they could. However, as time went on, it became more obvious that it wasnt going to be an easy task.

Her physical endurance and stamina were spectacularly low, and she struggled with even the most basic physical training. Her sparring partners beat her almost universally, and were it not for her peers outwardly polite facade, she would have been a laughingstock. Skilled as she was in the realms of the mind, she had an inkling of their thoughts nevertheless. Her parents worked to be patient, but it was clear they struggled to do so. The only things that allowed her to save face at all were her growing aptitude as a Sighteye, and her persistence. But no matter how hard she tried, it was glaringly obvious that she was never going to be able to master the fighting styles favored in modern times. They were too strength focused, too much reliance on straight blocks or similar blows.

And so it was that this pattern continued for a long time, each day more or less the same as the last. Ironically, it was her penchant for intellectual stimulation that led her to the answer to her problems. Within the vast Eiyu library, she found texts referencing an older style of fighting, one that, from the passing references, seemed to be just what she needed. It took almost a week, but with the aid of one of the librarians, she tracked down a handful of detailed accounts of the style she sought. It had been created in a far earlier period, almost gone from living memory, but the information was as clear as the day that it had been committed to word. Redirection, stealth, agility All of these and were elements of combat, the select few, that she was not only capable of, but excelled in. Armed with newfound knowledge, she threw herself once again into a training regimen, but this time, with a clear plan. It paid off. Slowly but surely she was able to begin going toe-to-toe with her formerly unstoppable peers, and after a while, she began winning. Even in a sparring match, the skills and techniques from the past were enough to level the playing field, and in less orderly war games, even dominate.

In the present day, she works closely with Masuyo, her partner, working to keep her skills sharp each day, though much of her time is dedicated to the pursuit and compilation of knowledge.
Other:
Theme Music:

Name: Ensis Duellant
Species: De-Toa
Gender: Male
Appearance: Ensis would describe himself as a tall, dashing man, and truthfully, it's not too far from the truth. His armor is sun eaten and worn, but it has the same charm as it always has, though it is most often invisible beneath his long black naval coat. Said coat is almost eternally left unfastened, and as such, the coat tails tend to flap in the breeze. He wears a worn leather belt around his waist, his long sword buckled to his left and several pouches adorning the rest of the belt. He wears a set of sturdy boots, and a gray hat at a rather precarious angle. His mask, unusually, is fairly plain, almost like a longer, unadorned gray Hau.
Dominant Hand: Right, though functionally near ambidextrous.
Powers: Ensis has Toa level control over his element, in addition to the powers granted to him by his mask, the Kanohi Duruam (Approved by Nuju.). The Duruam upon activation releases the biological limits on his muscles by means of an adrenal boost, however, the removal of said limits can cause massive damage to his muscles. The longer it goes on, and the more effort he makes, the more damage his body suffers ranging from strained muscles to potential cardiac arrest.
Abilities: Ensis is a stellar duelist and overall swordsman, nigh on unparalleled in his home, and as of yet untested on Mata Nui. He is adept at using his element to augment his abilities. However, the effects he can muster manifest on a larger scale than what most elemental adepts are fond of. He is a decent hand to hand combatant as well, but swordplay is his true forte.
Weapons/Equipment: Ensis carries on his person;
-A protosteel hand and a half sword of simple build, but exceptional quality.
-A long knife, able to serve both as a survival tool and a weapon, sheathed on his right.
-A pouch of dried food.
-A small first aid kit attached to his belt.
Fighting Style: If Ensis had his way, every fight would be resolved with a blade in hand, and powers a non-issue. But that isn't how the real world works. His fighting style is composed primarily of swift, fluid movements, transitioning easily from jabs and stabs to slashes and parries. His element is often used to supplement his attacks, or otherwise deal with his opponent.
Weaknesses: His greatest weakness lies in his lack of long range capability. Attack him from a distance, and he'll be hard-pressed to fight back.
Widgets: Precious few
Other Possessions:
Home: N/A
Affiliation: Crew of the Infernavika

Alignment: Chaotic Good
Bio: Ensis hails from a faraway land, though he won't say exactly where, nor will he talk much of his last there. For unknown reasons, he set sail on a battered ship with a decent crew, only to lose the crew and most of the ship in a storm. This same storm pushed the craft closer to Mata Nui, where he met up with the Infernavika just in time to lend a hand in their exploration of the Kumu Islets.

He's been with them since.
Other:
Theme Music:

Edited by Simon the Digger, Dec 21 2013 - 09:42 PM.

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#13 Offline Emissary

Emissary
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Posted May 11 2013 - 07:25 PM

-The Resolute-

 
Name: Lux Saran
Gender: Male
Species: Matoran
Equipment: A custom-made claymore with a steel triangle of a blade and a leather grip, which is usually kept in a leather sheathe, where it's found more use as a cane than as a killer.
Kanohi: Powerless Kakama
Element: Stone

Alignment: Neutral Good

Personality: A humanist by nature, though he can't remember why, Lux is one of those rare people who'd give you the shirt off his back if you asked it; however, after brainwashed friends, scrapes with death, retrograde amnesia, and Parakuka infestation, the first traces of cynicism have reared their ugly heads.
Appearance: Taller and bulkier than your average Matoran (even by Po-Matoran standards), Lux is sheathed in yellow armour with a dozen odd runes engraved onto his chest, and weighed down into a hunch by a mottled-green lump of a Parakuka. Green eyes glimmer out of fairly plain face, marred by a scar across his right eye, and a twisted left leg and surgical incision across his torso attest to his participation in the final battle of the Makuta Wars.
Widgets: 257
Dominant Hand: Ambidextrous, though he favours his right.
Biography: A wanderer in the past, and wonderer in the present; rapidly losing his memories after the Battle of the Rahkshi in Onu-Koro, Lux is a different man from his days of exploring. He turned back to blacksmithing, all the while searching for his lost past, and along the way, encountered two strangers who would change the course of his life.
 
In tow with the enigmatic Day and the vivacious Melna, he's unknowingly returned to his travelling ways; something he may come to regret, after having been struck by a Parakuka in the deserts of Po-Wahi...
Weakness:
Lux has never actually completed any sort of combat training, so his fighting skills are only half-decent (at best). And although tempered by heartbreak and memory loss, he has retained a idealism that can be exploited by those merciless and cunning enough to do so. 
 
 

-The Fighter-

 


Name: Plagia Simul

Gender: Female

Species: Toa

Equipment: Nothing at the moment, except for her fists. And don’t underestimate those.

Kanohi: Hau, Mask of Shielding

Element: Lightning

Alignment: Neutral Good

Personality: Sarcasm and cockiness might as well be sports for Plagia -- that’s how seriously she takes them. Snarky, energetic and hot-blooded, she’ll usually be the first person into a fight, and the last one out of it. That’s not to say she’s not intelligent; just that she doesn’t think about things too much.
 
That all being said, if you manage to become friends with her (which is much easier than it sounds), you’ll find she’s pretty sweet and fiercely loyal. Don’t get too upset if she gets snippy with you -- that’s more of a defense mechanism to keep herself safe than anything. 
 
Because underneath all those macho-tough guy antics, Plagia’s incredibly damaged; being separated from your home, losing your brother and watching your best friend get beheaded will usually do that to you.

Physical Description: Lean and muscled, Plagia has the general build of a gymnast. Her face is, while not beautiful in the stereotypical sense, still pretty nice to look at; with burning acid-green eyes and slightly angelic features mixed with the grit and scratches of her existence.
 
After fighting Makuta’s legions of Rahkshi, she’s acquired many scars across her body, forming something akin to a grisly labyrinth criss-crossing her frame. These can be partially hidden by the light-weight, form-fitting armour she wears (designed to allow for full range of motion and nothing else). These metal garments are coloured dull teal on her Kanohi, forearms, shins, hands and feet; with blunt yellow covering the rest.

Widgets: 10
Dominant Hand: Ambidextrous, though she prefers right.
Biography: Once upon a time, there were two Toa, brother and sister, defending an island out in the middle of nowhere. One day, they were assigned the task of escorting a Turaga to a conference on the neighboring island. Everything was business as usual... until a freak storm hit, and blew their boat out to sea.
 
Guess where they landed.
 
Waking up on Mata Nui, Plagia found herself alone and trapped on the alien land and for the next two months, did everything possible to find her brother, Rynekk, and get back home. Through a strange series of events, she ended up traveling with an amnesiac, Akinii; nearly getting killed by her now-Makuta-worshippin’ brother; join the ILS; fight in the Rama Hive Battle; watch Akinii get decapitated by Heuani and help defend her new home, Pala-Koro.
 
Still hanging out with the remains of the now-ILF (particularly Kethrye, Alfon, Kehuri, Naru and Atox), Plagia seems to have adapted quite nicely to life on this island “paradise”.

Weakness: Plagia’s hot-blooded, and more likely not to entirely think things through before acting. In addition, she’s not particularly creative when it comes to combat -- if it can’t be accomplished by punching it, stabbing it, or hitting it lightning/various objects, she’s sort of at a loss.
 

-The Lancer-

 
Name: Gunner
Gender: Male

Species: Toa

Equipment: Given his extensive training in sword-fighting, Gunner carries a protodermic broadsword, which he keeps sheathed in a leather sheath on his back. He’s also recently procured a Panrahk staff, during the assault on Ga-Koro.

Kanohi: Kanohi Miru, Mask of Levitation

Element: Air
Alignment: Chaotic Neutral

Personality: Arrogant and obnoxious can be used to describe Gunner, but that's only the tip of the iceberg when it comes to his personality. He is all of those things, but once you look beyond his outward persona of an icy, harsh and condescending loner, you'd find a few shreds of goodness within him, parts of his identity that he only shows towards those who have earned his respect.
 
He's not a nice guy, by any definition of the word, but neither is he a complete waste of space. On the battlefield, Gunner shows a remarkable quick-wittedness, ruthlessness, as well as an incredible determination to finish any job he's begun. Off the battlefield, however, all of these traits create a sharp-tongued and thoroughly unlikable individual.

Physical Description: Tall and lanky, Gunner manages to make up for his rather unimpressive physique through his confident and regal bearing, an image capped off by his chiselled jaw, sharp cheekbones and glimmering black eyes. 
 
He wears fairly average armour, useful in battle or over casual conversation, whose pure greyish-green hue has been worn away by time, leaving it a ghost of what it once was, rusted, scratched and otherwise marred. Gunner has attempted to hide this by wearing his (now signature) black, ratty overcoat and matching fedora (the latter of which he gave to Mimira upon her arrival on the 'Vika).
Widgets: 250
Dominant Hand: Completely ambidextrous

Biography: Born into Mata-Nui’s jet-set, Gunner began life as Antiro Vod, the son of illegal arms dealer Saphirai Vod and brother of Malinus. Both of these boys were tutored at a young (think pre-school) age in the arts of sword-fighting and finance -- fields which Gunner showed prodigal skill in.
 
Eventually, Saphirai was murdered (no proof as to who the culprit was) and both the Vod boys used the last of his Toa power to transform themselves. The two split at that point, with Malinus taking over his father’s occupation and Gunner starting a family in a small farming village between Ga-Koro and Le-Koro.
 
However, eager to take revenge on his brilliant brother, Malinus sent an assassin to kill Gunner -- almost a success, as he managed to eliminate everyone except his mark in that village. Heartbroken and grief-stricken, the Toa of Air wandered for many years, before joining up with the Toa Dreadheart for a brief stint (before one of their member lost it and obliterated half of the team).
 
After all of that, he became the successful (and no less smarmy) proprietor of the Rama Hive, one of the most successful inns in all of Po-Koro until a group of Toa shut it down upon discovering that he was operating a secret arms dealership out of it. Gunner managed to escape before they could arrest him, but has been on the run for the last six months. Recently, though, he's joined the crew of the Infernavika, becoming the Quartermaster, and later First Mate of the ship.

Weaknesses: His arrogance causes him to underestimate his opponents, as well as refusing aid when it's offered if he feels he can handle the situation (and his judgement is generally skewed when it comes to this). He often fails to realize when he's genuinely offended someone (or he does and he just doesn't care) which hasn't gotten him many friends. Also, Gunner's determination and stubbornness in life and battle tend to cause him more harm than is required, since he just doesn't know when to call it quits on something.
 
 

-The Hunter-

 


Name: Rynekk Simul

Gender: Male

Species: Toa

Equipment: His father’s old spear; worn but sturdy wooden shaft, with a triangle of burnished metal sticking out from one end.

Kanohi: Kanohi Kakama, Mask of Speed.
Element: Stone

Alignment: Chaotic Good

Personality: More noble than he was previously, but still maintains a certain mean streak. Harbours immense guilt over his involvement with Makuta, and has set himself on a journey to redeem himself for that.
 
After Makuta’s defeat, he’s managed to recover some of his old good cheer, but has set himself on a no-holds-barred hunt for the remaining followers of the Dark One, determined to bring them all to justice as penance for his own sins.

Physical Description: Rynekk is not unlike a walking tank; stout and strong. While not completely unattractive, he’s not a real looker either; in terms of beauty, he's pretty plain. He stands a few inches shorter than most Toa, his visage showing dull orange eyes and a strong jawline.
 
He wears thick, solid armour, burnt brown with a few patches of rust from his days worshipping Makuta. He’s recently acquired a ratty, black duster, as well.
Widgets: 234
Dominant Hand: Left

Biography: It’s that story.
 
The story of the slightly-overconfident Toa hero and his sister defending an island out in the middle of nowhere. That guy, who, when on escorting a Turaga on a diplomatic mission with said sister, got caught in a freak storm out on sea and floated his way over to Mata Nui.
 
Once there, this guy found himself lost, broken and eyeball deep in pain. Maybe it was those things which lead to him misguidedly joining the forces of Makuta in a bid to found some power over his life again -- a mistake which would last a good two months, before he tried to kill his sister and realized the error of his ways.
 
But whatever the reason, this fellow started on a path to atonement -- first by helping to rebuild Po-Koro; then by trying to rescue the kidnapped Turaga Onewa and then by joining the Po-Koro Guard with his new best friend, Tadris.
 
It was a pretty good time, except for the strange sociopath named Stendhal, who insisted on hunting this guy and trying to get him to fulfill some prophecy for him -- going so far as to kidnap Tadris for extortion.
 
Nowadays, this guy, who for simplicity’s sake we’ll call “Rynekk”, is still part of the Guard, splitting his time between worshipper-hunting, looking for Tadris and protecting Po-Koro.

Weakness: Rynekk’s physically weaker than most Toa of Stone, relying on speed and his own elemental constructs to protect him; and his guilt over helping Makuta can lead him to performing rash and dangerous actions -- for example, single-mindedly trying to wipe out all remnants of the Dark One.


 
 

-The Mentor-

 
Name: Teacher
Alias: Private Tyrus Archer
Gender: Male
Species: Lesterin
Equipment: Two protosteel talwar swords, both with typical disc-hilt and knucklebow. Perfectly utilitarian, Teacher has done away with any decoration, leaving the molded leather hilts plain. They’re kept in equally spartan sheathes at his hips.
Kanohi: Mask of Sensory Aptitude
Element: Earth
Affiliation: Himself, Malinus Vod, Etera, Ga-Koro Marines (guise)
Alignment: Chaotic Neutral
Personality: Teacher’s life revolves around fighting. When he’s not fighting, he’s training for the fight, and when he’s not training, he’s holed up in his study reading old accounts of battle.
 
To be honest, he may like fighting a little too much; Teacher’s a bit of a sadist. He has no tolerance for sloth or excuses -- he expects the best from everyone around him, even if he has to beat that into them. And with almost no morality to speak of, he’s perfectly willing to do so.
Physical Description: Teacher’s body is built for equality in speed and strength, giving him a slim, yet muscular appearance. His armour is thin and light-weight, built to allow unimpeded range of movement and motion, and a well-worn, black duster hangs over his frame.
 
The Lesterin’s armour is coloured bronze over his shins, Kanohi, feet, forearms, hands, and chest, and dull grey over the rest of the pieces. Thin blue lines accent his outline, running up and down his body. The symbol of the Ga-Koro Marines is painted onto his left shoulder, in the same colour of blue. A thin black waistcoat and equally-ebon leather boots finish off the image of the anti-hero he sees himself to be.
 
Despite his advanced age, Teacher’s face still holds a certain rugged handsomeness to it, with sharp, razor-edged cheekbones; angular features; searing azure eyes and a smile which constantly switches between dark geniality and canine ferocity.
Widgets: Enough
Dominant Hand: Ambidextrous
Biography: Do you remember Gunner? That annoying sod who, unfortunately, was a charismatic enough swordsman and elementalist to remain employed on the Infernavika?
 
Where do you think he learned it all from?
 
Years ago, the criminal kingpin Saphirai Vod hunted down the best warriors he could find to act as tutors to his sons, Antiro and Malinus. He discovered an old war-Rahi of a Lesterin, calling himself “Teacher”, and saw in him the capacity to both make and break the future heirs to an empire of illegal weapon transactions.
 
After Saphirai died and Malinus took over the family business, Teacher decided to stick around, acting as a consultant and trainer for the ambitious Toa, although still retaining his own act as an independent wanderer of Mata Nui.
Weakness: Teacher’s sense of honour in battle, stemming from his own arrogance, is his biggest flaw. He adheres to a strict code of conduct, which states that he must defeat his opponents fairly and evenly (read: the only advantage he can have over his enemy is his experience), and that if they are beaten by accident, he didn’t actually “win”.
 

-The Defender-

 


Name: Private Dalrin Stratos
Species: Onu-Matoran
Gender: Male
Element: Earth
Appearance: Remarkably handsome, Dalrin is taller and leaner than most Onu-Matoran, usually wearing standard-issue black and grey armour (inscribed with the Ussarly emblem on one shoulder) and with an easy smile underneath darkly golden eyes.
Dominant Hand: Nearly ambidextrous, but still stronger with his right.
Powers: Dalrin is gifted with the same naturally enhanced strength, durability and night vision as all Onu-Matoran.
Mask: A powerless Great-style Kanohi Hau.
Abilities: Besides his natural gifts, Dalrin is capable in both long-range and close-quarters combat with a variety of weapons, as well as being a skilled cook and knowledgable in almost all of the Ussalry’s protocols and regulations.
Weapons: 
-Throwing Knives: Twenty-five steel throwing knives, kept in two bandoliers criss-crossing his chest.
-Combat Knives: Two steel combat knives, sheathed at his waist.
-Saperka
-Ussalry badge
-Fully-stocked MLCE
-Picture of Delta Stratos (sister)
Fighting Style: Always out to avoid collateral damage, Dalrin employs a brisk, efficient and tightly contained style of combat, aiming to keep battles short and under control.
Widgets: 250
Home: Ussalry barracks
Affiliation: Mata Nui
Alignment: Lawful Good
Traits: While he carries an aura of warm arrogance and casual charm with him, Dalrin is nonetheless incredibly dedicated and by-the-book when it comes to his work as a Guard, and unbending in his will to defend others.
Biography: The working-class son of an innkeeper in Onu-Koro, Dalrin joined the Ussalry three months ago, after learning of his sister’s death in the Attack of the Rahkshi, to ensure that regular people like her wouldn’t have to die in battle ever again.
Weaknesses: Dalrin is a jack-of-all-trades in terms of combat experience -- meaning that opponents who specialize will have him at a disadvantage -- and he has an inability to allow any innocent to be harmed on his watch.
 



-The Broken-

 
Name: Known as Nika Draen
Gender: Male
Species: Vortixx
Alignment: Chaotic Neutral (Himself)
Appearance: Nika is, while a specimen of above-average physical prowess, still lankier and skinnier than most Vortixx, which combined with a pronounced slouch, makes most beings to consider him rather weak and unimpressive at first glance.
 
Nika’s thin, light-weight armour is coloured jet black over his chest, shoulders and thighs, with his shins, stomach and arms coloured slate grey.
 
His face is savage, to say the least, with a hard, wolfish smile and leaf-green eyes which have long-since clouded over with insanity. He also has high, sharp cheekbones, giving him a gaunt, hungry appearance.
Equipment: Nika wields two daggers which he holds in his belt, as well as his mechanical hand.
Foreign Tech Items: 

  • Nika carries an ancient, modified lightstone sniper rifle, older than even he is, which is still as lethal as it was when it was first created (as well as capable of being disassembled into four different parts). Firing silently, it unfortunately takes longer to cool down and reload in-between shots, due to its increased range. (Approved by Nuju Metru).
  • His left hand is purely mechanical from the elbow down, with his “hand” including a retractable taloned tip for each finger (Approved by Nuju Metru).

Dominant Hand: Right
Home: A small hut on the outskirts of Ga-Wahi.
Widgets: 317
Personality: Amoral, cold, psychotic...these are some of the milder things that Nika has been called throughout his adult life. Few beings have ever seen the assassin show any emotion beyond disdain, with fewer living to tell the tale.
 
Years of murder and terrorism have taken their toll on Nika’s mind, rendering him nigh-incapable of feeling anything, whether it be joyful or painful, heart-lifting or soul-crushing. Add to this the heavy alcohol consumption and already latent sociopathic tendencies he shows, it has left Nika as nothing more than a chillingly efficient killing machine.
 
However, on those rare moments when he has ever reached the cusp of sanity, or the rock-bottom depths of madness, he’s prone to bouts of depression and/or uncontrolled rage, which often include sadistic or masochistic actions to be brought on.
Biography: Nika’s parents arrived on Mata-Nui shortly after the defeat of the Toa Mata, with no idea how they arrived there, or how to get back to Xia. However, intent on building a future for themselves, they worked hard to make a living, having two children during that time: Nika and his sister, Kapi.
 
The Vortixx family journeyed across the island, selling their services as engineers and inventors. For years, this worked well, with the Draen’s managing a good living, and the two children growing up in a warm, nurturing (for Xian standards) environment.
 
But it was on one of these voyages where disaster struck. A caravan of bandits attacked the family, robbing them and setting fire to their campsite. Caught unawares, only Nika was believed to have escaped the blaze.
 
Fleeing from the scene, the deeply disturbed adolescent Vortixx had to fend for himself in the world. With only his father’s lightstone rifle, Nika took whatever work he could, including mercenary jobs. At first, such things sickened him, but the inescapable need for widgets and the deepening psychological scars from his family’s death quickly broke him, turning Nika into the killing machine he is today.
 
Recently, though, things have changed. Letters have started arriving from his family, claiming that they managed to survive the fire and are looking for him. However, Nika, refusing to believe that his parents and sister could have lived and let him suffer in the world, remains steadfast in his belief that these beings are nothing more than frauds trying to trick him and he has yet to look deeper into the matter.
Weaknesses: Nika’s growing lack of sanity, combined with his problems with drink have serious effects on his skills in killing and in everyday life, causing hallucinations, bouts of depression/sub-psychotic rage and lack of emotional depth.
 
Also, due to his build, Nika has a lacking in physical strength, relying mainly on secrecy and speed in his fights.
Skills: Nika is an excellent sniper with a remarkable track records (when he’s not too inebriated or insane), as well as a certain amount of skill in close-range combat, though he tries to avoid that whenever possible.
 



-The Industrialist-

 
Name: Daijuno
Species: Dashi
Gender: Female
Caste: Saihoko
Clan: Dastana
Kanohi: Powerless, Great-style Kaukau
Weapons: Daijuno wields a small crystal dagger, sheathed at her hip.
Appearance: Average in height and average in build, Daijuno’s physical appearance isn’t particularly remarkable in any way. The crystal armour with which she is adorned is simple but elegant; useful in almost any situation, and beautiful while doing so. 

She normally wears a deep navy peacoat with yellow trim, an equally yellow scarf, as well as black slacks and dress shoes
Daijuno is vaguely pretty, but rather forgettable in a crowd. A pair of bright amber eyes shine out from behind her mask, and the burning tip of a cigarette is always hanging from her mouth, which is usually kept slanted in a knowing smile.
Skills: Average in appearance, Daijuno is anything but average in mind. She’s a shrewd merchant and a clever businesswoman, always looking for any opportunity. She has some skill in combat, from grappling to sojutsu, though not enough to hold her own against a trained Menti.
Personality: Slightly misanthropic, Daijuno doesn’t hate people, not in general; they just don’t give her much to like about them. Though she’s usually as civil as she needs to be for business and survival, she won’t necessarily be nice; this depends on how grating you decide to be. She’s shrewd, snarky and uncharacteristically blunt for a Dasaka, but not overtly malicious; she’s kind enough if you get on her good side.
Being a self-made Saihoko, Daijuno suffers from an inferiority complex, bordering a case of Impostor's Syndrome. Because of this, she’s always working to better herself and rise above the stigma of her caste to gain the respect she deserves.
Biography: Condemned to be born a Saihoko, Daijuno has spent almost every waking moment of her life striving to gain respect. Starting as a small-time timber merchant, she’s managed to make her business grow and prosper, though perhaps not flourish as much as she’d like it to. She’s bought several bamboo and timber plantations on Odaiba, and has been known to fund a small number of Ringti inventors, should their ideas appear profitable.
Weakness: While Daijuno does have some combat training under her belt, she’s no match for a trained Menti warrior. Also, her need to be respected can cause her to make unwise decisions.
 
 

-The King-

(Gifted from Kughii)

 
Title: The Angler
Species: Onu-lesterin
Gender: Male
Alignment: Chaotic Evil
Languages: Matoran, Skakdi
Hand: Right
Appearance: The Angler wears black and red armor, small lines of phosphorescent orange light glowing along his body and produced naturally.  He is short and lanky with venomous green eyes and snakelike flexibility.  His left side has a long scar from an old wound, and two fingers are missing from his left hand.  
Personality: Surprisingly polite, but full of cannibalistic jokes.  Always thinks of how to use (or eat) those around him.
Abilities: Resistant to pressure and sees in the dark as well as in the day.  He plays opponents into difficult positions and tight corners where he can exploit their weaknesses. 
Weaknesses: Intense light will temporarily blind him, easily bested in bouts of strength, and has a weakness for shiny objects of any material value.
 

-Void


Edited by Aemon Targaryen, Mar 16 2014 - 07:07 PM.

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#14 Offline Gravity

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Posted May 11 2013 - 07:26 PM

Name: Tehlin Marrikh
Species: Toa of Plantlife
Gender: Male
Appearance: Tehlin is incredibly athletic, his limber form packed with lean muscle. Broad shouldered, but not bulky or overly burly, the Toa of Plantlife is around average height. His arms are corded and muscled. His legs are equally powerful, and built like a runner's. His body is toned from long hunting trips out in the Drifts, the Motara Desert, the Fau Swamp. If there's Rahi there, Tehlin has probably hunted there. His otherwise pleasant facial features are broken up by a white scar across his left eye. His armor is angled and utilitarian, of the standard design for the Sanctum Guard. He wears less armor than normal, with only his chest, back, and lower arms and legs covered. A band is tied around his right upper arm, holding three paralyzing darts, and another around his left hand. His Kanohi is similar in shape to a Miru, but much more rounded in design, with ridges similar to a Miru Nuva. His external armor is mainly a stark white, with almost no difference in color. His natural armor is a faded Mata-green, with pale lime green accents. A collection of bright yellow thick-lined fluid designs cover his body, and seem to be the natural armor color rather than painted on. The Sanctum Guard's emblem is painted onto his left gauntlet, and in the upper left hand corner of his chest armor. His eyes and heartlight are bright orange, and a grin is constantly on his face.
Kanohi: Kadin
Voice: Definite Ko-Koroan accent, with hints of Le-Koroan.
Dominant Hand: Right
Powers/Abilities: Tehlin, as a Toa of Plantlife has the ability to create, control, transform, and absorb plants. This power extends to wood, seeds, and pretty much anything else that's part of a plant. After his encounter with the Valkyr Anthyn, his power was reduced considerably, but has since returned to normal levels. After the event, Tehlin made a point to train with the elemental power he never quite mastered before. As a result, he has very fine control over his power, able to control the plants around him with great precision. He's gotten quite apt at changing plants from one form to another, but still needs to work on the whole absorbing thing. His Kanohi allow him to soar through the air under his own power.
Equipment: (2) Axes- Double-bladed axes with sharpened protosteel edges. They have a shortened handles that allow him to wield both at once. The hilts seem to be grown from tree limbs, doubtless the result of his elemental power.
(9) Darts- Wooden darts coated with a variety of different venoms from rahi across the island, Tehlin can use his elemental power to control these darts in mid-flight.
(1) Staff- Standard for the Sanctum Guard, Tehlin's Toa-sized staff is normally strapped to his back.
Fighting Style: Tehlin's fighting style really has no clear style. He isn't masterful at any certain range, but can hold his own in each. He generally tries to outlast his opponent, taking minor hits while letting them tire themselves out. Trained in hand-to-hand combat by his brother, and melee combat within the Sanctum Guard, he improvises to make up for his lack of serious skill in those fields. His toned physique in no way puts him at a disadvantage at close range, and the limber Toa can generally leap out of way of most attacks. When it comes to elemental fighting, Tehlin is much more apt at it than he was before, and generally uses it in subtle ways, rather than straight out attacks.
Weakness: His main weakness is plasma and fire elements, as they can easily counter his own powers. Additionally, his lack of skill in any specific field of fighting can leave him at a disadvantage to those who specialize.
Widgets: 3,400
Other Possessions: (1) Sanctum Guard Badge
Home: Ko-Koro
Affiliation: Sanctum Guard (Cadet)
Alignment: Chaotic Good/Lawful Good.
Personality: Easy-going, wise-cracking, ladies man are all very good ways to describe his personality. Growing up in Ko-Koro caused him to be even louder than normal, and he would frequently get into more trouble than it seemed physically possible. He'll be your friend almost instantly. Perhaps a bit too trusting for his own good. His mood has recently taken a grim outlook, and it's caused him to become reckless and less concerned about his own well-being. Not insane... But close enough.
Theme Song: Lonely, Velveteen Robot


Name: Onuzek
Species: Toa of Gravity
Gender: Male
Appearance: Onuzek is gigantic, put simply. Taller then most beings, he stands at about two and a half meters, with his great bulk increasing this image of height. His chest is broad and powerful, to the point where one could fit a Skakdi inside with room to spare, while his back is hunched over like that of a Toa of Earth. His arms are massive, with huge muscles bulging out from under his armor. His hands are equally large, and look like he could put a hole in a few walls without much effort. His hulking form is increased even more by the thick armor he wears. Bulky and covered with short spikes, it provides amazing protection against most attacks, and is scarred from countless battles. The gauntlets are especially thick, where he can almost use his arms as shields to block attacks, or as massive melee weapons to smash opponents with. These massive armor pieces also have gigantic pincers built in, making them even more deadly. His armor is mainly purple, as with all Toa of Gravity, but the color is fading along the edges of the plates, leaving matte black in its place. His natural armor is dark black, but has hints of dark, teal-blue in it. His purple Kanohi is shaped like that of a Pakari Nuva, while retaining the vents of a normal Pakari.
Voice: Deep and low, seems to make the ground rumble. He speaks in third person, "Onuzek Speak".
Dominant Hand: None.
Powers/Abilities: Onuzek's main ability is his enormous strength, which is clearly obvious given his hulking form, surpassing even that of a Toa of Stone in terms of sheer physical power. His Pakari grants him even more raw power, pushing his physical limits to the max and allowing him to land tremendous blows. However, his elemental control is far below that of an average Toa. He can still use it to some degree, but has a much harder time bringing his power to bear and controling it specifically. Simple tasks that other Ba-Toa would be able to complete without much problem, such as altering the weight of a target, are much harder for him to accomplish. When he does manage to use it, it normally involves just increasing the weight of those around him. He can limitedly fly with the use of his element, but still isn't skilled in the ability. When Infected, the gigantic Toa can only affect himself or things in direct contact with himself with his elemental power.
Equipment: (2) Gravity Gauntlets- Two massive peices of armor with gigantic, crushing, pincers built into them. These huge claws are comprized of protosteel, and can easily be used as shields, as well as destructive melee weapons. They are very weighty, and are actually parts of his arms/hands, thus, they cannnot be removed. They seem to take on a purplish glow when his elemental power is channeled through them.
(1) Broadsword- A giant sword that's easily as long as a normal Toa. Its about a three handspans wide, and stays this width up along the entire blade. Additionally, the blade ends squared off, and does not come to a point. It is a weapon one would cleave, not slice with.
(1) Sniper Carbine- A sniper rifle weapon that uses components crafted from disks of speed to launch bullets at high speed. These bullets have no extra powers or properties, and are basically just chunks of shaped metal. The weapon's barrel has been shortened from standard length, and includes a built-in silencer-like device and scope for stealth and accuracy respectively. The rifle uses clips of twenty bullets, though bullets can be loaded individually if needed. (Originally used by Vortixx Pollux, approved by Nuju Metru)
Fighting Style: Unsurprisingly, Onuzek's fighting style mainly relies on brute strength to overpower and crush opponents. His heavily armored arms can be used as blunt weapons themselves, and with the addition of his gauntlet's claws, almost nothing can withstand a direct assult from them. Mainly relying on melee-range combat, his Pakari adds even more strength to his already powerful blows. When his Pakari active, and directly channeling his elemental power through his fists, he becomes almost unmatched when it comes to strength related combat. However, he has almost no technique whatsoever, and just smashes whatever's in his way.
This also applies for when he is using weapons, such as his sword. Bringing the weapon around in Pakari-enhanced arcs is almost all he does.
Fighting ranged, elemental combat is not his strong points, but when he is able to use his power, it usually just involves forcing beings to ground under their own weight. When Infected, he has almost no ranged elemental attacks.
Weakness: Onuzek's great strength comes with a price. His main weakness is the fact that he's the exact opposite of agile, and his heavy armor only serves to slow his body down more. Any being with moderate speed would easily be able to run in circles around him, as long as they stayed out of his massive arm's reach. His thick armor isn't perfect, and beings with keen eyes could spot weak points in it. Additionally, he is incredibly dumb. He doesn't realize that things could actually be dangerous, and thus can get himself into some dangerous situations. Some elemental attacks also bypass his thick armor, such as heat, sonics, and lightning; leaving him vulnerable to them. His weakness with his elemental powers also puts him at a great disadvantage when it comes to ranged fights of elemental energy. When wearing an infected Kanohi, he is restricted to just melee range elemental attacks.
Widgets: 14
Other Possessions: Various plushies of his friends, such as Skyra and Tillian.
Home: None
Affiliation: Villiages of Mata Nui, his friends.
Alignment: His friends is the only alignment he understands.
Personality: Onuzek is almost child-like in his personality. Stupid, more then a bit slow, and friendly are all good ways to describe him. Despite his appearance, the Toa of Gravity is extremely friendly. In fact, he wants to be your character's friend. He wants to be your friend. He wants to be friends with your friends. His entire life seems to revolve around his friends. Almost always in a good mood, it takes an awful lot just to take the smile off his Kanohi. However, if any of his friends are hurt, then he turns into a giant mass of muscle and gravity powers running after whoever made his friends upset.
Additional Notes: Onuzek has a strange reaction to wearing infected Kanohi. He looses the ability to use his elemental powers at range, but a sort of "mental barrier" is lifted, giving him intelligence as any normal being would have. In this state, he is cold, cunning, and ruthless, and will not hesitate to kill. With this change in personality, he takes on a technique edge in combat, where his moves become calculated and planned.


Name: Dehkaz Kyhrilik
Species: Toa of Magnetism
Gender: Male
Appearance: Dehkaz is tall and muscular for a Toa, standing a few inches above normal. His arms are burly, while his fingers are long and dexterous. His armor is thick and segmented, allowing for moderate range of motion as well as exceptional protection. The right shoulder guard is angular and extends to most of his upper arm, meanwhile the left is flat and large, almost like a rectangular shield in some respects. There is only minimal armor covering his lower back. His right gauntlet cuts off at his fingers, but still cover his hand, allowing unobstructed movement when using his weapons. Two leather belts form an X across the Toa of Magnetism's body, one holding his many throwing knives, while another holds most of his crossbow bolts. A pair of handcuffs, as well as a small pack, also attached to this belt. Additionally, his gauntlets have knife sheaths on their undersides that allow him to drop a weapon into his hand with a flick of the wrist. His right gauntlet and shoulder armor have slots that allow him to store bolts for his crossbow. His armor is mainly gunmetal dark grey, with a secondary color of red-orange; this color scheme is also shared with his Kanohi. His natural armor is black and silver, as with most Toa of Magnetism, and seems to absorb light rather then reflect it. This makes it extremely stealthy, as well as quite handy. His body style is similar in some respects to the Inika, but his armor is obviously differently shaped.
Quite a noble and handsome being, his Kanohi has a strong jaw and brow, and is in the shape of an Arthron, but is slightly stylized to match his segmented armor somewhat. Facially, his is somewhat gaunt in appearance, with an unnaturally grim disposition. The Po-Koro Guard symbol is crafted into his right shoulder armor, as well as his current rank of Commander. A large scare runs across his left shoulder, starting just at the top of his shoulder and ending on his back near his shoulder blade, while a smaller scar runs along his jawline of the same side. His eyes are dark, grim, and hard, the violet orbs seeming to know exactly what you're thinking at any given moment, piercing through whatever secrets your mind may be hiding. His heartlight shares this deep violet color, as well as the various lights on his armor. Occasionally wears a stylish black fedora which obscures his facial features when he does not wish to be identified, in addition to a long, black, greatcoat. An air of foreboding surrounds his brooding figure, filling the area he occupies with it's oppressive weight.
Voice: Deep, noble, and refined with a hint of a Ko-Koroan accent.
Dominant Hand: Right (Although is skillful enough with both)
Kanohi: The Great Mask of Laser Vision- Its power is pretty much what the title of the mask says: It allows the wearer to shoot variable-sizing (from very thin to as thick as one's eye) lasers from their eyes. Unlike the Avohkii, it does not provide further light manipulation than that, and a wearer of the Mask of Laser Vision cannot make the lasers any wider than their eyes without help or a lense. However, the lasers can be used many more times than regular light powers and can be shot from the pupil of an eye, meaning a wearer only has to turn their eyes, not their head, to fry things with their ocular weapon. (Approved by Nuju Metru)
Powers/Abilities: Dehkaz, as a Toa of Magnetism, has all the powers and abilities that come with that. He can shape, create, and absorb magnetic fields. This includes magnetizing an enemy's armor, flying by pulling his own armor through the air, firing magnetic pulses, and various other applications and uses. Dehkaz can also indirectly manipulate metal, plasma, and even lightning with his element, and has gained some skill with this. He has a very fine control over his elemental power, as a result of extensive use when in combat. He's not an elementalist, but could possibly top a normal Toa when it came to elemental control. He commonly channels his element through his crossbow, as well as using his hands. In addition to this, his elemental power grants him the ability to sense magnetic fields, giving him a great sense of direction. Very handy when out on the high seas. His Kanohi grants him the ability to fire lasers from his eyes, which he is quite accurate with.
Equipment: (25) Throwing Knives- Simple knives specially designed to be thrown with impressive accuracy. They are light, strong, and easily replaced. He has about 15 normal throwing knives, 5 double-bladed ones with a blade on each end to be used with elemental manipulation, and 5 weighter ones with a inward curving hook-blade. Most are coated with a protosteel alloy covering, making them very hard to damage. Unfortunately, it raises the price somewhat.
(1) Repeating Crossbow- A standard-issue Onu-Koroan Ussalry Type-8 "Kane-Ra" Heavy Repeating Crossbow, modified for longer range with heaver components that make use of his Toa-strength. It is further customized with metal bars running lengthwise along the chamber that allow him to magnetically launch the metal bolts without having to pull back the mechanism. Doing this allows him to fire "silent" shots for stealth. It is exceptionally accurate in the hands of the Toa of Magnetism, and can also be used as a means to channel his elemental power. It has a variable load, and can be loaded with up to four separate bolts at once if the side-loading repeating mechanism is removed.
(35+) Crossbow Bolts- These bolts are made for range, power, and slicing through armor; accuracy isn't as needed when he can magnetically guide them to a target. Most of them are smooth, solid metal, allowing him to fire them magnetically as well as control their flight. A few have wicked barbs, causing them to stay in rather well to whoever he hits. These are stored on his belt, gauntlets, shoulder armor, and on the crossbow itself.
(1) Bladed Gauntlet- A modified piece of armor, Dehkaz's left gauntlet has been fitted with thicker armor and two, long blades that run from the back of his forearm to a bit past his knuckles. Their lengths are serrated slightly, to allow for better cutting through armor.
Fighting Style: Dehkaz's fighting style focuses on ranged combat. He mainly uses his crossbow at long range, filling beings with armor piercing bolts before they have a chance to counterattack. If they manage to get closer, the Toa of Magnetism switches to his throwing knives, which he directs towards a target with deadly accuracy. He also uses his elemental power to prevent them from getting any closer, making use of it to block their advance with metal objects.
His knives make him a deadly melee fighter, and he is surprisingly skilled at unarmed combat despite his use of ranged weapons.
In elemental fighting he makes use of magnetic pulses that force beings back, as well as magnetize their armor, or magnetic fields to pin enemies or crush their armor. Occasionally uses his powers to fly during battle, but not all the time. Is skilled enough to disarm enemies quickly, ending fighting before it can begin. Launching metallic objects in the area at a target is another one of his favorites, and frequently uses the tactic. He is athletic enough to dodge most ranged attacks sent at him, but he is in no way perfect, nor does he have a Calix.
Weaknesses: Dehkaz's main weakness is any element that bypasses his own elemental power, such as earth, water, or stone. He really doesn't have much to do against them, besides dodge out of the way. Additionally, his is only truly comfortable fighting with his knives at melee or long range, and is poor with anything like a spear or sword.
Widgets: 2,500 (Personal) Has a certain amount of widgets given to him from the Guard depending on the mission he is on.
Other Possessions: (2) Guard-issue Disks- Made of metal instead of bamboo, to
allow him to control then via his element, Dehkaz mainly keeps them in his cabin. Is experimenting with using his element to remotely control them. They have a lot more mass and are much more weighter than average disks.
(1) Pack of Metal Shards- Various shards of metal he keeps in a small pack on his side, Dehkaz uses them as a last-ditch effort to cut, confuse, and blind enemies. Especially dangerous when controlled by his element, they can slice through armor if propelled fast enough.
(1) Roll of Wire- A few meters of lightweight, but strong wire that can be twisted into a rope.
(1) Pair of Handcuffs- Standard Guard-issue handcuffs, he took to keeping these on his person after joining the guard. They are made of a protosteel alloy, thus even a Skakdi would have trouble breaking out of them with sheer strength alone.
(1) Spyglass- As every ship captain must have one.
Various maps, papers, books, and tablets in his cabin.
Home: Fowadi
Affiliation: Po-Koro (Naval Branch Commander of the Sentinels)
Alignment: Lawful Good
Personality: Calm, collected, not one to anger easily, like a military officer should be. Not blunt, though he rarely adds any extraneous information when military matters are being discussed. He is generally in a good mood, cracking a joke here and there. Prefers to work alone, but is not antisocial. Is a sticker to the rules, following ever procedure and regulation provided by the Guard. However, in times of need, he will do what is necessary to protect those around him. Unfortunately, recent events have taken a turn for the worse for the major. He's become more withdrawn, grim, and quick to threats in his calm, I'll-throw-you-to-Karz-and-back-if-you-look-at-anything-funny way. It seems as if life has finally decided to come and drop down onto his shoulders, causing his overall demeanor to become much more dark and brooding. Dehkaz has an amazing analytical and tactical mind, methodically going through information as he receives it. A brilliant strategist, his, at times unorthodox, plans look like random orders until he pulls it all together in the end. Not one for dramatic flair, his strategies do still leave some of his enemies wondering what just happened. Thanks to a network of contacts he didn't quite get rid of after throwing away his life as a bounty hunter, Dehkaz knows quite a lot about the going ons of the island.
Theme Song: Radioactive, Imagine Dragons; Outro, M83; Sail, AWOLNATION

Name: Leli
Species: Matoran
Gender: Female
Appearance: Leli is around average height for a Matoran, if a few inches smaller. She wears a single vambrace on her left arm, has minimal shoulder armor, and light torso armor. This allows her great freedom of movement and allows her to move quickly, at the cost of protection. Unlike most of the Matoran in her village, Leli's armor is different variations of green. Her shoulder armor, hands, and feet are a green-teal color; while her torso, arms, and legs are Mata-green mottled with lime and dark green accents. This gives her armor a camouflaged ("Commando") look, allowing her to blend in quite well with the trees. Her Kanohi is also this camouflaged color, and is shaped like a Great Huna stylized for a Matoran with a more feminine quality to it. She is athletically built, which shows her agility and speed. Leli's heartlight and eyes are a greenish-yellow color, as with most Matoran in her village. Commonly has a light backpack around her shoulders, as well as a hunting knife strapped to her thigh. Her vambrace has straps that carry darts coated with dagger spider venom, and she has recently taken to wearing a few gukko feathers near her Kanohi (for "flair"). Her shoulder armor is painted with white markings showing her as one of the Ussalry, as well as her current rank. A length of rope is wrapped around her body, from her left shoulder to her right hip. A pair of black, aviator-like goggles sit on her forehead, and a grin is ever present on her face. A necklace of wooden beads sits around her neck, which she frequently fiddles with when nervous.
Voice: Light and bubbly, with an almost musical quality to it. The tree-speak common to her home village sometimes slips in.
Dominant Hand: Left
Powers/Abilities: Leli, as a Matoran, has no powers of her own. However, she is extremely quick and nimble, her light armor and natural skill giving her an agility that surpasses even the Le-Matoran in her village. Her smaller size allows her to move quite quickly through the trees without problem. She is incredibly acrobatic, and is actually quite strong for her size. She can be stealthy, something she uses to her advantage.
Equipment: (1) Blow Dart Launcher- A fairly simple bamboo tube that she uses to shoot her darts, this is quite accurate. Curiously enough, it can also be used as a flute of sorts.
(5) Darts- Coated in dagger spider venom that causes temporary paralysis in the target, she is quite accurate with the darts both when thrown and when shot out of her blow dart launcher. These darts are carried on her vambrace.
(1) Knife- A fairly average survival knife. The blade is made of a protosteel alloy, and so is very strong. The blade curves a bit near the tip, and is serrated on one side about two thirds of the way up. This is strapped to her thigh for easy access.
(1) Rope- A length of light, but strong rope. It has a grapple-like hook on one end, and can also be attached to her vambrace.
Weakness: Leli does not have any powers, and so despite her quick reflexes and agility, she will be at a disadvantage against those with powers. Her light armor, while still effective, isn't as strong as normal armor.
(1) Bladed Staff- A weapon of Ta-Koroan origin, it's basically a reinforced metal staff with two collapsible double edged blades built into either end. It's light and sturdy, able to be used as both a weapon and as a means to block attacks.
Widgets: 300
Other Possessions: (1) Spyglass- Something that comes in handy during her job as a scout. This is stored in her backpack.
(1) Map- A map of Le-Wahi, which she uses when out on her adventures. Also kept in her backpack.(1) First Aid Kit- Because one never knows what's going to happen out in the jungle.(1) Notebook- A journal of sorts she keeps in her pack.
Home: Le-Koro
Affiliation: Onu-Koro Ussalry (Division Head, Light Cavalry)
Alignment: Lawful Good
Personality: Bubbly, sly, and always-in-a-good-mood. Leli is extremely adventurous, wanting to see as much as she can in as little time as possible. She is friendly, energetic, and seems to almost never slow down. She is quite loud and talkative, even for a Le-Koroan, and is almost never shy. She absolutely loves to travel and see new places, recording it all in a small notebook she carries. Leli likes meeting new people and making friends, and is always willing to help anyone, or anything, in need. She can be possessive and overbearing, getting defensive of her friends. Extremely stubborn and competitive, she will never, ever, give up. Gets a kick out of crazy stunts that are always dangerous, which has gotten her into trouble more than once. She is an adrenaline junky in every possible way. Has a thing for dramatic flair and is more than a bit of a show off. Eccentric is another nice word to use to describe her.

Name: Kythera
Species: Vortixx
Gender: Female
Abilities: Like all Vortixx, Kythera is far faster and much more agile than your average Toa. She can easily dodge away from attacks, or land lightning-fast blows within seconds.
Kanohi: None
Weapons: Two daggers concealed on her back armor, a blade that extends from her wrist armor when her wrist is flicked. She also carries a small shortsword when needed. Her pistols are holstered on his hips.
Tech: (2) Kinetic Laser Pistol: A small weapon that fires off high-density beams that impart their force as kinetic energy rather than heat. It is mainly designed to punch through armor or knock opponents back. It can only be fired twice in rapid succession, after which the weapon shuts down for fifteen seconds to prevent damage to both it and the user.
Description: Tall, lithe, and quite a striking figure. Kythera is clad in smooth, lightweight gray-silver armor that serves to give her maximum range of movement, at the cost of some protection. Her lower back, right shoulder, and left gauntlet show signs of recently being replaced, after being melted by a Skakdi's heat vision.
Alignment: Herself
Weaknesses: Elemental powers such as Gravity or Magnetism that hinder her movement.
Theme Song: Without You, Junip

Name: Vyloh Xehti
Species: Vortixx
Gender: Male
Appearance: Tall, with a thick but somewhat lanky frame, Vyloh is somewhat more muscular than your average Vortixx, though not that it's all that noticeable underneath his sooty-black great coat. His armor is utilitarian and looks to be created by means not native to Mata Nui, covering him completely. His armor is a deep black with dark blue highlights. A series of capacitors run along his spine armor, faintly glowing blue. His features are sharp and feline, with angled, cyan eyes and half-smirk playing across his face. His heartlight is a similar cyan color.
Tech: (1) Shield Generator- A protective device of Xian origin, it is built into the user's armor, with an extensive array of emitters positioned just underneath the armor. The emitters generate a crystalline-energy shield that stops objects just above the user's body. However, this shield can be overwhelmed by repeated hits, causing the emitters to short out, or the shield itself can be shattered by powerful hits. The device itself cannot be active for very long, whether it is generating
a shield or not, and can only stay active for around twenty minutes before the capacitors are drained. That is when the device itself is turned on, and blocking hits will shorten this time. It takes around thirty minutes for the capacitors to recharge to full strength after completely draining. A specialized setting pushes the shield outward in a bubble a few meters across around the user, however, this rapidly drains power and can only stay active for thirty seconds tops (starting from full power).The device's batteries must stay exposed to open air to prevent overheating, though they are vulnerable to damage there. Additionally, when the shield it active, it exposes the user quite a bit, as the emitters and circuits will glow brightly, and possibly drawing unwanted attention.
The device's batteries must stay exposed to open air to prevent overheating, though they are vulnerable to damage there. Additionally, when the shield it active, it exposes the user quite a bit, as the emitters and circuits will glow brightly, and possibly drawing unwanted attention. (Approved by Friar Tuck)
Sniper Carbine- A sniper rifle weapon that uses components crafted from disks of speed to launch bullets at high speed. These bullets have no extra powers or properties, and are basically just chunks of shaped metal. The weapon's barrel has been shortened from standard length, and includes a built-in silencer-like device and scope for stealth and accuracy respectively. The rifle uses clips of twenty bullets, though bullets can be loaded individually if needed. (Approved by Nuju Metru)
Equipment: (4) Throwing Knives- Short, concealable knives built for close-combat and use as projectiles, they are stored on his back armor.
Skills: As with all of his species, Vyloh has great agility and speed, surpassing that of a Toa. He uses this to his advantage, and is a formidable fighter. His main strength is with his rifle, and is quite the marksman. His quick, analytical mind allows him to read his opponents fairly well, as well as calculate their fighting style and how to counter it. Mainly relies on stealth, but is not at all against straight on force.
Weakness: Lack of any elemental powers limits him to using his rifle at range.
Personality: Someone you make sure to keep at least one hand on your widgets when around, Vyloh in nonetheless even tempered and calm, though he is known to be slightly reckless and arrogant at times. A brilliant inventor, his mind makes jumps and connections that other beings would overlook as being silly.

Name: Mirehu
Species: Toa
Gender: Female
Appearance: A head smaller than your average Toa, Mirehu isn't exactly what is known as imposing. She is built lean, and almost-not-quite athletic. Her smaller size makes her better suited for agility rather than flat-out speed or strength. Her light, scale armor is mainly a bright blue color with lime highlights, while her natural armor is cyan and white. Her eyes are a bright bronze color, as is her heartlight.
Element: Crystal
Kanohi: Miru
Weapons: Twin shortswords are her main weapons, the blades themselves have a slight crystalline shine to them and a vague leaf-shape.
Weaknesses: Elements such as Lightning and Gravity that bypass her own, as she has little defense against them. Her fighting style isn't all that refines, and she relies very little on strength during combat.

Name: Zauk Marrikh
Species: Toa of Lightning
Gender: Male
Appearance: Zauk stands a few inches taller then a normal Toa, just enough for it to be noticeable. The Toa of Lightning is very lean, muscular, and athletic looking as the result of extensive training. Two dark grey plates cover his shoulders, while dark grey, spiked gauntlets cover his lower arms and hands. A set of ridges rests on the knuckles of the gauntlets, allowing him to punch without worry of injury. A segmented piece of dark grey armor covers his back and spine, and a chest piece covers his upper torso. He wears thick hiking boots, and the occasional long, collared coat when out hunting in the drifts. His natural armor under all of this is teal with electric purple highlights, while his Kanohi shares these colors. His Matatu greatly differs from the norm, with the long scope replaced with one more akin to the compact one of an Akaku. The eye hole has been enlarged, and the mouthpiece is similar to that of an Arthron. His eyes, the lenses on the scope of his Kanohi, and his heartlight are all colored bright orange.
Voice: Talks with a noticeable Ko-Koroan (British) accent.
Dominant Hand: Left (In a pinch, can use both)Powers/Abilities: Zauk is highly skilled in the use of his Matau, using it as another being would their arm or leg. This is shown when he uses his mask opens doors, picks up objects; pretty much using it as an extra limb(s) without meaning to. The Toa of Lightning has gotten so used to this, he barely notices if he's using his hands or his mask in order to do something. Toa that achieve this level of control normally do so with their element, but almost never with their mask power.
Because of his beyond-average control over his mask, it only makes sense that his control over his element is also great. Although not quite as skilled with as his mask power, Zauk has better control over his elemental power then most, allowing him to control it through thought alone. Although, this isn't as accurate as if he channels it through his hands or tools, it is enough to slightly surpass other Toa. Not a master at his element, he can use it like his Matau to some degree.
Equipment: (1) Collapsible scythe-A weapon looted from the body of Death, it's metal length can collapse for variable lengths. It is decorated with various marking and symbols resembling bones and skulls and such, and the crystalline blade is a cyan color. An unnerving weapon, to say the least.
(1) Clawed whip-A long metal whip-like weapon that serves for medium range attacks. Unlike other whips, this one is not a cord of material. Instead is segmented, with each protosteel segment about an inch and a half long. In the center of each segment is small spike, allowing the whip to latch onto enemies. At the end is cluster of these small spikes.
(2) Daggers-Two simple daggers that he has inside his pack. Nothing really special about them, besides their protosteel edges.
(1) Recurve Bow-A powerful bow of average size, this bow was custom made for the Toa of Lightning. Its components are reinforced to allow for considerable pull-back, giving the bow amazing power. However, it is mainly built for power, and not range. The body of this weapon is black, and the tips of the bow crackle with electrical energy as he fires an elemental arrow.
(25) Metal Arrows-These bolts are able to be charged with his elemental energy, and release the built-up electrical power upon contact with a target. They are built for penetrating thick armor, but not so much for range. They leave a ghostly blue trail through the air when fired elementally charged.
Fighting Style: Zauk's main fighting style relies on the use of his Matau, hands, weapons, and element at once. An example of doing this is using his Matau to accurately control the movements of his whip, while sending a strong electrical current through it to shock whoever it hits. Hand-to-hand, if it can even be called "hand-to-hand" with his Matau, is another one of his strong points. Using his Matau to deliver telekinetic punches just as he would his own hands. He mainly relies on joint-locks, throws, roundhouse and sweep kicks, and punches. As a result of extensive training, both in the wild while hunting and under the guidance of a teacher, Zauk is very fluid with all of his movements; generally going with or around enemy attacks rather then against them.
His physical skills have been honed over the decades of training. At peak physical condition, the Toa of Lightning is both physically strong and fast. His reflexes are quick, a skill he's gained from hunting.
He is also skilled in the use of his weapons, although his whip is the one he's most effective with. Using his Matau along with his general skill at manipulating it, the weapon can be used like an extension of his arm. A huge advantage about it it's metallic composition, allowing him to charge it with his electrical power. The spikes on the weapon also allow it to tightly grip object and people.
Weakness: Zauk's main weakness is brute strength. Although he is quite strong himself, his armor isn't designed to take hits with immense strength behind them. Because he relies on his Matatu for many attacks, knocking his mask off is highly effective.
Widgets: 250
Other Possessions: (20+) Knives-Stored in his hut, Zauk has many knives of all shapes and sizes.
Painting supplies-Zauk, surprisingly is a painter, a fairly good one at that. He keeps these supplies at his hut and in his bag.
Home: Hut in Ko-Koro
Affiliation: Ko-Koro
Alignment: Chaotic Good (Doing whatever he pleases)
Personality: Zauk is hot-headed and arrogant, he has a short temper, but rarely shows it. As of recent, the Toa of Lightning has gotten somewhat... strange. He doesn't hesitate to kill, and barely values his own life over getting whatever is on his mind done. As a whole, he's become "darker" and unpredictable, borderline psychotic at worst. Competitive and stubborn to the point of never backing down from a challenge or fight. Easy enough guy to get along with once you know him. Or at least, he used to be.
Theme Song: When All Lights Go Out, Erik Ekholm

Name: Ekko Vae
Species: Toa
Gender: Female
Appearance: Shorter than your average Toa, Ekko has a slight built that's dwarfed by others of her species. Her natural armor is colored a silvery light grey and dark blue, accented with cyan highlights. Her forearms and shins are covered by white bracers and grieves, comprised of a row of segmented scale-shapes, though she wears little other armor. A necklace of Ga-Koroan beads hangs around her neck, with a similar one on her left wrist. Strangely, her bright purple eyes lack any distinguishing features, and are just a single solid color, one of the few features that indicate that she is blind.Element: Sonics
Kanohi: Huna
Equipment: (1) Staff- A long, thin staff made of white metal, it's just slightly shorter than she is tall. One end is capped with a miniature heatstone embedded in the metal. The other end is bisected into two parallel parts, starting about a forth of a the way from the end. Carved along the length are the words Videre Nam in the Matoran script, with the Skakdi letter E following.
(1) Dagger- A smaller weapon, and more utilitarian than decorative, the white blade is curved somewhat, with two thirds of the back edge serrated. A heatstone is imbedded in the hilt where the blade and the guard meet.
Skills: Even without her sense of sight, Ekko is remarkably good at getting a feel for her surroundings. Her naturally enhanced hearing is especially acute, to the point where she can mostly guide herself on that alone. She isn't exactly a master martial artist, or anything of the like, though her reflexes are quick enough to make up for it.
Weakness: Despite adapting to it, she is still blind, and any opponent would already have an advantage over her.
Personality: Being blind for her entire life, Ekko really isn't bothered by the fact at all. However, she's fiercely independent, normally not accepting to help at the best of times. Quick witted with a good dose of sarcasm at best, she can be downright acidic at the worst.

Name: Liikyra M'Trahk
Species: Toa of Earth
Gender: Female
Appearance: Liikyra is around the average height for a Toa, if slightly taller, and has the general build of a Toa Metru. She is muscular, but is far more lean and not overly large. Her appearance betrays her skill in melee range combat. Facially, she has sharp, almost feline features normally locked in her normal impassive expression. Her armor is completely smooth, having no sharp angles, and is segmented to allow for maximum protection and movement. It is around average thickness, but is comprised of an alloy that is much lighter then standard armor. Despite this lightness, it provides good protection from most forms of bladed weaponry, as the smooth surface makes most blows glance off. Twin long blades are attached to her gauntlets, allowing her to keep her hands free while fighting. Her armor is primarily a dark grey color, fading to a lighter, silvery shade near the edges of the plates. Her natural armor is a dark black interspaced with green highlights, and seems to almost absorb light that hits it. Her dark grey Kanohi is uniquely shaped. It has the general shape of a Faxon, while having a mouth piece similar to a Huna, and vents like that of a Pakari. Her large, expressive eyes are a bright golden yellow color, as is her heartlight.
Voice: Switches between completely featureless and a light, almost musical tone.
Kanohi: Mask of Sensory Aptitude
Powers/Abilities: Liikyra. having the elemental power of Earth, has the ability to shape, control, absorb, and create earth. She also gains the ability to control seismic energies, which allows her to sense vibrations within the ground and create earthquakes. The Toa of Earth is lacking somewhat in her ability to actually create her element, and mainly relies on earth already present in the area to attack. However, she makes up for this with her fine-tuned control over seismic energies. Commonly using it to knock her opponent off-balance with a powerful pulse running through the ground, or as a means to locate being walking nearby.
As a Toa of Earth, she has physical strength above that of an average Toa, but not on the level of a Toa of Stone. Additionally, she is very fit and athletic, with intense training honing her reflexes to what she can physically manage. She is very skilled in moving around unnoticed, even without Masks such as the Huna and Volitak. Having a high tolerance for pain, she can ignore most injuries that are not immediately life-threatening.
Her Kanohi allows her to enhance her senses to a high degree, and she has gained quite some skill in using this to her advantage during a fight.
Equipment: (1) Longsword- An elegant weapon, the blade is comprised entirely of protosteel, giving it a silvery-bronze color. The hilt is stylized with a bronze metal, with the head of a Tarakava shaped into the guard, with the blade extending out from the "mouth". The hilt is a hand and a half long, allowing for both one and two hand blows. A series of 45 degree notches run along the first third of the blade, with the notches being bigger near the hilt before completely disappearing closer to the tip.
(2) Longknives- Twin weapons with thick, black, wickedly curving blades that serve for closer range fighting. The grips have small metal rings attached, allowing for better grip on the weapons.
(2) Bladed Gauntlets- The only weapons that can't be knocked out of her hands during a fight, these blades extend past her elbow, and allow for both slashing and blocking.
Weaknesses: Her main weakness is the fact that she specializes mainly in short range combat, so is at a disadvantage against those who fight with any skill at range.
Personality: [To be written after I find the last half of this profile that got deleted >.<]

Name: Puroruk- the Carver (per-OR-ook)
Species: Matoran of Stone (Po-Matoran)
Gender: Male
Appearance: Porouk, put simply, is large in every way for a Matoran. His size comes from both muscle and... not so muscle. His arms are thick and burly, and end in large, but surprisingly dexterous fingers. He has a bit of a paunch, showing his rather enthusiastic eating habits, but is not overly fat. His flab is kept down by a regular calisthenics and training routine, which he performs daily. Despite this, his is mostly muscular, which betrays the great strength granted to him from his element. His brown armor is ornately decorated with a bronze finish along the ridges and edges of the polished metal. His hands and feetare a dark grey color. He wears a Kanohi in the shape of a Garai, which shares the bronze/brown color scheme of his armor. He is quite handsome, but ruggedly so. He seems like a stereotypical uncle figure. His eyes, heartlight, and the various lights on his armor are a yellow-orange color. He will occasionally wears a tan fedora in they style popular in his home Koro. When working, his armor tends to get rather dirty, but he otherwise keeps it shining.
Voice: Gravelly, with a Po-Koroan accent that isn't very heavy, but still quite noticeable.
Dominant Hand: Both
Powers/Abilities: Puroruk,being a Matoran, has no elemental powers of his own. However, he is granted the immense physical strength that benefits most Po-Matoran. He is incredibly dexterous with his hands, with a level of refined control that would normally be impossible for his thick fingers. He moves his hands with a precision and deftness brought on by an equally sharp and artistic mind. He has very acute senses, especially in terms of his sense of touch and sight, as well as having an amazing spatial sense. He is quite athletic, despite his apparent bulk.
Equipment: Stone Hammer- A simple enough tool that is commonly seen throughout Po-Koro, however, Puroruk's is of much higher quality and specifically designed to his personal specifications. This includes hammer weight, the size of the shaft, the curvature of the head, etc. All are made for enhancing accuracy and controllability of each swing.
Stone Chisels and Tools- The Po-Matoran rarely goes anywhere without his carving tools, while he keeps in a leather bag. He always seems to have some sort of intricately designed object in his hands at all times, which he also keeps int he bag.
Fighting Style: Puroruk rarely fights, however, it doesn't stop the Po-Matoran from training in combat. He generally uses his hammer and great strength to his advantage, and his artistic deftness serves him well when forced to fight. He is very good at using his opponent's own strength against them. Although, he will at times resort to just bashing enemies with his hammer, something that is surprisingly effective.
Weakness: In the end, Puroruk is still just a Matoran, and so any being with powers or otherwise would have an advantage over him.
Other Possessions: Various trinkets and gadgets that he uses in his sculptures.
Heatstone- A high-powered heatstone able to weld metal given enough time. He uses this to create his complex works.
Home: Fairly isolated hut in Po-Koro. The building is large, but its space is mainly occupied by the courtyard in the center of the structure. This open area is where he creates some of his smaller works. (Larger works are done in the various sculpture fields.)
Affiliation: Po-Koro (To an extent).
Personality: Puroruk seems to be friendly and quite jolly on the outside, even if he does keep to himself most of the time. An easy enough being to get along with, he's happy to help... As long as something he gets something out of it. He isn't greedy by most standards, and really only wants better tools to make better work with. However, when angered, the Po-Matoran is not someone you want to be around. He isn't overly trusting, and really only believes in what he can feel with his hands or hit with his hammer. Still, he is loyal and solid like a rock in his allegiances. He's willing to do whatever it takes to get something done, as long as the results are good.
Bio: Puroruk is a skillful carver. He's lived in Po-Koro most of his life, and while his sculptures aren't as grand as those created by others, his works are much more artistic and hold a hidden complexity that appeal to some beings. He is most known for his elaborate kinetic sculptures, pieces of art that move entirely under their own power. He doesn't just limit his work to stone, either, and uses a variety of different materials from wood to iron. This sets him apart from other carvers, and has made him popular with those who wish for something other than a stone carving. As a result, he has gained quite a bit of wealth, but continues to live a relatively simple life. Besides his armor, that is, which he keeps in excellent condition. He isn't that famous, but anyone on the island has seen his work at least once.



Name: Mihlra

Species: Toa

Gender: Female

Element: Lightning

Appearance: Around average in height, if slightly on the tall side of average, Mihlra possesses the muscled build of a swordsman. Though one with an evident preference towards heavy blows with her broad shoulders and powerfully built arms, which wouldn't seem out of place on a Skakdi. Facially, she has prominent, angled features of an almost cat-like quality, though most noticeable is the scar running from the bottom of her left eye down next to the side of her mouth. Her eyes are a bright magenta, and are unreadable at the best of times. Her natural armor is mainly a deep royal blue with almost cyan highlights, with a secondary coloring of a stark white. Her heartlight is of a similar color of her eyes. A set of bright pink tattoos of a similar design to her element runs from around her left eye down along her arm, ending in a series of bolts at her fingertips.

For armor, she wears a set of utilitarian plate armor not unlike that worn by the Po-Koroan guard. The armor consists of a pair of reinforced gauntlets, two sets of layered plates protecting her upper arms and shoulders, a collared torso piece connected to two segmented pieces protecting her abdomen and spine, a belt with hip guards, two more plates protecting her thighs, and a pair of armored boots with grieves. The armor itself is of a purple-hued obsidian coloration. She also wears a dusty brown greatcoat, which itself has armor built into the tough fabric. Specifically, pieces on the shoulders, elbows, chest, and back, which are of the same color of her other armor and provide additional protection in those areas. A belt containing a pair of daggers wraps around from her shoulder to the opposite hip, with her sword's sheath connected to it on her back.

Her Kanohi is of an unusual make. It bears the general form of a Faxon, but is otherwise unrecognizable. The mask itself has a sharp, angled motif, with jagged lines accenting her features. A series of parallel notches make their way up the top of the Kanohi from the similarly shaped eyeholes, while a pair of ridges run from just underneath her eyes down to the sides of her mouth. The mask is of the same coloration as her obsidian armor.

Weapons: Mihlra carries with her a decidedly large protosteel backsword, though one who's blade comes to a sudden angled end rather than a gentle curve. She also carries with her a pair of straight-bladed daggers, and ger gauntlets, which have two short spikes on their knuckles, can be used as very close range melee weapons.

Kanohi: Kanohi Haunoru, the Mask of Focused Shielding. A variant of the Hau, the Haunoru is a rare Kanohi. Like the Hau, it allows its user to project a highly resilient force field; unlike the Hau, however, this shield is much more similar to the physical sense of the word. It takes the form of a glowing, transparent shield mounted on the user's forearm. This shield is impervious to most forms of matter and energy and virtually weightless, allowing the user to block with great speed and dexterity. This is an advantage over the Hau; it can be used without breaking the flow of combat, being usable more as a weapon than as a power. The downsides to the Haunoru when compared to the Hau are first, that the shield does not fully encompass the user, and second, that any physical impacts against the shield are still carried through to the user's arm; it will not protect them against, say, being crushed by a rockfall or knocked back by a powerful blow. The shape and color of the shield vary between users. Mihlra's shield takes the form of a magenta energy shield, with a stretched hexagonal shape that is taller that is wide.

Skills: Mihlra is a skilled swordsman, with a surprisingly refined style for her choice of weapons. However, as per the design of her sword, it does focus more on brute strength rather than speed. Capable in hand-to-hand combat, she nonetheless is more likely to use a blade than her fists to end a fight. Elementally, she has around an average amount of control, with a knack for charging her weapons with her power.

Weaknesses: Her biggest weakness would probably be the fact that while she isn't necessarily slow, she isn't fast either, and would probably try to tough out a blow rather than dodge it. As such, this can be taken advantage of by those who recognize it.

Personality: Unusually stoic for a Toa of Lightning, Mihlra isn't so much quiet as she is silent. Either way, her pragmatism can show itself in the way of disturbingly frank comments or other such remarks. Though not one with an openly cheerful demeanor, Mihlra does at least attempt to keep a good personality going when dealing with others. Though independent, she does see the value of teamwork, and does do her best to work with others towards a common goal. Is for the most part calm, relaxed, and unconcerned with trivial things.



The BEAST


Name: Vezok
Species: Skakdi of Water
Gender: Male
Appearance: Tall, broad shouldered, and muscular; Vezok is athletically built with his limber form packed with lean muscle. He's not all that overly burly, for a Skakdi, that is, though he's still quite more powerfully built than a Toa. His scarred armor is mainly a deep navy blue highlighted with a lighter blue, with his chest being a silver color, a color shared with his clawed feet. His red eyes burn with an intelligent, maniac gleam, a trait enhanced by his permanent wide grin.
Powers/Abilities: Vezok has impact vision, which allows him to hit a target with incredible force. Additionally, he can absorb the powers of those around him, temporarily storing them for a few hours for his own use. As a Skakdi of Water, he has access to elemental Water powers, though only when used in conjunction with another willing Skakdi. He is extremely agile, a trait made obvious by his lean build.
Equipment: Water Harpoon- A dual-use weapon that can pull himself through the water through the use of the harpoon or by way of water jets. The opposite end has a buzz saw that hurls water daggers – blades of compressed water that strike a target with great force.
Zamor Launcher- A fairly standard zamor launcher that has the ability to fire a multitude of spheres. His is currently equipped with "jitter" spheres, which induce terror into those they hit.
Affiliation: Piraka
Alignment: Chaotic Evil
Personality: Vezok is calm and collected, totally indifferent to the world around. Or at least, at first glance it seems that way. Burning rage is paired with an extremely clever mind in a deadly combination just barely held in check behind his cool exterior. Though an excellent tactician, he's far too intelligent for his own good, and harbors a “healthy” amount of either paranoia or contempt for those around him. This definitely extends towards the other Piraka, where as he can barely stand the likes of Hakann or Zaktan, with Reidak being the only one he can tolerate to any degree. And only because he doesn't believe the big brute to be smart enough to plot against him. He manages to keep his calm demeanor up, save his outbursts of rage in which he normally finds his weapons a better communicator than words can ever be. Nonetheless, when he does talk, it normally amounts to a non-too-subtle threat hidden behind some brutal observation of the world around. Any who spend a great length of time in his vicinity get the impression of a bomb just waiting to be set off at the slightest disturbance. One that wants to be set off, for that matter.
Weakness: While physically strong in comparison to other species, he's not the strongest of the Piraka, nor is he the most durable. His bouts of sheer rage leave him with little to none of the sharp intelligence he normally possesses.

Edited by Gravity, Mar 23 2014 - 04:54 PM.

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#15 Offline ToaKaprua1324

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Posted May 11 2013 - 07:28 PM

Name: Bok

 

Gender: Male

 

Species: Toa

 

Alignment: Neutral good

 

Powers/Weapons: Iron, Kakama, WarHammer, Shield

 

Appearance:

Posted Image

History: Bok woke up one day lying on the ground in the desert of Po-wahi, with nothing but his armor, mask, hammer, and complete amnesia.  Since Makuta's defeat he has mostly learned how to use his powers, though he still remembers little of his past.  Shortly after Makuta's defeat, Bok worked as a blacksmith in Ta-Koro.  When inter-Koro relations started going south, Bok left and became a homeless wanderer.

 

Personality: Bok is dedicated to protecting the innocent and serving Mata Nui and is extremely saddened by what has happened between the Koros.  He hopes to help peacefully reunite the Koros.  He also believes that Makuta is still alive and wants to prove this to the Koros both to prepare them and to reunite them.  He tries to follow the Toa Code, or at least as much as he knows of it.  He is willing to die to protect the innocent but he does not know if he is willing to kill for it and hopes he never has to find out.

 

Weaknesses: Bok has amnesia, so he's still trying to learn how to use his powers.  He also is extremely naive trusting.  His strong sense of morality can cause him to do stupid things such as running unprepared into fights.

 

Name: Strakolix

 

Species: Vortixx

 

Gender: Male

 

Alignment: Self-serving moralless

 

Equipment: Hagah Plasma Cannon (approved by Nuju Metru), dual poison-coated knives

 

Description: A tall, lean, black-armored (Duh) Vortixx.  Has some light armor but always wears a hooded cloak, under which his knives and cannon are hidden. 

 

Personality/History: History? Right, like he'd ever tell you that. Personality: Prefers to use his brains, not his brawn(he has no muscles).  His ultimate goal is to eventually rule the island, for now he's satisfied with the best-paying job.  He has no qualms about killing anyone, any way.  He's considering becoming a seaman and eventually replace the captain and secretly eliminate, giving him a crew that will do his bidding.

 

Weaknesses: He's not much of a fighter up close and is rather weak.  Without his weapons, he's hopeless in a fight. He also has a tendency to monologue to someone before killing them.

 

Name: Keldor

 

Species: Skakdi

 

Gender: Male

 

Alignment: Altruistic "Good"

 

Powers: Plasma, Laser Vision

 

Equipment: Scoped Lightstone Rifle, Axe

 

Description: A rather short Skakdi wearing camouflaged medium armor all over his body with holes for his eyes and mouth.

 

Personality/History: When Keldor heard Makuta had been defeated, he left his war-torn homeland and expected to find paradise on Mata Nui.  Instead he found the Koros on the brink of Civil War.  Since then, he has decided it is because the Koros have corrupt leaders and he has made it his life's goal to remove them all and replace them with true servants of Mata Nui.  He is rather depressed and refuses to talk about his past.  He will do whatever it takes "for the greater good." but still tries to be merciful and nonviolent, whenever possible. He is currently keeping his desire to kill the Akiri secret, but is looking for trustworthy co-conspirators. He is also quite adept with being silent, virtually invisible, and is a good shot with his rifle.  He recently found a large sum of money in the form of buried treasure. (Strak's money, ironically enough.)

 

Weaknesses: He is clumsy with his axe in up-close combat and rather slow. He's not exceptionally smart, but not stupid either.  He also has a difficult time trusting anyone.

 

Name: Tarpo

 

Gender: Male

 

Species: Matoran

 

Alignment: Torn between Ta-Koro and Po-Koro

 

Powers/weapons: Half Po-Matoran and half Ta-Matoran, he is slightly stronger than most Matoran (not as strong as a pure Po-Matoran) and has a slight resistance to heat (not as strong as a pure Ta-Matoran) He also carries a sickle and wears a powerless Kakama.

 

Appearance

 

Personality/History: Tarpo is a farmer that has lived on Mata Nui as long as he can remember. His parents were killed by Makuta's Rahi many years ago. He tries to alternate time between his two Koros but this is increasingly difficult. He is very kind and dedicated and would never hurt a fly, but he would risk his life to defend his friends (if he had any)

 

Weaknesses: His torn loyalty between two Koros has had a deep effect on him and he often loses focus. He also has an extreme weakness to cold and an extreme dislike of water. He is also quite shy and paranoid.


Edited by ToaKapura1234, Jul 11 2013 - 08:54 PM.

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Me playing MNOG: Aw poor Taipu. First he has to do double work then he's kidnapped. And poor Maku. She gets quarantined for saving her village.

Me playing MNOG II: CURSE YOU TAIPU! DIE DIE DIE! GRR, STOP SCORING! MACKU, YOU CAN'T BLOCK ANYTHING! YOU'RE FIRED!

The Legend of the Bionicle...Toys. My comedy. Give it a read. It's only $9.99(free if you give a USEFUL comment) and it has free ice cream. End shameless advertising.
(Ice cream does not apply if you live in North America, South America, Asia, Europe, Africa, Australia, or Antartica)

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#16 Online LONG LIVE TYLER

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Posted May 11 2013 - 07:29 PM

Staff Characters

 

-The Little Princess-

 

Name: Desdemona (“Desde”)
Species: Dasaka
Caste and Clan: Menti Caste, Umbraline Clan
Gender: Female
Appearance: Desdemona is a willowy creature, just inches over the average height but slim and slender enough to require a layer of slim, interlocking crystal armor over the upper half of her body wherever she goes, as though she were a bauble that were in danger of breaking. Her actual armor is a dark navy, so dark it appears almost black, with fine golden trimmings running near the joints and along her chest in ornamental patterns. Her face has a similar look; attractive to behold but frail and slim, only her eyes look consistently healthy. They are a deep, powerful navy blue, a rare color for a Dasaka that may be linked to her prowess as a Willhammer and telepath.

Weapon(s): Desdemona has no real skill as a Soulsword and cannot conjure her own psychic weapons. For her court appearances, when she makes them, she carries a long, ornate crystal dagger marking her as a member of the ruling clan, but she is not particularly skilled at using it and instead deigns to carry with her a small pouch around her neck, with three crystal spheres fashioned for her by her nurse as a child.

Mask: Kanohi Sanok, the Great Mask of Accuracy, in the shape of a Hau.
Powers: To make up for her lack of strength and fortitude from birth Desdemona was blessed with a profound, natural knack for the Willhammer discipline, eclipsed only by her skill at Ideatalk. Her ability is such that it is almost always on, with the same amount of effort it takes to remember to breath or swallow food. In general, it manifests as nothing more than a quiet mental tug for most and when she wants to she can drop most of her whims and desires into another person’s head and embed them there, in the subconscious mind. She keeps this, as well as most of the range of her abilities, secret, so as to avoid scorn or undue attention on her family while they work to maintain the Archipelago’s runnings; to herself, though, she will quietly use her skills to keep tabs on those moving through her general area in the Imperial Palace, and often displays an eerie, near precognitive knowledge of the thoughts and plans of those who she can find.
Traits: Quiet and reserved from her years spent in glorified house arrest, Desdemona is a sharp, politically savvy girl who realizes the gravity of her birth, her powers, and her situation. If not for her birth as an Umbraline and second daughter of the Rora it is entirely possible she would be abandoned or shunted to some other lesser clan affiliated with her family, for her situation is one that unnerves many of the matriarchs in her clan. She appears at court and sits council from time to time to help ensure her family’s continued superiority and prosperity on the Kentoku Archipelago as a testament to her birth and acknowledgement of her skills, but the subtle threat of sudden, swift change that Desdemona represents is always there, and it is a constant, unspoken dividing line between the Umbraline who seek change and the more conservative old guard.

Biography: If she were in any other clan – even the Fursics – she would be dead.

 

Desdemona was born almost a month early, frail and already sick from the day of her birth, and her very survival was, depending on which gossip you talked to, either a stroke of luck or some sort of omen from Zuto Nui; on her very first night alive she had used what could only be natural telepathy to scan Yusanora’s mind and plant a single word there: Desdemona. The name stuck, and over the course of her life the natural prowess of the Rora’s second daughter manifested at odd times, in odder places; the usage was never more than fleeting but it was decided that she should be tutored as a Willhammer in private, away from anyone else training as a Menti. After she was trained as ably as she could be – at a certain point she started to overshadow many of her own tutors – the isolation stuck, for both her sake and to prevent her from inadvertently latching on to those at court who she may affect and manipulate –  publicly, anyway.

 

Desdemona still holds a place of honor during court and makes a conscious effort to try and not be an untapped reservoir of psionic power, but she has few relationships outside the top power structure of the clan, and though she is not explicitly barred from leaving the grounds of the Imperial Palace, she is strongly discouraged from doing so nonetheless.
Weakness(es): Desdemona is below average in hand-to-hand combat and has no apparent skill at arms.

 

Personal Characters

 

-The Dapper Duelist-

 

Name: Dorian Shaddix

Species: Toa

Gender: Male

Powers: Iron

Kanohi: Calix.

Dominant Hand: Ambidextrous.

Appearance: Man, oh, man

 

Dorian’s a beauty. That’s not meant to sound arrogant, to suggest that he’s much better looking than you, because it’s straight up factoid. His face is sharp and angelic, with a jawbone like a convergent fault line, cheekbones like mountain crests, and a thin mouth that’s almost perpetually curled upwards into the cutest smirk you ever did see. Two big, flirty deep azure eyes shine out like lighthouse beacons at you, staring right past you and into your soul so he can dissect what’s inside there on his own time for fun.

 

His body is lean, muscles deceptively hiding just underneath the surface of smooth, flawless skin. He has the physique of a three-sport athlete, looking as though he could run a marathon before warming up with the Ta-Koro Kolhii team and then BASE jumping off the Tren Krom Break. A careful exercise regimen performed before the crack of dawn every morning and just after the onset of dusk at night helps keep this physical perfection intact: Dorian trains about as well and as hard as any athlete, if not moreso.

 

His fashion tastes may be decried as effeminate, or hipster, but he has his own reasons for adoring each and every little article of clothing that he wears, none of which he’ll share with you, and each piece combines to create an end sum that is both functional in a fight and attractive at a party. Dor’s general clothing is a black silk v-neck that fits his muscled form somewhat snugly, though not nearly skintight, a pair of black slim or skinny fit pants, denim or leather depending on the occasion, and a black or gold cashmere scarf. Yes, a scarf. He has his reasons.

 

Okay, yeah, fine, he’s kind of an effeminate dandy. But he doesn’t care; it’s part of the magic that he’s created for himself. That magic comes at a price, though; lately Dorian’s lost a pound or two, and his beautiful blue eyes sometimes have a drawn, tired look to them, like he needs a good sleep.

 

Weapons: As a duelist of renown across the island, Dorian's primary weapon has long been his six-shooter revolver. He acquired the revolver after the execution of a Bad Company underling, Naryth (formerly played by KNI) and picked up the weapon as a trophy of sorts. (Approved by Friar Tuck.) Though his revolver is a sturdy weapon of a proud make, and he can use his Toa energies to create new bullets for it any time, he is also a master swordsman and hand-to-hand fighter, meaning he is just as dangerous with a sword or gauntlets or even fists as he is with his gun; he can create all these things and more with his powers.

 

Recently, he has once again come into possession of the proud crystal flamberge that once belonged to Makuta's lieutenant, Heuani, and then to his friend Joske. he flamberge has a sturdy, elegant metal hilt – a basic T-shaped crossbar, an unadorned ovular pommel, all crafted out of smooth lines – but what is remarkable about the weapon is its transparent, rippling blade. The blade suits Dorian perfectly, as though it was made for his arm. The blade looks like it is made of glass, and its edge is so sharp that it almost disappears into the air. The seemingly smooth surface of the blade is actually comprised of exceedingly minute flat polygons that bend so subtly that their edges are imperceptible unless closely examined. Inside the blade, there is a tiny crevice, an angular-looking air bubble; it is the sword’s only flaw.

Alignment: Joske Nimil and Tuara Drigton (Chaotic Neutral, bordering on Good for once)

Personality: Still darkly playful, disarmingly witty and casually dangerous, Dorian Shaddix has nonetheless been changed by the experiences of the past twenty one months. The erratic excitement of his actions is dulled now, still there but slightly hollow and cold. He seems to have realized the depths of his own folly in his partying antics but still carries along in a sort of charades version of them anyway. In a lot of ways it's even more beautiful and enthralling than it was before; to Dorian it feels wooden, like a doll when you chip away all the paint and there's just a scraped up skeleton remaining.

 

His charm is no longer eerily consensual; it’s now almost sinisterly codependent, a series of verbal, physical, and expressional tics that combine together and condense him into a sort of living dark, smoky croon, able to soothe as easily as he can tantalize. Heuani had more of an impact on the young Toa of Iron than he realized, in the end, and it shows at times in both good ways and truly terrible ways.[/color]

 

Dorian’s Lothario persona is only further complicated by his relationship with Tuara and the events of the last two years. Since Makuta’s fall he’s taken to having vivid nightmares, brief out of body experiences and the strange, awful feeling that the edge of the cliff he stands on is slowly starting to weaken and crumble…

 

Bio: We all know the story.

 

The aristocrat’s son falls for the girl, they’re kidnapped, brainwashed, turned into assassins and set loose on the world. The aristocrat’s son changes for the worse – the far worse – gets a glowing blue tattoo on his shoulder that gives him a strength and speed buffer when people get angry, he joins a mercenary outfit. Along the way, he meets a lot of girls and a really cute guy, most of whom turn out to be absolutely no good at all, and in the end he nearly dies a lot and ends up settling down in Ta-Koro, cutting a deal to avoid prison time by getting a legit job and consulting for the Ta-Koro Guard to keep crime rates down.

 

Here’s where the story veers off course.

Dor is screwed up at this point. His relationship with Tuara is good, but his relationship with sanity is nowhere near it; he’s suffering from severe post traumatic stress disorder and a slight physical illness of unknown origin, all while trying to keep Tuara from drinking while getting his own life back in check. The stress could overwhelm him at any time, and when it does, it could trigger a relapse back to the old Dor.

 

Or, God forbid, worse.

 

Weaknesses: After the events of Makuta’s fall, his experiences with Heuani, and multiple near-death physical and psychological experiences, Dorian suffers from vivid and unpleasant post-traumatic nightmares of his experiences which can leave him sleepless and lethargic. Though that in itself doesn’t impede his fighting skills any, he’s “a bit under the weather,” which in his case means often breaking out in cold sweats, suffering from bouts of fatigue and weary, and paranoia and irritability.

 

-Akiri-

 

Name: Akiri Hahli

 

Species: Matoran

 

Alignment: Ga-Koro

 

Gender: Female

 

Appearance: Hahli is of average height and width for a Matoran – possibly an inch shorter than normal – well-formed and graceful. She carries herself with a speed borne of military training that belies her soft, poetic nature.

 

Weapon(s): As a Marine, Hahli is talented with all manner of Matoran tools and weapons; she practices with a Bamboo Bow regularly but does not carry it with her many times, leaving her with just a Bamboo Disk, Ga-Koro fishing staff, and a long, well-made dagger given to her by Akiri Jaller. The blade is Protosteel edged with rena and the hilt is black, polised Muaka bone; though somewhat plain looking the blade is powerful and expertly crafted, and will never give out or break.

 

Mask: Powerless Great Kaukau

 

Powers: Control of Ga-Koro and a natural grace with her surroundings: this gives Hahli greater ease when moving around, whether through athletics, parkour, or other physical activities.

 

Traits: Though a formerly high-ranking Marine, with all the borderline workaholism that the moniker implies, Hahli is, at heart, a poet. She has a deep-running appreciation for the world around her and often looks for the philosophy in life where others may overlook it. She’s a student of history, a firm believer that while history may not always repeat itself, it does always at least rhyme, so she’s trained herself to learn from any mistakes she made as a Marine and improve on them as an Akiri.

 

Though she’s loving towards all of Mata Nui in general, and often tries to mediate small-scale conflicts between other Akiri, she will ultimately put her village and people above all else, and will detach entirely from communication for weeks at a time if conflict truly does arise, leaving Ga-Koro an oasis of peace and neutrality in Mata Nui. Despite her poetic and generally peaceful nature, Hahli can use her gift of words to call upon her incredibly sharp wit; the Akiri can deliver a barb twice as piercing as any stingray with just words, and her trained Marine’s mind can allow her to scheme just as effectively as any other good tactician.

 

Biography:  Hahli cut her teeth in the Marines, serving Ga-Koro and Turaga Nokama – her mother figure – as diligently and loyally as could be. Well-known and loved throughout the village, the Ga-Matoran was voted into the position of Akiri in a near-landslide. Hahli accepted the position with the same humility and care she accepted her charge as a Marine with, and she does so to this day.[/color]

 

Weakness(es): As a Matoran, Hahli has none of the powers, strength or size of other, larger beings, leaving her weaker in a melee fight.

 

-The Chosen One-

 

Name: Reordin Maru

Species: Toa of Ice

Gender: Male

Powers: Due to using Kopaka’s Essence Stone, Reordin has immensely honed control over the element of Ice and can resist some of the coldest temperatures on Mata Nui for extended periods of time.

Kanohi: Reordin wears a Kanohi Tauhaka, a Mask of Alchemy. The Kahoni Tauhaka allows its user to change the material or element(s) of one object into another. For example,Reordin could turn a tree from wood to stone, or a metal door to glass, the transmuted object gaining all the new strengths and weaknesses of the new material. The Tauhaka cannot create or destroy new things; it can only alter already-created items. The rate of change is determined on the size of the object – the larger the object, the more time is required exponentially to transmute its substance. Against living beings, the Tauhaka is far less effective.

Weapons: For weapons, Reordin wields two ice axes (what most people would call ice picks) with serrated inner edges; the weapons are versatile for both combat or for maneuvers which may require him to grab onto something such as the top of a building or the crevice of a canyon.

Appearance: Tall and noble looking, with the poise of a leader, Reordin has the lean, athletic physique of an athlete and a soldier. His old, custom-designed black and white armor has transformed now that he’s a Toa, becoming a smooth, seamless blend of whites, with accents of grey and black across his entire frame lending a less conformed look to his attractive body shape. The Toa of Ice is built for free running, and spikes on his feet allow him to climb up a variety of surfaces, such as mountains or canyons.[/color]

 

Reordin’s face is handsome, with defined cheeks, a strong jaw, and a thin mouth that seems to be continually smirking. Most notable are his eyes: two big, steel blue orbs shrouded in mystery that seem to focus like those of falcons gazing at prey when he’s examining something or coming up with a plan; his gaze can either pierce your soul or warm it, depending on his feelings towards you.

Alignment: Wanderer's Company (Neutral Good)

Abilities: Extremely diverse knowledge of parkour, or free running; his body is adjusted for the toughest physical conditions, and he has borderline Calix-level power over his body movements. He's also versed in several different hand-to-hand and sword-fighting styles. Reordin has the natural poise and tactical brilliance of a leader, and has a good feel for the emotions of his men and how to assuage them.

Personality: As a lifelong soldier and cop, Reordin has always made his living off of what he believe: namely, the subtle facial tells of a suspect's face, the evidence someone leaves behind at a murder or robbery scene, or the tactical layout of the place where a perp is hiding out. Destiny is not high on his list of favorite things, nor is the concept of fate; as someone who has deliberately plotted out his own life path ahead of time, the Toa of Ice is a very quick thinker, always planning on the move, even sometimes switching up his entire battle strategy in the middle of engagement if only to confuse his enemy and give him the upper hand.

 

During his time with the Wanderer's Company and his tenure as Stannis' presumptive deputy, however, Reordin has developed an appreciation for deep thinking as well as quick thinking, often trying for the sake of the rest of his team members to create a hybrid of the two that both fits his leadership style and the purpose the team was assembled for. The personality imbibed into him by Kopaka's Essence Stone has only furthered this begrudging appreciation for the philosophical. Though he may occasionally be the butt of jokes for this, Reordin is not a man who suffers fools gladly, and will pay back a jibe or a gag in turn down the road, and much more sharply. That said, he is a man who not only appreciates the value of teamwork, he appreciates the value of family, and the bond he shares with his team - his family - is unbreakable by nothing short of a hundred Great Spirits.

Biography: Reordin started out his days as a simple Matoran - a bright eyed idealist, in fact - with a sense of duty to Mata Nui and to his people. The moment that he reached the age of eligibility, he signed up for the Sanctum Guard and quickly became one of Ko-Koro's most well-known beat cops; criminals and Guards alike both feared and respected him for his growing willingness to go outside the boundaries of what a normal cop would do, and only by the skin of his teeth and his brilliant capture record did he escape administrative action. However, while leading a platoon of Sanctum Guard troops for the Island Liberation Squad in the Battle of the Hive, Reordin's lieutenant, Darrick Bane, as well as the majority of his men, were killed in combat; the two other survivors died en route to Ko-Koro to spread the news.With no one to corroborate his actions, Reordin - along with, unknowingly, his Ussalry counterpart and bromance partner Sulov Koskium - were placed on administrative leave; while Sulov was discharged, Ko-Koro was attacked by terrorists before Reordin's case could be reviewed, and the lieutenant immediately led a group of ILS forces to the village to see what he could do. He is currently assisting his home in any way he can, all whilst bearing in mind the ominous visit of a strange Ta-Matoran the morning after the Battle of the Hive, during which Reordin was told to watch for the Wanderer, who would change his life forever.

 

So he watched. And watched. And watched. And…Stannis.

 

Instantly, he and the Pa-Matoran butted heads, arguing over strategy, the Essence Stones, what the fate of the Chosen may be, and, at the crux of each debate, the faith of the saint vs. the logic of the soldier. Throughout their journey, however (and with the help of a certain Le-Matoran flygirl turned Chosen One) Reordin managed to develop a budding appreciation for the Wanderer’s style of leadership. When Stannis and Oreius, another Matoran from the team, were separated from the rest of the Company, Reordin took charge and collected two of the remaining stones while Stannis’ half of the team collected Pohatu’s.

 

When the team linked back up together, Stannis and Reordin (kind of) buried the hatchet, and the team used the Essence Stones to transform into Toa. Now Reordin is a Toa of Ice in the vein of Kopaka, and is learning to use the power of the First Toa whilst not completely surrendering himself over to the personality of his predecessor. Of all the predecessors he could have gotten, it was Reordin's forefather that ended up being Heuani; the Toa of Ice refused to follow in his footsteps and assisted in the final vanquishing of Makuta. After the battle and the team's experiences in Mangaia, Reordin returned to Ko-Koro to defend the village.

 

Currently, he serves as its chief protector.

Weaknesses: As a Toa of Ice, Reordin isn’t big on fire or intense heat, and his penchant for cockiness in the face of an enemy hasn’t exactly dulled much, either.

 

-The Piraka-

 

Name: Avak

Species: Skakdi of Stone
Alignment: Creatively gifted but temperamentally unpredictable engineer for the Piraka
Gender: Male
Appearance: Avak is a rather typical looking, almost totally unremarkable Skakdi of Stone. With bulging muscles under sandy brown armor, rugged features that betray his magma-colored, quick, dissecting gaze, and a burly stance whenever he’s in the room, his presence would be completely unremarkable if not for the fact that losing track of Avak could quickly get you backstabbed and killed. At best.
Weapon(s): Avak’s primary weapon is his trusty Seismic Pickaxe, which can slice apart any surface and then weld it back together with the utmost precision and also features a jackhammer side that can fire off destructive energy blasts, much like a souped up energy pistol of sorts.
 
Avak is also armed with a Zamor Launcher, which he loads with the Piraka’s virulent yellow-green “jitter spheres,” Zamors filled with a powerful, hallucinogenic fear gas. Repeated exposure to the fear gas has made Avak, like the other Piraka, immune to it.
Powers: Avak, being a Skakdi of Stone, has limited powers over the element of Stone, which he can use only in conjunction with another Skakdi. He also has X-Ray and Telescopic vision at his disposal.
 
Stranger still is his prison power: Avak can use his mind to create a perfect living prison for his enemies which would counter any powers they could possibly use.
Traits: Avak could scoop up a couple pebbles and a palmful of sand, roll it betwixt his fingers, and produce you a contraption that could vaporize an entire building. Easily the Piraka’s most skilled and fast-paced creative mind, the Skakdi of Stone’s cabinet of mental blueprints can be perused and produced in hyperkinetic speed. A skilled multitasker, he will often dabble in two or three weapons and inventions at once, just for the purpose of keeping himself busy. Able to detect and dissect trends before they happen, Avak has given up on trying to explain his thought processes or his ideas to the other Piraka, preferring to keep his highly inventive psyche to himself.
 
So why is he with them? Frankly, because he’s a prick.
 
Though his loner antics and willingness to screw his teammates have left him hated and distrusted by most of the other Piraka, he is considered invaluable for his skill with keeping the Piraka alive through mechanical inclinations but is not considered someone that anyone would want on their team as anything more than a last resort. He is typically sulking, able to flip into a volatile temperament that makes him impossible to argue or reason with. He will often calm down after a brief period of time but instead of apologizing or trying to make it up to the team will just tinker with new ideas and make it up to himself, not to them.
Biography: As of yet, unknown.
Weakness(es): Avak prefers to use his machinery and his intellectual property to give him the upper hand in a fight, for he’s generally weak in any sort of hand-to-hand fighting.

 

-The Somnambulist-

 

Name: Anyanka

Species: Toa

Gender: Female

Powers: Plasma elemental energy. Anyanka is also a born free runner, able to slip through even the thinnest of crevices like a drop of rain. She’s extremely difficult to catch even without her Kakama, having spent centuries running and hiding; at this point, evading capture has become like an art form to her. With her active personality comes an increased Spidey-Sense of sorts, and she’s an excellent judge of both character and liars.

Kanohi: Kakama

Appearance: Anyanka is at about an inch smaller than the average height for a Toa, but slimmer, almost as though it looks like she’s been deprived of a hot meal for longer than necessary. Though her face is beautiful, with an oval shape and a full pair of lips frozen in a permanent half-smirk, her main feature is her dark brown, almost smoky looking eyes; when intrigued, they dance with shadows and seem to expand, reading into the soul of anything in front of her, animate, inanimate or otherwise. Her face seems to be twisted in some variation of thoughtful at all times, whether she’s contemplating something, negotiating with someone, or just simply trying to rest and failing.

 

The rest of her body is just as trim and well-kept; her arms and legs are toned and athletic, built for moving around, and she carries with her the frame and poise of a gymnast. Her movements are classy, dignified, but laced with a form of dark excitement that makes it almost impossible not to feel slightly on edge around her. This ease of motion is allowed to her by her lack of most heavy armor; Anyanka deigns to wear simple black and dark grey armor, with orange highlights here and there to denote her as a Pa-Toa, a Toa of Plasma.

Weapons:  Anyanka’s travels light when it comes to weapons, usually carrying with her a simple double-edged butterfly knife, serrated on one side and sharpened every hour, on the hour. For longer range combat, she uses a Roman gladius, which she wields with deadly precision. Her element is one that she can use long-range, so she doesn’t carry any weapons that can do damage from a distance, preferring to use her own abilities for that.

Alignment: Mercenary (Chaotic Neutral)

Personality: Active, active, active. Anyanka very rarely shuts up; she’s sharp, always prepared to repay a barb or witticism in turn, and has no problems talking to other people, whether they’re targets or allies. Her penchant for never staying in one location for too long has left her with a taste of a lot of different cultures, so she seems dignified, carrying with her a sort of exotic aura that wraps its tendrils around you and draws you in, and often she’ll reminisce on these places, even if she has no one to talk to but herself. She has an old soul; she’s a fan of the finer things in life whenever she does get a rare moment of downtime, be it spending time at an art museum with a nice cup of coffee, tanning on the beach, or simply just sitting on a rooftop tracing shapes out of stars.

 

Anyanka's unstable, though, too, so there's that: she is fanatically loyal to her subconscious, which she believes is a pipeline to another realm of existence. She believes herself a servant of the divine, enacting their will through her dreams and giving no quarter to those who either question this servitude or who believe her to be just another crackpot on an island full of them.

Bio: On the surface, Anyanka remembers nothing of her old life, but she knows it's there.

 

She knows it's all there, doesn’t remember being born on an island far to the south of Mata Nui into a dirt poor family in a ghetto that was so grimy, so completely and utterly crushing to the soul, that calling it a ghetto was really an insult to the impoverished. She doesn’t remember growing up and immediately starting to run, using those long, graceful legs of hers to sprint like a gazelle through her childhood and adolescence as a Matoran, stealing and robbing others to provide for her family. She doesn’t remember that one day, she stole something very valuable from a very rich, very dangerous nobleman who not only razed the entire plot of land her family lived on, but went out of his way to destroy every memento of her family’s existence – including her family itself.She doesn’t remember WHY she started spreading from island to island, like a plague, slowly moving away whenever the nobleman followed her and started to dismantle her life there. She doesn’t remember building a small, makeshift raft and sailing north desperately in the midst of a hurricane and getting tossed around like a rubber duck in a child’s bath, or hitting her head on the mast and washing away from her course. All she remembers is that she was supposed to stop running and build an adequate life here, and that’s what she started to do, hundreds of years ago.

 

Of course, the reason she knows these things, but can't remember them, is because she dreamed them all up. They never happened.

 

Anyanka is a somnambulist of the darkest kind. In her dreams, she sees events, people, and places that can only be created by those who have seen them before, and the dreams strike with such clarity that when she awakes, she's sure that she's an oracle, a woman blessed by some sort of precognitive gift, and those beliefs are only reinforced when the events actually happen. This, too, is her fault; between dreams, she will often rise up, completely unaware of what she's doing and often compelled only by her subconscious, and act out the dreams, murdering, robbing, and assaulting innocent bystanders, targets, or even people she's worked with and befriended for years all for the sake of making sure her dreams come to life. So set is she in her delusions that she has actually invented a whole backstory for herself inside her subconscious, and over time, she merely came to accept it as fact.Of course, unknowing of this, Anyanka decided to try and settle down in Ga-Koro, and for a while, it kind of worked. Murder rates around her residential area were erratic, spiking some months and lowering to record lows on others, but she was never brought in for questioning or even suspected.But then, in an almost perfect parallel of her "life" pre-Mata Nui, she dreamed about the wrong guy and paid a steep price for it, causing her to retaliate by hiring several other mercs to help her take down the man who was gunning for her. The other mercenaries died during the attempt, whether by her hand or that of her target's; though successful, and though she was now at peace once again, Anyanka found the life of a mercenary - especially one with knowledge of her targets beforehand - too compelling. Now, she roams Mata Nui at large with her bestie, the Valkyr and former Toa Daedra Anthyn, her partner Aexias, her friend Savina, and former protector of Ga-Koro/team eye candy Embok.

Weaknesses: Anyanka isn't built for consistently heavy damage, though she can easily outperform even most opponents larger than her. In addition, she is so fervently convinced that her dreams are reality that she will fly into a rage if anyone continues to question them - and, by extension, her.

 

-Surf Rat-

 

Name: Tillian

Species: Toa

Gender: Male

Powers: Gravity.

Kanohi: Kadin

Weapons: Tillian's weapons are a Rahkshi of Hunger's Staff of Absorption and a one-handed short sword. His body, however, is a much more powerful weapon than anything he wields: his canines are sharpened and powerful, able to rip through flesh in a second and bone in several, and his strength and speed make him a formidable foe in battle for any opponent.

Appearance: Tillian is tall and good-looking in the way that the prom king of a high school is: he's unassumingly handsome, with a kind, well-kept face, bright blue eyes, and a cheeky grin comprised of nothing but even, pearly white teeth. When you look closer, however, you'll see the way his canines seem to slope and end in dagger-like points, the way his blue eyes pulse with little red pinpricks of light when he starts to get hungry, the almost anemic tone he gets in his skin after a day or two.

Dominant Hand: Left

Alignment: The A-Team (Neutral Good)

Personality: Tillian's confusion about his true self is outmatched only by his discomfort when it comes to his celebrity. He is, in his own heart, as pure as a person can be, always ready with a joke, uplifting message, and making friends with a person as soon as he meets them. However, he is plagued by dreams of a darker, more violent image of himself, and his inner insecurities about what could happen if this version of him comes into fruition were only furthered by the events of Makuta's fall. Despite these nagging doubts, Tillian is a largely sweet, devoted, and "what you see is what you get" type individual.

Biography: One hundred and eighty years ago, a young boy was born into one of the most respected and wealthy families in all of Ga-Wahi, the Juturna's. This boy - who was given the moniker of Tillian, an old family name - grew up to be the darling of the entire village, a surfing champion, brilliant kid for odd jobs, and an all around good guy to have at your back in any situation. A year ago, though, Tillian left Ga-Koro for Po-Wahi to see if he could help pinpoint what exactly was happening to the Chronicler's Company. This decision changed his life.

Rahkshi. Six of them attacked Po-Koro on the day of Tillian's arrival, and after becoming the first person to kill one of the creatures since the fall of the Toa Mata, Tillian earned himself a high ranking spot in the Po-Koro Guard and connections with a group of people who would later form the basis of what was affectionately titled The A-Team: Tillian, his first-patient, then-girlfriend Emotia, his best friend Skyra, Skyra's girlfriend Laserbeak/Liara, and Emotia's best friend Reaver. The team - gaining members along the way, including Tillian's subordinate and field partner Naona as well as a stiff Gukko Force officer named Krayn - moved throughout all of Mata Nui performing deeds both good and heroic.

 

After his marriage to Emotia, the team splintered, with Skyra leaving to embark on his own path with another team, Krayn and Naona going back to Po-Koro, and Reaver following the Mark Bearer of Fear Utu blindly while Tillian, Emotia, and Liara stayed in Ga-Wahi. The team met up once again at the temple of the Mark Bearers in the Kumu Islets, where those who bore Marks had them erased - with a few exceptions, namely Utu, Salvinn, and the team's most recurring enemy Dorian - and those who didn't made their way back to their own lives.

 

Or so it was thought.

 

Now pretty much everyone is dead, Liara doesn't want to talk, Skyra's a girl and things are hella awkward.

Weaknesses: Tillian's blood cells deplete much faster, meaning that if he doesn't get some form of blood in his system every few days, his body will slowly desiccate and dry up until he is practically mummified, only able to move his eyes until he's fed.

 

-O Captain!-

 

Name: Angelus

Species: Toa

Gender: Male

Appearance: Angelus is a tall, wiry deep red - past crimson - Toa with muscles jutting from his slightly starved looking chest and light blue eyes that shine out at you like stars from underneath his sun-kissed face and black Kanohi Hau. His body bears a slight tanned color to it, given by years and years spent underneath the lush, warm jungles, and despite his slightly anemic appearance, he keeps both his body and his abilities in tip-top shape. After several months of Guard training and building his own capacity for punishment and power, he's bulked up a bit but still retains his old jungle body for the most part.

Kanohi: Hau

Powers: Fire

Weapons: Angelus' primary weapon is a pure Protosteel longsword, perfectly balanced so that he can wield it in one hand. The weapon is as beautiful as it is dangerous, with calligraphic runes drawn in elaborate squiggles up and down the blade. The blade is special not for its looks but also for its powers; when Angelus deflects or blocks elemental energy - or even takes a hit - a small rune will light up on the blade, and when a physical blow is landed the opposite of the element fused into the blade will hit the opponent. Angelus cannot wield the element inside the blade, nor can he absorb the element through anything less than direct physical contact. Nevertheless, the blade is a powerful weapon and tool in delivering justice and vengeance to those who deserve it most.

 

He also wears a rigged gauntlet with a primitive switch feature that allows him to fire off up to three long, wooden stakes: this device fits firmly around his right wrist and can act as a projectile weapon for long-range combat.

Dominant Hand: Right

Alignment: Ta-Koro Guard (Chaotic Good)

Personality: Extroverted and amiable despite first impressions and mannerisms, Angelus is a happy youth, ready to make friends and give support on adventures. As Captain of the Ta-Koro Guard he is very driven and careful to perform his duties, blending the unpredictability of a jungle predatory and the efficiency of a Ta-Koro Guardsman in new and effective ways, a sort of next-generation soldier who has nowhere to go but up in the world. He does, however, have a weak spot in his heart for his ex Tuara and will still take great measures to ensure her safety. Even if he pretends not to

Biography: A child of the jungle and a master of the wild, Angelus was destined from birth to be the perfect predator, stealthy and sly as he was powerful and potent. From adventures in old temples, to hunting down Mark Bearers, to pretending to be various enemy forces, to even helping clear the way for the Toa Maru to vanquish Makuta himself, hunting and the art of chasing after his prey was in his blood from his genesis. After his return from his adventures with Joske and his breakup with Tuara, the Toa of Fire was promoted by the new Akiri Jaller to serve as head of Ta-Koro's island renowned guard and serves the position well to this day.

Weakness: As someone used to constantly changing turf and terrain in a fight, Angelus will not operate as well on flat or unchanging ground.

 

-The Brazen Bowman-

 

Name: Esao

Species: Toa

Gender: Male

Appearance: Extremely handsome and well-toned, Esao wears light red armor with black streaks throughout. His main choice of armor is studded, hardened black leather, which he wears in the form of a top which cuts off at his elbows, giving it the appearance of a skintight studded T-shirt, and tight black leather pants. He has a Cupid's bow mouth which is often curved into a knowing smirk, and his amethyst color eyes are bright and challenging.

Kanohi: Volitak

Powers: Fire

Weapons: Phoenix Bow. This bow looks like a regular recurve bow, but has six hollowed-out lightstones attached to it that are filled with oil. When he uses his element, the lightstones fill with arrows made of pure fire, which he can fire off all at once or in bursts. The weapon's main weakness, though, is its need for fuel; without oil, the bow cannot always muster up the strength for a perfect killshot. He also has a kukri of his own design, coated in a thin layer of Protosteel. The handle is long and curved (akin to Count Dooku's lightsaber) and ends in a large amethyst that matches the color of his eyes, cutting short a leather handgrip that gives the weapon a comfortable and balanced grip. When used in close-quarters combat, this weapon acts as an extension of his own arm. He also wields two flyssa swords that were previously owned by his friend, Flyssa, who was killed months ago in a terrorist attack on Ko-Koro.Dominant Hand: Ambidextrous

Alignment: Island Liberation Front (Chaotic Good)

Personality: Flippant, facetious and darkly funny, Esao is a man single mindedly dedicated to the rights of the poor and the downtrodden. He prefers to stay on the outer edges of the inner circle, sticking with the leadership of a group while giving his opinion and sticking up for any good ideas the lower regions of command may have. When not explicitly on duty, he's making jokes and quick shots at other people.

 

Esao is also, as many men are, clueless of any knowledge of the female mind beyond "they can help out in fights really well" and "even if they say they don't like food, they like food."

Biography: Esao is the heir to a vast fortune made in the Bula juice business, collected by his grandfather and his uncle, who often schemed together to make even more obscene amounts of cash. His uncle was viciously murdered by a hired gun and his grandfather died broken and alone. After separating the cash into banks spread across all six Koro, Esao crafted a bow and sword of his own design, bought some armor, and decided to spend his life helping the helpless. By any means necessary.

 

After spending several months with a specialized team meant to take out Parakuka before they infected any major settlements, Esao moved on to join the ILF and currently resides at their Pala-Koro headquarters.

Weakness: Leather armor can't stand up against most heavy swords and weaponry.

 

-Tyler


Edited by Tyler Durden, Dec 12 2013 - 06:23 PM.

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late nights and all night drives are reminders why i'm alive

 

NPC:
 
"...And that's why you always leave a note."
 
-Tyler


#17 Offline Mega Man: The Blue Bomber

Mega Man: The Blue Bomber
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Posted May 11 2013 - 07:31 PM

OOC: here is my charactersZakamaName: ZakamaSpecies: ToaGender: MaleElement: FireAlignment: GoodMask: Mask of ShieldingAppearance: His build is similar to Zacax, hazel eyes, greyish-black with red armor, red Kanohi mask. His legs armor is heavier than his arm armor, and thicker as well. His normal attire, a grey vest with a red button up, grey slacks, fingerless black gloves, black dress shoes, and a pair of goggles.Powers: Control over fireAbilities: Zacax has natural combat abilities, being a master swordsman, an inventor, and a master at firearms.Weapons: Two twin katana like weapons (The only difference is that handles are more bent like the grip of a gun)Personality: Z is very quirky, comical, and was intelligent before his memory loss. He doesn't know the meaning of right or wrong, and asks people what is right and what isn't. He is extremely passive aggressive, and a bit nervous.Backstory: He can't remember his past at all...he lost his memory during a great fall and lande on his skull. He is glad to not be in a coma, but he doesn't remember his past, and certain things. Currently, he is a part of a Toa team created by Toa Kaithas, and hopes to find his past through this new Toa Team he has joined.Weakness: To much pressure or confusion. In battle he is relatively slower than most.Zacax:Name: ZacaxSpecies: ToaGender: MaleElement: FireAlignment: GoodMask: Mask of EmulationAppearance: A skinny built, and lanky Toa, Zacax is roughly 6'11 and wears red and dark red armor and a black body suit under that serves as mail (the chain like clothing worn by knights under their armor). He has thick leg armor, with dark red thigh armor, dark red knee pads, red shin guards that get wider until they reach the ankle, which is covered by dark red armor that cover the whole ankle, with red armor boots. Contrasting to his leg armor, his arm armor is not as thick, bulky, or wide, with no upper arm armor, with red lower arm armor, dark red elbow pads, and black gloves with red padding. His chest armor is red, covering his torso, shoulders, neck and upper back, no armor covering the quad, and wears a dark red belt with a red buckle, and wears a red mask of emulation (which was designed to looke like a Hau with a black sun visor to fool enemies).Powers: Control over fire, can create fire balls, all powers a Toa of Fire would have, as well as the power to copy his foes powers and elemental powers.Abilities: Zacax is very useful as an engineer, a blacksmith, and an inventor, often earning the nickname, "Tradesman Zacax,".Personality:Zacax displays a light-hearted, talkative, easy-going, witty and cheeky manner, but repeatedly demonstrates a vengeful and unforgiving streak as well, with him, there are rarely no second chances. He has this one warning code, punishing his enemies if they persist in their hostilities, this is coupled, however, with an intense sense of regret of the deaths of both his friends and enemies. He also has a tendency to babble, mixing apparent nonsense with vital information, sometimes acting erratically to put his enemies off-guard. He is prone to making comments that to outsiders seem obtuse or rude, sometimes to his own embarrassment. He is also able to rapidly switch between moods, from mania to anger to nonchalance and uses this as a form of reverse psychology on several occasions.Backstory:Zakama's older brother and trainer. He is best friends with Hanix and is a master in weapons crafting, invention and engineering. He and his brother became Toa and were trained by Tahukama. For Zacax's protection as well as Zakama's, Tahukama hired a Toa of Fire with the same name as Zacax's to protect the two and serve as a decoy at points (due to the two Zacax's looking similar).Zacax owns his own blacksmith shop in Ga-Koro, his home in Ta-Koro, stating that he loves to work at the beach, though selling weapons on floating Lilly pads isn't really all that fun, especially with the waves. He also had crafted his own boat to travel to different regions on the island, but it was when he would go sell weapons across the island, but decided to stay in one place to sell his weapons.He grew up on the island with Zakama, however, a few years ago he had lost his brother in Le-Wahi, and hasn't found him since.The DuskName: The DuskGender: MaleSpecies: ToaElement: EarthAll inner: Chaotically EvilKanohi: Mask of illusionPowers: Can create rock hands that come from the earthAppearance: All of his armor is black, same with his mask. He wears a purple cloak, and his armor is like thorns, and he has claws instead of hands.Weapons: Thorn staff.Personality: Cold, ruthless, cruel, evil and malicious at ethe perfect words to describe him.Backstory: Not much was known about him, other than he was once a part of Zaax's team, but decided to become evil. Only he knows, no one on his team knows why. He has a deep hatred for Toa, and tortures matoran for fun.According to Zacax and Tahukama, The Dusk was originally a student that was corrupted like Darix, and became Darix's student and prodigy, as Zacax was to Tahukama.HelsinaName: HelsinaSpecies: ToaElement: PlantlifeAlignment: Neutral Kanohi: Mask of LevitationPowers: Same as any Toa of PlantlifeApperance: She has green and dark blue armor, with a green kanohi mask, with spiked armor, she is quite beautiful to most.Weapons: None, she uses her plantlife powers as a weaponPersonality: Crafty, manipulative, sly, quick to angerBackstory: She has lived on this island for quite some time, and considers the plantlife her friends. She mainly lives in Le-Wahi. She, like many toa, was once a matoran, however doesn't care for fighting against evil or for the matoran. She is a mercenary.Weakness: Fire, melee combat.DarixName: DarixSpecies: ToaGender: MaleAllignment: Pure EvilElement: IronKanohi: Mask of Mind ControlPowers: Can alter and change any metal, iron, or steel substance.Abilities: Skilled in combat.Appearance: Darix is the same Height and size as Tahukama, however, Darix is black, with dark blue and gunmetal armor, that is scratched up and has spikes, his mask is black, and has claws instead of hands.Weapons: Kra-Staff (It's a septor looking staff with a black orb on top with a red eye marking on it)Personality: He is cold, malicious and deceitful. He despises Tahukama, and the light. He is intelligent, and knows how to find one's flaws.Backstory: He was once Tahukama's best friend, and closest ally. However, darkness consumed him, and he became blind, believing right is wrong. Only Tahukama knows how this happened... Darix hates Tahukama, but hates the light more, as those consumed by Darkness do.Weakness: Low SpeedHanixName: HanixSpecies: ToaGender: FemaleElement: WaterAlignment: GoodKanohi: Mask of TranslationAppearance: A dark blue Toa, with dark blue and silver armor, dark blue mask, and her hands and feet are a mata blue. She is beautiful, her armor is flexible, due to her being agile and nimble.Powers: Control over water, create water, Abilities: Hanix is a dancer, and her dance moves help her in battle. She is flexible, nimble and agile.Weapons: Two twin katanas, chain scythe.Personality: Hanix is more mature and serious than her brothers. She can be funny, but she hasn't been so much.Backstory: She was one of Tahukama's first students, being more experienced then her brothers. She does not have a team, and prefers to work solo, being strong enough on her own.
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#18 Offline Silvan Haven

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Posted May 11 2013 - 07:39 PM

Name: Kale Ironshaper

 

Species: Toa

 

Gender: Male

 

Powers: Elemental Iron powers.

 

Weapons: A pair of wrist blades hidden in the armor of his forearm. A rahkshi staff that he picked up during the battle for Ga-koro and a metal tube filled with protosteel sand.

 

Description: Totally silver with the exception of his dark green eyes and heartlight. A brown cloak with a variety of pockets on the inside. Most of the time the cloak is swept back or taken off altogether.

 

Weakness: Is better at blocking hits then taking them. If something does get through to him it takes more from him then from a normal person.

 

Alignment: Po-koro Sentinels

 

Personality and history: Kael was raised in a small village on the border between Onu and Le wahi. The only child of a well off family of metalcrafters made sure that he had a decent upbringing. His mother and father stressed ethics and manners while teaching him and told him stories of great heroes. When he left his village he saw the state that the island was in and was driven to help. After a time of wandering, he joined the Song after they helped bring down Heimalis. After a time, he went back to wandering and joined up with the Fowadi where he now serves as First Mate. During his travels across the island, he has learned how to take care of himself and prefers to use his head in a fight. A bit of an inventor.

 

Skills: Foraging, basic first aid and pinpoint control with mask. When growing up, he learned fine control of his element in the workshop, a skill that he has only improved on since leaving, adding endurance and strength through constant use on his adventures.

 

 

Name: Loren

 

Description: A fairly normal sized Toa with grey main coloration and black secondary. His eyes glow out of his Kualsi in a shade of light grey and have a hint of laughter in them. A large black, burn resistant cloak normally covers the nicks and dings that his armor has gather over the years, including a trio of jagged claw marks that run over his left shoulder and halfway down his back. His shortswords are held in brown leather sheaths on either hip. A small black bag hangs from the swordbelt with a trio of stars sewn onto it.

 

Species: Toa

 

Gender: Male

 

Powers: Sonic elemental powers and teleportation from his Kualsi. He specializes in creating soundshapes with his powers. While prolonged containment is difficult, he is proficient enough to create simple shapes and give force to his constructs.

 

Weapons: A pair of high tensile strength short swords that have been tweaked to allow for easier use in combination with his element. He picked up a rahkshi staff during the battle for Ta-koro.

 

Weakness: Can be somewhat impulsive and rush into danger to help innocents.

 

Alignment: Good, Ta-koro Guard

 

Personality: Good natured, cheerful, always willing to help out a friend. His experience in the guard has made him a fairly good leader. Has an ironclad set of morals that he will not break no matter what.

 

Biography: Loren was an adventurer for the first couple hundred years of his life, eventually joining the Ta-koro Guard after they saved his life from a pack of Kane-ra that one of his enemies had gathered and launched at him. His experience in the field helped Loren to repeatedly deal with attacks by Makuta worshipers and rahi, allowing him to steadily rise through the ranks until he reached Lieutenant. However, he has started to become discontented with the Guard lately, after watching time and again how the crook got away because procedure needed to be followed. Not that he had a problem with following rules, he just feels like the Guard could do with a few less of them. When the villages started to grow apart, he voiced his opinion that they should stay together and not ignore the virtue of Unity.

 

 

Name: Lenat

 

Description: Black primary colors with dark green secondary. His hands and arms are covered in scars from experiments gone wrong.

 

Weakness: As a mechanic he is not all that great at combat.

 

Species: Vortixx

 

Gender: Male

 

Weapons: Magnetic Manipulation Gloves

A pair of metallic weave gloves that create a magnetic field with a radius of about three feet. They were designed to help a mechanist in his trade and are not made able to handle large weights. Unable to be used for extended periods of time.

 

Semiautomatic Miniature Rhotuka

This small scale weapon is designed to fit in one hand and fire small wheels of corrosive energy. Each wheel is capable of melting through an inch of rock. If more fire power is needed it can be charged up to fire more powerful shot. Needs to recharge after five normal shots.

 

Equipment: A set of tools that include things such as files, saws, screwdrivers, anything one might need in his profession. He recently collected a task pad.

 

Skills: As a Vortixx engineer Lenat is able to maintain and to an extent, create, pieces of technology. Although the higher tech the piece is, the harder it is for him to do anything with it.

 

Alignment: Good

 

History: As is the case with most Vortixx, not much is known about Lenat before he showed on the beaches of Ta-wahi one day, missing his memory and everything bu the gloves on his hands. Since then he has made himself a life in Ta-koro, helping to keep the different pieces of technology that protect the town running. However, it has never felt like a home to him and he feels like he should leave soon and explore the island more.

He left the koro with Voutok, the Matoran of sonics, journeying to Ga-koro and spending some time there trying to help the Matoran enlist in the Marines and set up a buisness of supplying the marines with weapons. The rahkshi attack happened soon after, causing damage to the village and allowing the Vortixx to gain a bit of stature as he helped to rebuild the village. Afterwords, he started up a shop in the koro, selling innovative weapons and equipment to Marines and adventurers who passed through.

 

 

 

Name: Telne

 

Description: A dark brown coloring with the white that most Po-Lesterin have. His rocky looking armor sports a series of nicks and scars that he has earned over a long period of active combat. Wears the grey cloak that is commonly found among Lesterins as well as a brown hide bag.

 

Species: Lesterin

 

Gender: Male

 

Powers: None other then his Matatu and heightened resilience and strength.

 

Weapons: An eight foot tall glaive.

 

Weakness: Is totally useless when it comes to mechanical problems.

 

Alignment: Lawful-Good, Po-koro Guard

 

Personality: Telne has a rather wry sense of humor and wont hesitate to make a quip about somebody or something if he thinks of one. Even though he might show a lack of respect and seems to not care who he makes his jokes of, he knows when to get serious and act like a proper Sentinel.

 

Biography: If Telne remembers anything about before he came to the island a hundred years ago, he does not say anything about it. He washed up on the shore of Po-wahi one day shortly after the Toa Mata's failed attempt at defeating Makuta. Taken in by a Po-Matoran, he regained his strength, never saying anything about before he came to the island. Others, believing that he had forgotten, did not press the issue. After a few year, he joined the Guard, using his glaive and mask skillfully to protect the koro.

From time to time he would go on extended quests that ranged about the island, hunting down felons and particularly unpleasant beings. While not necessarily outstanding, he became known as somebody that one could count on in a fight, something that he proved in the troubles that plagued the koro in recent times.


Edited by Silvan Haven, Jan 30 2014 - 10:58 PM.

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#19 Offline Yukiko

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Posted May 11 2013 - 07:41 PM

Kentoku

 


Name: Plangori Morie

Species: Dasaka

Gender: Female

Alignment: Lawful Neutral

Mask: Great Akaku

Appearance:  Morie is of average height, though the years have given her a slight stoop.  Most of her body is dark aquamarine, with blue-violet undertones.  Her shins and shoulders are armored in pale turquoise and her gauntlets and ankles are bright gold.  The eyepiece of her mask is also lined in gold.


Morie wears a pale plum silk sash, marked with a design of white flowers and black leaves.  Together, these are the colors of her clan, and the sash itself has been handed down for generations.  It is re-dyed every hundred years.

Weapons/Tools: A large crystal machete that she always wears at her side, as well as two curved crystal knives tucked into her long black boots.

Abilities/Weaknesses:  Morie is an accomplished Sighteye, specializing in visual and auditory illusions.  She also is a competent willhammer, and has over the years refined her ability to ideatalk so she can more easily receive and project messages over a distance.


Morie was once deadly with her machete, but the years have sapped her strength, and she would likely not last more than a few minutes in combat (which is why she secretly stashes a pair of crystal knives in her boots).


Biography: Though well into her years, Morie shows no signs of retiring from her position as Toroshu, much to the dismay of her six daughters.  It’s not that she distrusts the rest of the clan, she simply knows that she does a much better job than any of them would.


Morie was a single child, as her father died of disease and her mother, the previous Toroshu, never found another mate.  Thus, she grew up knowing that the office of Toroshu would always rest on her shoulders.  Her arrogance is outmatched only by her political savvy and her will to command.  Since she rivals most of the clan Datsue in age, she rarely will consult them, although she will hear out their strongest concerns and opinions.

 

Morie is determined that Clan Plangori should survive and prosper, no matter what becomes of the world outside, but she realizes that her clan is heavily dependant on the rest of the world.  She staunchly opposes any open action in the direction of Mata Nui, as she feels it will complicate the already shaky political structure of the islands.  War she feels, will give the scattered savages of Mata Nui all the more reason to unite against a common enemy.

 

Name: Kuychar Hatchi

Species: Dashi

Gender: Biologically female.  (Privately, Hatchi considers zirself a nyihzyr, a type of agender individual that often worked as warrior priests and traveling shamans in traditional Taajar culture.)

Alignment: True Neutral

Mask: Powerless Great Pakari

Appearance: Hatchi is a little taller than normal, with a wiry frame.  Most of her body, including her mask and crystal chest armor, is dark blue.  She has gold accents on her hands and shoulders.  Typically, she wears a multicolored overcoat decorated with Taajar designs, as well as a glass bead Zuto Nui rosary.  On either side of her mask, she hangs huge disk “mask rings” (like earrings.)  Her eyes are such a deep brown that they appear black.

Weapons/Tools: Two crystal katar, strapped to her wrists.  Also a wooden club she carries when riding her Husi, Myzru.  (The Husi itself could also be considered a weapon.) She had a special saddle installed on Myzru so she can mount and dismount on her own.

Abilities/Weaknesses: Hatchi’s most glaring weakness is her damaged left leg, which was severely fractured by an ox that had gone wild during her youth.  Although she has since gotten used to the handicap (she refuses most assistance that she does not absolutely need), it still severely limits her mobility, and she cannot travel long distances on foot without resting every few minutes or so.

 

Hatchi was trained to become a zrupgar (a Taajar menti), until her accident, and has retained and practiced these techniques into her middle age.  Though she has very limited reach, her lame leg has absolute no effect on the lightening speed of her other limbs.  She has also, through training and experience, learned to block or divert most willhammers.  After all, she can’t have anyone stealing trade secrets (or other thoughts that are possibly more dangerous.)  She drives a hard bargain.

Biography: After her accident, Hatchi joined a caravan of Kuychar saihoko, selling the tribe’s works throughout the islands.  Many years passed, and she eventually became the leader of the caravan.  She puts the welfare of her clan first, although she does not enjoy being humiliated.

 

Mata Nui
 
Name: Ranok

Species: De-matoran (though often mistaken for a Le-matoran due to his coloring

Gender: Male

Alignment: Neutral Good

Mask: Powerless Noble Ruru

Appearance: Ranok is small for a Matoran, with a slim build, delicate wrists and ankle. Most of his body, including his mask is dark green with navy blue accents, while his body under his armor is dark grey. His eyes are bright emerald, in striking contrast to the rest of him.

Weapons/Tools: Ranok caries no weapons except for a small knife, concealed in his money bag, for emergencies. His main tools of operation are a bamboo flute, a five-stringed banjo, and a harmonica.

 

Abilities/Weaknesses: Ranok has a great ear and memory for tunes (as well as voices), and picks up instruments in little time. His skill with interpretation and invention is what has kept him fed and sane for so long.

 

Like most of his kind, Ranok has sharp hearing, though it has been somewhat dulled by living in noisy Le-koro for all of his life. This means he is not as sensitive to loud noises as most De-matoran.

 

Biography: Ranok’s parents were traveling minstrels, moving from Koro to Koro and living of others’ hospitality and their skills with music. One night, they went to play at a gathering, leaving the young Ranok alone in the inn where they were staying for the night.

 

They never came back. They were believed to have died in a Rahi attack, but Ranok still doesn’t know the details of their deaths, and it is a point he has long since given up pursuing.  Ranok took up his parents work, traveling around the island and playing for his daily bread. At first, he had no reputation and often had to rely on charity or sleep outside, but eventually he was able to make ends meet. Eventually, however, the attacks by the Makuta’s servants became too frequent for him to travel safely, and he became aware of the danger many others were in. Wanting to do his part, he joined the Gukko Force as a messenger. Assigned an unusually small bird, he was put in charge of carrying news between Le-Koro and the various resistance fighters stationed around it.  His Gukko was killed and his arm was broken in the Rakshi attacks. Ranok was glum when faced with the prospect of playing neither of his instruments for a month or more, until a Skakdi merchant sold him a harmonica. It was more or less love at first sight.

 

Personality: Ranok appears to be concentrated only on his music, and seems to be a bit naive. In truth, he is much more aware and shrewd than he appears. He is always listening and watching, and the current state of the island worries him.

Family: Tresa (mother, deceased) and Kutro (father, deceased)

Friends:?

Name: Lucira

Species: Ta-Matoran

Gender: Female

Alignment: Neutral Good

Mask: Powerless Great Miru

Appearance: Lucira is stocky and little shorter than average, with wide hips and sturdy legs. She has narrow shoulders, but muscular arms. Her feet and hands are pale orange, the same color as her mask. She has a yellow torso, dark red arms and legs, and a bright yellow eyes. The protosteel armor she wears is simple and light: a chest-plate, and guards for her upper arms and thighs.

Weapon: A plain short sword with an protosteel pommel sheathed at her hip, a set of three throwing axes strapped to her back. When making her rounds of the Koro on police duty, she carries a sturdy wooden baton.

 

Abilities/Weaknesses: Lucira is a decent all around fighter, but she truly excels in narrow spaces. She is surprisingly agile, and able to maintain a tight defense, but she obviously is at a major disadvantage compared to Skakdi, Vortixx, and Toa. She isn’t particularly fast, and a swift opponent could run circles around her, though they might not easily land a hit.

 

Biography: Lucira’s family mostly consists of merchants and shopkeepers, but it wasn’t a surprise when she joined the force as young matoran. She has since become independent from her parents, and lives in a small but clean hut in outer Ta-koro.

 

During the war with Makuta she took on multiple campaigns in Onu-koro, and knows the area quite well. Currently her duties alternate between guarding the gates to Onu-koro and policing the village.

 

Personality: Lucira is friendly and easygoing, and gets along well with her comrades. She is generally non-confrontational and would prefer to talk things out, but she knows when such a thing is pointless. The changes since the defeat of Makuta have made her nervous, but she thinks the best thing for her to do now is play it by ear.

Family: Terek (father), Kiroth (mother), Melika (younger brother)

Friends:?

 

Name: Tally (Tal’ for Short)

Gender: Female

Species: Ga-matoran

Alignment: Chaotic Good

Mask: Powerless Great Kakama

Appearance: Average size for a matoran, slim and fit with muscular arms and shoulders; periwinkle upper arms and sky-blue upper legs; rest of body sea blue (including mask); large golden brown eyes.

Weapon: Talli prefers sturdy bamboo disks, but she does have some experience with javelins and fishing spears from her training in the marines. She can improvise, however, and is pretty much willing to make use of anything she can throw.

 

Abilities/Weaknesses: Tally is one of the best disk arms in force (she briefly flew as a second during the assault on the Nui-Rama Hive), but she is very much a long-range fighter. She can throw a hefty punch, but she is by no means skilled at close combat.  Also, being a matoran she as at a distinct disadvantage compared to taller and stronger beings, as well as those with elemental powers.She possesses the ability to mimic other people’s voices, which she has yet to use for anything other than to tell a good joke.

Faction: Ga-Koro Marines (Mariners)

Biography: Talli is the second-oldest child from a poor family of fishermen in Northern Ga-Koro. She virtually grew up on a boat, and gets uncomfortable without the gentle rocking of the sea beneath her. Her family lived well, if simply, until her father lost use of his legs when his fishing fleet was attacked by infected rahi.

 

Her older brother, Chahlu, joined the marines soon after this incident, against both their parents wishes. Talli, hoping that she could contribute as well, joined a couple months later on his recommendation. Despite the objections of their parents, the money the two brought in was able to keep their family on its feet, with some to spare. Work on the marines was dangerous, but exciting, and the rest of the family got used to Talli and Chahlu coming home with numerous scrapes and bruises. For a few months, their lives seemed almost normal.

 

Then the Daedra happened.

 

In the ensuing chaos, Talli’s home was destroyed, her younger brother injured, and her older brother killed. Ga-koro was repaired, but nothing could repair Talli’s trust. She came away disillusioned with the authority figures of Ga-koro, including Captain Iraira (though she is careful not to say as much to her comrades), the new-comers, and toa in general. In the past few months, she has become increasing reserved and snappish, especially in the face of pity.

Family: Julah(father), Salli(mother), Chahlu (older brother, deceased), Nahlu (younger brother), Melsu and Jumah(twin younger sister and brother, respectively).

Friends: ?


Edited by Yukiko, Jan 28 2014 - 01:14 PM.

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#20 Offline Cadias

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Posted May 11 2013 - 07:42 PM

Name: Tellus.
Species: Toa of Plantlife.
Gender: Male.
Age: Roughly 900, years as a Matoran included.
Description: Tellus has light green armor, with an occasional splash of dark green. His Miru is the same color as his armor, and his eyes are blue. He's a fairly average-sized Toa.
Alignment: Chaotic-Neutral.
Mask: Kanohi Miru.
Weapon: A simple, plain cutlass.
Tools/Tech: He carries none on him. He keeps a few on the ship, but rarely uses them. He has no foreign or native technology.
Powers: Control over plant life. Also, his Kanohi Miru gives him the ability to levitate when activated.
Personality: Tellus is cheerful and hard-working. Although he's not extremely outgoing, he enjoys chatting with the crew of the 'Vika and, during his life as a pirate, he has discovered that he has a taste for rum. Though he still tries not to use force when he can, he's found that he enjoys a good fight.
Skills: While swordplay has never been his strong point, Tellus can hold his own at close quarters. His real strength lies in his elemental powers, sharpened through his constant use of them as ship's carpenter. Working as a sailor again has also made him fairly strong.
Weaknesses: Not the strongest of swimmers. Also, he will be at a disadvantage when facing somebody skilled with melee combat.
Biography: Tellus used to live in Le-Koro, where his fondness of the sea set him apart. After he became a Toa and discovered that his element was plantlife, he decided to become a sailor.
 
Originally, he served on a merchant ship under a less-than-reputable captain. Said captain would often take to smuggling to earn extra coin and Tellus, after overcoming his initial discomfort with the idea, found it to be kind of exciting. Having the extra cash was always nice, too. After he'd saved up enough to buy his own small ship, he quit and started his own little business. Fighting off the occasional Rahi kept his fighting skills sharp, and he took to the ways of his first captain.
 
As the years went by, however, sailing alone in a small craft became increasingly dangerous. As Makuta's power increased, Rahi became more aggressive, and Tellus came to the inevitable conclusion that the gain wasn't worth the risk. And so, wandering the streets of Ga-Koro one day, Tellus heard that Cap'n Lohkar of the Infernavika was looking for a crew, and he decided to give piracy a shot.
 
During one of the 'Vika's stops at Xa-Koro, Tellus got left behind. He missed out on an apparent mutiny, or something of the sort (he never did find out exactly what happened), and spent his time in a tavern belonging to a friend of Lohkar's. When Lohkar became Captain of the 'Vika again, finding his ship's carpenter was an easy task.
 
Tellus has been a member of the crew of the Infernavika  ever since, and was a member of the ground party that fought the Rahkshi in the streets of Ga-Koro. During the fight, his left arm was injured, but the wound has healed in the months since the battle.
 
 
Name: Cadias
Species: Toa of Plasma
Gender: Male
Age: His exact age is unknown.
Description: Cadias is clad in dark orange armor with black accents. His mask is of the same color as his armor, and his eyes are green. He is perhaps slightly taller than most Toa, but is fairly thin and of a light build at the same time. He bought a dark grey trenchcoat in Ga-Koro, and wears it almost all of the time.
Alignment: Cadias is currently neutral.
Mask: Kanohi Pehkui, Great Mask of Diminishment
Weapon: An unremarkable one-handed, double-edged sword.
Tools/Tech: None, unless you consider a pair of sunglasses a tool. He owns no technology, foreign or native.
Powers: His mask power and elemental control over plasma.
Personality: Cadias is generally quiet and thoughtful, and prefers resolving conflicts with talking instead of fighting when possible. His quiet demeanor can sometimes come across as cold or unfriendly, although it’s usually unintentional. He opens up quite a bit once around people he knows and trusts.
Skills: Far from a master of the sword, but he can hold his own in a fight. The same goes for his elemental powers; he knows how to use them well enough to defend himself, but never saw any reason to train any further.
Weaknesses: Because he rarely trains he can find himself at a disadvantage when it comes to strength. Also, he constantly second-guesses and worries over his decisions, making it fairly easy to undermine his confidence.
Biography:
Cadias, as a Matoran, was never very remarkable. He was quiet and kept to himself. To this day, he wonders why he became a Toa, if it was through destiny or sheer chance. Also, he often wonders why his armor is so dark in color, if his destiny is to serve Mata-Nui.
 
After he became a Toa, his life changed little. He didn’t wish harm on anybody, and was willing enough to help others, but saw no reason to devote his life to furthering the will of a sleeping Spirit, or risking his life for others he’d never met. The original six Toa, far more powerful than him, had done that, and they disappeared.
 
He became a wanderer, a drifter. He traveled from village from village, not sure what to do with his life. Eventually, he met Vrana, a strange Toa, and Navayak, an insane Skakdi. Against all odds, he found himself liking his newfound companions, and for a while they traveled together.
 
Their journey came to an end when a fight broke out between him and Vrana. Vrana walked away with burns, and Cadias was injured.
 
However, he and Vrana ran into each other again, and eventually they succeeded in working past their differences and past actions. Though it took a while, they eventually began to trust each other once more. Eventually, the two parted ways again under friendly terms. He found his way back to Ga-Koro, where he helped rebuild the village.
 

Name: Geklan

Species: Lesterin of Sonics

Gender: Male

Age: Unknown

Description: Geklan’s armor cause him to stand out in a crowd. Silver in color and highly polished, it gleams and catches the eye. Bits of bright blue are scattered throughout to add visual interest. His eyes are also bright blue in color.

Alignment: Neutral

Mask: Kanohi Huna, Great Mask of Concealment

Weapon: Geklan carries a dagger with him at all times. While he owns a sword, it usually hangs on a wall in his house.

Tools/Tech: None

Powers: While Geklan has unusually keen hearing and can project his voice more loudly than other beings, he has no usable powers.

Personality: Geklan comes across as irrepressibly cheerful and very annoying to most beings. He considers himself to be a people person and regards himself as a skilled speaker. Although he is egotistical and can be overconfident, make no mistake: Geklan is not stupid.

What really stands out about Geklan is his greed. Geklan will go to great lengths to make a profit, and considers making money to be the only worthwhile pursuit in life. Money is secondary to only one thing: his life.

Skills: Geklan considers himself to be a skilled speaker. Quick on his feet, he relies on agility and tricks in combat.

Weaknesses: Geklan can be arrogant at times, making it easy to outsmart him. He’s not as strong as most beings, and is easy to bribe.

Biography: For most of his life, Geklan was an average resident of Ga-Koro. Eventually, he opened a small shop, Geklan’s Equipment, which became quite successful. Having made a small fortune, he sold the shop and started Geklan Enterprises, under which he opened several small companies that he’s been making a steady profit off of.


For years, Geklan competed with Theriss Durim. Their rivalry was fierce, and their ‘battles’ over the markets of Ga-Koro are, Geklan claims, legendary in their complexity and scale. Recently, however, Geklan’s old rival has fallen on hard times and has had to turn to him for help, which Geklan immensely enjoys. He’s in charge of producing merchandise based off of Theriss’ Toa team.

 

Name: Sanei

Species: Dasaka

Caste and Clan: Menti caste, warrior class, clan Umbraline

Gender: Female

Age: ~400 years

Description: Sanei does her best to look impressive. A bit on the short side, she walks with dignity and purpose, and has perfected an indifferent, regal air. Her crystal armor is a deep, beautiful transparent blue in color and looks as though it was crafted entirely from sapphires. The blade of her sword is made from the same material. Though the color of the crystals is impressive, her armor lacks the golden decoration worn by rich and high-ranking Dasaka.

Alignment: Clan Umbraline

Mask: Kanohi Hau

Weapon: A crystal sword made of a deep blue crystal.

Tools/Tech: None

Powers: Sanei specializes in the Mindarm Discipline, which allows her to use telekinesis. Sanei can also communicate with other Dasaka via telepathy. She can also use her Kanohi, which is a Mask of Shielding.

Personality: Sanei takes her heritage, that of Clan Umbraline, far too seriously. Her entire life revolves around living up to her clan’s name. She brushes off the concern of others, insisting that she can handle the burdens she places on herself.

Despite her assurances to others, however, she feels trapped. She desperately wants to win glory for clan and live up to their reputation, so she constantly trains and acts properly at all times. Over the years, however, living her life like that has become a chore.

Skills: Fairly skilled with telekinesis. She can also hold her own with her sword.

Weaknesses: Sanei is convinced of her superiority to members of lower castes or clans (and especially Toa and Matoran, when or if she meets them), so she underestimates most of her opponents. Also, she’ll be bested if she has to fight with either solely her mind or solely her sword, as she depends on both in a fight.

Biography: Sanei is a member of Clan Umbraline. While only distantly related to the Rora, she’s taken the many lectures given to her as a child about the importance of upholding her clan’s Honor to heart. She tries to be what she considers the epitome of an Umbraline Menti warrior should be, which means that her life is made up of a lot of acting properly and training and little free time.


Recently, Sanei hired a mercenary named Eshai to be her bodyguard. She doesn’t need a bodyguard, as she’s relatively unimportant, but she thinks that it makes her look more impressive and is befitting of a member of Clan Umbraline.

 

Name: Kadon

Species: Toa.

Gender: Male.

Age: Unknown.

Description: A bit on the short side, Kadon wears electric blue armor mottled with lime green. His armor is somewhat lighter than most, with contributes to him looking smaller than most Toa.

Alignment: Neutral, though he leans more towards good.

Mask: Kanohi Iden.

Weapon: Kadon wields two short sickles, which he charges with electricity to make all the more deadly.

Tools: Kadon has taken to carrying an Onu-Koroan task tablet, or 'iStone,' with him. He finds it fascinating.

Powers: Control of electricity, Kanohi Iden

Personality: Distant and self-reliant. He doesn’t trust others much and appears cold and remote to most strangers. He tends to be of the opinion that others only get in the way, and can easily find himself frustrated by those around him. Can be stubborn.

Skills: He is skilled with using his sickles and passable with elemental powers

Weaknesses: While decent in both melee combat and elemental powers, Kadon relies on speed. A combination of his light armor and less-than-average strength makes it important that he dodge rather than receive most blows.

Biography: Little is known about Kadon’s past. He avoids the subject as much as is possible. What is known is that at some point he became enemies with Drome- and, strangely, that at some point he and Drome took to traveling together. It's not clear whether they hate each other or regard each other as friends, but it's not unusual for the two to work together surprisingly well. Of course, it's not unusual for the two to be constantly fighting, either.


Edited by Cadias, Dec 15 2013 - 04:32 PM.

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#21 Offline Rhaegar Targaryen

Rhaegar Targaryen
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Posted May 11 2013 - 07:45 PM

Name: Tarotrix

Species: Ta-Matoran

Alignment: Chaotic good.

Faction: Ta-Koro, Ta-Koroan Guard.

Occupation: Lieutenant Colonel of the Ta-Koro Guard.

Weapons/Equipment: Tarotrix wields a iron-headed, six foot hasta, a gladius with an ebony wood handle, a protosteel pugio and a circular metal shield, with the Ta-Koro Guard symbol painted in red. He also carries a haversack, with a lightstone, heatstone, map of Mata Nui, and a canteen.

Powers: Tarotrix is stronger than average, for a Matoran.

Appearance: For a Matoran, Tarotrix is abnormally tall, being about a head taller than his comrades. He is stocky and muscular in build. His armor is dark, Metru-red, with burnt orange as a side color. His eyes are light grey, and are slightly deep in his sockets. Tarotrix's armor is unique among the Ta-Koro Guardsmen. It is medium armor, built of ebony and grey Rahkshi shells and some chain link to hold it together. His arms and legs are protected by parts from leg pieces, his pauldrons are made from spines, and have blades sticking up from then. His cuirass is made from Rahkshi chest pieces. His helmet is a Corinthian helmet made of blackened Metal, with a Spartan-style red plume. Another feature of his armor is padding that covers the edges of the metal, that helps to dampen its sound.

Element: Fire

Kanohi: Burnt Orange Noble Rau.

Personality: Tarotrix has a often extreme, but also kind personality. He is brash, jingoistic and vain, with borderline glory hound tendencies. He has a rather ambitious side to him, ruthless ambition that he has recently tried to supress. And despite a fairly serious demeanor he tries to maintain, he can be light hearted and fun when around those he considers friends. In certain circumstances, he can act very selflessly to help others. In battle he is rather brave, but often reckless. If his glory-hound side is subdued, he can be quite a kind officer to his men.

Taro holds rather extreme and bigoted views towards many. For instance, he sees Toa as soft beings with superiority complexes. He believes that they have undue influence among his fellow guardsmen, and that their tradition jobs can be done just as well, if not better by Matoran. He holds subtly racist and xenophobic views about Vortixx and Skakdi, seeing them as illegal arms dealers and criminalistic miscreants, respectively. He is very loyal to Ta-Koro, and loves the city and its people with all his heart. Among the things that would cause him to leave guard duty are going to fight Makuta (like he did with the ILS) and helping other guards across Mata Nui, as a military attache.

Skills: Tarotrix is an exceptional warrior and leader, and is a decent tactician. In recent months, Tarotrix has taken up blacksmithing and Dikapi-riding as pastimes. He has proved to be decent at the former and excellent with the latter.[/color]

Biography: Tarotrix is a born and raised son of Ta-Koro. While still young, he got tired of the city, and left it to wander and explore Mata Nui. After a little over a decade of barfights and odd jobs, he decided he'd go back home, and find a stable job and paycheck. Also looking to both help his village, and find glory and adventure, he joined the Ta-Koro Guard. Within several years, he proved to be a capable soldier. Known for bravery as well as for recklessness and his arrogant streak. He rose to the rank of Sergeant Major just as Makuta escalated the Great War.

During the war's final stages, Tarotrix participated in battle after battle. He was partially eaten by a mad Makuta servant, where he fought with his comrade Mevi. While vacationing in Po-Koro, he battled raiding Rahkshi with a friend. After taking his time to recover in Ga-Koro, he returned to Ta-Koro. There, he became involved in Hiemalis' attack on the Ta-Koro Guard Hospital, where he lead troops. He then went to Le-Koro, where he battled the Nui-Rama with the ILF. Tarotrix's final experience in was Rahkshi's final attack on the villages. After trying fruitlessly to capture Dorian Shaddix, Tarotrix participated in organizing Ta-Koro's defenses (Albeit barely), and led his Matoran and Toa troops to take a stand against the Rahkshi. He and another Matoran officer killed one entirely.

After the war, Taro found himself bored of Guard life. He considered retirement, but chose to transfer to the reserve. He has taken up Dikapi riding and blacksmithing as hobbies. While he is not particularly active in the main guard, he is active in the guard's bureaucracy. He has recently returned to active duty,

Weaknesses: Due to his overconfidence and aggressive style of battle, he tries to pick fights with those stronger then him, winding up oftentimes in trouble.

Pet: Musi Wing is Tarotrix's Dikapi mount and pet. He bought him after the Great War, and has trained him well. Musi wind is armored in steel, his saddle contains feed, canteens of water, blankets, a mess kit, a bucket to feed him out of, and a mount for Taro to put his shield. Tarotrix has him return to stables outside of Ta-Koro, when it is dangerous. Musi Wing knows the way by heart.

Address/Home: 38 Tahu Street, Ta-Koran Officer's District, Ta-Koro. It is a large, spacious townhome with two bedrooms, two bathrooms, a kitchen/dining room, pantry, living room and a study. It is carved of black, volcanic rock. 38 Tahu Street was bought by Tarotrix ten years after he began his service.

 

Name: Aryll Vudigg

Species: Vo-Toa

Alignment: Neutral Evil

Faction: Onu-Koro, Ussalry.

Occupation: Private in the Ussalry. Formerly a General in a foreign service.

Weapons/Equipment: Protosteel gauntlets, with strange blue gemstones embedded in their palms. The gauntlets help him channel his powers more effectively. He wears a belt with a canteen.

Powers: Lightning and sonar location.

Appearance: Aryll is a skinny, but athletic Toa of medium height. He has teal and midnight blue armor, pitted and scarred after years of battle. Over this he wears a black single-breasted jacket with brass buttons, dark grey pants, black cavalry boots and a hooded black traveling cloak. His face is heavily scarred from combat during Pala Koro's downfall.

Element: Lightning.

Kanohi: Arthron, shaped like a teal Ruru, albeit one torn and scarred almost beyond recognition.

Personality: Aryll, most of the time in public, is a polite, calm and slightly mysterious Toa, who gives a subtle aura of charisma. His notable flaws in this charade are a bit of impatience, an oftentimes dangerous amount of curiosity and being easily annoyed. In actuality, Aryll is a ruthless, power-hungy and brutally businesslike. He has a deep-seated superiority complex, seeing himself a master of his element, and superior to the 'savages' of Mata Nui. He aspires to rule the isle as King, after defeating the Makuta. In battle, he is arrogant and overconfident, and can be prone to risk taking. He also has a habit of underestimating his 'savage' opponents.

Skills: Aryll is a master of tactics, and his element. He is one of the most skilled Lighning Toa on the isle. Examples of his abilities include:

-Absorbing and redirecting enemy lighning bolts, with extreme ease.

-Sending nearly silent bolt of electricity through raindrops, to hit a distant target. This requires a great deal of concentration.

-Flooding the air around opponents with electrical energy, to create a seemingly harmless feeling of static. But when does this, he is able to shoot lighning bolts from anywhere where he has concentrated the energy.

-Summoning the electricity from nearby stormclouds to come down upon his target.

-Making electrical shields.

-Turning his gauntlets into individual electromagnets.

Biography: Aryll was born on an island in the greater MU, to a family of nobles. Like many males of his family, he was sent to his nation's highest military academy. He excelled in elemental training and tactics. Three decades after he graduated, tensions grew between the two nations that controlled Aryll's island. Being leader of one nation's military, he lead his men when war eventually broke out. But even after the other nation was defeated militarily, he wouldn't relent. Spearheading a campaign of genocide, he and his armies killed thousands. But in a matter of months, nearby nations invaded and stopped him. Aryll was captured and declared a war criminal.

In route to an enemy nation's courts, the ship he was on was sunk in a storm. Clinging on to a mattress, he drifted in the ocean for a day before passing out from dehydration. Waking up on the shores of Mata Nui, he assumed he had washed up on a backwards isle in the far, uncharted south. Taking his new chance at life for all it was worth, he established himself as a hero. To keep up his heroic facade, he joined the Island Liberation Squad, and fought with them as a mid-level member. He was scarred and wounded at the Makuta-servant attack at Pala-Koro, and was a borderline member until the end of the Great War. Aryll has since aligned himself with Onu-Koro, and went from military advisor to Private in the Ussalry.

Weaknesses: Aryll can be very over-confident, and underestimates his enemies. He holds his opinions above others, even if others are obviously right. He has little skill in non-elemental combat. With only nominal training with lances and sabers. 

Address/Home: 35 Ussal Drive, Artisan's Quarter, Onu-Koro. Aryll's home is a medium-sized, three room hut. The main room is a combined living room, kitchen, pantry and library. Other rooms are the bathroom and bedroom. It was gifted to Aryll by the provisional government of Onu-Koro, just a week after the Great War's end. It was given to him as a token of thanks for his service in the ILF, and for pledging to help rebuild the Koro.

 

Name: Junyaus

Species: Su-Matoran

Alignment: Lawful Neutral

Faction: Po-Koroan Government, formerly the Po-Koro Guard.

Occupation: Spy and Assassin. Formerly a Sergeant in the Po-Koro Guard.

Weapons/Equipment: A recurve bow, which he can fit in a soft guitar case, along with arrows. It is made of a variety of woods and resins, fused together in an accurate frame. It is treated in chemicals heavily to resist rot and water. It is paired with a metal quiver, which is sealable against water. Among the many arrow types he has are poison arrows, armor-piercing bodkin arrows, and barbed broadheads. In addition, he carries a combat dagger, which is also coated in poison. Juny also carries a satchel almost everywhere. At first glance, the bag contains simple items. A lightstone, heatstone, widgets, a small picture of Junyaus's fictional wife and children. But tucked away in hidden pockets is some spy gear. An air bladder, lockpicks, vials of poison and small telescope. He has small caches hidden in every Koro. These caches contain disguises.

Powers/Element: Latent element of plasma. No other powers.

Appearance: Junyaus is a medium-sized, fit and attractive matoran, with seemingly good-natured green eyes. His armor is white, with orange undertones. It is dull and unreflective, naturally. He wears a variety of outfits when spying. But when he is set on an assassination mission, he wears clothes to suit the climate, and camouflaged to the area.

Kanohi: Powerless white Noble Huna.

Personality: Junyaus is a stoic, quiet and serious person, with barely any sense of humor. He is very much remorseless in regards to assassination, seeing those he kills as threats to his home, and as targets he must kill as part of the job. He is also very, very loyal to Po-Koro, its people, the Sentinels and to his Akiri.  Junyaus is also highly intelligent, a fact he tries to hide. The Su-Matoran is also a strict teetotaler, and an admirer of fine art.

Skills: Junyaus is, to put it simply, a renaissance man of shadow. He is highly skilled in stealth, infiltration and escape. He has knowledge in how to commit sabotage, and begin conspiracies. He is an exellent ranged assassin, an archer quiet and true. He can forage for poisonous and otherwise harmful plants, and can make them into inconspicuous powders or liquids. He is a good liar, skilled in disguise and finally a fine actor.

Biography: Junyaus washed up on the shores of Po-Koro three decades ago. When he was found, he refused to say where he was from, or any other details save his name. Fleeing into the wilds of Po-Wahi, Junyaus made a living for himself as a tracker, guide and trapper. He gradually became accustomed to Mata Nui, and grew to love his new home. Three decades back, he decided to join the then Po-Koro Guard. He was sent to the Po-Koroan Scouts. He was tasked with patrolling the borders of the wahi, completing reconnaissance missions deep in enemy territory, and hunting Makuta followers in the deserts. That he did year after year. The only other thing notable about those years was his moonlighting in industrial espionage.

 

After the war ended Junyaus left the Guard, intending to return to trapping and ranging. But when he saw Mata Nui split among Koros, technology advance, and new threats emerge, Junyaus decided to return to service. Not, however, as a Sentinel. He, with skills in spying and assassination, chose to go personally to Akiri Hewkii. He volunteered his services to him, and became the Akiri's personal spy. He has served loyally since.

Weaknesses: Junyaus is a creature of shadow. Put him in the field of open combat with multiple enemies, he will fail spectacularly, and most likely get wounded and captured. As a Matoran, he is weaker against Toa and Skakdi, and is obviously powerless. One of his few vices is smoking. He often smokes cigarettes when nervous or bored.

Address/Home: 78 Kohi Lane, Merchants' District, Po-Koro. Jun's home is a mid-sized hut of brown stone, with a kitchen/dining room, bathroom, living room, bedroom and laboratory. He rarely lives in it, and uses it primarily as a storage closet and poison lab. It was bought be by him about five years ago.

 

Name: Grand Master Larikon Torchbearer

Species: Fa-Toa

Alignment: Chaotic Evil

Faction: The Brotherhood of Ak'rei'an.

Occupation: Grand Master of the Brotherhood of Ak'rei'an

Weapons/Equipment: Larikon wields the sword Heathenbane, an arming sword, with a blackened steel blade of near protosteel strength. Its T-shaped crossguard, handle, and pommel are silver, and its handle is covered in black leather. It has been passed down from Grand Master to Grand Master for centuries. He also wields a kite shaped wooden shield, painted black and incribed with the purple silhouette of an angel. Larikon also has a lance stored on his mount's saddle.

Powers: Larikon, through his mask, can reanimate a corpse, and with enough concentration control it. If concentration is broken, the zombie falls to the ground lifeless.

Appearance: Larikon is a tall and fit Toa, with a well sculpted face and fiery red eyes. He has gunmetal grey and snow white armor. This armor, however is covered with another set. Larikon wears a mail coat, with a mirror plate in the center. He also wears greaves and gauntlets of boiled leather. Covering his head is great helm, his feet, two hobnailed boots. All pieces of armor are either dull or gleaming black. Over his chest, he has a black surcoat, with the silhouette of Ak'rei'an in purple.

Element: Magnetism (Powerless).

Kanohi: White Great Rau-shaped Tryna.

Personality: Larikon is an individual who does not like to linger in the shadows. He is a fiery, charismatic leader, with a flair for showmanship. To those of the Brotherhood, he is a decent, hard working individual, who is fatherly and warm towards them. Although he shows an obsession with building the Brotherhood into a large army, and a rather short temper. To those not of the Brotherhood, and to some within it, he is a dangerous extremist. Highly xenophobic, megalomanical, zealously religious and psychopathic. Also highly racist towards those who are not Toa, Matoran, Lesterin or Skakdi, and possesing a murderous loathing of those who worship Mata Nui and Makuta. He values loyalty, temperence and piety among his men. He is rather lax in regards to punishing behaviors considered criminal and backwards by mainstream society, but is incredibly brutal in punishing those who commit apostasy. Larikon also seems to, in private, have fits of anxiety and terror. The cause of this, whether it be madness or the trauma of his 'conversion' is unknown.

Skills: Larikon is, primarily, a tough and hardened soldier. He is skilled in war and driven by fanaticism. He is also a decently charming orator, and a skilled tamer of Rahi beasts (explained below).

Biography: Larikon was one of the first beings of his element to arrive on Mata Nui. He arrived without a history, and without a penny to his name. But one thing the Fa-Toa had was talent with taming and training Rahi beasts. Using the money he made from training racing Ussals, Larikon started a small circus. Within a decade, the circus had grown into a spectacle known throughout the villages. It featured everything from musicians to ussal jousting, tamed Kane-Ra going through hoops to Matoran who could walk through embers. All the Rahi were trained by him, and all the performers he personally hired. Larikon's Circus was truely a monument to a self-made Toa.

 

But things all changed, about forty years before the Great War's end. Larikon and his circus were traveling to Ta-Koro through the highways of Onu-Wahi. His convoy was attacked by swarms of Kofo-Jaga. In the chaos, he was seperated, with over thirty of the beasts attacking him. He ran, only to tumble down a crevice, and to hit an underground river. For hours he tumbled through the water, until he washed up upon the shores of a great cavern. The cavern was inhabited by the reclusive Brotherhood of Ak'rei'an.

 

For over a year, Larikon was tortured and brainwashed, by the Brotherhood. Until, eventually, he was considered 'converted' and accepted into their ranks. He became known as devout and loyal soldier. He rose up the Brotherhood's pecking order, over the next decade. Until he held more respect then their leader, Jokull the Dour. Larikon believed the him to be inept, and incapable of practicing the will of Ak'rei'an. So he poisoned him, and took over the Brotherhood in a violent coup. In the thirty years since, Larikon has built up the Brotherhood. Begrudgingly he waited for Makuta to get out of the picture. Now, he waits for the first oppurtunity to strike, to establish Mata Nui as his holy dominion.

Weaknesses: Combat wise, Larikon is weak for is inablility to use his element, and lack of ranged training. Mentally, he unable to conduct himself diplomatically.

Pet: Larikon's mount is an Ash Bear, named Lutrez after one of the Brotherhood's early leaders. Lutrez is armored in blackened steel, and is well trained. Lutrez also has quite the appetite for Lesterin, Vortixx and Kraata flesh. Larikon lost his zombie-slave three years ago, and the bear is a replacement.

 

Name: Jorruk Yokin

Species: Le-Toa

Alignment: Chaotic Evil

Faction: The Brotherhood of Ak'rei'an

Occupation: Steward and Priest of Ak'rei'an

Weapons/Equipment: Jorruk simply uses a kidney dagger of blackened steel. He wears a pair of black leather sandals, and a black hooded robe with the figure of an angel in purple. Jorruk carries carries in a pouch a pen and paper.

Powers: Jorruk has powers over Air, and controls a zombie.

Appearance: Jorruk is short, fat Toa. He has dark green armor, with black undertones. His eyes are light blue, and deep in their sockets.

Element: Air

Kanohi: Kanohi Pehkui (Powerless)

Personality: Quiet, cunning, adaptable and shrewd. Jorruk is a voice of reason in the very unreasonable Brotherhood, seeing things realistically without the haze of zealotry clouding his thoughts. Unlike many of the Brotherhood, Jor is much less vocal about religion then his brothers, but still is rather devout. He is a sadistic person, who takes joy in the torture and brainwashing of new 'converts'.

Skills: Jorruk is a skilled quartermaster, torturer , trapper and wealth manager. He also is mildly skilled in many menial jobs, like sewing, cleaning and cooking.

Biography: Jorruk Yokin was born in Le-Koro and raised there. From an early age, he became known as a skilled manipulator and thief. Exiled from his village, he wandered the island, living off his pickpockets and thefts. While walking along the Great Mine, however, he was kidnapped by the Brotherhood of Ak'rei'an. After being tortured and brainwashed into a loyal servant, he survived Larikon's coup. Eventually, he rose to the rank of Steward, and took up the mantle of Priest. He does both extremely well, and is a trusted soldier in the newer, smaller Brotherhood.

Weaknesses: Jorruk is weak in battle, and will not hold out against just one powerful opponent.

Zombie: Jorruk's binded zombie, Ardron, is a tall, stocky Bo-Toa. Ard is clothed in an old brown tunic, is armed with a spear, and has blank white eyes. He has Turaga-level elemental powers and a mask of Undeath.

 

Name: Mons Shajs

Species: Skakdi of Crystal

Alignment: Chaotic Good

Faction: Ga-Koro, Ga-Koroan Marine Corps

Occupation: Corporal of the Marines

Weapons/Equipment: Shajs is armed with a basket-hilted broadsword, made of solid Protosteel. It has a fine handle and basket of black iron. Shajs also has a short-range heat bolt pistol, which fires short beams of heat similar to Rahkshi heat vision blasts. It can fire five rounds before having to cool down.(Approved by Nuju Metru).  He also has a longbow and quiver of arrows. Strapped to his right leg is a bowie knife in a leather sheath. Shajs also has a black satchel with widgets, lightstone, heatstone, metal flask of rum, map of Mata Nui, his badge and multiple air bladders. Around his waist is a light brown leather belt with several pouches, and a holster for his pistol. In hand-to-hand combat, Shajs uses his natural claws, which he takes great care of. Shajs carries thick cigars in his belt pouches, along with matches.

Powers: Thermal Imaging and Crystal Elemental powers (Only usable with second Skakdi).

Appearance: Shajs is short for a Skakdi, with a lithe (For his species) and fit body. His armor is dark grey, with dull silver as a secondary color. As a sign of his element, the grey part of his armor has thousands of flecks of crystal, in a multitude of colors. His face resembles Avak's, and his spine looks like three rows of daggers. He wears an olive drab tunic, beige canvas trousers, high black boots and tan putees. Over this, he has a worn black-green traveling cloak, with a hood.

Element: Crystal

Personality: Most of the time, Shajs is fun loving, sly, friendly and easy-going to his coworkers and people he serves. He is also very intelligent, and at times quiet and brooding. Shajs in battle is cold, calculating and adaptable. Once, Shajs was a hedonistic criminal, and this as a whole echoes in his personality. He has some sympathy for more petty criminals, and overlooks minor crimes. Often, he chats with such criminals and lies to his superiors about it. On major crimes, however, Shajs acts quite a bit more brutal on the perps than his fellows. He is haunted with guilt over his past, and sees Marine service as his way to make up for his crimes. He also is phobic about gaining any power. As he feels such responsibilities would cause him to return to his cruel former self. 

Skills: Shajs is a particularly skilled fighter. He can fight with his sword, punch and claw with his hands, and shoot quick and true. He is a skilled and experienced guerilla, and a decent leader. He knows well the methods and tactics of criminals, especially those of pirates. Due to past interests and training, he has a some knowledge in such varied fields as military engineering, naval tactics, fishing (Spearfishing, mostly) and cooking. Over the years, he has gained knowledge in Ga-Koroan law and poltical science, through training in the Marines.

Biography: Born a poor son of a fisherman, Mons Shajs didn't have much going for him. Spending his youth fishing the mucky waters of Zakaz, Shajs yearned for a better life. Instead of choosing the harder, legitimate path to it, he picked the easy way: Joining a gang of street thugs. The young Shajs spent years in the gang, under the nose of his parents. Finally, after he was caught trying to burglarize a neighbor's home, his father sent him to the local warlord's palace. There, he hoped, Shajs would straighten out.

 

For a while, that was the case. Shajs first served a myriad of odd jobs, cook among them, before coming under the wing of a Vortixx mercenary. The mercenary, hired by the warlord for his skills in military engineering, taught Shajs all he knew in six years. The young Skakdi proved to be quite talented, and had a promising career blowing up other Skakdi ahead of him. However, fate intervened. While on a gallepn headed to an outlaying isle occupied by enemies, Shajs and other soldiers of the warlord were cast into a storm. Their ship, the Tarakava, wound up around the seas of Mata Nui.

 

Seeing a small, rickety fishing boat, the other Skakdi realized that they were in a far more primitive island then Zakaz. And although they had hazy memories of their homeland, they did remember how to work the Tarakava's superior weapons systems. By popular vote, they became pirates. Shajs, still longing for the excitement and money of criminal life, was among the many that voted yes. After working two years as a gunner, cook and then first mate, he was made Captain when the previous holder was killed battle with other pirates. He took his new position to heart.

 

Over the twenty years of his reign as Captain Mons Shajs, he grew, month by month, into a cruel, despotic monster. Raiding of boats, be it military or civilian, increased spectacularly. Their crews were given the choice to join the crew, and no other. Those that didn't join he killed in ways other pirates wouldn't conceive. His habit of stripping ships of all items of worth, selling it in Xa-Koro, and giving each crewman a generous portion, kept his critics quiet. Shajs himself grew ever more fatter, ever more arbitrary, and ever more drunk. Until he reached a point where he was sober perhaps one day a month.

 

He reached a point, eighteen years before Makuta's defeat, that he was drunk enough, and cocky enough to attack Ga-Koro directly. The Marines, having sighted the Tarakava, and knowing quite well its reputation, attacked and sunk it. All but Shajs and five others perished under the sea. Dragged up to the docks, Kotu passed judgement upon them on the spot. But instead of executing them, she gave them a choice: Join the Marines against Makuta, or Hang. They all chose the latter. Shajs was very hesitant at first, and openly disobeyed his commanders, drank on the job, and fought with fellow privates. Until, one day, slumped on the floor and with a fairly bad hangover, he realized his horrors of his brutal, savage past, and how monsterous he had acted. Going into a mental breakdown over it, he ran into the jungle, and stayed their for three months.

 

Emerging a regretful, deeply penitent individual, he vowed to pay for his crimes by serving Ga-Koro. So, he gradually thinned in figure, became ever more sober, and became kinder, not softer, in personality. For eighteen years on, he has served Ga-Koro loyally. His service in the Great War was as a footsoldier, sailor, and one time, cook. In his tenth year of service, his capture of Makuta-serving serial arsonist earned him (To his tooth-and nail reluctance) the rank of Corporal. Continuing to serve for the war's duration, he defended Ga-Koro during the Great Rahkshi attack, and survived to enter the Akiri period. Recently, he has seen service on the Invincible, and in the troubled Xa-Koroan expedition.

Weaknesses: In addition to having a near-useless element, Shajs is weak to those with elemental powers. He also shows hesitation at accepting positions of power. He fears that with power, he might return to his cruel and tyrannical former self, and threaten the city he swore to protect.

Address/Home: 256 Dermis Lane, Fishmonger's Neighborhood. 256 is a small little one-room lily-hut. It has a firepit in the middle, bed to the right, kitchen to the left. Very simple, just as Shajs likes it.

 

Name: Vulunos

Species: Onu-Matoran

Alignment: True Neutral

Faction: Onu-Koro, tacitly.

Occupation: Inventor, engineer, shipwright and businessman. He is semi-indepentent in his work, having a contract and funding from Onu-Koro, but not working solely for them.

Weapons/Equipment: Vulunos carries a protosteel stiletto for defense. Otherwise, he carries a wallet, golden pocketwatch, two powerful iStones, a pen and an ink bottle. His knife is hidden in his jacket.

Powers: None.

Appearance: Vulunos is a short Matoran who looks borderline underweight. He has black armor, with khaki undertones, and dark green eyes. He wears a dark grey jacket, of fine cloth, and Muaka leather boots.

Personality: Vulunos is a moody, cynical and highly arrogant individual. At times he becomes highly affable, fueled by creative obsession and a frenzy to build 'revolutionary' inventions. These times, his mindset is rather grandiose. Other times, he becomes paranoid and reclusive, staying inside his home for long periods. Paranoid about intruders, the government, or Makuta followers coming to take his inventions. Most of the time, however, he is relatively normal, albeit rather prideful and alert. He has a dislike of governments and the Akiri. He won't, for instance, give his inventions away for the 'Good of the Koro' or advise the Akiri on any matters. However, if the government/military are customers, he'll hold back, somewhat.

Skills: Vulunos is primarily skilled in the design of ships, weapons, engines and vehicles. He has great knowledge of those, and other related areas. He also has some skill in metalwork, woodwork and mechanics, to let him build such things. Vulunos is also business saavy, being able to run a business well

Biography: Born into an old-money mining family, Vulunos was given the best education his parents could afford. He turned out to be an excellent student, going through several tutors before he came of age. After such, he shunned the opportunity to lead his father's company, and instead wanderered the island. There he sought to develop his talents in science instead of wasting himself in business. He honed his skills with blacksmiths and ship builders. When he figured his skills were developed enough, he decided to go the Ga-Koro and live out his days as a playboy tinkerer. His days were spent sailing in the morning and designing weapons in the evening.

 

He was however limited by the strictly monitored accounts his parents set aside for him. When they passed, however, Vulunos inherited their vast fortune. Getting out of playboy life, he devoted himself to invention, and selling his inventions. He did this during the waning years of the Great War, totally independent. But after Makuta was slain, Vulunos was forced to either sign a contract with Onu-Koro, or be forced from it. He then signed the most loose of the contracts. Nowadays, he mostly lives in Ga-Koro, but has a second home in Onu-Koro.

Weakness: Vulunos being a Matoran has a weakness to those with elemental powers.

Address/Home:

-Sadzi Manor, 3 Coral Street, Ga-Koro: Located on an artificial platform fixed into the soil under Naho Bay, Sadzi Manor is connected to the streets by way of a fiteen foot rope bridge. It a large, two story building. The first floor is a pair of enclosed docks and workshop, seperated from a living/dining room and bathroom. The upper floor is a bathroom, master bedroom, guest bedroom and a huge study/lab.

-Room 89, Floor 2, Understone Apartments, 34 Bedrock Street, Onu-Koro: This small apartment is where Vulunos lives in when on business in Onu-Koro. It is one room bathroom, living room and kitchen.

 

Name: Sukot urn Voyuk

Species: Fe-Toa

Alignment: True Neutral

Faction: Ko-Koro

Occupation: Mercenary (Prefers the term Soldier of Fortune)

Weapons/Equipment: Patero Launcher (Rifle-like), a rondel dagger, twin bamboo disks and a Shaska. As well as leather armor.

Powers: Iron and Accuracy.

Appearance: Tall and lean, with brown and gunmetal armor and green eyes.

Personality: Cynical, greedy and world weary, with a good side at times. He has a bit of honor in regards to killing, dislikes it, but has no remorse.

Skills: Skilled in war, and not much else. Very intelligent and adaptable.

Biography: A former noble in a foriegn land. Sukot washed up on the shores of Ko-Koro years ago. Soon, he became a mercenary and plied his trade through the Great War. He served both the Koros, and the Makuta servants. But with only his service to the koros recorded, he got a job in Ko-Koro.

Weakness: Sukot is weak to Toa with Magnetic powers, and can be blinded by greed.

Wiki Page: For more information.

 

Name: Shivada

Species: Dasaka

Gender: Female

Appearance: A tall Dasaka, of medium build, with navy blue and and reddish gold armor. Shivada has light blue eyes, and wears her ancestral crystalline armor, which covers her forearms, legs, chest, shoulders and arms. It is made of green crystal, and is smooth and seeming hugs the body. Above this, she wears a cape with the Imperial colors.

Caste: Menti

Clan: Clan Dastana

Weapons: A Naginata, Jian and Hachiwara. All made of crystall honed to razor sharpness.

Powers: Speed and Willhammer Disipline.

PersonalityShivada is a weary woman. Sick of the intrique and drama of the inter-clan squabbling, squabbling that got her into the position she is in. But she isn't one to complain aloud. Shivada is stoic, in many ways, suspicious and a rather tough boss. She believes the position of Imperial Guard to be a honorable, but useless one. She does have a softer side though, when in trusted company.

Biography: Sent to training at an early age. She fulfilled her familial expectations, and brought a degree of honor to her traditionally un-militaristic clan. After training, however, elders from her clan tried to put her into commercial positions, of which she failed rather spectacularly. This went along for nearly a decade, until she asked to join the Imperial Guards. Pulling some strings, her family got her into the small group.

Weaknesses: The weaknesses common to willhammers.

 

Name: Jahagir Senavysh

Species: Dasaka, Taajar.

Gender: Female

Appearance: A short, lithe Dasaka, with grey-blue armor, and yellow eyes. Senavysh wears a hauberk of red crystalline chainmail, befitting a Jahagir of the lead clan, a leather cuirass studded red crystals, a bone-studded helm, embedded with large red feathers, and a black surcoat.

Caste: Menti, Toroshu (Jahagir in Taajar tongue)

Clan: Clan Angavur

Weapons: Senavysh's main weapon is her Clan's ancestral Long-Kris, Sunshard. It is has a wavy blade of transparent yellow, and has a hilt of carved ivory. She also carries an obsidian arm-dagger, a Katar of red crystal, twin throwing knives of similar substance, and a leaf-shaped shield, painted in the colors of Clan Angavur.

Powers: Astral Projection and Sighteye Disipline.

Skills: Senavysh is a highly skilled warrior. Having been trained in Taajar and Imperial combat techniques. She is also highly intelligent and well read.

Personality: Being the highest ranking Taajar in their entire culture, Senavysh tries her best to represent the culture. Polite, sociable, and somewhat easy-going, she isn't hard to talk to. As a leader, she is highly cautious, and intent on keeping the Taajars free from the affairs of the island. However, having been isolated from it, she is highly curious about Imperial society and all its aspects. This clashes with her desire to remain true to Taajar culture. To others, she might seem at times rather easy-going and permissive compared to the Imperial Toroshu. Senavysh holds a somewhat idealized view of Imperial culture, and believes it is honorable and honest. Thus, she is painfully naive to the backstabbing-happy politics of the capital.

Biography: The Eldest child of a first son, Senavysh was a curious little child, deeply intriqued by the strange Imperials outside the village walls. Being a Menti, she and her sisters were confined to the village. Out of childish anger, she snuck out of the village, under an assumed name, and fled to a Saihoko caravan. There, she joined them in their nomadic trading. When the child's identity was discovered, however, she was returned to her home/

 

There, she was confined under guard 'For her own benefit', and taught by her Amukas. She was taught in the ways of battle, and the Sighteye disipline. When she came of age, she served as a sworn shield for her mother, the reigning Jahagir, until her passing. After taking the seat of power, she served her first several decades a pawn of her elders. But after asserting her power over the clan, she has passed several small reforms, mostly to help improve the image of the Taajar people. Nowadays, she alternates between the Imperial city and her home in Greywood Longhouse.

Weakness: Senavysh is not the most skilled in her disipline, being far more adept as a warrior. She is also naive and overly idealistic politically.


Edited by Rhaegar Targaryen, Jan 20 2014 - 01:00 PM.

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"Rhaegar fought valiantly, Rhaegar fought nobly, Rhaegar fought honorably. And Rhaegar died."

 

BZPRPG 2013 Profiles

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The Brotherhood of Ak'rei'an


#22 Offline Au'Rehn Rising

Au'Rehn Rising
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Posted May 11 2013 - 07:46 PM

Name: [/size]Dalia[/size]
Species: [/size]Toa[/size]
Gender: [/size]Female[/size]
Elemental Power: [/size]Water[/size]
Weapons: [/size]None[/size]
Mask:[/size] Kanohi Matatu in the shape of a modified Kakama[/size]
Alignment: [/size]Herself[/size]
Personality: [/size]Dalia's one of those hard-to-kill people. She's determined, gritty, and unafraid to let you know what her opinion of you is. Despite being rough around the edges, she has a caring side... But it hasn't been seen in a long time.
History: [/size]Dalia’s had a rough time. She’s a former Mark Bearer, making her wanted by the law of Ga-Koro, even though she never committed a crime. She’s survived stampedes, Rouge Toa, Makuta-Servents, and all of the like. She was one of the Toa that defended the Kini-Nui, and subsequently decided to stay in and around Ta-Koro after the defeat of Makuta. She’s currently trying to change her outlook on life...[/size]
However, this new outlook often involves lots of liquor.[/size]
Weaknesses: Pain, fire, dehydration, electricity, large amounts of heat.[/size]
 

Name:[/size] [/size]Noira[/size]
Species:[/size] [/size]Toa (Air)[/size]
Gender:[/size] [/size]Female[/size]
Appearance:[/size] [/size]A Green Toa of air, she wears what used to have been robes, now rags.[/size]
Kanohi:[/size] [/size]Miru[/size]
Dominant Hand:[/size] [/size]Ambidextrous[/size]
Powers:[/size] [/size]Air elemental, Levitation[/size]
Abilities:[/size] [/size]She's not very strong, and years of servitude have made it difficult for her to act on her own.[/size] [/size]
Weapons/Equipment:[/size] [/size]None[/size]
Fighting Style:[/size] [/size]None[/size]
Weaknesses: Everything?[/size][/size]
Widgets:[/size] [/size]0[/size]
Other Possessions:[/size] [/size]None[/size]
Home:[/size] [/size]Wherever she is.[/size]
Affiliation:[/size] [/size]Akira[/size]
Alignment:[/size] [/size]???[/size]
Bio:[/size] [/size]For most of her life she'd been sold from master to master. She eventually ended up in the Makuta shrine, where she somehow became a Toa. She was later freed at the end of the Makuta wars by Iegasa, and headed to Le-Koro. Upon arrival, she met with an older, mysterious Toa of Water, who treated her kindly. Since then, Noira has tried to stick with this Ga-Toa, who allowed Noira to travel with her group, the Paladins.[/size]
Personality:[/size] A quiet soul, Noira says and does little. After meeting Akira, Noira only seems to care for being near Akira, who she considers her one true friend. She's highly uncomfortable with people she'd never met before, and can be quite nervous when tasked with something she'd never done before. However, when ordered to do anything, her upbringing kicks in and she follows these orders without complaint or question.[/size]
Other:[/size] [/size]???[/size]
Theme Music:[/size] [/size]???[/size]
 


Name: [/size]Nei[/size]
Species: [/size]Ga-Matoran[/size]
Gender: [/size]Female[/size]
Powers: [/size]None, although, one could argue her extreme cuteness.[/size]
Kanohi: [/size]A powerless blue Miru.[/size]
Weapons: [/size]Bamboo Disks[/size]
Description: [/size]Nei is small. Her mask and armor are blue while her natural armor is turquoise. As she is only 85, she still is considered to be a child in other's eyes. However, even Nei has noticed that she's started to grow taller, prompting her to start trying to act more 'mature'. She's somewhat known for her cuteness, and for the fact that the Toa Embok is her father. Nei is commonly seen wearing a blue one-piece swimsuit that exposes her sides, back, and arms. She wears brown cargo pants on her legs, with blue armor over her thighs and shins.[/size]
Alignment: [/size]Good[/size]
Personality and Traits:[/size] Since the last battle with the Rahkshi in Ta-Koro, Nei's had a bit of a rough time. She had a close encounter with a Vorahk, which has effected her profoundly. Adding to this was the news of Embok's betrayal. This instilled into her a desire to distance herself from Embok. Nei is defined by a headstrong, spunky attitude, as well as a dislike of failure. Surprisingly, she is trained in martial arts.
Weaknesses: Elemental powers, just about everything.[/size]


 
Name: [/size]Beynii[/size]
Species: [/size]De-Matoran[/size]
Gender: [/size]Female[/size]
Powers: [/size]None (However, has super-sensitive hearing)[/size]
Kanohi: [/size]Powerless Kakama[/size]
Weapons: [/size]Compact bow with 20 metal tipped-wooden arrows. A small hunting knife.[/size]
Description:[/size] Beyni's armor, mask, and hands is blue-grey, while her arms and legs are black. Somewhat on the thin side.[/size]
Personality and Traits: [/size]Beyni is generally quiet, even for a De-Matoran. Although, this is only to protect her sensitive hearing, and she is actually a very outgoing person. Although, she can be shy at times, especially when meeting new people.[/size]
Weaknesses: Elemental powers, loud sounds.[/size]
 

Name: [/size]Atea (Also known as #61. #61 was the "name" she was born with when she still worked for DARK)[/size]
Species: [/size]Toa, Plasma[/size]
Gender: [/size]Female[/size]
Kanohi: [/size]Kanohi Matatu[/size]
Appearance: [/size]A Toa with simplistic, ornament-lacking armor. Her armor color is Blue and Light Blue, and her Matatu is in the shape of a blue Akaku.[/size]
Powers: [/size]Plasma Elemental, Telekinesis[/size]
Strengths: [/size]Melee fighter, strong tactician, climber, decent marksman, is able to blend with large crowds easily, expert of disguise, excellent with most weapons given to her, elemental powers.[/size]
Weapons:[/size] [/size]None Currently, uses most weapons she can find.[/size]
Weaknesses: The Cold, Water, can have lapses in moral judgement, can be caught off-guard if a plan/disguise fails.[/size][/size]
Alignment: [/size]None[/size]
Personality: [/size]Atea[/size] can be defined as strong-willed, serious, and could be considered cold and detached. Atea is determined to make something better of her life, but is unused to the world around her. At times she could be timid, or secretive, but this is due to her entire life spent being trained as an assassin, not a talker.[/size]
History: [/size]"61"[/size] was born for DARK. Since birth, she has been trained to be an operative for the organization of assassins, and approximately after five cycles, she was inducted as an field agent of the organization, becoming a Toa at the same time. When "Sheoldred" first joined DARK, it was "61" who started to trained him. When "Sheoldred" became a field agent, he was paired with "61". Eventually, "61" had enough of DARK. She formulated her own escape plan at the same time the other agents made theirs. When she attempted to convince "Sheoldred" to join her in escaping DARK, the two of them battled, and it was "61" who gave him the injury that forces him to speak in a whisper. She was able to escape at the same time as the other agents, and journeyed to Mata Nui, hoping to change her life, and put the past behind her. After joining with the Rama-Riders, #61 met her Rama-Partner, Uriuri, and Hasil. After being a member of the Riders for someone for a deal of time, Hasil helped #61 rename herself as "Atea". Atea was pleased with this.[/size]

 
The Ancient - ???[/size]

 
Name: [/size]???[/size]
Species: Toa Of Earth[/size]
Gender: [/size]Male[/size]
Powers: [/size]Earth Elemental, The ability to control corpses.[/size]
Kanohi: [/size]Great [/size]Tryna, shaped in the image of a Skull.[/size]
Weapons: [/size]Protosteel Scythe.[/size]
Description: [/size]Stands slightly taller than the average Toa. He is obviously older than almost any other existing Toa, as his internal frame operates off of gears instead of the more streamlined current models. He appears to be almost a frankenstein-like experiment come to life, his body a mixture of mechanical armor and organic tissue for the parts of the body that require more mobility than gears can provide. His armor appears to be just standard jet-black armor, with the exception of bleach-white bones being the only defining features upon it. The armor also has several lines around the joints of the armor, as well as the spinal region. His mask, shaped to resemble a skull, is permanently attached to the face, and has no mouth opening to prevent the mask from being removed.[/size]
Alignment: [/size]Unknown[/size]
Personality and Traits:[/size] The Ancient one is on a singular mission. To protect the island of Mata Nui according to the will of the ancients. He is methodical in this approach, and cares little for any sentient life hurt in this mission. He does, however, hold the natural order in high esteem. He posses a special 'mode' which he refers to as 'unlocking' where his armor opens up at the joints, allowing him to reach the peak of his physical powers without the hindrance of armor. Outside of this, he appears to have complete mastery over his Kanohi powers, Elemental powers, and his weapon.
History: This Ancient Toa appears to be a relic left over from times shrouded in myth, where Artahka and Karzahni still ruled the world. It's preservation seems to be through a 'stasis' built into him to ensure that he would last into modern times. He was uncovered by a small group of Matoran and Toa, and resumed his mission in protecting the island of Mata Nui
Weaknesses: While his unlocked status allows him greater mobility, it also reveals more of his organic tissue, which is significantly weaker than the armor guarding it.[/size]
 
Name: Laqriel Of The Nine[/size][/size]
Gender: Female[/size][/size]
Species: Toa (Fire)[/size][/size]
Alignment: Lawful Good/Stupid[/size][/size]
Affiliation: The Ta-Koro Guard (Ranked as Sergeant in the guard.)[/size][/size]
Kanohi: Kanohi Matatu in the shape of a Faxon.[/size][/size]
Known languages: Matoran[/size][/size]
Voice: Gruff, similar to that of a drill sergeant. Often has the moods of ‘grumpy’ and ‘bossy’.[/size][/size]
Wealth: The amount of money that any member of the Ta-Koro guard makes.[/size][/size]
Description: Standing at thirteen feet tall, Laqriel may be one of the largest beings on the island. She is commonly seeing Dark Blue, Orange and silver armor that is for the most part, standard issue. It is quite bulky at the shoulders, and upper body, but otherwise form-fitting.[/size][/size]
Personality: There is a line. While some people may on one side or the other, Laqriel is that line. A thin blue line that serves as the distinction between right and wrong. Laqriel is not only concerned in keeping the peace… She’s obsessed with laws and rules. The slightest infraction of any one by anyone is enough to push her over the edge. She’s quite known for her enforcement of the law, be it improper spelling of signs to murder, arson, and jaywalking, Laqriel will most certainly be there to sort out the criminals. Be it the easy way, or the hard way. She also has a hairpin anger, the slightest provocation is enough to push her over the edge. She also can be more-than-somewhat defensive about her origins, often making others wonder if she even knows where she came from. Also never smiles.[/size][/size]
Bio: Laqriel’s initial origins, including of where she acquired her swords, how she became a Toa, or where she even came from is unknown. She quickly made a name for herself amongst the Ta-Koro guard, rising to the rank of sergeant.[/size][/size]
Beliefs: Laqriel believes that all laws are equal, and deserve equal attention. She will go to any measure to ensure this… As long as it is within the jurisdiction of the law.[/size][/size]
Fighting Style: Laqriel fights with all eight swords at once. One in each hand, and the other six controlled by her Kanohi. She never uses the ninth sword. Despite her extreme height, which many may interpret as slowness in combat, Laqriel is anything but.[/size][/size]
Weaknesses: Smiling, Tremendous amounts of water, extreme cold.[/size][/size]
Tools and Equipment: Nine swords. Four mounted at her hips, two at her sides, two on her backs, and the last one hanging from a holster on her neck. Each of her swords is different from the others, with the ninth sword being completely different. While each of her eight swords all have orange jewels built into them, the last one has red jewels instead, and has a hilt made out of black and red leather. It’s sheath is made entirely out of black wood, with the word ‘Worldslayer’ on it.[/size][/size]
Dominant Hand: Unknown.[/size][/size]
 
Name: Eshiwa
Gender: FemaleAge: MU equivalent of about 60-70 years old.Species: Dasaka (Datsue)Clan: HerupaCaste: ToroshuKanohi: Powerless Noble RauKnown Languages: Standard MUPrimary Hand: RightVoice: A wizened old woman who is very careful what words she says, and how she says them. Despite a care for her words, a sense of daring and cunning is visible underneath them.Appearance: Looks similar to the Datsue of her species. Often wears flowing robes to cover her body, the back of which is emblazoned with her Clan symbol, along with the collars. Primarily a dark blue colour, with crystal armor being more minimal upon herself than her fellows.Personality: Eshiwa is old. Her age has given her excellent insight, as well as wisdom. As the only child of the previous Matriarch of the clan, she was groomed throughout her life to take her mother’s place after her death. She has little aspirations outside of raising her children, and training the next generation of Herupa clan members, be they bodyguards, assistants, or advisors. Despite this, she keeps her clan strong and in high respect of the major clans, and is often unwilling to deal with those with negative relations.Powers: Mindarm, Soulsword, IdeatalkTools: A singular staff made in scaled replica of Gaiusu. Her ‘soulswords’ are also in the form of the Spear of Gaiusu, as she was it’s former wielder.Weaknesses: Due to her older age, Eshiwa is much slower than she once was, and her strength has faded from when she was a young lass. This can easily turn against her in extended fights, due to her lack of strength and speed. Using her Mindarm and Soulsword powers in conjunction will often lead to her running out of energy to fight with faster.
 
Name: Jiyu
Gender: Male[/size]
Age: MU equivalent to 30 years old[/size]
Species: Dasaka (Dasaka)[/size]
Clan: Herupa[/size]
Caste: Menti[/size]
Kanohi: Miru shaped in an original design[/size]
Known Languages: MU common.[/size]
Primary Hand: Ambidextrous[/size]
Voice: A soothing voice, one that might be any mood the speaker requires, and quite entrancing to the listener.[/size]
Appearance: A giant of about fourteen feet high. Unusual for a Dasaka, his natural colour is red rather than blue, although the crystal armor that he wears across her form obscures most of this from view. He wears a flowing black cape that has his clan symbol and the symbol of the Toroshu he serves embroidered on the collar. Jiyu also carries with him a replica of the spear of Ronginusu, as he is it’s wielder. Jiyu and Seigyo, Jiyu is on the right.[/size]
Personality: While Jiyu does his duties to the best of his ability, he is far more known for his bad habits rather his good ones. His tendency to laze about, and suggesting parties and feasts for any occasion has wound up carrying negative connotations for him. Luckily for Jiyu, he excels at his duties more so than any of his clan, and to replace him would seem illogical. In public he might often act rude and callous to strangers, especially those beneath him, he secretly holds the best interests of his master in high regard, perhaps even higher than the ones he follows.[/size]
History: Jiyu was born to Datsue Eshiwa, and is the eldest child of the clan due to him being the ‘elder twin’ between Jiyu and Seigyo. He became known throughout the clan for his large size, being larger than most of his peers, and close in size to a Dasaka. When he became of age, Jiyu was trained as a Menti class, taking up the Soulsword Discipline, and learning how to shape it in the shape of the bident spear of his clan, Ronginusu. At some point she was selected as the wielder of Ronginusu. Once he had completed his Menti training, he was withdrawn from the caste, and assigned as an adviser. Jiyu has remained as such.[/size]
Powers: Sheilding, Soulsword discipline (Soulsword is in the shape of the bident spear of Ronginusu, as he is it’s current wielder), a currently-unknown Discipline, and Ideatalk.[/size]
Tools: Jiyu carries a replica of Ronginusu. He may often carry whatever things he requires to fulfill his duties.[/size]
Weaknesses: At a glance, Jiyu has few weaknesses. He has strength, size, and surprisingly, speed. Secretly, he knows how to use few other weapons outside of his ‘Soulsword’, and can be defeated by forcing him to use weapons he is unfamiliar with, or catching him lazing about. He also has a small reach when not using a weapon.[/size]
 
Name: Seigyo
Gender: Female[/size]
Age: The MU equivalent of 30 years old.[/size]
Species: Dasaka (Dasaka)[/size]
Clan: Herupa[/size]
Caste: Menti[/size]
Kanohi: Kanohi Arthron in the shape of a noble Akaku.[/size]
Known Languages: MU common[/size]
Primary Hand: Ambidextrous[/size]
Voice: The voice of one who is more concerned for the safety of others than herself, although she hides this under a normally stoic exterior.[/size]
Appearance: A Dasaka standing slightly above the size of the regular of her species. Curiously, she is naturally red in colour, similar to her twin. However, a good majority of this is obscured by her white crystalline armor. Hidden upon her person is two brands, one the mark of her Clan, the other being the Clan that she works for. She carries a small replica of the spear of Kashiusu, as she it it’s wielder. [/size]Jiyu and Seigyo, Seigyo is on the left.
Personality: Seigyo hides her personality under a deep barrier of stoicism, to where the only ones who ever see her lighter side would be her twin Jiyu, her mother, and on rare occasions, her master. She holds nothing but the deepest of affections in regards to her master… Albeit in a professional way.[/size]
History: Seigyo was born as the ‘younger twin’ of Jiyu. Unlike Jiyu, she did not inherit his massive size, although she still boasted larger height over normal Dasaka. Similar to her twin, Seigyo attended Menti training, and started to have her Soulsword weapon be in the shape of Kashiusu. She later obtained a scaled-down replica of the weapon so that she may use it as a weapon. She later became Kashiusu’s wielder, similar to her twin becoming Ronginusu’s wielder.[/size]
Powers: Soulsword (In she shape of the spear of Kashiusu), Idealtalk.[/size]
Tools: A scaled-down replica for Kashiusu, and a crystal shield. Whatever tools she needs for her current task.[/size]
Weaknesses: Untrained in other weapons. Unlike her brother, Seigyo is more akin to the regular Daska, boasting ever-so-slightly better-than-average physical attributes. Her devotion to her master can often lead to meaningless self-injury on her part.[/size]
 
Name: The Reveler (Actual name unknown)[/size]
Gender: Male[/size]
Age: Unknown, Presumably the Matoran equivalent for late thirties.[/size]
Species: Toa (Fire)[/size]
Kanohi: Rau[/size]
Known Languages: Matoran (All, or almost all, through use of his Kanohi).[/size]
Primary Hand: Right-handed[/size]
Voice: The voice of one who is both wild in nature, but also wields great strength, and knowledge of the natural world.[/size]
Appearance: [/size]http://farm6.staticflickr.com/5542/12163918864_37e809bcb8_b.jpg[/size]
Description: A red-and silver Toa standing close to eight feet tall. His armor looks similar to that of roman legionnaire armor, adorned with furs, small trophies, and fragments of past weapons. His mask is shaped like a Great Huna, silvery growth similar to hair growing out of the back of his head, with two small horns close alongside his jaw. Atop his head are two large horns, similar to that of a grand bull. His mace Xenargos is almost similar to that of a plain mace, but with the inner edges being jagged and cruel in shape, and capable of acting like a torch.[/size]
Personality: The Reveler is an enigmatic figure. Quick to return to the old ways, he strongly believes in the time-proven mantra of Survival of the Fittest. He despises those who see technology as the only future, while also disgusted with those who see the natural world as exploitable, or some sort of fancy decoration. He abhors those who dabble in the magic and in the arts of the dead.[/size]
 
The Reveler is known for owning a small settlement in Le-Wahi, close to the Mangai volcano. The settlement is known by those who came from the Kumu islets and the underground of Mata Nui as hosting illegal gladiator tournaments, the winners of whom are held grand feasts by the Reveler. His name comes from the grand feasts and parties he holds in his settlement, ranging from arrival of visitors, all the way to grand celebrations for tournaments.[/size]
Powers: Fire Elemental, Translation[/size]
Tools: A protosteel mace, affectionately named “Xenargos, The Hedonist”[/size]
Weaknesses: Water elemental, extreme cold.[/size]

Edited by Au'Rehn Rising, Apr 11 2014 - 11:45 AM.

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#23 Offline HahliNuva

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Posted May 11 2013 - 07:50 PM

Name: RiversongGender: FemaleSpecies: ToaElement: WaterKanohi: Great Mask of Healing shaped like a KirilAlignment: Lawful GoodWeaknesses: She lacks the stamina needed for long battles, and suffers from chronic stress issues.Description: http://www.brickshel...g/riversong.png (is going to be updated later)Weapon: A long-bladed dagger.Personality: Riversong tends to isolate herself from others, and tends to speak in a slightly muted tone.  Although she will (in most cases) carry on a conversation if spoken to directly, Riversong prefers to listen rather than speak.  However, she is willing to help those in need (especially if they’re injured) despite the fact that she's less proficient with her mask power than she'd like to be.  At times, she suffers from bouts of guilt and paranoia brought on by some of her past actions; Riversong is still trying to come to terms with what transpired, but refuses to speak about it.  She has found that she fits in fairly well at Ko-Koro, but does not harbor any ill will against the other villages, seeing no reason to dislike them.Biography: Riversong currently lives in Ko-Koro, with a part-time job at a local hospital serving as her primary source of income.  She is soft-spoken and prefers quieter areas as opposed to the noise and bustle of the heart of the Koro.  Although she has been referred to as an "unlikeable loner" in the past, Riversong really is just trying to come to terms with some of her own feelings.  Physically, Riversong often appears to be vulnerable when, in fact, she is actually quite ready to defend herself – a side effect of her slight paranoia.  Her offensive skills are not as strong, as she makes a point of trying not to pick a fight.  Others sometimes regard her as odd, but Riversong just simply doesn't care.Status: Living in Ko-Koro.


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#24 Offline brother-in-lawford

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Posted May 11 2013 - 07:52 PM

Name: Hasil
Species: Toa
Gender: Male
Appearance: Hasil is a tall Toa, nearly a head taller than most, with bronzen skin rather unlike those of most Toa of Air. However, he keeps himself covered in black robes most of the time, with headcloth and veil, such that his face cannot normally be seen. On the underside of those robes are sown lamellar scales, as protective armour. As well, while he rarely shows his face, Hasil is a rather attractive Toa.
Kanohi: Hau
Powers: Hasil is a Toa of Air, so he has the usual range of powers, though he does not often practice them.
Abilities: Hasil is, first and foremost, a swordsman; with his long O-katana, his O-wakizashi, or his two kunai-like throwing knives, or even the weighted chords he keeps more as a distraction, he is a master, able to use them with the same speed and dexterity with which a Nui-Rama uses its wings. As well, he's a good shot with a disk launcher. However, he cannot read or write.
Personality: Hasil has a deeply abiding sense of right and wrong, and will never allow the wrong thing to be done; other than that, though, he is rather ambivalent towards others. He can be friendly with those he knows, if he trusts them, though he's often rather quiet and reserved.
Weapons: An O-katana, an O-wakizashi (both constructed rather strongly, and able to be used as other than just weapons); two protosteel kunai (also used for eating, or tying to the weighted chords to use them as bladed whips); a set of weighted chords; and a disk launcher.
Weakness: Hasil is not one for mass, group-fighting, preferring instead one-on-one duels; as well, he hasn't much practice with his element.
Biography: -to be added-
 
Name: Haitao T'ien

Species and Gender: Male Toa of Ice

Powers: Obviously, T'ien is able to absorb, manipulate, or create ice and cold energy. He generally uses it for artistic pursuits, though the control he has developed through that practice has led to a strong ability to use it in combat, at least defensively. His Kanohi is an Iden, meanwhile, giving him the ability to remove himself from his corporeal body.

Appearance: T'ien is not a particularly tall person, being slightly shorter than most other Toa. He is, however, of lithe, muscular build - he seems small, but he is powerful enough to defend himself without trouble, should he need to. His armour is smooth in appearance, consisting not of the large plates most other Toa sport, but rather made in a pattern where bands of metal are held together, giving a flexible and moderately-protective suit. Mostly white with grey accents, T'ien's Noble Akaku-shaped Iden is of rather attractive design, with icy blue eyes hidden just behind it.

Abilities and Skills: Physically, T'ien keeps himself rather healthy and strong, though that strength is through endurance, and not quick, overpowering flashes of strength. As well, he has a fine motor control, as it is necessary in all forms of art, including his favoured two forms: calligraphy and drawing. T'ien is a master of both forms of art, as well as in his favoured martial art, whereby he redirects his enemies' energies either into the nature around him or back into them, never contending, but yielding, never weak, but strong, like water.

Weapons and Kanohi: T'ien's only weapon - other than an old sword he keeps sheathed and hanging above his fireplace, in case he should ever need it - is a recurve bow, only about as long - when unstrung - as the length from his knees to his chin, but still more than strong enough to penetrate the natural armour of most animals that he might have cause to hunt, or deter. It comes with a quiver of arrows, designed to penetrate armour, and extra strings. The sword, meanwhile, is a very lightly curved (it is nearly straight), medium-length bladed weapon, light enough for one hand and with a hilt large enough to accommodate two, wrapped tightly with silk cord and with a black silk tassel hanging off the end; the blade is black as well, though the edge is very slightly lighter than the spine, with a greyish temper line going down the blade. His Kanohi, meanwhile, is a noble Akaku-shaped Iden.

Other possessions: His home, his satchel for carrying various items, his wealth (in gold, silver, and copper widgets), all the items necessary for his art, and various books. And the obvious items for taking care of his home and preparing meals and such.

Weaknesses: T'ien generally detests battle, preferring instead to simply stay home and read and write and make art, and will avoid it at all costs, even coming down to his own passivity as regards his own defence, should the harm he receives be non-lethal.

Personality: Haitao T'ien is a rather calm, quiet Toa, content simply to sit and listen, or read, rather than to jump into the middle of a conversation, unless his voice should be requested to be added in. As well, he often does not interfere into the actions of others that do not concern him, nor would he attempt to impose upon another person, as he feels it completely unnecessary, only likely to cause problems in the future.

Bio: Haitao T'ien was born in a village known as Cry-Koro, which was formerly a rather prosperous little village. However - after some festival or other that necessitated a party be had - the villagers found themselves under attack by a group of wild Rahi, mainly Muaka. There were a few too many to fight, and one villager was known to have been trapped down in some old storeroom or other. T'ien, meanwhile, made his way away from the village, setting up a new home in the western reaches of Ga-Wahi, where the terrain was rather similar to that near his old village - temperate, hilly, with trees and grasslands and mountains, sometimes chilly, sometimes warm; the sort of place he would like to live.
 
Name: Edubard a Briuis
Species and Gender: Male Toa of Air
Power(s): Edubard has the basic powers any Toa of Air has. Small cyclones, using the wind to blow things around, vacuum sealing small packages, the works. However, he puts less focus on his powers than others; as such, he has little skill with using them. Having an Arthron, he also has the ability to utilize sonar at all times.
Appearance: Edubard is a tall Toa, with an almost regal appearance. His armour, silver in hue, was expertly crafted to both accentuate his appearance and protect it, though it lacks the flashy appearance that some might expect from such things. However, he has allowed one small amount of vanity to creep in, decorating his armour with various etchings.
Aside from his armour, Edubard is, while possessed of a rather muscular disposition, rather average in his looks; he’s no show-stopping prettyboy, nor does he want to be one. Rather, he wears every scar he’s gained both as a matter of pride and a remembrance of mistakes he’s made before.
His mask, while in power an Arthron, is in appearance a Hau, dark green with silvery accents. His eyes are light blue.
Abilities and Skill: Edubard’s first focus is on his swordsmanship - after an accident that resulted in the unnecessary death of a sparring partner, he had, for a time, sworn never to draw his sword unless his life absolutely depended on it. Through a loophole, he decided that his life depended upon his drawing, practicing with, and using his sword so that he would never accidentally kill somebody again.
After that, he picked up some skills in carpentry and woodwork while he was running swordless, so that he would have a way to support himself.
Weapons and Kanohi: Edubard’s preferred weapon is a basket-hilted claymore, or claybeg, that being his preferred simply because it is what he first learned to use. However, he is fully capable of using any broadsword, longsword, or greatsword - he just prefers to stick to his claymore.
For a Kanohi, Edubard wears a Hau-shaped Arthron.
Weaknesses: Edubard’s focus on honourable, and non-lethal (if ever it is possible) fighting leaves him open to enemies who both fight dirty and are willing to kill to win; as well, anybody who knows of his past failures in duelling can easily drive him into a rage if they taunt him with them.
Personality: A former slave, Edubard has both a compassionate outlook towards other beings and a humorous outlook on life - he refuses to ignore anybody’s plight, no matter how much trouble this might cause him, but he also relied on humour as a way to retain his sanity, though he has calmed somewhat from how he used to be.However, despite his humour, Edubard is a perfectionist; he will not tolerate failure, especially not in himself, practicing for hours a day on his swordsmanship simply so that he may perfect every last faint, lunge, slash, parry, or riposte that he can, to make sure his technique leaves absolutely no room for lethal error.
Although, one thing Edubard has learned: simulating the appearance of insanity is a great method for duplicity, and it is one he will use whenever it behooves him to do so - the most prominent example being the time he spent as a slave.
Biography: With his first memories ones of slavery, Edubard’s young life was both a hard life and one he doesn’t prefer to remember, less still to talk about; the most that he lets anybody know is that, a year before his freedom, he came under the charge of a man named Bhuta, a slaver. By that time he had perfected the appearance of insanity, using it to keep those in charge of him from harming him, forcing him to do work - indeed, he even used it as a distraction, to aide the other slaves when he could, though few, if any, knew of his tactics - he made sure to cultivate the appearance of insanity with everybody, not just with his captors.
After breaking away in the midst of a battle - his duplicity just then revealed - Edubard spent an amount of time on board the ship known as the Infernavika, a pirate vessel. He had no jobs on the ship other than staying out of everybody’s way and entertaining them with his swordsmanship - however, this soon worked against him, when he and a former crewmember of the ship engaged in a friendly duel. In a freak accident, Edubard cleaved through his sparring partner, from shoulder to navel, killing him. The Toa, horrified, instantly blamed himself for the accident, though nobody can truly tell who is actually to blame for the incident, due to there having been no witnesses to the duel.
And so, taking to wondering, Edubard vowed he would never use his sword again, unless refusing to use it would mean the death of himself or others. He went to Ga-Koro, learning the trade of carpentry, and starting along on shipwork; however, the Daedra’s taking over, and the subsequent destruction they caused as their alliance fell apart, influenced Edubard to draw his weapon again - though now he made sure that he wouldn’t grow complacent with his training, as he never wished to repeat the earlier accident. Since that time he has regained some amount of his good humour, his old self beginning to resurface, though he is still somewhat subdued, both in personality and in action, voice, and thought.
 
Name: Grochi

Species and Gender: Male Toa of Plasma

Powers: Grochi has the usual powers for a Toa of Plasma - essentially, the ability to control that superheated ionized gas that generally does rather well to cause damage to physical objects...or can leave organic beings suffering from radiation poisoning, if you know what you're doing.

Appearance: Though he still manages to stand tall these days, Grochi is getting old - he has been, for a while - and it shows in the way he carries himself, as though he's simply getting weary of all that life continues to present to him. Still, he holds himself as a proud man, and when he sees fit to do so, he can present a presence that is hard to ignore, visually. Though in the realm of the purely cosmetic, Grochi has a rather simple set of armour, coloured in forest green with white accents, pitted and scarred through the years of action he's seen.

Abilities and Skills: Grochi is rather well practiced with his rapier, and a few other weapons, though he doesn't often need to use them. As well, when he finds it needed, he can show himselt to have a rather commanding presence - though he much prefers simple angry complaining to get his thoughts across and get others to do what he wants. It's less work.

Weapons, Equipment, and Kanohi: Grochi's main weapon is a simple rapier, though anymore he's been using a rather tall cane - purely a fashion accessory, don't let anybody tell you different (it certainly isn't there because he needs it) - as both self defense tool and general tool. To go with the rapier, he also has both a buckler and a main gauche dagger (neither of which he carries often, leaving them at his home), and a cloak that he also wears when he's cold. As well, at his home, he has a larger, heavier sword similar to the (real-world) British Officer's Pattern 1796 Heavy Cavalry Undress Sword, with a stiff, heavy, straight, single-edged blade (with hatchet point), and a rather heavy bowl guard. Rather unsuitable for delicate swordsmanship, very suitable for bashing through an enemy. And their defences. Other than that, he has his home in Ta-Wahi, near Ta-Koro, his widgets, a large Ussal (to ride on/help carry his things), and his Kanohi Kualsi.

Weaknesses: Grochi certainly isn't as fast, strong, or flexible as he used to be - while it doesn't particularly get in the way of him performing his duty as a protector of Ta-Koro at the moment, it can prove a possible liability, at times. As well, he isn't known to get on well with all of Ta-Koro's guards...and aggravating them might not always be the best idea.

Personality: Grochi is eccentric, he is easily annoyed, he is loud and cantankerous and cranky and...yeah. Those are all rather accurate descriptors for him. Though he's also generally a good man, trying to do well and trying to be kind to most others, and generally succeeding.

 

Generally.

Bio:

 

Name: Unari

Species and Gender: Male Toa of Air.
Power(s): The usual powers for a Toa of Air, though he doesn't use them - except, possibly, to blow smoke out of his bar.
Appearance: Unari is a rather average-sized Toa of Air, at least in height - the rest of his body is considerably thicker, though whether that's fat or muscle, nobody can tell you - except, perhaps, those he has thrown out of his bar. His armour is rather average, and he's more likely to wear loose fitting clothing than anything else. He's black and green in colouration.
Abilities and Skills: Unari is an excellent bartender, a wonderful cook, a shrewd business man, a great brewer, and he's more than able to toss any rowdy fools out of his bar without a second thought - or use his staff on them.

Weapons, Equipment, and Kanohi: Discounting his home, bar, and Inn, the Bright-Star Inn, and everything in it, Unari doesn't keep particularly many possessions on his person. Most everything he needs for brewing he keeps in the Bright-Star, as well as most of his money, kept in a special safe - though he always keeps some of it on his person. His Kanohi is a black Kanohi Pakari, shaped like a Hau - not that he particularly needs to use it - and his weapon is an ironwood staff, with a straight bladed backsword inside.
Weaknesses: Unari isn't, at heart, a violent person - and while he's more than able to be a bouncer for his bar, he isn't particularly fond of the job, and unless things are degenerating quickly, he won't try particularly hard to hurt somebody, only to scare them. As well, don't. Ever. Harm. His. Inn. Or break into it, for that matter. Call it a berserk button if you will, but just remember not to push it or you'll find that he missed his target completely and actually threw you off the platform.
Personality: Unari is the very epitome of the jocular innkeeper - he's got a big body and a big personality, and while he's just as capable as being quiet and reserved as he is loud, joking, and, if need be, angry, you're more likely to see the loud part than the quiet part. However, don't ever harm his inn, or anybody inside it, or you will find that he will get very quiet, very angry, and you will be very airborne.

Biography: Born and raised in Le-Koro, Unari always loved the party scene that was part of what made Le-Koro famous. However, there was one thing that was wrong - there was never a bar and inn that lasted particularly long in the Koro. Once he became a Toa - and got the necessary loans - Unari decided to fix all that, opening the Bright-Star Inn. While some might have expected it to fail like the others, they'd be wrong - as Unari's prosperity, and the Inn's recent four-year anniversary would attest.
 
Name: Jaaku
Species and Gender: Male Toa of Magnetism
Power(s): All powers granted by being a Toa of Magnetism, X-Ray Vision.
Appearance: Jaaku is a tall Toa, with prodigious strength and a commanding presence, though rather average in terms of general appearance; however, his armour, with parts a gleaming amber and parts a dark grey is a masterpiece of work, made of small, interlocking plates. After that, his Kanohi Akaku is in the shape of a Huna.
Abilities and Skills: Jaaku is very proficient with his element, able to launch metallic objects down a board into a target, or use the magnetic field around to, say, aid him if he needs to make a high jump to something, or to modify electronics or mechanical equipment. After that, he is a great shot with his bow, even without elemental aid, and has some defensive skill in terms of close-combat. As well, given the time, he has a great deal of tinkering skill with technology.Weapons and Kanohi: Jaaku wields a Kanohi Akaku, shaped like a Huna; however, each eyehole has hidden lenses to aid in any visual modification; the right, magnification of objects near, the left, the magnification of objects far; i.e., it works like a telescope, and has a small cross-shaped reticle, made of thin thread, formed inside the glass. This hidden system is made possible by the use of sliding rails holding the lenses within the face-side portion of the mask, allowing Jaaku to manipulate them at will. However, due to modifications necessary to the mask itself, Jaaku’s mask is thinner, and therefore weaker, than others; a good hit right on the nose and it could crack, a couple more, and it could shatter.Jaaku’s main weapon is a longbow made of yew, with a quiver holding somewhere around fifty arrows to go with it; however, he has been testing a new weapon he built, basically a long board with a trough cut in it, a slingshot at one end, and a stock and grip at the other, made to fire any metallic projectile to be found, be it a crossbow bolt, a miniature cannonball, a knife, some unlucky Toa’s foot, you name it.
As well, Jaaku owns an iStone, in order to help with his inventing.
Weaknesses: Jaaku has only defensive skill in close combat, and his mask, being thinner than most, is easier than most to break.
Personality: Jaaku is slightly eccentric, with an ease towards developing any manic obsession; other than that, he is a textbook sociopath. He only has a few long-standing, close relationships, all others he makes easily and quickly dropped in favour of something better, and he gives little thought towards others’ feelings if it doesn’t suit him. As well, his moods are very dynamic, changing as easily as the Le-Wahi wind.
Biography: Jaaku’s history is currently unknown, even to him; he could be a newcomer to the island, he could be a native with no memory. All that is known is that, once he came, he used his talents towards tinkery to make a place for himself in Onu-Wahi, where he currently resides.
 
Name: Svero

Species and Gender: Male Toa of Plantlife
Power(s): The usual. Create plants, increase their growh, sap energy out of them and kill them to help himself (something he isn't particularly fond of)...the usual.
Appearance: Svero is of average height for most Toa, his armour of rather average style as well, a sort of laminar affair. He's got a forest green sort of colouration overall, though his mask and some parts of his armour are more of a burnished bronze. While he isn't overly bulky, he's muscular; and while he isn't the best looking Toa around, he is by no means ugly. He always keeps a baldric on him, with his spada da lato; as well, he always wears a satchel, with his canteen and various other items within. On the sheathe of his sword, the ricasso of his sword, and on his satchel is the Ta-Koro guard insignia. He can walk just fine, though normally he leans on his special staff.
Abilities and Skills: Svero is a rather accomplished gardener, but more than that, an ecologist; he wishes to restore parts of Ta-Wahi to the live, thriving state they were in before. As well, he is an accomplished swordsman, and is just as proficient at defence with his walking staff.

Weapons and Kanohi: Svero's main weapon, as he was told when he joined the Ta-Koro guard to learn, is the spada da lato; it is a different weapon than can be found among most of the island's warriors...but it is more than strong enough to fight with them. As well, he has an ironwood staff - both made of ironwood, and with a core of actual iron. He normally uses it to walk with, but he is adept at using it to fight with.His Kanohi is a Kualsi-shaped Calix, though he never much uses it.
Weaknesses: Svero, being a Toa of Plantlife, rather requires water; and being in Ta-Wahi, he needs a lot of it, rather often, and can dehydrate easily. As well, very cold environments affect him pretty much the same as very hot ones.
Personality: Svero is soft spoken, and serious; while he may throw jokes in with his words, he will never allow humour to distract him from the problem at hand. He prefers to let his actions speak, rather than his words. As well, he has a deep sense of right and wrong, and will not hesitate to make sure the right thing is done in every case.
Biography: The Matoran who was Svero came with most of the Le-Matoran on Mata-Nui to the island, before quite a few Toa and others had arrived; and while at first he lived in Le-Wahi, he eventually grew rather annoyed with the frivolity of the Matoran there, so he relegated most of his time to his ecological studies; once finally a Toa, he left to Ta-Wahi, which he had been rather interested in ever since its major forest was burnt down, and joined the guard there, as he needed a way to support himself; and while he has never lost sight of his original plan, he finds that his work as a guard is both rather time-consuming and rather fulfilling, so work on fixing the forest has been slow.
 
Name: Eutuchia

Species and Gender: Male Matoran of Jungle
Power(s): As a Matoran of Plantlife, Eutuchia has no actual powers; however, he does have latent effects, such as a penchant for gardening, or just an affinity towards helping all things living.
Abilities and Skills: Eutuchia is, primarily, a musician, able to play many instruments with ease; however, due to his latent elemental abilities, he is an excellent gardener, able to make things grow when others have no success, and he also holds a great affinity towards all things living, such that he can pick up on their thoughts and emotions easier than others. As well, he is a great speaker, having trained his voice to the same standard as the greatest of orators.
Appearance: Eutuchia is nothing short of handsome. With carefully shaped mask and armour to emphasis his carefully sculpted body, with leaf- and vine-shaped armour plates covering vital spots on his body, though leaving his dextrous hands and leanly muscled lower arms free, one can easily imagine how the rest of his body must look; and the pleasing combination of colours, ranging from forest green to a deep teal, almost seem to make one think of a small, shady clearing in a Le-Wahi forest, a calm place amidst the storm of life. However, most important are his eyes; with a gentle almond shape, and of a deep blue colour, like two mountain springs, they are extremely emotive, and at the same time extremely perceptive.
Weapons and Kanohi: Eutuchia’s only weapons are a small knife and his voice. The first, able to cause physical wounds; the other powerful enough to weave you into some sort of spell, causing many to hang on his every word. He’s spent a long time training his voice to reach that sort of ability, to try to make his singing, his speech, nearly hypnotic, if he needs it to be. His Kanohi is a simple powerless Ruru.
Tools/Items: Eutuchia carries many tools, all of which are those either for gardening or for maintaining his instruments, or building yet more for sale. His only item that he habitually carries with him is a small tenor ukulele, tuned with a traditional high G string, though he has many others in his shop/home.
Weaknesses: Due to his small size, he isn’t the best match against some larger beings; however, he isn’t a fighter as it is. As well, his instruments and tools are worth as much to him as his own life, and he is loth to allow one of them to get damaged. After that, his lower arms and hands are rather free of protective armour.
Personality: While mainly presenting himself as having a rather carefree sort of demeanor, Eutuchia is a rather caring individual, always putting others first over himself. While normally he is happy, he can rather easily notice when somebody is not, or if they’ve been rather stressed, angry, or otherwise, and will always do what he can to help.
Biography: Eutuchia is a Matoran from the Southern Continent, though his memories of being there are rather fuzzy, having been gone so long; he doesn’t speak about it often. The most he tells anybody about his past is that, one day out on a boating trip, he got caught in a storm; after a week out at sea he washed up on Mata-Nui, halfway dead, but with a Ukulele clutched in his hands. After he woke he found himself in Le-Koro, where most Matoran of his type came to live, though unlike them, he found it too raucous for him. Instead of just retiring to the deeper jungle he traveled across the island, coming to rest in Ga-Koro. He quickly set about getting to know quite a few of the people in that village, including Nokama, the Turaga, and after a couple weeks he joined the Ga-Koro Marines, aiding the defense of the village from crises that beset it. Once Makuta was removed, however, he retired from that to work simply as a musician, gardener, and assistant to anybody who needed one, including Hahli, the village Akiri.
 
Name: Beosach

Species and Gender: Male Po-Matoran
Power(s): No evident powers, but Beosach, as a Po-Matoran, has the greatest natural strength of all other types of Matoran, nearly able to compete with a Toa of Air in terms of baseline strength.
Appearance: Beosach is a stocky Matoran of average height, with green eyes against his brown armour. His armour, while form-fitting, seems outwardly to look as though it was carved from rock, with distinctly angular features, all in shades of sandy tan and rocky brown.
Abilities and Skills: Beosach is a great navigator, able to find his way around in Po-Wahi, or anywhere else, without much trouble, having spent the multiple years before the road to Po-Koro was created learning his way around the Wahi, creating one of the first comprehensive maps of its eastern half, in which Po-Koro is located, before returning to take up the typical occupation of a craftsman of whatever sort; in Beosach’s case, a weaponsmith, though he does some stonework. This was also when he learned to become rather proficient with his weapon, a lochaber axe.
 As well, Beosach is one of a small number of Po-Matoran who is able to swim; having helped to man some of the boats they sent to begin their earlier trade with Ga-Wahi, he made a point of learning the sport of swimming, so that if he fell out he wouldn’t be consigned to slow death by drowning.

Weapons, Equpiment, and Kanohi: Beosach’s weapon is a lochaber axe, only slightly shorter than he is tall; the hook on the back end of the blade actually is part of the blade on his axe, sharpened on the inside like a sickle, to make it more dangerous than it already was. As a weaponsmith he has all necessary tools in his forge, though he keeps a rock hammer and chisel with him for any stonecarving or gemwork. 
Beosach’s Kanohi is a powerless Hau-shaped Pakari, in tan, which is the primary armour colour of his.
Weaknesses: As a Matoran, Beosach has no ability to use the powers of his element, and, while stronger than most Matoran, he is weaker than most Toa; also, he sets greater store in protecting others than himself, which not only leaves him vulnerable in combat if a friend is nearby, it leads to him getting into fights in attempts to protect others.
Personality: Beosach is generally a friendly fellow, though he can seem overprotective to his friends, at time, and even to others; mainly, though, this is because he wants everybody to keep safe and not get hurt. 
As well, he sets a large store on maintaining one’s honour, so he can, at times, seem to be a rather haughty individual.
Biography: One of the Matoran native to Mata-Nui, Beosach has been living on the island, specifically in Po-Wahi, as long as he can remember. One of the first things he did was explore Po-Wahi, learning the land and creating one of the first, comprehensive maps of the eastern half of the region, and memorizing all of the myriad ways to Po-Koro, when then there was no road to the Koro. Later, after going through a cursory examination of the other regions and Koro of the island, he settled down, setting up shop as a weaponsmith, mainly, though with some work done in terms of stonecarving and as a jeweler, aiding the Setinels every once in a while, though never a full member; mainly, he provides them with their arms, though he will also go on some trading caravans or boat trips whenever he feels he needs a break from the norm.

 

Name: Karnakie
Species and Gender: Male Kaiakan
Power(s): N/A
Abilities and Skills: As a Kaiakan, Karnakie is a large, durable, and strong man - not as strong as somebody with a Pakari, but he could certainly wrestle a Skakdi into submission, and stand toe to toe with a Po-Toa - and as for his durability, he can rather effectively shrug off hits that might deter a smaller, thinner-skinned being, though he certainly isn't invulnerable to anything.

 

As for his skills, Karnakie is both an accomplished swordsman, axman, and Kane-Ra rider - all considered essential skills for somebody from his family to have. It also makes for a quite imposing sight, when a large Kaiakan is running you down on a Kane-Ra, swinging a lochaber axe left and right without any trouble.

 

Beyond that, Karnakie is quite intelligent and diplomatic - advanced in rhetoric as well as battle tactics and skilled in the games of economics, he can hold his own in any of the fields of battle that he might be found in. And he certainly knows how to use his prodigious strength in any battle.
Appearance and Traits: A tall, thick-boned, thickly muscled, and thick-skinned Kaiakan, Karnakie is a prime example of the Kaiakan race - one might even say the holotype, for those living on Mata-Nui. Broad-shouldered, with a thick neck and a slightly attractive face, Karnakie's maroon armour is covered with the marks of battles fought and won - scratches here and there, every so often a large scar cut in, though all those are only superficial. He has yet to fight any that could seriously wound him or even what he wears. Beneath the armour, his musculature is well defined, his skin appearing almost to have been chiseled from dark gray Purbeck Marble, feeling smooth, yet almost leathery to the touch - a natural armour. His eyes are a deep, dark blue - slightly at odds with his armour - and his voice is a (normally) deep baritone (though with a range from low tenor to a rumbling basso profondo), rich in its tonal quality with an almost hypnotizing allure, silky when he wishes it to be, always speaking with a light burr.
Weapons and Kanohi: Karnakie wears no Kanohi - he doesn't need one, nor can he really use one. Besides, he views them simply as a crutch - a true warrior shouldn't need such a thing.

 

As for his weaponry, Karnakie is well trained in the usage of two main weapons: the longsword, a rather well-liked weapon in his homeland, and the lochaber axe - a large polearm, and for one as large as a Kaiakan, equally suitable for use mounted as dismounted. With its long blade that comes to a sharp point nearly ten inches out from where the end of the haft is, Karnakie can use it as a quite effective stabbing weapon should he need to - especially if he needs a lance. The lochaber, with the sharpened point and with its large butt spike, functions rather well in that capacity. His longsword, meanwhile, is more of a hand-and-a-half sword for him - though it could easily function as a two-handed sword for a Toa.
Tools/Items: Karnakie keeps all the tools and items and such needed to take care of himself, his armour, his weapons, and his Kane-Ra in his saddlebags. However, aside from that, he has a rather sizable collection of literature - fictional or non-fictional - that he keeps with him, as well as quite a good bit of paper, pens, ink, an abacus, and all his wealth - converted to widgets, of course, so that he could function economically on this new island.
Pet/Mount: Karnakie has a large Kane-Ra bull for a pet and mount, named Karys. Karys is a rather typical example of a Kane-Ra, though he doesn't seem quite as aggressive as most others naturally are...though this isn't to say that he isn't aggressive at all. He moreso has greater discipline than wild Kane-Ra.
Weaknesses: Being unable to use Kanohi, lacking in elemental powers, lacking in vision powers, and lacking in technological prowess, Karnakie - like other Kaiakan - is at a disadvantage, compared to most other beings on the island. As well, he is not a particularly stealthy individual, most of the time - he considers it far nobler to meet your enemy head-on in honourable battle; leave the slinking about in the shadows, the covert killing, all of that to the mercenaries and assassins you might hire.
Personality: Karnakie is a bit of a mixed figure. On one hand, he views physical battle as great sport, and as a great determinate of who deserves what in the world - be it life, land, wealth, or otherwise. However, as he is also a businessman, he understands the value of diplomacy and rhetoric, and often prefers to test the waters with both of those before going on to wasteful battle. For while he views battle as great sport and fun, he also sees it as a somewhat wasteful pursuit, in terms of wealth and such lost. Beyond that, he wishes to carve out a niche for himself in the island, gain himself some power, and if he does that via trade and politics or through simple war, he will get it done, as he is a very determined individual - he will not let that which he wants slip from his grasp, and he will not leave any goal or task that he has set out to achieve or do unfinished.

 

Beyond that, he often acts as a rather noble individual, and honourable. While he isn't nice at any rate - wanting to do whatever he can to carve out his own domain - he generally treats others with a measure of respect and almost friendliness, be they trading with each other, or on the field of battle. He finds great fun in witty banter, and will often drop some such comment into any conversation he might be in. However - despite his noble, honourable disposition, he is not benevolent except to those he knows and trusts (and even then, not particularly so), he can be quite arrogant, and he will not hesitate to murder somebody if he feels it necessary.
Biography: Karnakie was born as a member of one of the higher castes in his species and society on his homeland, though he was, at times, treated worse than the lowest of the low - his family had fallen into dishonour before his birth, and operated as simple tradesmen, having never distinguished themselves through military prowess. Looked down upon by others of his own caste and treated almost as an equal by the other castes for much of his young life, Karnakie's outlook soon became one of fiery discontent - discontent with his position, discontent with his family's lack of wealth, discontent with how he was treated and how his family could do little to tear themselves from the mould they had been fit to. However, as for all Kaiakan, military service to those of higher standing was always a means of advancement; and as all Kaiakan of high standing were warlords, all needed some sort of fighting force at their disposal. So Karnakie did the first thing he knew to do: he volunteered to serve under the ruler of his home city, in the hopes of advancing himself beyond his then-lowly position. Quickly trained to ride and fight as well as any other Kaiakan might be expected to, the young man was sent off to battle relatively soon into his adulthood...and those who sent him out quickly realized that he would never allow himself to lose, always making sure he stayed one step ahead of his enemies, somehow, and never allowed anything more than an essentially superficial scratch to mark him.

 

The family he served quickly took notice of this, quickly promoting him as he continued to display exemplary military skill, either in fighting or in leading the troops they entrusted to him. They came to view this young Kaiakan, born in dishonour, as one worthy of being called a friend - even family, to them, though they never could truthfully adopt him...and as such, Karnakie was always kept out of the place of honour he most desired, kept from ruling any space of his own. Until the moment that his father was found a suspect of a murder. When forces were sent by the ruling family to take him into custody, the man rebelled, gathering what remained of his meager household to him, to fight until the end. All of them were taken into custody, that fought - and that was all but Karnakie. As a demonstration of their trust in him, and expecting him to serve them as he had before, the family placed Karnakie in charge of the execution - and made him personally the executioner of his father. As Karnakie ascended to the platform where his father's execution would take place, numerous pleas for mercy and aid found their way to half-listening ears and a closed heart. The young Kaiakan's only words to the man he was to kill, when told by that man that he should do as his father said and help, were these:

 

"My father is not being executed; my father ordered this execution."

 

Karnakie's axe fell, and his father's soul was released from the world...just as Karnakie released his former name. Now he was a member of a different family, one that could provide him with education, with wealth, with standing and honour...one that would allow him to rule. He was quickly brought in, and thrust into the life of one of high social standing - into politics, economics, and the war that he knew well. He quickly learned that words often made better weapons than did swords or axes, and that if you could bleed your enemy dry through trade you might never have to shed blood at all to subjugate them. Where before he had been a warrior, Karnakie was now shaping up to be a ruler. Yet when he was passed over for the ruling of the outer territories the family had, in favour of the family's natural son - one who was, in Karnakie's eyes, far less deserving of what honour he was given - the young Kaiakan's fighting spirit and almost uncontrollable envy and lust for power flared up again. Though now he knew that he wouldn't get what he wanted unless he was to be careful about it. Diplomatic. He couldn't rush in with an axe or a sword and get what he wished...he would have to steal it from them, all whilst acting in plain sight.

 

For the well-liked self-built man, it wasn't hard for him to gather support from those he had led, numerous times, into battle...or from other families on the island. Or, even, from a shadowy advisor. One who supplied him with greater knowledge and guidance than he'd had before, should he promise to serve the man when the man needed his help; weighing his options, Karnakie agreed. He knew it wouldn't be much of an issue. And when that man gave him the idea to go with a full military coup, and when that coup succeeded, Karnakie took it one step further; he wanted all the control of that area. So he didn't just force that family to give him the original territories. He killed them, leaving him as the sole heir of their entire territory - and the only man who had the power to conquer surrounding territories. It was quite soon, however, after he'd finished his campaigns to expand his own, personal empire - not just with his family's original territory, but with most of that surrounding it - he found himself washed up upon some island he'd never seen or heard of before. His memory was quite full of holes, and even what he did remember he wasn't sure was true or some odd construct of his imagination. He did, however, retain all of his skills, memory of all the battles he'd been in - if not why he'd fought them - and he retained knowledge of the shadowy old creature that had brought him to so many victories before, and he quite quickly guessed that it was that man who had brought him to this island. A favour for a favour...quickly finding out who was in control of the island, a force of evil known as Makuta, Karnakie pledged himself to the being's service; he had sworn to serve the man when it was needed, and he would never go back on an oath, or leave any debt unpaid. But once Makuta was removed from the picture, the island was suddenly free for the taking...for whoever might decide to take it.

 

Name: Praggos

Species and Gender: Male Toa of Ice

Kanohi: Hau-shaped Mask of Healing

Appearance: Praggos is of rather average height for most Toa, perhaps even a little shorter than usual. He doesn't wear particularly much armour, preferring cloth over metal, though he has enough to protect himself; and on his upper right arm, one can almost trace out the vestiges of the mark he used to carry. Generally rather well dressed and clean cut, Praggos isn't particularly unattractive, though he's nowhere near that of some other Toa on the island.
Powers: Praggos has the usual powers of a Toa of Ice, though refined to an exquisite control. He can do what is usual - make blocks of ice, cause snow to fall, freeze an opponent outwardly, or he can do other, more fine things: he can chill a small object to almost supercooled temperatures, given time, or freeze an opponent's fluid within their bodies, or other such things, though these require quite a bit of energy, concentration, and time.

Abilities and Skills: Praggos is, first of all, a healer, anymore. He had functioned as a medic for the Sanctum Guards prior to being taken off with the rest of the Mark Bearers, and his actions as part of that group have led to his wish to return to that profession, almost as a method of atonement. With his mask and knowledge of various herbs and such around the island - that he still travels to collect, at times - he's very proficient with what he does. Other than that, he is skilled, though by no means a master, with various weapons, and as mentioned, has taken his elemental control to a level of refinement that few try to achieve.

Weapons and Equipment: Praggos has, for quite a long time, been trying to find a good weapon for his use. He's tried swords, staves, spears, hammers, axes, almost anything you can think of that he might use, though now he contents himself with a simple protosteel quarterstaff, and an arming sword. Other than that, he has a satchel that he carries various medical supplies in, as well as his widgets, and perhaps a few other small possessions - though he keeps most things medical supplies and such in his hut in Le-Koro. A large, four room hut - living area, working area, sleeping area, and wine cellar. He has a large collection of wines, as well.
Weaknesses: Praggos has devoted himself to attempt to save and preserve life more than he might take it, and unless things are horribly wrong, he will always strike to disable an opponent, not to kill. As well, he's still somewhat ashamed of what he did as a Mark Bearer, and bringing that up enough is a surefire way to either make him angry, or just make him withdraw himself from the world for a time.

Personality: Praggos has been said to be arrogant, cold, contemptuous, and those descriptors were - and some times, still are - applicable to him. He's calmed down a bit, though - his brushes with mortality and morality both have had a sobering effect on his personality, and he much prefers to just stay back and help others. He's quite well ashamed of himself for quite a few of his actions as a Mark Bearer, and still works to atone for them. Aside from that, he can also be somewhat indecisive or flighty - though this doesn't show particularly often.

Bio: Originally a medic and scientist for the Ko-Koro Sanctum Guard, Praggos, ever the experimenter, found himself one day to be the experiment; a mark was found upon his shoulder of a most peculiar design, glowing with a burgundy light at times, and seeming to accentuate the worst parts of his personality. Eventually, he met with a group of others who were plagued with marks like he was, travelling with them for a time, and acting in ways that he now views as completely and utterly detestable. Eventually, he came to live in Le-Wahi, first in Pala-Koro, later in Le-Koro, acting as a doctor and trying to forget the actions of his past - though sometimes he finds himself lonely for the company of a few of those he had known, some of the only people to share a plight he had - and some of the only people who would understand why he acted as he did.
 

Name: Ferre

Species and Gender: Male Matoran of Fire

Kanohi: Powerless noble-Hau shaped Iden

Appearance: Ferre is of rather average height for a Matoran, with eyes that are an extremely light blue, almost white. His armour is quite smooth and form-fitting, with a flame motif commong among it. It's mainly of a red and black scheme, though bronze accents are common at the edges of the pieces, around his heartlight, and on his mask. His mask is, aside from the accents, of a dark red colouration.

Powers: Ferre has an increased resistance to heat, and is a rather hardy Matoran, though he has no actively usable powers.

Abilities and Skills: Ferre is trained well enough with the sword to defend himself, though he isn't a fighter, preferring to solve disagreements through words rather than through battle. His main skill is his ability to easily figure out where he is at all times, and to be able to find his way around almost anywhere.

Weapons and Equipment: Ferre always keeps a bronze-coloured protosteel sword on his person for defence, though it isn't often used. He also keeps a satchel with some food, a waterskin, his widgets (only about 750), eating utensils, and such as that with him, and a simple walking staff - that can double as a blunt object or as a spear, if needed, as it has a hidden spike underneath the bottom part of the weapon, where the simple metal ferrule is. As well, the top comes off with a long seax-like knife blade attached to it. Ferre likes having multiple uses for something.

Weaknesses: Ferre doesn't have particularly much training in combat, preferring on either surprise or his ability to run away to save him - and part of the reason for that is that he's blind.

Personality: One might call Ferre fatalistic and not be too off the mark - he often trusts in Destiny, or Providence, or what-have-you to lead him where it will - and generally views things as happening due to Destiny's will - however, that does not mean that he views everything that happens as fated to happen. Destiny can be worked against, after all, and he knows it. Beyond that, he's generally a jocular, humorous man, though with a deep-seated compassion for all life. And a rather curious and adventurous spirit he is, as well.

Bio: Ferre's original occupation was as a blacksmith, and that's an occupation he's still rather well capable of fulfilling, though he generally doesn't anymore. Partially because he just ended up bored with it; partially because, in his up-to-then uneventful life, he had been blinded in an accident at his forge. Most of the scars he got are covered up by a new mask and armour, though his eyes can't be hidden, and anybody perceptive will see that he's blind. As soon as he was able to get up and move, he decided that sitting around in Ta-Koro wouldn't be particularly fulfilling, so he decided to go out and explore the island - even if he couldn't see the sights around, there was more to learn than just what things looked like.

 

Name: Kairo

Species and Gender: Male Fe-Matoran

Kanohi: Kualsi

Appearance: Kairo is - somewhat surprisingly, by his position as an innkeeper underground - a rather thin, muscular matoran, though he's really only of average height. His armour is solid, able to hold up to quite a few blows, and while it is mainly a gunmetal colouration (including his mask), the shoulders and vambraces are of a tarnished bronze colour. Not particularly unattractive, though he is quite proud of being a bachelor.

Powers: Though he has no active powers, owing to his being a Fe-Matoran, Kairo has a higher endurance than most others do, able to shrug off quite a few hits and keep coming. Almost like an angry dwarf. As well - due to no fault of his being any specific type of Matoran, but actually owing to his training, Kairo is nearly as strong as a Po-Matoran.

Abilities and Skills: As mentioned, Kairo is quite strong. Aside from that, he's no stranger to mixing drinks, and has a near catological knowledge of various drinks and foods and such - all owing to one very specific and important trait: Kairo has an eidetic memory. Anything he pays attention to, he doesn't forget. Beyond that, from previous paramilitary work, he's well trained with his sword, a spatha, or with his quarterstaff - or any pole weapon, really.

Weapons and Equipment: A spatha, with his name set into the blade with gold inlay. As well, he keeps a quarterstaff behind the bar, in case somebody gets really rowdy. Aside from that, he has his inn and bar - the Lightstone - and his home in it, and all the money he's made from it.

Weaknesses: As a Matoran, he has no powers that he can actively use, which puts him at a small disadvantage against, say, a Toa or a Skakdi - as well, he's got much less reach.

Personality: Kairo is generally a rather happy person, if quiet - unless he's trying to get a party going. Generally, he tries less to be the loud, happy barkeep that everybody loves, and more to just be a friend for anybody who might need one, and always tries to give some measure of advice to those who ask for it.

Bio:
 
Name: Feijen

Species and Gender: Male Matoran of Air

Kanohi: Kakama

Appearance: Rather average in height with teal and green armour, Feijen is a rather easily ignored sight; he just doesn't stand out in a crowd much at all. Not attractive, not unattractive, not particularly muscular or flabby, he just seems rather average for a Le-Matoran.

Powers: Feijen has a better developed balance than most other Matoran, as he is a Le-Matoran; however, he has no actively usable powers.

Abilities and Skills: Feijen is a rather accomplished Gukko rider, though he only does it for sport, never having been a part of Le-Koro's Gukko Force. He was, however, a hunter, tracker, and trapper, and is still very proficient with those skills, able to track nearly any prey and take it down, and able to construct and use nearly any trap. He's also proficient with his main weapon, a short spear, with the tip of the long, leaf-shaped blade only reaching his height, and rather able to use his sidearm, a leaf-bladed sword.

Weapons and Equipment: Various traps and the materials for making them, a small diary book he can use for sketching things or making notes with, and his spear, as tall as he is, with the blade being about a foot long. And his leaf-bladed sword.

Weaknesses: As a Matoran, Feijen has a lack of usable powers or reach, and he's not a particularly strong little Matoran, either.

Personality: Feijen is a normally happy and friendly Matoran, though a little more reclusive than some other Le-Matoran are. He's highly protective of his Koro, and most every other Koro and all Matoran as well, though he takes this to a far enough point that some wonder whether or not he is mentally stable. He dearly wishes to be a Toa, as well.

Bio:


Edited by The Otter, Feb 08 2014 - 11:11 PM.

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#25 Offline The Lorax

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Posted May 11 2013 - 07:54 PM

2011/2012 Arc Carryover Characters:

Name: Matan
Species: Skakdi
Gender: Male
Element: Plantlife
Vision Power: Impact Vision

Group: Cultured Gentry

Appearance: Matan is a green and brown Skakdi, taller than is average for his species. His eyes are blue. He carries and blue sword with a hook-shaped bend near its point, and a multi-shot zamor launcher for defense. Otherwise, he looks like the stereotypical Skakdi. His spine is shaped similarly to Thok's.
 
Personality and History: An engineer/inventor by trade, he came to the island of Mata Nui with his brother Natan. The two are close enough to be twins, and work together well. If apart, however, neither functions well. Matan generally speaks for the pair because he has greater control over his temper than most Skakdi. In fact, he is outgoing and friendly by the standards of his race. Matan prefers to be out and about, rather than staying in one place, and preferably near the plantlife that is his element.

2011/12 Arc Actions: Matan has now set up a business in Le-Koro along with Natan. They create and repair all types of armour and weapons, as well as making machinery.They joined the Cultured Gentry.Following the Rahkshi attack on Le-Koro, Matan and Natan collected a large amount of disused Rahkshi armour and have been incorporating it into a range of designs because of its renowned strength and durability.

Weapons: Zamor launcher with spheres that cause the target to grow many times its normal size, Hook-ended sword. His zamors can cause a target to grow to many times its normal size, or shrink them back down.
 
Weakness(es): Both Matan and his brother possess the basic combat skills necessary for any Skakdi to survive on Zakaz. However, they are not dedicated warriors and, recognizing this, will avoid a fight where possible (not that this is saying much for a pair of Skakdi!). In particular, they are weak in close combat with their weapons. Both are only averagely good shots with a zamor launcher. The brothers' attachment to each other can also be a weakness, prompting them to make bad choices in battle if they think the other one could be in danger.
 
 
Name: Natan
Species: Skakdi
Gender: Male
Element: Iron
Vision Power: X-Ray vision
Group: Cultured Gentry
Appearance: Natan is a dark grey Skakdi with red accents, shorter and stouter than is average for his species. His club is quite ornate, carved with eyes and snarling faces. He did the engraving himself between other projects. His spine and head-cover-thing are similar in shape to Reidak's.
 
Personality and History: An engineer/inventor/weaponsmith by trade, he came to the island of Mata Nui with his brother Matan. The two are close enough to be twins, and work together well. If apart, however, neither functions well. Natan is less outgoing than his brother, and is less trusting of new acquaintances. He is happiest while tinkering with some machine, and is skilled in fixing things. He is never found without his tools, even taking them with him on adventures in an especially designed backpack.2011/12 Arc Actions: Natan has now set up a business in Le-Koro along with Matan. They create and repair all types of armour and weapons, as well as making machinery. They joined the Cultured Gentry.Following the Rahkshi attack on Le-Koro, Matan and Natan collected a large amount of disused Rahkshi armour and have been incorporating it into a range of designs because of its renowned strength and durability.

Weapons: Zamor launcher with a shield attached and a large iron club. His zamor spheres can weaken a target, similar to kanoka used on Metru-nui. He has put a lot of effort and craftsman ship into his club, covering it with intricate engravings of wild rahi, all running together in such a way that the eye tends to get lost in them. Small red stones are set into their eyes. The pebbles catch the light well, giving the impression that the rahis’ eyes shine in dim light like they were really alive.

 
Weakness(es): Both Natan and his brother possess the combat skills necessary for any Skakdi to survive on Zakaz. However, they are not trained fighters and, recognising this, will avoid a fight where possible (not that this is saying much for a pair of Skakdi!). In particular, they are weak in close combat with their weapons. Both are only averagely good shots with a zamor launcher. The brothers' attachment to each other can also be a weakness, prompting them to make bad choices in battle if they think the other one could be in danger.
 
 
Name: Banua
Gender: Male

Species: Toa
Element: Gravity
Kanohi: Great Mask of Sensory Aptitude (formerly a faxon)
Group: Onu-koro
Appearance: Picture something close to
this MoC by Brickeens, but with a couple of small differences, like more purple armour on his arms and torso, and his mask, rather than being a black noble huna, is purple and is shaped like this.
Weapons:Banua’s toa tools are a long, barb-ended staff and a shield. Since returning to Onu-koro and joining the ussalry, he has also begun using a repeating crossbow as well.
Personality and History: As a Matoran, Banua lived in Onu-Wahi, disguised by his black and purple armour. He spent most of his time working in the mines, and as such, he built strength to rival the real Onu-matoran he worked alongside. He also had a part-time job as Turaga Whenua's emissary to Le- and Po-Koros, and has traveled extensively in these regions. On becoming a toa, he realised his element was gravity, and took up a post as the Koro's defender. He was content for many years, but during an attack by infected blade-burrowers, he lost control of his powers for a moment, bringing down the tunnel he was in on top of himself, the blade burrowers and three Matoran, who were killed in the incident. Guilt-ridden, Banua withdrew from active service, but continued to work in the mines, though usually on his own.

2011/12 Arc Actions: Banua met with an Onu-matoran prospector, Vade, and agreed to a litmus-test of his destiny. He would accompany a protodermis trading caravan to Po-Koro to protect it from attack by infected rahi and the like. If the trip was a success, he would take it as a sign from the Great Spirit that he should return to his role as a defender of Onu-koro, but if not, he would return to the mines with a clear conscience, since he had never been meant to be a hero, and his destiny lay elsewhere.The caravan arrived safely in Po-koro, with Banua even repelling an infected kikanalo along the way, and the protodermis was sold for a good price. Banua was starting to believe he could be a toa-hero again, when the village was attacked by Rahkshi. They slaughtered the Onu-matoran and many others in the village despite Banua’s efforts to stop them, as well as causing an huge amount of destruction before screaming back out into the desert, taking Banua’s hope with them.For a while, Banua wandered through the wildernesses of Mata Nui without purpose – he didn’t even want to go back to Onu-koro and bring news of his friends’ deaths. While in Ta-Wahi, he met, by chance, the steamship S.S. Kavikika and its crew. After some conversation and his learning that the captain was stark, raving mad, he agreed to show them what the island of Mata Nui was like, and showed them the way to Ta-Koro. He soon parted ways with the pirates, however, since he was unable to stand the captain’s crazy, and often violent behaviour.Sullen, he returned to Onu-Wahi, only to be caught up in another Rahkshi attack very soon after he arrived. This time, though, in his home village, he sprang into action to defend it almost before he could think what he was doing. He fought against the sons of Makuta along with many other heroes of Onu-Koro, and though they shattered his mask, he was victorious, driving the invaders back into the tunnels and securing the safety of his village.Following the battle, Banua replaced his broken faxon with a mask of sensory aptitude and retrieved the staff of a tuurahk he had felled from that battlefield. He then broke the weapon in two and hung the shards up in his hut to remind himself that he is able to conquer fear and failure does not have to be permanent. He has since rejoined the ussalry as a defender of Onu-koro.
 
Weaknesses:For a long time, guilt, grief and a lack of self-respect crippled Banua’s abilities, but he is learning to get over these now. Their main legacy is that he has been out of practice for a long time now, working only in the mines (though that did do wonders for his physical strength). He is also still learning about his new mask power and its applications, after being used to the faxon for so long. When faced with problems that that mask had helped him solve, he now has to find new ways around them.Finally, when he is using his mask, his super-acute senses can be used against him.

 
Name: Weta
Gender: Male
Species: Toa
Element: Magnetism
Kanohi: Great Kakama (was origanally a mahiki).
Group: Toa Astha
Appearance: Weta is a tall, slim toa with gunmetal-grey and metru-green armour, which is often not to too clean. He the armor is light so as not to restrict his movements; with no extra spikes are crests or other paraphernalia – just an ordinary suit of toa armor.
 
Toa Tools: Weta’s toa tools are a bow with sharpened prongs on the ends and knife. He also carries a collection of sharp, tooth-edged metal disks that can be used as projectiles under the influence of his elemental powers. Each one is about the size of his hand.

 

Personality and History: 25 years ago, when Weta became a toa in the village of Le-Koro, he was sent to live with an old hermit to learn the ways of Mata Nui and how to fulfill his duty as a toa. Weta was never really cut out for life as a hermit – he was too extraverted, too keen to go out into the world and live in a dynamic reality, not in the quiet routine of a hermitage. Still, he persevered to learn as much as he could from his mentor, and grew strong in the use of his powers.

2011/12 Arc Actions: After the death of Tang the hermit from old age and sickness, Weta travelled to the Kini-Nui to seek his destiny as a toa. This lead to a long series of adventures that would take much too long to describe here (I have tried, but then the computer crashed part way through. I wasn’t going to redo all of that over). Suffice to say, he made several friends, thwarted a few evil plots, met and made friends with many other toa, and eventually joined a team founded by Merror, a toa of fire he had met on a few of his previous adventures.He was in Le-koro when it was attacked by Rahkshi, and participated in that battle. His mask was broken, but he has since found a replacement kakama.
 
Weaknesses: Weta’s training under the elderly hermit has honed his mind, will and intellect (allowing him very good control over his element and mask), but his body not so much. As such, he is physically weaker than most toa. In addition, his master taught him that all beings, even the most twisted beings have a role to play in the world, a purpose given by the Great Spirit. This belief can lead him to see the good in other, even if it is not in fact there. In short, he is too trusting for his own good and is easily deceived into thinking a person means well when they do not.

 
Name: Dekuna
Species: Toa
Gender: Male
Element: Sonics
Mask: Great SanokGroup: Hau Karda
Appearance: As a toa of Sonics, Dekuna’s primary colour is grey. His is a very light grey, almost white. This allows him to blend in with his surroundings while in Ko-Wahi, and in combination with his silent De-matoran habits, means that people often get annoyed when he appears without being seen or heard.
 
Weapons: Dekuna carries a pair of twin blades, that can either be wielded separately or together in one hand (similar to how Kopaka Nuva’s swords could be held in two ways). He also carries an assortment of knives incase his primary toa tool is lost or damaged.He has obtained a modified lightstone rifle from a Vortixx. It will hold 5 lightstones at a time and the long recharge time has been removed, so it will fire like a shotgun.
 

Personality and History: Dekuna makes his abode in Ko-Koro because it is quieter than the other Koros. He does not like the cold, but has come to accept it and acclimatised to some degree. He would hire himself out part-time as a body-guard to anyone who would pay or seemed like going on an interesting mission. This occupation has given him more than his fair share of injuries over the years, and he bears many scars, and had become reclusive and grizzly when not on assignments. He did not often speak then, spending much time in his own corner of the Ko-Koro tavern. He can be quite irritable at times, as well as impatient with delays. His work has taken all over the island with many different beings, so he has a good general knowledge of most places.
 

2011/12 Arc Actions: Dekuna met a toa of fire named Haven in Ko-Koro who was concerned about a friend of his, who was getting much too excited about standing up to the Makita and embarking on some foolish quest to overthrow him. Someone needed to find this toa and talk some sense into him before his idealistic head was removed from his shoulders. Dekuna had wholeheartedly agreed with this, and agreed to help with the venture.This lead to them travelling all over Mata Nui with a group of other beings they met along the way. The adventures they had and the people he met tempered Dekuna’s cynicism a little, and he became involved with some beings who were opposed to the Makuta.Eventually, they formed the Hau Karda, a group whose goal it was to shield the hearts of the Matoran from the evils of the Makuta’s reign. The founding members were Havon, Dekuna, Miha, Zealokan and Payiges. It was around this time that they all discovered Epic Tea.The team travelled to Po-Koro, where they attempted to prevent Hafu’s capture by followers of Makuta, gained more members, and set up a base of operations, and defended the villagers against wild rahi and a poisoned well.Moving to Le-Wahi, the team combated a group of Rahkshi that had been seen in the forest (Dekuna’s battle with a Rahkshi of density control ended in a stalemate), and afterwards put on a play for the local Matoran (titled Put that Mask Back Where it Came from Or So Help Me – Dekuna played a troll).Chasing an assassin to Onu-Wahi, the team was present for Turaga Whenua’s capture. It was at this time that Dekuna acquired his lightstone rifle from a Vortixx named Fov. By this point, the team had grown to ten members, so they decided to split into two sub-teams who would cooperate while working in different villages.Dekuna’s team journeyed to Le-Wahi, where they participated in the ILF’s assault on the Nui-rama hive, and from there to Ko-Wahi and on to Ga-Wahi. Once they arrived, however, the team members all went off in separate directions to do different things and, due to player inactivity, the team was dissolved.For the next couple of weeks, Dekuna returned briefly to being a bodyguard, but found that he didn’t like it anymore. After serving out his current contract, he went to Le-Koro and met up with two other former Hau Karda members: Miha and Zealokan. The village was then attacked by Rahkshi, which Dekuna helped to repel. His adventures with the Hau Karda have made some changes to Dekuna’s personality and outlook. When he once believed heroes to be foolish and unable to accomplish much with their strong morals and high ambitions, he has come to see that they can, in fact, accomplish great things against that looked like irremovable darkness. This has led to him taking his duty as a toa a lot more seriously. Dekuna is now a founding member of the Hau Karda, a team dedicated to protecting the population of Mata Nui from Makuta's dark influence. Being a part of this team has made him act a bit more like a hero than he did before joining the group.The Hau Karda split again, but Dekuna has kept in touch with a few of the former members.
 
Strengths: Dekuna is elementally strong, and not bad with his weapons either, as was required in his line of work as a bodyguard. He also has an eye for detail, and constantly has an eye on his surroundings, watching both for danger and for anything he might turn to his advantage. A curious oddity with this is that after receiving a pakari-enhanced punch to the face some time ago, he gained the disconcerting ability to move his eyes independently, as well as a very sore face for a long time afterwards. His memory is excellent, particularly his auditory memory.
 
Weakness: As with any toa of sonics, Dekuna is vulnerable to the use of his own power, due to his ultra-sensitive hearing. He often tries to compensate for this by placing a protective dome of silence around his ears when in battle. This will muffle loud noises, but doing so detracts elemental energy and concentration away from his fighting skills.
 
Name: Pukena
Species: Devastator’s species
Gender: FemaleGroup: None
Appearance: Very similar to the Dark Hunter known as “Devastator”: tall, dark, and with spikes everywhere. She has green eyes and lime parts where Devastator has silver. She has, long, black, Vortixx-like “hair” which reaches down to about her elbows.
 
Abilities:-Pukena can transmute her body into sand, which is useful for squeezing through tight spaces or as a disguise in dusty places.-Pukena can use strong telekinetic powers-Pukena has strength greater than that of most beings. This is not a magical power, just a result of being of a rather large species.
 
Weapons: Pukena’s weapons are made from stone, so that they can dissolve into sand along with her body. She carries a long, thin blade and some smaller flint knives.
 
History: Pukena’s home is in the realm of Karzhani, in the fiery chasms and deep fissures that riddle the wastes. Life was difficult there, but while some other beings gravely accepted it and did the best they could in though circumstances, Pukena yearned for better. Eventually, she was able to escape from that island’s tyrannical ruler and get to Stelt. It was a big step up from life in Karzhani, but since she had no posessions at all after her escape, things still weren’t easy. Trying to make a quick widget, she volunteered for an experiment with a prototype teleportation device. Instead of sending her across the room, she ended up on Mata Nui.Once she arrived, she embraced Mata Nui as her new home, and, with help from a few kind locals, was able to establish a home for herself in Xa-koro. It was around this time that she acquired her weapons (you can’t be too careful in a place like Xa-koro).This was the first time in her life she had been free of the pressures and hardships she had previously been accustomed to, and she cherished it. Xa-koro wasn’t wonderful, but it was amazing compared to Karzhani or Stelt.When Xa-koro went down, she survived, and, for a time, there were difficulties to overcome. Still, she was used to obstacles and pushed through it. She is now living in Po-wahi.
 
Personality: Pukena has a strong will and immense determination not to take what life throws at her lying down. Instead, she strives for better, even if it is difficult. Now that she has made a life for herself on Mata Nui, she has relaxed a bit, but the general mindset hasn’t changed – if she wants something she’ll work hard until she finds a way to get it.She is justifiably proud of what she has achieved so far (though when she says she came from and through Karz to get to where she is, most people don’t take her literally), but with all the opportunities of a new island in front of her, she feels like she is far from done.Perhaps more than any other on the island, she views Mata Nui as an island paradise. The climate is gentle, the people are (mostly) friendly and kind, and unity is held as a greater virtue than obedience or wealth. She would very much like to see it stay that way.Weakness: When in sand form, she is completely vulnerable to sand or crystal users, who could control her very substance. She can be a bit rash in pursuing her goals.
 
  Name: Lema
Gender: Male
Species: Toa
Element: Air
Kanohi: Great Kakama
Group: Rama-riders of Le-Koro
Appearance: Lema is a tall, dark green toa with black parts to his armour. In low light areas, particularly in the Le-Wahi jungle, he is pretty well camouflaged. He is rather lean, but this appearance is deceptive – he’s still strong enough to foot it with most toa and a few rahi as well.
 
Personality and History: Lema was once a simple Matoran living in Le-Koro. Along with the other Matoran, he learned to tame rahi and use them as flying steeds. What made him different, however, was his choice of steed. Rather than a gukko bird, he chose to find and raise an infant Nui-Kopen (yes, they have been tamed by Matoran before). He named it Zadok, and he rode it as a part of the gukko force, though the other Matoran were uneasy with his presence and mount.40 years after the Toa Mata, he became a toa and a protector of his village, defending its inhabitants from infected rahi and other dangers.After a time, however, he began to think that maybe he could do more good outside of a hero’s traditional role. Rather than sitting in his village and waiting for the next attack to come, he reasoned, why not go and seek out threats before they could pose a danger to his friends? When he went to Matau with his resignation, the Turaga disagreed, and urged him to stay in Le-Koro. He said that it was impossible to eliminate all threats in Le-Wahi, and that attacking beings and rahi that might someday pose a threat was not ethical. Their disagreement escalated and ended in Lema storming out of the Koro with Zadok.Ever since then, Lema has been stalking the jungle of Le-Wahi, trying to help the Matoran, albeit in his own way. His home is in a large cave to the north of Lake Kanae where he lives with Zadok.

 

2011/12 Arc Actions: Lema temporarily joined with the ILF for their assault on the Nui-rama hive, since the hive was home to a large number of infected rahi and was very near to the village of Le-Koro. Destroying it would make Le-Koro a safer place to live. The attack was successful, with Lema killing a Rahkshi of teleportation. After the attack, he went back to his solitary lifestyle, living in and defending the jungle.Some time later, Lema’s mask was infected, and it drove him to attack Pala-Koro along with a large group of other Makuta-aligned beings. During the battle, his mask was removed and cleansed, and from then on, he fought with the ILF.Still later, Lema returned to Le-Koro to help defend his village against a Rahkshi legion sent by the Makuta, and was victorious. After the battle, he took up the staff of a Lerahk that had fallen in the battle.
 

Weapons/Equipment: Lema carries with him a backpack containing the items he needs to survive in the jungle. Rope, a knife and tomahawk, some food and fruit juice, a lightstone, a heatstone, some bamboo, some cloth and a few widgets.Lema’s toa tools are an axe which looks similar to the Vortixx Rhotuka Battle Axe (cannot fire rhotuka) and a small shield. These allow him to channel his elemental powers over air.Strengths: Lema loves using his speed, agility and air powers to perform aerial acrobatics and complex movements through the air, such as leaps, flips and dodges. If he wasn't busy being a toa-hero, he could probably find work as a trapeze artist. His skill and practice have honed his skills in this area to near the levels of a calix-user.Following the Rahkshi legion’s attack on Le-Koro, Lema took up the staff of a fallen Lerahk and began using it as his own tool.
 
Weaknesses: Like most other beings of air, he really doesn't like water and can’t swim 
  
 
Name: Karemo
Gender: Male
Species: Toa
Element: Iron
Kanohi: Great Kadin
Group: Makuta's Legacy
Appearance: From his mask to his feet, Karemo is black as midnight. The only colour on him comes from tiny flecks of gold, scattered like stars across his body, and from his eyes, which are also golden. He has a sturdy build, and is about average height. His armour is made of a protosteel alloy, which he made himself using his elemental powers.
 
Weapons: Karemo can create all sorts of weapons using his iron powers or alter his weapons to suit the situation, but normally he can be found with the following:

  • A large black war hammer, which he wields with great force and precision.
  • A half dozen serrated knives which he keeps at his belt. These are kept-razor sharp at all times, just in case he needs them.

History: Since joining the side of Makuta, Karemo hasn’t done much… openly. This warrior of darkness believes that unless the time is right to attack the heroes of Mata Nui, his efforts will have little effect. Instead, he has spent his time hidden away from the rest of the island, training with his powers and weapons to prepare for the time when the Makuta will assert full control over Mata Nui, and he can take part in that. Now, with news of Rahkshi attacks and a toa of darkness spreading throughout Mata Nui, he will finally end his preparations and emerge to aid in the conquest of the island.
 
Personality: First and foremost, Karemo is looking out for himself and how he can benefit from any situation. This is part of the reason he has chosen to take Makuta’s side in the war – he thinks that being on the winning team will afford him more power and opportunities.He is very dedicated to his goals, so once he has set his mind on something, he will pursue it with everything he has, and won’t hesitate to leave other beings broken in his wake. He despises people who are all talk and no action, and likes to point it out to them.
 
Weakness: Being so goal-driven, Karemo won’t know when to give up on something or retreat when he is outmatched – instead, he will just keep throwing himself against a wall of failure, unwilling to admit defeat.
 
 
Name: Kitano
Gender: Male
Species: Toa
Element: Crystal
Kanohi: Great Kualsi
Group: Makuta Followers
Appearance: Like his brother Karemo, Kitano’s armour is black from head to toe, apart from a few specks strewn sparsely over his surface. These are white diamonds. There seems to be no pattern to their placement, except for three slightly larger gems set into the forehead of his mask. He is tall and thin, standing a head above most toa, but possessing little muscle. The left eye of his mask is fitted with a telescopic lens, like the ones normally found on an akaku.
 
Personality and History: Kitano is more reserved than his brother, and not so single-minded in pursuit of his goals, nor as focused on war. He recognises that there are many ways that one can contribute to Makuta’s dominance, and not all of them involve swinging a sword. (Note: this is not to say that he cannot fight or that he is no good at it. On the contrary, living and training with Karemo for decades has made him a force to be reckoned with, but he has other priorities.)He takes a great interest in the native rahi of Mata Nui, and has spent many years researching their abilities and their possible applications in Makuta’s service. In particular, he has bred makika in a large cave adjacent to his home in Po-Wahi. This toad-like rahi secretes a poison from its skin, as well as having acidic venom. In the past, Onu-matoran have made use of this highly corrosive substance in mining and tunneling through stone, but Kitano has sought to weaponise it, while testing its capabilities on various materials. This is rather a dangerous hobby for him, but the results have been rewarding.
 
Weapons: A sword made of strong, transparent crystal, which, like him, is long and thin. He uses it in conjunction with a shield, which is made of the same material. From his experiments with makika, he has developed a way to weaponise their venom. He uses thin spheres of crystal to contain the poison after he extracts it. Each sphere can contain about 100mL of the acidic poison, and will break on impact, splashing the poisonous acid over a target. He can throw these for a long-ranged attack. For safer storage, he can thicken and strengthen the casing with his elemental power.
 
Weakness: Kitano lacks the physical strength of many toa, so he can be out-muscled when fighting in close quarters. He tries to make up with this with speed, moving around quickly to avoid being forced into fighting at close range.
 
Home: Karemo and Kitano have their home underneath the canyons of Po-Wahi. In a small collection of caves sealed off from all the others in the region, they have spent years constructing an underground base for themselves. It isn’t very big, just enough for the two toa to live, hide, train and experiment in. It is well stocked with provisions.The caves are left more-or-less in their natural state, rather than their walls being cut straight and smooth. Doors have been added, or course, and some awkwardly placed stalactites removed, but relatively little has been done to shape the stone. The place is lit with a few sparsely placed lightstones mounted on the walls. There are only two entrance/exits, one of which is concealed by a trapdoor leading to a small, steep canyon a few kio south-west of Po-Koro. The other opens out into a different canyon, but the entrance is high above the ground, coming out of vertical stone.
 
Pet: A snake which Kitano has named “Jutlin”, which translates to “Corruption”. This species is the desert cousin of the bog snake found in Le-Wahi.   

 

 

New for 2013 Arc Characters:

 

 Name: Manuka

Gender: Male

Species: Vortixx

Occupation: Mercenary

Current Employment: Po-Koro

Appearance: Manuka looks similar to this MoC, with strong black and grey armour covering his tall, lithe form. His eyes are a hard blue-grey, and he bears a large scar across his back – he doesn’t talk about how he got it. Since coming to Po-Koro, he has acquired a long, sand-coloured cloak that helps him to camouflage in the desert.

 

History: Before he came to Mata Nui, Manuka was just another male Vortixx on Xia [the mysterious homeland of the Vortixx which remains unknown on Mata Nui, and may or may not be Xia], working in a factory, doing all the dangerous or unpleasant jobs that nobody else wanted – by day. By night he was part of a secret group of other males who weren’t so happy to be dominated by the fairer sex. Together, they planned the assassinations of some of the ruling females who were particularly unfair or mistreating of their workers. While on such missions they also stole some of the ex- abusers’ valuable possessions and sold them on the black market so that they could buy adequate food and shelter for some of their fellow downtrodden males.Eventually, he got busted while sneaking into a secure research lab that was part of a large weapons factory. Instead of trying to subdue him, the guards just herded him into a large, very new, highly-experimental, probably-going-to-go-badly-wrong teleportation chamber and flipped the switch. Manuka was lucky enough not to get atomised and scattered throughout the universe, and instead found himself on Mata Nui… inside a nui-jaga nest.He arrived on Mata Nui a short while before Makuta’s fall, and after travelling around the place for a brief period of time to learn more about the place, he began work as a mercenary-soldier, as many others were doing. After all, he had the skills for it, and a man has to eat. Following the Toa Maru’s victory over Makuta, he has been employed by Po-Koro as a mercenary member of the sentinels. He does not speak of the place he lived before Mata Nui.

 

Personality: Manuka hates injustice in any form, and will always do what he can to stop it. This was one reason why he chose Po-Koro to work for: if he was going to make a living as a mercenary (that was where his best skills lay), he might as well do it working for the koro that had suffered most hardship and so most needed assistance. He realises that violence isn’t always a good way to stop injustice, but since that is where his best talents lie, that is most often what he can contribute. His methods, which might be questioned by some, are justified by the ends in his eyes.In spite of his violent ways, Manuka tries not to lose sight of the goals behind them – a free, just and peaceful society for he and his friends to live in. While he can at times be rough and grim, he has kindness and compassion as motivators.Mata Nui has quickly become very close to his heart as it is a place largely free of the systemic oppression he knew on Xia. He is determined to enjoy this new freedom and make sure that others get to as well.

 

Foreign Tech Items: Manuka's main tool is a variant on the vortixx rhotuka battle axe (see BS01 link for appearance and details of the normal model). While his axe lacks the heating/cooling and weight changing functions of the standard model, it can fire two different types of rhotuka.

  • Telekinetic Rhotuka - these spinners give Manuka brief telekinetic control over whatever they hit. This control only lasts a few seconds for each spinner, but during that time, Manuka can push, pull, lift or otherwise move the target as he pleases.
  • Draining Rhotuka - these spinners can drain half the energy from any living being. This includes elemental energy, physical strength, and any other energy the target might possess. With each successful and cumulative hit the targeted being's energy will continue to reduce by half, leaving them with one quarter of what they started out with, then one eighth, one sixteenth, etc. This weapon cannot completely drain a being of energy, but with enough hits it can render a creature nearly immobile and defenceless. Absorbing this energy causes the axe to glow for a short period of time before the drained power dissipates, but does not grant the wielder any addition abilities.

Strengths: Manuka is skilled in physical combat, aided by the speed and strength given by his species’ stature. He has a quick mind and is good at forming plans to overcome a problem.
 
Weaknesses: As a Vortixx, Manuka has no powers of his own, and so is reliant on his technology when faced with beings who do have inherent magical powers. If that were taken from him or broken, he could be easily overpowered.He has a difficult time getting on with female Vortixx, even when they mean well. It’s a habit he’s trying to get over, since many female Vortixx on Mata Nui are different to those he fought against on Xia, but it still takes a lot for him to trust one. Old habits die hard.Finally, for his weapon to be of any use, he must be able to first hit his target. His aim is pretty good, but against an opponent who is also very good at dodging, this is a real problem.
 
 

Name: Toroshu Ihi

Gender: Female

Species: Dasaka

Caste: Toroshu of Clan Daikura

Clan: Daikura

Kanohi: Pakari

Menti Disciplines: Soulsword, Mindarm, and Willhammer

 

Appearance: Toroahu Ihi looks every inch the leader of a respected clan. While not in fact any taller than is normal for a Dasaka, her force of presence makes her seem a foot above where she really is. She wears flowing, sky-blue crystal armour, with royal blue underneath on her upper limbs. Her royal blue mask is shaped like a kanohi rode, and her eyes are yellow.

As Toroshu of Clan Daikura, she has the Cape of Otu, which has been worn by Toroshu of the clan for nearly 100,000 years. It is a navy blue garment with white stripes embroidered with gold patters. It is only worn for ceremonial occasions, so most of the time she makes use of a similar garment, identical in all ways apart from the lack of embroidery and that it is not an ancient treasure of the clan.

As of a few years ago, her left arm below the shoulder is made entirely of robust crystal. It was created from a single jewel, but shaped to have joints and hinges within it, allowing Ihi a full range of motion and control over the limb through her Mindarm abilities.

 

Biography: A daughter of the then-First Son of the clan, Ihi was always destined for greatness. She entered the

Edited by The Lorax, Jan 03 2014 - 02:41 PM.

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#26 Offline Emzee

Emzee
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  •   BZP Assistant

Posted May 11 2013 - 07:55 PM

Staff Characters:
 
wokiya.png
Name: Wokiya (Woe-KEE-yah)
Wiki Page: Link
Species: Matoran
Gender: Female
Mask: Trans-blue Kaukau
Power: Dormant Water powers
Weapon: Twin Axes
Appearance: Teal torso and arms, with blue feet and mask. She is always seen wearing some sort of gorgeous necklace, and always has different bracelets on her arms. Commonly seen as extremely attractive due to her exclusive high-priced garb that she's always found wearing. She is slightly muscled from handling two axes, but she hardly ever uses them while she's here in Ko-Wahi.
Bio: Wokiya is Wokapu's younger sister, and the daughter of ancient warrior, Wokodin. Like her brother, she has no recollection of the times before they arrived on Mata Nui, but she has followed Wokapu's coattails, giving support and moral advice along the way, ever since they arrived. After failing to expose the Cultured Gentry for their allegiance to the Makuta, Wokiya got a job with the Mata Nui Daily publication company. She currently has the distinct privilege of getting access to places other reports don't have. This allows her and her crew to report on the most exclusive of news, with the honesty and truthfulness that Mata Nui's readers deserve. 
 
Weaknesses: Her axes are very light, but surprisingly durable for their lightness. Despite this, she is not an impressive combatist, and can be overpowered by more experienced warriors.
 
Name: Sesseta (Seh-SEE-Tah)
Wiki Page: Link
Species: Dasaka
Caste and Clan: Menti Caste, Clan Fursic
Gender: Female

Mask: Great Akaku
Appearance: By human standards, she is over 50, but looks about 40. She wears elaborate but form-fitting crystal armor, which affirms to the world how thin and fit she is, covering her dark navy skin. Her shin guards and arm plates have a golden trim around them. As she was once an expert at stealth, her gait can sometimes appear sneaky if she isn't paying attention to herself. Otherwise, she stands proud, welcoming, but also terse. Her eyes look deep into a person and can often affect their disposition, putting them at ease or sending them into anxiety. Without her ceremonial garb, she still looks in-shape, and proudly spends a lot of her time stretching, running, and doing high-intensity workouts. She doesn't appear muscled though, just very thin and toned.
Power: Sesseta can use her mask to see through objects. She is adept at two Menti disciplines. As a Sighteye, Sesseta is a strict generalist who believes that any one sense that is not fooled as well as the other four can easily break the whole illusion. Whenever she activates this skill, she almost always intends for her target to go through some sort of psychological change -- either a change in opinion, or making a different decision, or even something that can wind up destabilizing the target's mind. Her second (and less proficient) discipline is Soulsword -- a skill she generally uses for swift kills so that she can dissapate them quickly. For extended melee battles, Sesseta prefers to use her Bo.
Weapon: Crystal Bo with a metallic-covered center and metallic-covered tips. 
Biography: Sesseta is a snake, but very few people she encounters realize this. She is the younger sister of Nera, Toroshu of the Fursic Clan (making her also Kuno's aunt). Because of her early training and experience in espionage, the Dasaka appears very reserved and somewhat sneaky. However, when she does open up, the Fursic people gladly air their ideas and thoughts to her, placing almost as much trust in her as they do in Nera. To the public, Sesseta is an honest member of the upper cruft who is simply there to assist her sister and inspire her nephew. Many underestimate the true depth of the Dasaka's intellect. 

What matters most to Sesseta is her health and her mind. Through the best diet and exercise, she can keep her body nimble and her mind sharp. That's why she is often found going through drills and practicing her stealth moves that she arguably perfected long ago. 
Weaknesses: She is lithe, and can be physical overpowered by a large enough warrior. She also cannot move when her Sighteye skill is activated, making her vulnerable to attack if she is not well hidden. 
 
Personal Characters:
 
wokapu.png
Name: Wokapu (woe-KAH-pooh)
Wiki page: Link
Species: Toa
Gender: Male
Mask: Great Kakama
Element: Air
Weapon: Two katana blades
Appearance: Lean, but toned. He has an average height, and walks around with a very subtle slouch... as if he's constantly ashamed of something.
Bio: Wokapu is, if nothing else, a changed man. Once the aloof, high-class entrepreneur and leader of the formerly Makuta-serving Cultured Gentry, dark consequences have forced the Toa of reevaluate his choices. Niici, a female Toa of Ice and Cultured Gentry colleague, conspired against Wokapu and turned the Gentry against him. Now, the Toa of Air has new aspirations, and only time will tell where they will take him.
In combat, he is respectably formidable. He was trained at an early age by his father to take advantage of his natural agility and dexterity. Combined with the extremely incisive nature of his katana blades, Wokapu is easily able to defend himself if the need should arise.
Weaknesses: What he has in speed and reflexes, he lacks in brute strength. Sometimes, he is fortunate enough to have his friend Ra'lhen to help fill that void.
 
ralhen.png
Name: Ra'lhen (RAH-len)
Wiki page: Link
Species: Toa
Gender: Male
Mask: Great Hau

Power: Can create, control, and absorb electrical energy. Can also shield himself him any physical attack of which he is aware. Rarely, he can channel enough electricty through metal to create an electromagnetic field, but this takes a lot of his power and could only be sustained for a couple minutes, tops.
Weapon: Twin Proto-Knuckles, which also make very good electrical conductors.
Biography: The deep-voiced kickboxer known as Ra'lhen is constantly tormented by the memories of the Dark Time. Once on a mission to avenge the First Toa and slay the Makuta, the unfortunate hero found himself influenced and forced into mental bondage by the dark god and given the slave name "Ronkshou". Now Ra'lhen travels with the only other surviving member of his old Toa Team, wondering what to do now.

While he is not as strong now as he was when his name was Ronkshou, he is still a formidable opponent with centuries of fighting experience. Combined with his ability to stun or shock his opponents, there is still much to be concerned about for those who would want to hurt him.
Weakness: His mind is still recovering from his time as Makuta's slave, which makes him especially susceptible to mental attacks. Telekinesis and gravity elemental powers can also disorient him if he is not prepared. 

 
tairax.png
Name: Wokodin (woe –KOE– din)
Wiki Page: Link
Species: Toa
Gender: Male
Mask: Great Sanok
Power: Can create, control, shatter and absorb stone and rock structures. Also has supernatural accuracy.
Weapon: Broad Sword with a goldenrod handle. Also possess a goldenrod claw that he can use to catch enemies or to carve sculptures.
Biography: Plagued with arrogance that will always surpass his power and skills, Wokodin has centuries of military and combat experience under his belt. Throughout a rather complicated past, this Toa of Stone has constantly worked to improve his mind and body and limit potential weaknesses to the best of his ability. He is the father of Wokapu and Wokiya, and it was he who suggested that Wokapu found the Cultured Gentry. His motives are rife with a sense of weariness and entitlement, for he feels that he should be awarded more glory for his feats. It should be noted that Wokodin’s actions always appear noble and honorable, and he lacks any ambitions to acquire an authoritarian role. Instead, he simply wants to serve his village of Stone, and he wishes deeply to be the Toa who Matoran honor and respect.
Weakness: Wokodin is so experienced that he has adapted to most dangers like cold (practices much of his fighting in Ko-Wahi) and water (can swim). However, he has yet to find a way to avoid the affects of gravity.

Edited by Emzee, Apr 10 2014 - 10:05 PM.

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Sesseta Wokapu | Ra'lhen | Wokodin | Wokiya


#27 Offline BenLuke

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Posted May 11 2013 - 07:55 PM

Name: Enyo

Species: Dashi.

Caste and Clan: Saihoko, Taajar.

Gender: Female.

Alliance: Neutral.

Appearance and gear: Average height and build for a Dashi, but lean and slightly on the underfed side. Her body is almost completely a middling green-blue color, with only a few streaks of gold lining crystal. Wears a faded dark red tunic that flows down to just beneath her knees and is belted at the waist, where a cheap crystal short sword hangs. When traveling Enyo also carries a simple pack on her back that contains miscellaneous belongings and some low mass item she might be currently trading in.

Biography:

Enyo has been a wonder from the beginning. The daughter of a wondering merchant, she was born and bred on the roads between the many scattered settlements on the island of Oki. Hard times and occasional violent embroilment in inter-clan conflicts has made her weary beyond her young years, but she still tries to be hopeful about the future. Coming from years of experience Enyo has developed a good trade sense and skill at brokering deals, and can defend herself with reasonably competence with the sword hanging from her waist if it called for, which she always hopes it will not; Bloodshed is nasty business, and should be avoided if at all possible.

Weakness: Has neither the magic mask nor physic powers of a Dasaka or their equivalent. While she can up make somewhat for her average swordsmanship by fighting dirty and using any means necessary to achieve victory, a competent fighter can most likely best her.

 

Name: Kethrye.
Species: Toa.
Element: Ice.
Gender: Male.
Alignment: People of Mata Nui.
Power(s): Elemental Ice, Mask Power.
Mask: Kanohi Tryna, Mask of Reanimation.
Weapon(s): Double-bladed Ice War Axe. 
Fighting-Style: Kethrye’s mode of combat is not particularly elegant, mostly consisting of hitting enemies as hard as possible with his axe. He usually tries to avoid melee combat, preferring to take out opponents with his elemental power if possible.
Appearance:  Standard size for a Toa. Basic design beings a more streamlined version of the armor worn by the Toa Mata with three ice spikes mounted on each shoulder. His armor is primarily colored white with areas of crystal blue scattered throughout.
Biography: Kethrye is friendlier and more open then is stereotypical of Ice-associated beings.  He is doggedly loyal to his friends and allies, but distrustful towards those who he considers dangerous. His sense of humor is a bit on the dry side, which isn't surprising considering he grew up in Ko-Koro. 
 
Kethrye was an early member of the Island Liberation Front, a group dedicated to fighting the Makuta's influence over the island. As the group grew he become gained the trust of the ILF's leader, a fellow Ko-Toa named Madrihk, and was promoted to de facto secondary in command of the group. In the last days before the Toa Maru triumphed over Makuta, the ILF's headquarters in Pala-Koro were attacked and almost completely devastated by an army of Makuta's followers, a battle in which Madrihk disappeared and Kethrye was forced into taking charge, and he did his best to keep the group together and rebuilt the village in the aftermath. 
 
After Makuta's defeat the ILF limped on for a time without real purpose of goals, until finally Kethrye and the others decided to part ways, as the group no longer had a real purpose to exist.
 
Weakness(s): Kethrye, as a Toa of Ice, is not fond of overly warm climates. A being with Fire-related powers would counteract easily counteract his Ice power, forcing him to rely less on it. 
 

Edited by BenLuke, Mar 18 2014 - 02:20 PM.

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#28 Offline Palm

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Posted May 11 2013 - 08:11 PM

Name: Akiri Kongu
Species: Matoran
Alignment: Loyal to Le-Koro
Gender: Male
Appearance: Kongu is known for his slender strong build, and the demeanor of one of the most athletic Matoran on the island. Mostly a lime green, his mask and accents are a teal, his eyes being yellow. All across his body are intricate black colored tribal tattoos with the insignia of Captain on his right shoulder.
Weapon(s): Two knives at his side which is well practiced with, and one returning throwing disk on his back which he can use expertly. He is also fairly well versed in the world of hand-to-hand combat.
Mask: Powerless Great Miru
Power(s): Control over Le-Koro and its branches of military.
Traits: Kongu is incredibly athletic, as well as acrobatic. He's known for the complexity and accuracy at which he would swing and leap from tree to tree. As the Captain of the Gukko Force, and Turaga Matau's right hand while he was still alive, Kongu was first choice to lead the village when news of Matau's death became known, to which he gratefully accepted out of love of his people and his village. His military knowledge, and his leadership skills made him one of if not the best candidate for the job. He is not above making jokes under times of stress and he is known for it as "-a little humor helps keep things in perspective." However, this does not mean he cannot take things seriously. He is very dedicated to the needs of his Koro and the force, and will never sacrifice security or serious discussion for the sake of a joke alone. He is charming, and a people pleaser, but knows when to say no.
Biography: Kongu led the Gukko Force during Matau's time and did a good job of it too. The Gukko is renowned for the various maneuvers his force has employed in combat, and strategies that have been used in defending the village. Kongu came up with most of them. He is a brilliant strategist, and a fast thinker, and seems to never run out of good ideas. Kongu spent almost all of his time in the Force training, out in the jungle swinging from trees and maneuvering his Kahu; Ka

Ka seems to be much more clever than most mounts, and this is because during Kongu's training, he would teach it many commands, both militaristic and regular commands. It responds to his every whim and signal with accuracy and obedience that would make any mount riding Matoran jealous. He is often seen with the Kahu, even during regular times spent in the streets. Ka is precious to Kongu, and they share a strong bond; a testament to Kongu's opinion that kindness is stronger than hatred.When the Koro's started to become more individualized, Kongu fought for unity but the others did not follow suite, leaving Kongu trying to piece together what there was left to his own Koro's strength. He still holds his belief that to best survive there has to be more unity and peace is preferred, but now his own people come first. His love for his people and his village may well be unmatched.


Kongu has twisted that love into protective fierceness, and will do whatever it takes to keep those he loves safe.

Weakness(es): As a Matoran, other species can overpower him in a game of strength alone.

 

Name: Utu Kotore (Oo-too Coh-tore-ay)
Gender: Male
Species: Toa
Element: Ice
Alignment: Chaotic Evil, Himself
Appearance: Incredibly tall and equally as muscular, Utu is a walking tank. Big broad shoulders, powerful arms and powerful legs, Utu is in peak physical condition and it shows in the way he walks and even in the way he stands. It is clear that Utu is very powerful physically. His eyes are a bright blue, the part of his body that tells the most tales. On his right shoulder is what is left of his Mark of Fear. Once a deep dark purple rune, it is scarred and smeared on his arm, deep purple cracks reaching out from the Mark that once granted him power. It is corrupting him now, giving him less and less control and acting more aggressively. His eyes glow the same color as the Mark when it is activated.
Mask: Kanohi Kakama, Mask of Speed
Weapon(s): Very large broadsword that is about as large as a very big Matoran.
Power(s): Element of Ice, Super Speed via Kanohi Kakama.
Personality: Utu has a knack for guessing, comprehending, and taking advantage of the fears of those around him at a surprisingly rather personal level. He was raised in a world full of fear and his entire growth into a full grown Toa seemed to be centered around fear in some manner. Manipulative, dark, and spiteful, Utu is angry about a lot of things in the world. But he is close-minded. He is unable to comprehend anything past hatred and anger. It is all he has ever known.
Biography: The ice village of Tu-Koro was almost frozen karz where anybody who practiced anything other than aggressive self-sustenance were quickly killed by the populace. That was where Utu was bred. Probably part of an inbred family, Utu never had a moment where he could look after somebody other than himself, in addition to never being cared about by those around him. His family was abusive and very detrimental to his growth as a person socially. All he knows is how to hurt and how to be hurt.Utu eventually got away from Tu-Koro, only to be planted back in the village after the Mark of Fear was pressed upon him. The Mark granted him great strength when absorbing fear. He used this power to slaughter his village leaving his mother and father for last before tracking down those that escaped. Nobody survived the years that followed.But now the Mark if broken. Warped and corrupted because of the control imposed upon it by Echelon; one of the masters behind the weaponization of the Marks. It is nothing but a hindrance to Utu now, forcing him to feed it although the euphoria and power of its use has been completely removed. Utu Kotore's body is scarred and broken now, from occasional organ failure to poison blood, he's nothing but a dead shell of the man (or God as he once put it) that he used to be.


Weakness(es): If you do not immobilize him somehow through the use of strikes to his head or something of the sort, you do not stand much of a chance in defeating him.


Name: Tuara Drigton (Two-are-a Drig-tun)
Gender: Female
Species: Toa
Element: Fire
Alignment: Dorian Shaddix (Chaotic Good)
Appearance: Uncannily and unbelievably gorgeous, Tuara’s armor is mostly red but ordained with black highlights, accenting her figure "...in all the right places". Her Pakari is rather smooth and fitted specifically for her. Tuara walks with an air of confidence that demands authority, and with purpose. She wears black fingerless gloves on her hands with a red stitched pattern on the edges. Her black and red belt hangs loosely on her waist, the round buckle in the center. On her back she has one medium-long staff with the head of a large hammer on the end.
Mask: Red Pakari, Mask of Strength
Weapon(s): A medium-long staff with a hammer-head on the end and a returning throwing disk.
Powers: Element of Fire, mask power of Strength.
Personality: Tuara can be a bit of a spit-fire when angry. Stubborn and temperamental, as most Ta-Toa are, Tuara is known for her hot-headedness. Otherwise however, Tuara prefers rationale thinking and thoughtful process to solve problem or take in/give information. Difficult to predict, Tuara fights in a similar manner. Creatively, and expertly, Tuara will never play her combative skills down unless she has to. Tuara is a very black and white sort of person, bordering more on the extremities of things. Recently however, she’s become rather jaded, much more confused about where she stands. She’s much more on the fence about issues she used to assert her character with.
Biography: Originally raised in Ta-Koro Tuara trained herself to fight at a young age as an outlet. She was generally well known and considered one of the more popular of her friends due to her quick wit and good looks. Generally, Tuara refused to take on any sort of classifications that might separate herself from others and vice-versa. Equality is something she had always valued.Tuara’s family were taken away from her in her younger years, all of them disappeared within a short period of time. They were presumed dead after years of investigations. Tuara, distraught by the memories of her family in Ta-Koro left the fortress village, taking up residence in Le-Koro. There she worked and lived, and did her own private investigative work, occasionally employed by Kongu and the Gukko Force. It was here she refined her combative skills, and learned about judicial systems and forensic sciences. After hundreds of years of this, Tuara packed up, and made her way back to Ta-Koro.Tuara was once the Deputy of the Ta-Koro Guard. Jaller’s right hand woman, she was dearly loved by the people of the village. Eventually, she gave up her life as a Guardswoman and resigned in response to a series of mental breakdowns that she began to have as a result to her mental health. She’s been declining ever since. An alcoholic, Tuara lives with her boyfriend Dorian Shaddix; one of the few things keeping her from totally losing her mind.But she needs something more.Tuara is a Toa of action, and sitting on her hands for too long is the last thing she needs. She needs something to fight for again.
Weakness(es): Long ranged combat is something she’s not so strong with.
 

Name: Pae
Gender: Male
Specie(s): Toa
Element: Iron
Alignment: Himself and people he refers to as "God"
Description: Average height, extremely well toned. Pae's armor is mainly black, deep green accents line different parts of his armor. The look that he wears on his face is usually void of emotion. Usually expressing himself through his dark green eyes. They are usually pain held, dark pain and anger.
Mask: Kanohi Kakama, Mask of Speed
Weapon(s): Two small hammers designed to break and crush enemy bones and armor.
Power(s): Elemental control over iron, speed
Personality: Only saying something when it's worth being said, Pae is known for keeping his mouth shut and his ears open. The Toa of Iron tends to stay off to the side of things, observing before acting; whether it's a conversation or a battle. The few times he does speak, his voice will cut through the air like hot butter. His deep dark smoothed voice will cut down other voices, as though the air takes priority for his. His tone of voice almost never loses it's monotonous yet intriguing quality, even during intense moments. He tends to convey his thoughts more through his actions and his eyes, as rigid as his face may be. Pae never will take an enemy head on if he can avoid it. Stealth and precision is his game.
Biography: Pae doesn't speak of his past. Nor does he speak much at all really. But besides the point.Pae was taught at a young age that the strong survive.When you lived in the slums of Xa-Koro with no family for as long as you could remember, you learned to take care of yourself. Pae is a master of mind and body. Most of his childhood was spent learning to watch and predict the people around him, honing each step down to even reading faces. This practice conditioned to Toa to be at arms with his surroundings at all times. He has never stopped checking and rechecking.The man is so aware of himself that he's aware of each breath as he takes it. Each moment to blink is pre-planned by the constant clockwork of his head. He's always looked after only himself. Himself and one other person, the only person on Mata-Nui that he ever considered a form of family. He's righteously devoted to Kino Iho, a child-hood friend. But without her in the picture, Pae is distracted.And Pae hates being distracted.

Weaknes(s): Pae has no physical or mental weaknesses. But if there's some way to slow him down and keep him at a distance, do it. Because otherwise, those hammers and his speed will wreck you.

 

Name: Libro Regula

Species: Dasaka

Alignment: Neutral (Libro often would respond with, “I don’t really have opinions.”)

Caste and Clan: Ringti Caste, Dastana Clan

Gender: Female

Appearance: Short and stocky, Libro isn’t exactly physically intimidating height wise. She is however, fairly toned from working as a forger her whole life. Her appearance is rather unremarkable, with smooth looking armor utilizing very minimal crystal add-ons. She wears a thicker cloak when she’s out and about, with a single yellow belt, while on the inside she wears a yellow belt sash. Her body and armor are a baby-blue, with dark copper highlights.

Weapon(s): None. Unless you count her forging tools that she often carries with her.

Mask: Kanohi Pehkui, Mask of Diminishment

Powers: Mask power of Diminishment, Mindarm

Traits: Libro is incredibly intellectually gifted. Such to a point that in a battle of conversational challenges: Libro is extremely difficult to beat despite her anti-social tendencies. She’ll out-wit anybody if they dare try to put her down. That being said, Libro prefers to avoid conflict whenever possible. Obviously being a Ringti means hearing a lot of strong thoughts directed towards her, but past that Libro prefers the norms of social structures: At least when it comes to making her living.

Past that, she often dreams of far off places of discovery. But she knows these are just dreams. As Libro states, the dreams are only meant to relax her mind in between working. She truly lacks ambition, but really just attributes the disposition to her content state. She’s OK with the social norms. She’s OK with her job. She’s OK with the state of Dasaka society and politics. She’s OK with the lack of direction her life is going in.

She’s just OK.

 

Biography: Born into a family of Ringti engineers, Libro grew up with her cousin Akimoto who now own and operate a small crystal forge together.

 

Weakness(es): Terrified of conflict and unlikely to defend herself unless she had to.

 

Name: Taoki

Species: Skakdi of Sand

Alignment: Himself, the Horde

Gender: Male

Appearance: Short and skinny, Taoki is a runt. He's got little muscle, and what muscle he has is very wiry. He doesn't hunch over like many Skakdi though, and instead uses his not-really-height to his full potential. He wears a white scarf around his neck and white goggles atop his forehead or over his sandy eyes. His skin is a light tan and his fingers long and slender.

On his belt he carries two butterfly knives, and around his abdomen he has six throwing knives - three on each side.

Weapon(s): Two butterfly knifes, and six throwing knives.

Mask: None

Powers: Control over sand when in conjunction with another Skakdi, X-Ray vision.

Traits: Meek but sarcastic, Taoki often is quick to take back something he might say. Other than that, internally, he loves machines. He's constantly thinking creatively and wants to build things. A tinkerer runt. He loves knives, and is extremely well skilled with them.

Biography: Taoki washed up on Mata-Nui one day after being ship wrecked. He likes eating and spending time with the Skakdi of the Horde.
 

Weakness(es): Fighting.
 

Name: Mot (Full name Motini)

Species: Toa
Element: Magnetism

Alignment: Herself

Gender: Female

Appearance: Physically fit, she isn't very strong. Curvy body shape, Mot is often seen smoking a cigarette, hanging lazily out of her small lips. Her armor is pink with olive green highlights.

Weapon(s): An ornate Katana she stole from a family member years ago.

Mask: Kanohi Arthron, Mask of Sonar

Powers: Control over magnetism and sonar powers.

Traits: Mot hates being dirty and is constantly cleaning her hands. She's sharp witted and rather judgmental, and isn't above voicing greivences about the people around her. As a result, she's usually left alone and lives a fairly isolated life. She doesn't care about much at all and seems to take life as it comes, lacking any real values.

Very difficult to insult, very good at being insulting.

Plays dirty too.
 

Biography: Born and raised in a family of "...people who wouldn't, couldn't, don't, won't, and shon't care..." Motini has certainly adopted the family policy herself. Where she is from specifically is unclear as her family moved about a lot. But the moment she was expected to join the family business as a traveling artist/musician, she stole her mother's favorite sword and jumped ship, never to see them again.

She doesn't mind at all. She's "...not looking forward to the beating I'd receive if mom found me with her katana god rest her soul, health and joy to 'ever she's now...".
 

Weakness(es): She fights very rough and isn't refined. Exploiting her lack of technique can be helpful, but underestimating her very creative thinking is dangerous.
 

Name: Karata
Species: Matoran
Alignment: Loyal to Le-Koro and Akiri Kongu
Gender: Female
Appearance: Lithe, Karata has small features. With a dark green color for her armor, she is rather petite, but not without fair muscle structure. She often wears a small scarf around her neck.
Weapon(s): Standard Wind-rider tools
Mask: Powerless Kaukau
Power(s): None
Traits: Spunky and quick thinking, Karata seems to have a way with the wild-life and the environment. She owes her success to the training of Gukko and later the training of Rama-Nui, so she's always been grateful for the island's life. Even though Kongu claims that all the progress and innovation of learning to tame the wildlife was her doing.
Biography: Having revolutionized the war against Makuta's Nui-Rama, taken the idea from Matau, Karata was the first Matoran to learn to ride and train a Gukko bird. Having stumbled across an injured bird with Kongu one rainy morning, Karata quickly took to tended to the animal growing to build a relationship with it. Along with Kongu who helped some, Karata had managed to ride the bird that nobody thought was possible to ride and took the idea straight to Le-Koro's authorities.

Weakness(es): As a Matoran, other species can overpower her in a game of strength alone.

 

Name: Agrona
Species: Lesterin
Element: Plantlife
Alignment: Makuta
Gender: Female
Appearance: Blue/green and yellow armor, ornamented with many beads and trinkets. Small features, Agrona's body at first glance is rather bare. She has hollow cheeks, and when she spreads her arms wide you can see her ribs. She's rather thin, but don't let the small appearance fool you. She has only two forms of body mass: Bone, and muscle. Her armor is form fitting however, doing a good job of outlining the shape of her figure.
Weapon(s): Two kukris, a carving knife, and a bone knife. Agrona also has various needles and surgical tools, although she doesn't often use them as weapons.

 

Often.

 

Agrona is also skilled in the mixing of poisons and minor explosives, although these take time and she usually doesn't keep full-made items with her unless she's planned ahead.
Mask: Mask of Healing
Power(s): As a Lesterin of Plantlife, Agrona is resistant to poisons, and can regenerate some of her energy through photosynthesis. Her Mask of Healing gives her healing powers to the extent of her knowledge.
Traits: Agrona loves to see anything torn apart at the seams. It allows her to get a better understanding of the inner workings of things. Especially people. Agrona has in the past, been known to dissect prisoners she's drugged for this same reason. She believes that the more she can see, the better she can heal them (providing of course she doesn't cause permanent damage). As a result, Agrona is an extremely skilled healer despite her shoddy tactics; her mind an information bank of anatomy.

Agrona knows her limits too, even if she's constantly attempting to expand them. She's always trying new things, experiments and such for the sole purpose of gaining more knowledge in hopes that it will someday become useful. She's drawn to power and has done plenty to prove that she's willing to do nearly anything to obtain it. Sex, kindness, murder, charity, genocide ect. To her, they're all just different points on a spectrum that she cares nothing for. If it can get her something she wants, she's going to do it. Although she isn't stubborn (being incredibly adaptable), when Agrona sees something and sets her mind on it, she's likely to achieve it.

 

Biography: A recluse, Agrona lived out most of her life in the bogs of Le-Wahi, worshiping who-knows-what kinds of different deities, including Makuta. Her life has mostly been made up of questionable rituals. It is during this time that she likely made her bone knife, although if you ask her who it's made out of she'll say different things every time.

 

It is in the jungle that she nurtured her abilities. Meditating in the sun, experimenting in the night.

 

Weakness(es): Agrona is a versatile and adaptable fighter with a creative mind. The most effective way to slow her would be to remove her mobility.


Edited by turntechGodhead, Feb 23 2014 - 04:06 PM.

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BZPRPG Profiles


#29 Offline -JL-

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Posted May 11 2013 - 08:15 PM

[color=rgb(40,40,40);font-family:arial;]------[/color][font="arial, helvetica, sans-serif;"][color=rgb(40,40,40);font-weight:bold;]BZPRPG Character Sheet[/color][/font][color=#696969;]------[/color]

[color=#696969;]Name: Examus, or 'Exa'[/color] 

[color=#696969;]Species: Toa[/color]

[color=#696969;]Gender: Male[/color] 

[color=#696969;]Weaknesses: Arrogant, Ignorant and focused on his objective. He isn't actually good at combat yet.[/color] 

[color=#696969;]Alignment: Chaotic Good[/color] 

[color=#696969;]Element: Sonics[/color] [color=#696969;]Powers: Control over increasing and decreasing friction and powers over sound.[/color] 

[color=#696969;]Mask: Kanohi Sohfir, [font="helvetica, arial, sans-serif;font-size:12px;"]Mask of Friction [Approved by Friar Tuck][/color][/font][color=#696969;]Allows the user to modify any already existing force(s) of friction, usually in an 'increase' or 'decrease' direction. An average Toa using it can use it to effortlessly slide across flat surfaces, help him stick landings better, or slow down an opponent's movements, granted they be touching AND moving over a surface. It is possible to use this mask to create heat by increasing the friction of two objects rubbing together, to the point of creating a small flame, but unless said user is a Ta-Toa this type of use of the mask cannot be controlled.[/color] 

[color=#696969;]Weapons: A Mic, which has a thicker than normal rod that has iStone tech inside it, allowing the storage and 'replay' of music and sounds. The tripod at the bottom can transform into a clublike weapon, with 3 blades protruding outwards.[/color] 

[color=#696969;]Appearance: Sleek, not really muscular, and not that tall either, Examus wears different shades of silver armor with red linings. His Sohfir is the one exception, being a combination of white, grey, and gold. He is well armored, not very much but not very little, and at first glance he would be one of those you would either pick off first for the ease or pick off last for the ease. The only thing that you might see big from him wouldn't be anything physical.[/color] 

[color=#696969;]Backstory: Exa has the dream of being able to unite the villages. He is arrogant, thinking of himself as some sort of 'chosen' hero; to the point that almost every time he announces himself, he references if not outright states that he is the future king of Mata Nui and whatever else the Toa and Matoran can reach. Still, he is quite friendly, and definitely isn't stupid, although sometimes he acts like it. [/color] [color=#696969;]Exa is very emotional, being prone to crying for certain reasons. He isn't necessarily kind; while others might hold a helping hand to those in need, especially if they were enemies, Exa would be confused about why. However, when he does understand something he would never stop, never give up until he succeeds in finishing what he decided to start, whether or not what he did was a stupid idea or a great one.[/color] [color=#696969;]Oh, and yeah. You can expect him as anti-akiri.[/color]

[font="arial, helvetica, sans-serif;"][color=rgb(0,0,255);]------[/color][/font]

[font="arial, helvetica, sans-serif;"][color=rgb(0,0,255);]Name: JL[/color][/font]

[font="arial, helvetica, sans-serif;"][color=rgb(0,0,255);]Species: Toa[/color][/font]

[font="arial, helvetica, sans-serif;"][color=rgb(0,0,255);]Gender: Male[/color][/font] [font="arial, helvetica, sans-serif;"][color=rgb(0,0,255);]Weaknesses: Somewhat gullible, and he can get sidetracked easily when not in combat. [/color][/font][font="arial, helvetica, sans-serif;"][color=rgb(0,0,255);]Dependent on his Anxilia; feels a bit empty without her.[/color][/font]

[font="arial, helvetica, sans-serif;"][color=rgb(0,0,255);]Alignment: Good[/color][/font]

[font="arial, helvetica, sans-serif;"][color=rgb(0,0,255);]Element: Electricity.[/color][/font]

[font="arial, helvetica, sans-serif;"][color=rgb(0,0,255);]Powers: Electricity, Thunder, Lightning, anything of the sort. He can use small electricity to fight, but he can also get very high powered lightning from the sky, although he will be very tired after excessive use. JL is also very agile and fast, along with having amazing reactions times. Coupled with his Arthron and he can usually dodge most attacks. A special technique of his is to trap his enemies in electric prisons, which he can create by himself, or with help through other conductors. With his electricity, he can also create and control electromagnetism very well, capable of disrupting other Toa of Magnetism's powers, at least a bit.[/color][/font]

[font="arial, helvetica, sans-serif;"][color=rgb(0,0,255);]Mask: A Great Kanohi Arthron, colored silver grey. [/color][/font][font="Arial;color:rgb(0,0,255);"]It is an Anxilia, or Living mask (See Reyna), and JL cannot control it's power, but Reyna can.[/font] 

[font="arial, helvetica, sans-serif;"][color=rgb(0,0,255);]Weapons: A sword with a portable anchor/grappling hook below the handle, with a short range chain, useful for climbing and holding on to things, along with a black shield he doesn't always use. Both are very hard, made by Protosteel, and the sword can cut through most objects, especially when channeling elemental energy through it.[/color][/font]

[font="arial, helvetica, sans-serif;"][color=rgb(0,0,255);]Appearance: Grey armor on his legs, with white armored feet, JL is a Toa with a good build. His arms have black and silver armor. He has a silver chest piece, and his mask is also silver. He usually has a sword on his back, and a shield which he uses at certain times, while dropping it at other times for mobility.[/color][/font]

[font="arial, helvetica, sans-serif;"][color=rgb(0,0,255);]Backstory: JL had woken up on a beach with no memory of who he originally was, except his battle skills had maintained and he still held all his weapons and armor. In the sand, there had been small little lumps created by crabs, and the first time JL saw them, he thought they read "JL" so he took it as his own name. Some time after settling down on the island, be became an adventurer, exploring the world in his spare time and earning whatever he needed by writing and drawing what he sees into books. During his travels he met many friends, whom he would yearn to meet nowadays.[/color][/font] [font="arial, helvetica, sans-serif;"][color=rgb(0,0,255);]After all, nowadays all the virtues he used to stood for has been wiped. And JL isn't strong enough to take a stand. Not yet.[/color][/font] [font="arial, helvetica, sans-serif;"][color=rgb(0,0,255);]Reyna: JL's Anxilia, a sentient being who 'lives' inside JL's Arthron, She is cheeky, usually sarcastic, sometimes lazy but always competitive, and no matter what, is always able to focus on the task at hand. Her one weakness is an electrical shock, which could 'confuse' her as she communicates through electric signals to JL's brain. Such a shock could confuse her and JL all at once, giving a headache. Her one fatal flaw is that, deep down, she is jealous of living beings around her as she cannot touch, feel, hear, smell, and see anything apart from through JL.[/color][/font] 

[font="arial, helvetica, sans-serif;"][color=rgb(40,40,40);]-----[/color][/font][font="arial, helvetica, sans-serif;"][color=rgb(40,40,40);]Name: Aurum[/color][/font]

[font="arial, helvetica, sans-serif;"][color=rgb(40,40,40);]Species: Toa[/color][/font]

[font="arial, helvetica, sans-serif;"][color=rgb(40,40,40);]Gender: Male[/color][/font]

[font="arial, helvetica, sans-serif;"][color=rgb(40,40,40);]Weaknesses: He is not good at hand to hand combat. As such, he uses weapons - all sorts of weapons which he creates.[/color][/font]

[font="arial, helvetica, sans-serif;"][color=rgb(40,40,40);]Alignment: Evil (Legacy)[/color][/font]

[font="arial, helvetica, sans-serif;"][color=rgb(40,40,40);]Element: Metal/Iron[/color][/font]

[font="arial, helvetica, sans-serif;"][color=rgb(40,40,40);]Powers: As a Toa of Iron, he can create, control, shape, move around and destroy all forms of metal. He is an expert at using his elemental energy - so much that instead of using handheld weapons, he simply creates his weapons in such a way, etc. This leads to him being able to fight several enemies once without getting a scratch at all. His mask allows him to stay silent, infiltrate, and be invisible, an added perk to his already capable skills. Because of his efficient control of metal, he can also recreate his armor at will - making it stronger, and weaker depending on his needs. He is also very adept at harsh conditions, after several weeks of training himself.[/color][/font]

[font="arial, helvetica, sans-serif;"][color=rgb(40,40,40);]Mask: Great Volitak[/color][/font]

[font="arial, helvetica, sans-serif;"][color=rgb(40,40,40);]Weapons: Being a Toa of Iron, he has near unlimited weapons for him to use. However, his main weapon is now a black Protosteel Sword-length Katar.[/color][/font]

[font="arial, helvetica, sans-serif;"][color=rgb(40,40,40);]Appearance: He can create and change his armor at will. This leads to his appearance differing from time to time. However, most of the time he wears sleek gold and black armor.[/color][/font]

[font="arial, helvetica, sans-serif;"][color=rgb(40,40,40);]Backstory: Aurum once lived in a village of Toa and Matoran in Ko-Wahi. One day, a group of Toa with heat powers arrived aggressively, in the name of 'Mata Nui'. Erupting into a fight, he and his brother (Who, at present time, has disappeared) were the only ones who escaped, while the village was destroyed by fire, apparently with their parents and family still inside. As he journeyed, he came to the conclusion, in hatred, that Mata Nui was evil. Eventually, he began to learn of Makuta, and in the end realized what he wanted. Joining Makuta, he became a willing servant, where he helped in securing Hafu. Learning that Kopeke was gone on his second assignment, he started to simply train while waiting for orders, on the mountains of Ko-Wahi. During this time, he managed to be resilient in harsh conditions, and also being much more stronger physically and mentally.[/color][/font]  Later on, Aurum participated in the assault on Kini-Nui, during which he fought against Agni. Unfortunately for him, the offensive, despite having armies of Rahi, and 3 Dark Toa participating, failed, and Aurum retreated alongside Echelon and Utu. [font="arial, helvetica, sans-serif;"][color=rgb(40,40,40);]Now that Makuta's time is over, Aurum has joined and serves the last remaining Dark Toa, Echelon, and is - obviously - looking for a way to open the vault in Makuta's lair.[/color][/font]

[font="arial, helvetica, sans-serif;"][color=rgb(40,40,40);]-----[/color][/font]

[font="arial, helvetica, sans-serif;"][color=rgb(255,0,0);]Name: Flay[/color][/font]

[font="arial, helvetica, sans-serif;"][color=rgb(255,0,0);]Species: Matoran[/color][/font]

[font="arial, helvetica, sans-serif;"][color=rgb(255,0,0);]Gender: Female[/color][/font]

[font="arial, helvetica, sans-serif;"][color=rgb(255,0,0);]Weaknesses: No element or mask powers, Too headstrong[/color][/font]

[font="arial, helvetica, sans-serif;"][color=rgb(255,0,0);]Alignment: Good[/color][/font]

[font="arial, helvetica, sans-serif;"][color=rgb(255,0,0);]Element: Fire [/color][/font]

[font="arial, helvetica, sans-serif;"][color=rgb(255,0,0);]Powers: Skills in combat, acrobatics, and charm. She is good at using just about every weapon at her disposal.[/color][/font]

[font="arial, helvetica, sans-serif;"][color=rgb(255,0,0);]Mask: Mask of Speed (Powerless)[/color][/font]

[font="arial, helvetica, sans-serif;"][color=rgb(255,0,0);]Weapons: Holds with her 2 swords, 2 daggers, and several throwing knives.[/color][/font]

[font="arial, helvetica, sans-serif;"][color=rgb(255,0,0);]Appearance: ‘Hot’ for a matoran, Flay is 'seductive' and charming, cute in most times, and slender.[/color][/font][font="arial, helvetica, sans-serif;"][color=rgb(255,0,0);]Backstory: Young and brash, Flay had always been allowed to 'do her thing' due to her looks among society. This attitude carried onwards, when she was influenced by a Toa to join the military. In the military, she was trained very well, receiving many medals and being known as a great fighter. Despite all this, it seems that anything she wants is out of her reach - her brother went rogue when she joined the military to prove...something....to him, and when she finally finds him available for a talk he can only mutter a few sentences before dying from a Rahkshi during the battle at Ta-Koro. Nowadays she spends her time drinking it off, but deep down she still has a sense of duty - and even deeper, and even more infectious to her attitude is the hubris of being able to succeed. After all, in technicality, she has never failed.[/color][/font]

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[font="arial, helvetica, sans-serif;color:rgb(0,128,128);"]Name: Floria 'Flo'[/font] [font="arial, helvetica, sans-serif;"][color=rgb(0,128,128);]Species: Toa[/color][/font][font="arial, helvetica, sans-serif;"][color=rgb(0,128,128);]Gender: Female[/color][/font][font="arial, helvetica, sans-serif;"][color=rgb(0,128,128);]Weaknesses: When drunk, she can make some bad decisions. And she is usually a bit drunk.[/color][/font][font="arial, helvetica, sans-serif;"][color=rgb(0,128,128);]Alignment: Chaotic Neutral[/color][/font][font="arial, helvetica, sans-serif;"][color=rgb(0,128,128);]Element: Air[/color][/font][font="arial, helvetica, sans-serif;"][color=rgb(0,128,128);]Powers: As a Toa of Air, Floria has control over Air and Vacuum's. She uses this alongside her combat style, where she uses a small shield and shortsword, along with her mask, to cause general mayhem whenever she fights. She is also good at surfing and sailing, using her air and a combined form of her shield and sword to sail the waters around the island. She also has a surprising amount of skill in terms of useless things like packing, getting drunk and lockpicking. When drunk, Flo is also capable of 'switching' her style of fighting from an organized, tactical fight to causing mayhem, which is surprisingly useful as she completely changes the way the moves.[/color][/font][font="arial, helvetica, sans-serif;"][color=rgb(0,128,128);]Mask: A physically modified Kanohi Huna, which looks much more feminine, has a visor over the eyes and are much more adapted to Floria's (Beautiful) face for comfort. Floria cannot control the Huna's powers, as it is an Anxilia or Living Mask, but Sector can control is (See Sector), casting invisibility over her.)[/color][/font][font="arial, helvetica, sans-serif;"][color=rgb(0,128,128);]Weapons: A small shield and sword, which can combine into a new form that is larger and can be used for combat, but is also used for surfing and sailing. Both can be holstered on Flo's back. Made from Protosteel, they are light and yet strong and durable. Hidden on the inside of the shield is a large piece of cloth.[/color][/font][font="arial, helvetica, sans-serif;"][color=rgb(0,128,128);]Appearance: Slightly taller and stronger than an average female Toa, Floria is beautiful in all physical aspects. She usually wears a headband, and her mask, being designed for her face, is both comforting to her and shows her beauty to others. Sometimes, she looks orderly and composed, and sometimes, she can be seen walking around slightly dizzy, and holding beer, rum, or other sorts of alcohol.[/color][/font][font="arial, helvetica, sans-serif;"][color=rgb(0,128,128);]Backstory: Floria grew up living on a boat, raised by people to traded and had shipping services. Because of this, she much prefers the sea over the ocean, and developed skills such as surfing and swimming really well. However, because of the jobs of her family, she was confined to sea life and yearned to explore more, such as much of the mainland of Mata-Nui, having only been on land at places such as Ga-Koro and Xa-Koro. One day, the boat she had been raised on was pirated by, well, pirates, and while the other crewmembers fled successfully, Floria took her chance to explore freely. She was trained in things such as fighting, pickpocketing and lockpicking with the pirates until another day, the pirates were taken down by the Ga-Koro marines. Having seen the pirates as having done nothing wrong, as all they really wanted was more freedom, she found herself antagonizing the laws of society, although she was still kind at heart. She roamed the seas alone, but because of her newfound loneliness, ended up getting drunk a lot more than usual.[/color][/font] [font="arial, helvetica, sans-serif;"][color=rgb(0,128,128);]Sector: Floria's Anxilia, Sector is an easygoing, lazy 'Living Mask'. He can manifest himself in thought as a being made of condensed air and dust, which, luckily, Floria can create with her element. Sector was, like Reyna, created from the Red Star's energies. Sector is, like Floria, a person who loves freedom; Sometimes, this side of his personality becomes darker, as Sector sometimes hates people who have too much power and control others.[/color][/font]


Edited by -JL-, Dec 04 2013 - 05:21 AM.

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BZPRPG Profiles 2013


#30 Offline Canis Lycaon

Canis Lycaon
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Posted May 11 2013 - 08:26 PM

The Paladin
Name: Vorlik 

Species: Vo-Toa 
Alignment: Lawful Good 

Gender: Male 

Appearance: Vorlik is a tall, slender Toa. His armor is similar to most Toa of Lightning, but unlike them, he has silver armor instead of white. His armor is dark blue and  light silver. His mask is shaded blue towards the bottom, and silver around the top. He has a cut mark running over his mask below his eye. 

Weapon(s): For a weapon, Vorlik wields a pike. The staff part of it is about six feet long, with a diameter of about an inch. The blade is a foot long, and is approximately three inches wide. The blade is made of protosteel and is incredibly sharp, while the actual staff is made out of cheaper metals that are lighter. At the end is a weight to balance the staff. Inscribed on the staff is Vorlik in Matoran.

 

In addition to the pike, Vorlik also has a round shield. It has a diameter of three feet. The edge is bladed in one portion, so Vorlik can make a swipe with it to cut his opponent. Approximately 90 degrees to that, there is a groove where Vorlik can put the staff of his pike. 

Mask: Pakari, Great Mask of Strength 

Powers: As a Toa of Lightning, Vorlik has control over the element of Lightning. He can fire lightning blasts, make energy chains of lightning, and manipulate it in various ways. In addition to that, he has a high level of strength due to his mask. He also has slight control of electromagnetism, but he can lose control of this power. 

Skills: He s very proficient with his pike and his sword. His fighting style can be described as jumpy, with Vorlik constantly moving so the enemy cannot hit him and he can strike from multiple places in a short amount of time. 

Personality: A good, brave defender of the people. He tries to protect the people he cares about, and will ruthlessly attack those who try to kill or harm them. He is noble, and all around a good guy. If you need a hand, he will help you. 

Biography: Vorlik was born into a family of Vo-Matoran that lived in one of the few villages on the surface of Onu-Wahi. They lived frugally as farmers, while Vorlik was still a Matoran. Then, Vorlik's life changed when the farm was attacked by Rahi. Vorlik fled, running for his life.

 

He found his way into Po-Koro, and wandered about the village. He didn't feel welcomed there, so he left it, going to some other Wahi or Koro, such as Ga-Koro. There, he hoped he could be accepted. 

 

As he walked, he tripped over something in the desert. When he looked at it, he found a glowing stone. He picked it up, and Toa energy coursed through him. He transformed into a Toa, and vowed to always protect the innocent. 

Weakness(es): His helpfulness can be exploited by those with dubious motives. He will always volunteer to help.  
 
A Man and His Slug
Name: Transiz

Species: Vortixx, bonded with Parakuka, calls himself a Mega-Rahkshi

Alignment: Chaotic Good

Gender: Male

Appearance: Transiz barely resembles his species, and instead resembles something else, something far worse. He currently resembles a giant, dark green Rahkshi. His eyes are of a light purple hue. The biggest sign he is not actually a Rahkshi is his size.

 

He normally does not have spines, but when his Parakuka activates, he does grow spines. In addition, he grows bigger, and his muscles become larger.

Weapons: Transiz carries two Rahkshi Staves that he took from the bodies of Rahkshi after they tried to destroy the Koros. The first is the staff of a Rahkshi of Chain Lightning. The second is the Staff of a Rahkshi of Confusion. He is trying to see if he can use their powers. 
Powers: The Parakuka on his back can activate, giving him enhanced strength, speed and agility for ten minutes at a time. His Parakuka cares about him, and will not do this for any amount of time longer than ten minutes at most.

Skills: Transiz is very skilled with his Rahkshi Staves. He knows how to use them exceptionally well. He is also an incredible tracker, and can hunt down nearly any target by tracing their footprints, records, etc.

Personality: Transiz is a bit insane, but he is generally very friendly. He always likes to speak with people, and be nice. Occasionally, his moods changes and he becomes very disagreeable. These changes don't last long.

Biography: Transiz was always a friendly guy, and he liked to help people all the time. One day, an event happened that changed his life forever. It was about two weeks before Makuta was defeated. He was helping out his family when he fell into a hole. This pit led into a cave, and in this cave was a group of young Parakuka.

 

They swarmed him, and the first to latch on to him was named Tul. Transiz curled up into a ball and went into a near catatonic state. He thought of happy things, nice things, and this saved him from the control of Makuta. Tul was still very young, and was thus influenced by Transiz's thoughts. Enough to make him good.

Weakness: He is feared by many for his appearance. His Parakuka is slowly killing him. He has little powers or skills.
____________________________ 
Name: Tul 
Species: Parakuka

Alignment: Neutral, Chaotic Good leanings.

Gender: Male
Personality: Tul is the straight-man to Transiz's crazy antics. He is normally exasperated by all of the insane things Transiz does.

Appearance: A small, Kraata like slug. He is typical for a Parakuka. His colors are the same as Transiz's: Dark green.

 Powers: Tul can activate, giving Transiz increased physical attributes for ten minutes. He cares about Transiz, so he will not do this for more than ten minutes, and rarely does it for more than five. 

Weakness: He is just a slug, and can't himself fight.

 

The Necromancer

Name: Rakona 

Species: Po-Lesterin 

Alignment: Chaotic Evil (Worshipper of Ak'Rei'An) 

Gender: Female 

Appearance: Rakona is a tall thin Lesterin with tan and white armor. She is very attractive, and even other races would find her attractive, to an extent. Her eyes and heart light are dark orange in color and are the main spot of color on her. She is very thin. Her face resembles Kiina. She typically does not wear a helmet. 

Weapon(s): Rakona typically has a gauntlet that goes over her forearm. Extending from the gauntlet are three bladed whips. The whips are very sharp and coated in a thin layer of protosteel, allowing them to have the ability to slice things.. This weapon is called a sural. 

Powers: Rakona is a Lesterin of Stone, which means she is very physically resilient and very strong. She does not have any powers beyond this, having sacrificed her ability to use a mask for necromancy. 

Skills: Rakona is very, very good with her sural. She can preform moves that would surprise people, and is incredibly agile. She combines these traits to have a very unique, quick fighting style. She can handle a fight in the course of a a minute or two. 

Personality: Rakona is power hungry. She always wants more power and tries to get some more followers and worshippers of her lord, Ak' Rei' An. She is very, very greedy and wants more power. She is also very seductive to most races.  

Biography: Rakona doesn't know much about her past. She was kidnapped by the Brotherhood, and her past memories were blanked out. She has been in the Brotherhood for a long time. She was taught about the Dark Angel Ak'Rei'An, and started to worship him. 

Weakness(es): She doesn't have any powers other than her bond to Goran.

____________________________

Name: Goran

Species: Ta-Toa

Alignment: Chaotic Evil (Obeys Rakona)

Gender: Male

Appearance: Typical for a Toa of Fire. His armor is black and red, with red being dominant. He is of a normal height and rather bulky. His Mask of Undeath looks like a Arthron instead of it's normal shape. There is a stab wound in his chest that was patched up. This wound was how he died. Normally he covers this up. His eyes are black and glazed over.

Weapons: Goran carries a pair of katanas. One is longer than the other, and both are kept very sharp by him. The katanas are very plain and simple in design. They are made out of an incredibly hard metal, and can cut through even the toughest of materials.

Mask: Mask of Undeath that looks like Arthron

Powers: Goran has Turaga level control over fire. He can make small flames, absorb them and manipulate the flames already in the atmosphere. This is a limited power, and he is not very skilled with it. He is slightly better than it than some other minions in the Brotherhood.

Skills: Goran's only major skill is that he is very adept with his katanas. Other than that one skill with his weapons, he has no combat skills. He is completely immune to pain, because he is already dead. He is a very good fighter with his swords. 

Personality: As a zombie minion of Rakona, he only has loyalty to her and nothing else. He will do whatever she tells him to do. This is his only emotion of any sort.

Background: Goran is fully recollecting of his past, but he does not talk about it. He was somehow related to Rakona. He was murdered by some group, who then began to hunt down Rakona to kill her. He was revived as a zombie by the rituals of the Brotherhood.

Weakness: Goran is a zombie, so he has very limited intelligence and has no creativity.  

 

The Guard:

Name: Thentyle

Species: Onu-Toa

Gender: Male

Kanohi: Huna (Black with silver lining)

Alignment: Loyal to Onu-Koro

Description:

Thentyle has a fairly short stature owing to his smaller-than-average torso, which also makes him appear somewhat stocky. His chest has some basic gunmetal grey armour with a bright orange heart light in the middle, while his shoulders are clad in bulky metal which has been infused with Lightvine Essence to give off a dim glow. Because he is built for mining he has large silver hands (similar to Makuta Teridax's set design) with orange organic muscle intertwined with his mechanical body. On his legs are two claw guards and his feet are elongated at the back by means of clawed heels which let him keep his ground when tunneling. Like most Onu-Matoran (and consequentially Toa and Turaga), Thentyle has light green eyes.

Powers and/or weapons: 

As an Onu-Toa, Thentyle has excellent mining abilities, although his hands (while larger than normal) are not appropriate for digging. As such, he uses a Tunnel Spear as a mining tool. He now wears a Huna, which allows him to turn invisible, but not inaudible.Update; his tunnel spear was broken down into a hand drill, and he now wields a full-length black, straight-bladed spear courtesy of the Ak'Rei'An armoury. In addition, upon becoming Knight Constable, he took up the using of a shield.

Bio

Thentyle began his life as a Matoran in a small village where every day was a battle to survive, not to different from Mata Nui today. His life had been changed on one day when he dug up a Toa Stone which appeared to have been long-lost. Quite by accident, Thentyle had activated the stone and received Toa Power along with his new Toa form. He spent many years slowly understanding the basics of his powers while helping his friends. Unfortunately, due to unforeseen circumstances involving major flooding and mass drowning, he eventually had to flee to the island of Mata Nui. During the cataclysmic event which had forced his hand this way, his original mask, a Ruru, experienced some prolonged water exposure and developed a strange kind of rust which is slowly sapping away its abilities. Once on Mata Nui he immediately began a search to make new acquaintances and help those that needed it.He befriended, or seemed to in the least, a Toa of Ice called Voxumo. Together, they saved a Fe-Toa from a Nui-Jaga and later travelled to Onu-Wahi. They parted ways for the last time before the Rahkshi attack began. During this period, his original mask rusted over completely and he succumbed to infection. When the attack was over and the Makuta gone, the freed Thentyle removed and discarded his mask, and buried it somewhere in Ta-Wahi where he purchased himself a Huna to replace it. He spent the rest of his time somewhere near the Ta-Wahi coastline to relax, though the recent power shift had forced him back en route to Onu-Koro to serve the village to which his loyalties lie.

Personality

As far as his personality goes, Thentyle could be considered generous to a fault; he is willing to help others almost without question due to his life in the village and as a result can end up helping the wrong people. While he has some fighting ability, he prefers to sort civil issues out peacefully if possible. He tends to prefer being in dark locations and dislikes intense light, although he can put up with it when he has to, such as in Po-Wahi. Unusually, he also has a liking for sports more than Onu-Matoran usually would. While most Onu-Matoran look to the past, Thentyle’s painful memories make him prefer to look to the future.

Since joining the Brotherhood of Ak'Rei'An, most of his personality has faded, although as time goes by it will resurface in a slightly different form. He is still somewhat peaceful and pacifistic in the Brotherhood, and has been made Knight Constable, a new position that makes him guardsman and groundskeeper.

Weakness

He is very susceptible to bright lights and suffers from an acute form of PTSD due to the event that led him to Mata Nui which causes him to become rather emotional whenever he remembers it, leading him to bury the memories as best he can, and he has developed Hydrophobia. He also has a blind spot directly behind him, as his shoulders are too high up and obscure some of his peripheral vision.

 

 

The Teacher

Name: Daikura Sakrayo 

Species: Datsue 

Alignment: Neutral Good 

Caste and Clan: Datsue of Daikura 

Gender: Female 

Appearance: Sakrayo is of average size for a Datsue, and looks typical for one as well. Her armor is colored gold and dark blue, and has crystal on her shoulders and running down her arms and legs. The crystal is a light blue in coloration. She typically wears a powerless Kakama in the shape of the Great version. Her eyes are a shining orange color. 

Weapon(s): The only weapon Sakrayo carries is a walking cane. While it may not look like a weapon, and while Sacrayo rarely uses it as one, though the lightstone case at the top is rather heavy, so it can be used to clunk people on the head. At the top, there is an isosceles octahedronal shaped lightstone (Look it up.)

 

The edges have a metal brace. However, Sakrayo is a Soulsword, which means she has another, non-physical weapon she uses much more frequently. She can form a glowing katana out of pure energy by focusing hard enough on it. It is very sharp, and is a perfect blade. 

Mask: A Powerless Kakama 

Powers: Sakrayo has the Menti Discipline of being a Soulsword, which means she can form a katana of pure energy when she focuses on doing so. The sword is a perfect weapon, as it is created by her mind. 

Skills: Sakrayo is a very kind person, and as was given the position of school guidance counsellor. In addition, she still has teaching skills and regularly fills in for other teachers when they cannot teach. Finally, she was at one point a Menti warrior, and still has those skills. While she is rather old and feeble now, she still has her combat abilities and training with her soulsword. 

Personality: Sakrayo is a very calming and soothing person. She is extremely kind, and will always listen to someone with personal troubles. Her ability to listen to others and feel what is going wrong for them made her school guidance counsellor.  

Biography: Sakrayo was born to a member of the Daikura clan, and was raised from a young age to become a teacher at the Arohi School of Mind, like many of her ancestors had been. She was happy to perform this duty and continue her line. 

 

She was trained to be a Soulsword. When it came side to decide upon the shape of her weapon, she decided to make the name literal, and made her weapon a single-handed katana. She typically wielded a shield during battle, or practice for battle. 

 

Sakrayo was considered to be one of the greatest teachers in the school, and was given the honor of having a child. In a moment of incredible luck, the child was male, giving her family and herself great honor. Even better, this male child was the Familial First son, and she was allowed to raise him. 

 

She raised her son, whom she had named Koga at the school, still working as a teacher until he grew old enough to live upon his own. When that day came, she stepped down from being a full teacher, and transformed into a Datsue. 

 

Her new job at the school was to take over the position of guidance counsellor from the previous bearer of said post, though she still taught on an infrequent basis as a substitute teacher for the clan. 

Weakness(es): Sakrayo is just a Datsue, and is not very physically able. She is also rather pacifistic  

 

The Sniper

LEAR
Species Le-toa, male
Alignment Lawful Good

Affiliation Gukko Force
Kanohi Sanok

Language Matoran

Hand Right

Appearance
His body is indistinguishable from Le-Wahi's upper canopy.  Black, calculating eyes shine from the depths of his Sanok.  Lear's scout insignia is engraved onto the left breastplate of his armor.  Disks are carried snugly in friction compartments along the length of his thighs, these leather accessories attaching to a thick belt as well as his limbs.  
Personality
His jumpy nature comes from a need to move to new cover between attacks.
Abilities 
Lear is a sniper, staying out of sight and always on the run.  He also has toa-level mastery of his element.
Weaknesses 
Weak swimmer, Long ranged specialist, prefers working alone.

Inventory

▪ Disks: Lear carries a selection of bamboo and metal disks in the slots of his boiled leather external thigh-armor.  

▪ Rings: Lear occasionally opts for a pair of sharpened metal rings, carried on his back during travel.

▪ Hip-Pack: carries Lear’s field tools.

 

The Journalist
Name: Vhohan (Veh-oh-an) 

Species: Ba-Skakdi 

Alignment: Neutral. He is a large proponent of Skakdi rights, and hates all Toa 

Gender: Male 

Appearance: Vhohan is a Skakdi of medium size. His armor is colored black and a dark shade of purple, with black being the more dominant color. He looks fairly typical for a Skakdi, but he does have some significant features. One of the spines on his back is half its proper size, and his right hand is missing, ending at the wrist. His left leg is just a stump, and he has a prosthetic leg that looks like the kind used by modern day runners. He walks with a limp on that leg. He is very scarred all over his body. 

Weapons: Vhohan typically carried three weapons. The first is a gun. Vhohan's gun draws in air from the outside, and then unleashes it into the barrel, causing anything in the barrel to be flung forward at high speeds. Typically, ammunition for this consists of small pebbles. He carried the ammunition for this in a small bag. The second was a crescent blade in the place of his left hand. The final weapon was the Staff of a Rahkshi of Heat Resistance that he found after the battles.

[This gun was approved by Emzee.] 

 

He does not carry any of these weapons anymore. He does have a cane he uses to walk now, for support, but that is not combat based.

Mask: Unlike most Skakdi, Vhohan wears a mask on special occasions. The mask is a powerless Hau that looks like the Great version, but is changed to look more threatening and evil. Vhohan wears this to make a statement and mock Toa. 

 

Since his reformation, he still wears the mask, though considerably less frequently. 

Powers: In conjunction with another Skakdi, Vhohan has the element power of Gravity. In addition to his basic elemental powers, he has the vision of telescopic vision, which he uses to aim his gun. 

Skills: Vhohan is an incredibly good shot with his rifle, and often can kill a Toa with a mere single shot. He is also an incredibly persuasive speaker, though that is not a true combat trait. 

Personality: Vhohan used to be solely motivated by a drive to hate Toa. However, he has reformed, and is now concerned about protecting Skakdi. He can also be incredibly persuasive when he speaks, and has a rich, elegant voice. 

Biography: Vhohan used to be a family man and lived in a small village to the south of Po-Wahi. His family lived frugally, but then they were attacked, and Vhohan's life was forever changed. Whether this change was for better or worse can be argued about. 

 

The family was attacked by an evil Toa. Vhohan was the only member of his family to survive, and he killed the evil Toa. Feeling threatened by Toa, he founded the Skakdi Liberation League, an anti-Toa group. He was kind to Matoran and many other races, and was iffy on Turaga. 

 

The Skakdi Liberation League had one goal: Kill all Toa. They were to go around during the night, and kill Toa. It was then when Vhohan would wear his mask, as would most members of his organization with theirs. Vhohan met with a Skakdi organization called the Horde to try and recruit more Skakdi for his organization. They refused, and tore his plan apart.  

 

He left, his faith shattered. the Liberation League was all he had, and it could never work. He was about to throw himself into Ga-Koro when a vision came to him. Irnakk, the god of the Skakdi came to Vhohan and told him to build a settlement and protect and safeguard the Skakdi race. There would always be Toa. Vhohan then reforged himself from this experience, and began to follow what Irnakk had told him. He began to form plans, and then posted signs in all the Koros. Now, he waits for more to join his group and build a new Koro for the Skakdi race. 

Weakness: He runs quite slowly due to his injured leg.

 

CHARACTERS OUT OF USE:

 

The Traveler [Quon is dead]

Name: QuonSpecies: Iron LesterinAlignment: True NeutralGender: MaleAppearance: Quon is very tall and slender. He stands exceptionally tall for a Lesterin, and is very thin. His armor is colored copper, and has some highlights of a somewhat dark sliver coloring. His face looks similar to Ackar's face canonically, and when he is not wearing his mask, he is wearing a helmet like that of Raanu, but without the fire designs.Weapons: Quon typically carries a pair of small axes. The axes have blades on both sides, and on the handle, ‘Quon’ is engraved. The handles are covered in a light layer of gold. He also has a large handgun that he can load with shrapnel to fire it. It uses compressed air.[This Weapon was approved by Emzee for another character of mine.] Powers: As a Lesterin, Quon is incredibly resilient and has a very high level of endurance. This means he can take quite a lot of hits. He can also resist most weapons made out of any sort of metal. With his mask, all his physical abilities are increased.SkillsQuon is very limber and fast. He is a very good runner. He can throw his axes with remarkable accuracy. He also has a rather high pain threshold and can take a lot of punches before feeling pain or weakness.Personality: Quon has a great sense of humor. He is adventurous, and travels the island. He doesn't have a single home, and regularly stays in inns and the like. He wants see all of Mata Nui. He is a rather friendly and agreeable person.Biography: Quon was one of your typical washups that hit the island. Instead of most, he didn’t become a freedom fighter against Makuta. Instead, he became a shopkeeper, selling different types of weapons and repairing them.The shop was extremely successful, and he gained a small fortune from it. He was about to retire when the Rahkshi attacked the Koros. In the battle, his shop was destroyed by two Rahkshi of Disintegration and Fragmentation.Because he was about to give up his shop anyways, he was not disheartened by this loss in the slightest. He left the Wahi he lived in, and started to travel the island, visiting different places and surviving off his wealth.Weakness: He is not much of a fighter, and he doesn’t have many powers, like a Matoran.


Edited by Canis Lycaon, Feb 09 2014 - 09:33 PM.

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I used to have a banner here.

 

But that RPG is dead.

 

What now?


#31 Offline TX Wade

TX Wade
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Posted May 11 2013 - 08:37 PM

-The Jester- 
 
Name: Alfon
Species: Toa of Electricity
Gender: Male
Kanohi: Calix, Mask of Fate 
 
Appearance: Taller than the average Toa, Alfon’s a fairly good-looking young man with an everlasting cheery, goofy demeanor  His athletic build is corded with thick muscle yet he remains a rather sleek figure, built for agility. Colored a darker shade of blue with a few white accents, his armor's lightweight to promote his strength in speed and his stark white eyes are constantly lit with excitement and positive energy. His mask is shaped like an Iden. Recently, he's been seen with a few bandages due to some clashing with his Nui-Rama mount Vohu, notably around his hands and forearms.
 
Equipment: As his weapon of choice, he wields a one-handed sword in his right hand, usually sitting in its scabbard at his waist along with a few throwing knives he has hidden on him. He's been known to for his use of conducting wire and Stralix powder.
Abilities: For such a clown, the Toa of electricity is surprisingly adept at combat. The most remarkable and vital part of his fighting style is his raw speed which he combines with quick bursts of strength. Suffice to say, his Calix plays a major role in this, granting him enhanced reflexes and permitting Alfon to perform at the very peak of his physical capabilities, his movement thus fluid, precise and his stunts will leave one in awe. That said, he relies more on his blade and body than his control over electricity, the latter skill considered more to be a bonus perk in his opinion. Nonetheless, he’s trained with his element so a fight against your average elementalist would weigh in his favor  In the end, all of this results in a very aggressive warrior. 
 
Alignment: Good
Personality:  Goofy, to say in the least, with a knack for bad jokes, clown-like antics, quirky melodramatics and the ability to grind someone’s nerves through sheer annoyance. The guy may be silly most of the time but you can count on him to take you seriously so not everything he says has to be taken with a grain of salt. Sociable, Alfon's a pretty down to earth guy with a kind heart who’s quick to make friends. He can prove to be a very dependable and loyal companion, standing firmly by his own code and set of morals. Unfortunately, he’s just a bit of a hothead with a big mouth though rarely is he ever the type to completely lose his cool.
History: Alfon served in the Island Liberation Front since its formation, acting as one of the group's deputies. In the past few months, he has left the organisation to pursue a career in Le-Kor's military, landing him a job in the Rama Riders division. Though he's not officially part of the ILF now, he remains loosely affiliated and remains a friendly face among its members. 
 
Weakness: Alfon lacks in the general area of brute strength and a skilled elementalist can outmatch his elemental powers. Use of magnetic powers can disrupt his own electrical abilities and his direct, speedy approach in combat can turn predictable. 
 
-The Gambler- 
 
Name: Viloz
Species: Skakdi of Ice
Gender: Male
Alignment: The Horde
Vision Power: Laser Vision 
 
Appearance: White body, icy blue eyes and black armor. Viloz could be considered just a tad taller than the average Toa, possessing a body chorded with thick muscle, a set of broad shoulders and a slight hunch in his back. Sharp claws protrude from his finger tips, a line of crude spine spikes run along his back and his mouth is constantly pulled into a faint smile, exposing menacing rows of teeth. Generally, Skakdi are viewed as an ugly species, in which case Viloz differs; while not overall good-looking, the man's handsome in his own right, coupled with an air of charisma. 
 
Equipment: At Viloz's waist rests a menacing gladius with a gleaming silver edge, a white hilt and a blue grip. His pride and joy however rests with his zamor sphere launcher (approved by Nuju Metru), firing two types of spheres he keeps handy with him.Vertigo Sphere: upon impact, the target will suffer from a severe whirling sensation and loss of balance for up to two minutes. This is employed to compromise moblity. Victim is susceptible to side effects such as nausea, dizziness and other things of the like.Contact Sphere: the target's sense of touch will significantly deter but will not be entirely nullified. Pain is muffled so this can be both an advantage and a disadvantage
Abilities: For one thing, the man's built for combat, both body and mind disciplined for the bloodiest of battles as any Skakdi should be. Powerful, his physical strength is fearsome yet he's no hulking tank, quite capable of agile feats and exceptional footwork. He works exceptionally well with comrades, namely those of his own kind since they allow him to tap into his elemental powers. 
 
Personality: Viloz is best described as a charismatic individual with the habit to poke fun. For a Skakdi, he's relatively calm and level-headed, preferring a peaceful atmosphere over a chaotic one, though he doesn't mind partaking in the odd bit of mischief here and there. While he may be dry and sarcastic, his friendliness makes up for it and he's someone most people feel comfortable around since he's so easy-going and lax in his attitude. He's no softy however, much less a pushover as he fears very little and is willing to fight for his beliefs. At times, he can be cocky, defiant, egotistical but he knows his place and learns from situations very well. Unfortunately, that last bit doesn't apply to his gambling addiction. 
History: Back on Zakaz, Viloz was a hardened warrior and part-time mercenary, going about his everyday business doing whatever he wanted. One day, he and his friends were ambushed, everyone slaughtered save him who managed to escape in very poor condition, on the verge of death. After what seemed to be an eternal sleep filled with pain, he woke up in a Le-Koro clinic with no recollection of his memories whatsoever, completely healed. It took him a while to adapt to the sudden change but excitement filled him: this offered him a fresh new start with many possibilities, wanting to explore the new land he would be living on from here on out. Unfortunately, all Viloz ending up doing was sticking around the village, notorious for emptying people's pockets in a game of cards. Recently, he's signed up with the Horde, a group of Skakdi led by Rhow with the original purpose of taking a stand against Makuta and his forces. With him gone, they've opened up a bar named The Great Takea in Ga-Koro and aim to keep the peace. 
 
Weakness: Kind of cocky, long range fighting
 

 

Name: ‘Day’ Atvin

Species: Toa of Sonics

Gender: Male

Alignment: Neutral

Kanohi: Kualsi (shaped like an Arthron) 

 

Appearance: For someone who goes by the name of Day, he really doesn’t look the part. From head to toe, every inch of his tall, slender frame is clad in smooth, jet black armor, a stark contrast from the orange, raging infernos of his eyes. His looks are sharp, pointed, almost statuesque as if someone chiseled away every unnecessary aspect of his being until all that remained was the bare essential. Typically calm, his smiles are deceiving, his laughter devoid of mirth and the fire in his eyes burns with an imperious air.  

 

Equipment: Nothing more than a sword he keeps on his person at all times.

Abilities: Elemental control over sound and telekinesis. Stealth tactics have always been his strong suit though he’s just as proficient in battle.  

 

Personality: Despite his sly, handsome exterior accompanied by a dashing smile, he’s no certainly no bouncing ball of joy. Deep down inside, Day’s a conflicted individual, host to a maelstrom of vast, confusing emotions, though anger seems to be the root of it all. It refuses to be subdued, unyielding to his every effort to pacify it and as a result, its continuous presence leads to a dark mood matched by a dangerous temper. Just as he rarely reaches out to others for help, comfort or whatever he may need, people can’t really count on him to be genuine when expressing his thoughts or opinion; he’s a liar and he doesn’t try to hide it. With that said, he’s enigmatic at best and a lone wolf to the core.

History: Back in the day, Atvin was the name and bounty hunting was his game. Crime was an art he’d perfected, it was all he knew at the time, ever since he was a boy growing up in the slums of Xa-Koro. It wasn’t until he fell in love that it all ended. In hopes of ensuring a peaceful life, he covered up his tracks and erased whatever notoriety that lingered. Despite all the time it bought him, karma had come to bite him back, followed by a maddening lifetime in prison. Years spent in a cell broke him, physically and mentally and when that was good and done, rage and hatred towards the world were born. A former contractor approached him one day, offering to set him free in return for one final job. Sure enough, Atvin did as he was told, only to disappear without a trace once more. Now, he goes by the name of Day and travels with two new friends, Lux and Melna. 

 

Weakness: Lacks in brute strength, distrustful, liable to turn violent when pushed too far.   

 

Name: Liano

Species: Toa of Earth

Gender: Male

Age Equivalent: 19

Kanohi: Huna, Mask of Concealment

Alignment: Toa Sarsi

 

Appearance: Liano wields the body of a gymnast, his tall frame being sleek yet powerful. Like many Onu-Matoran, his body supports the typical black and purple color scheme, complete with a set of calm, lime green eyes. In terms of looks, he’s very young but all the more attractive because of it, very much so in fact. His aloof demeanor tends to offset this however, as he barely ever cracks a smile or reveals any kind of expression.

 

Equipment: His weapon of choice is a bow made of durable protosteel which usually sits on his back alongside a quiver full of arrows. He also carries a dagger in case things get too close for comfort.

Powers: Liano’s a killer, that’s for sure. Since he was a mere boy, extensive training has only served to sharpen his skills and shape him into the deadly being he is today. His moves are fast, precise, accurate as his aim and his expertise in hand to hand combat is quite apparent. Excellent night vision counts as a small bonus when sneaking around in dark areas. Rather than face an opponent head on, Liano's prone to using stealth tactics instead, often ending a battle before it could even begin. As a Toa, the element of earth is his to command and his Huna allows him to turn completely invisible, though his shadow will remain and he is still capable of producing noise.

 

Personality: Quiet with little to say, Liano doesn’t draw attention to himself unless prompted and always speaks in a direct, to the point fashion. He rarely ever expresses himself openly, always staying humble and considerate of others while putting their needs before his own in acts of selflessness. Doesn’t mean he’s devoid of opinion. Making friends has never been his forte due to his antisocial tendencies, many often mistaking him for nothing but an emotionless sociopath. However, none can deny his bravery in the face of hardship as he stands before it unyielding, aided by the determination to overcome any challenge thrown at him and the courage to undertake difficult tasks. Problem is, sometimes he’s easily worn out and simply wants to kick back and relax despite the expectations and workload sitting on his plate. 

History: There’s very little to be said about Liano considering he never peeps a word about his past. Obviously blood’s been shed, and not just a few times but how he came to be an assassin at such a young age remains a mystery to everyone. It’s always been a sore subject he’d rather avoid, mainly because there never was any happiness to be found back in the day. People he cared for died, some at his hands, some not and he’s known nothing but solitude. Recently, he’s hit a bit of a financial wall and in his search for profit, Liano came across Theriss Durim. She formed the Toa Sarsi, a team devoted to helping the island with small time heroics, while promising fame and fortune. Ever since, he’s taken part in the team’s activities as an official member, all in the name of money. 

 

Weakness: Despises water, lacks motivation.

 

 

Name: Turol

Species: Toa of Crystal

Gender: Male

Alignment: Chaotic Neutral

Kanohi: Kakama (powerless)

 

Appearance: Turol’s taller than the average person and borders the lanky side of things, what with his gangling arms and lean frame. While not a hulking mass of meat, his body is defined by lean muscle as thick as rope, granting him raw strength where he lacks size. Despite his sheer physical prowess, he wears a look of constant weariness, visible from the way he stands to his usual facial expression. His armor’s a dull shade of copper, white being his secondary colour, his eyes are blue and hollow, and a black Parakuka outlines his spine. 

 

Equipment: Turol owns a battle hammer crafted from protosteel which he wields with one hand, along with a dagger at his waist.

 

Abilities: Bonded to a Parakuka, he’s lost access to his elemental and mask powers. In exchange, he can call upon the parasite’s energy reserves to greatly enhance his speed, strength, agility, as well as grant him a monstrous transformation.

 

Personality: Once a fiery youth fueled by a passionate drive, Turol’s nothing more than a husk of what he was once was. His Parakuka has broken him down into a state of apathy and depression, robbing him of his motivation and running his personality into the ground. Generally quiet, he doesn't say much and his social etiquette's poor. Acting out of logic and self-preservation, emotions have little reign over him though that's not to say he's completely out of it.

 

History: (I’ll finish this soon…)

 

Weakness: Long range combat, utter lack of motivation, effects of a Parakuka.

 

 

Name: Rungui (Run-Gooey)

Species: Vortixx

Gender: Male

Alignment: Lawful Good


Appearance: Like most Vortixx, he’s tall with a jet black body, lean as a wire, though muscled as a result of rigorous physical training. His lips, usually set in a thin line, rarely ever crack a smile, and his eyes possess a hard look. Ironically enough, they shine a bright, neon pink, which often causes many to have trouble taking him seriously, much to his annoyance. Most of the time, he appears either bored, or flat out tired.


Equipment:

-Concussion Pistol: a small, handheld firearm which functions very similarly to a Skakdi’s impact vision. It’s capable of firing very powerful beams of kinetic energy in a tight, concentrated spread, though its use comes at the cost of a whopping recoil and short range effectiveness. Five shots can be fired before requiring a cooldown period. (Approved by Nuju Metru)

-Binoculars: can toggle between thermal imaging and night vision. (Approved by Nuju Metru)

-Medic backpack

-Military-grade knife


Abilities: More of a doctor than anything, Rungui’s talent lies in the art of healing. Though he may look a little mean and tough, he’s by no means a seasoned warrior but that won’t stop him from knocking a few teeth out if the need arises. When it comes to the use of his pistol, he’s an excellent shot and he has good hand-eye coordination.


Personality: Pessimistic, dry-humored, a tad awkward, sarcastic, that’s Rungui in a nutshell. Overall, he’s not the most pleasant individual out there, and certainly not the friendliest, but he’s dependable, a reliable worker and someone people can count on, especially if said people are his friends. He’s got a bit of a temper and sometimes, he says things he doesn’t really mean. Unfortunately, a low self-esteem, paired with the habit to bring himself down, has had the effect of him not liking himself so much.

History: Since his arrival on Mata-Nui, Rungui’s come to loathe the loss of his memories, as well as his stay on the island. Before enlisting in the Ussalry’s Light Cavalry recently, he had made a name for himself as a reputable doctor. However, a certain incident caused him to lose his job, as well as the termination of his medical licence, which led him to become a field medic in Onu-Koro’s military. Down there, he's commonly referred to as Pink-Eye.


Weakness: Not a skilled fighter, pessimistic, low self-esteem.

 

 

Name: Avier

Species: Toa of Ice

Gender: Male

Alignment: Sanctum Guard

Kanohi: Matatu, Mask of Telekinesis 

 

Appearance: Standing at about average height, Avier's a strong, broad-shouldered man with an athletic frame few can rival. His armor's sleek and military in design, offering modest protection while granting potential for speed and maneuverability. Like most of his kind, he appears calm and introverted, though he portrays an air of seriousness that lacks its usual icy qualities. He's primarily white, with a few silver accents, and his eyes and heartlight glow a bright red.

 

Equipment: Protosteel Bo staff and a Patero launcher.

 

Abilities: Avier's a physical menace, brutal in close combat as a result of his veritable strength and speed