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#1 Online 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, etc.)
  • A detailed description or image
  • Gender
  • Powers and/or weapons
  • Technological items (and, if Foreign Tech, which staff member approved the item)
  • Weakness(es)
  • Alignment (good, evil, neutral, etc.)
  • 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. If your character is evil, she/he may be able to gain special powers from a dose of Antidermis bartered from the Vault Loot.
 
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. Your character may also gain certain masks not on the above list by bartering one from the Vault Loot.
 
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. Your character may also gain foreign tech by bartering some from the Vault Loot.
 
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, Sep 02 2014 - 01:10 PM.

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#2 Online Nuju Metru

Nuju Metru
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  •   BZP Assistant

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. He's also not a great swimmer.

 

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, Aug 12 2014 - 01:13 PM.

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#3 Offline Friar Tuck

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Posted May 11 2013 - 07:19 PM

Staff/Canon Characters

Name: Rayuke (ray-OO-kay)
Species: Dasaka
Caste and Clan: Menti Caste, Clan Umbraline
Gender: Male
Appearance: Even by the standard of males, Rayuke is extremely large, being about a half-head taller than everyone else and bulky with muscle. His broad shoulders, rounded a little by the stress of too many years, are nevertheless imposing; his hands, strong and rough by years of manual labor, have a certain gentleness to them; his face, routinely stern-set, too rarely imparts the gift of its smile onto the world. He's very much at ease in his body, and all recognize in his relaxed stance and peak physicality the body of a warrior who has not devoted reckonable time to the ways of the elite. Something about Rayuke's quiet, powerful presence has the effect of quieting those around him and easing tense situations.

Weapon(s): Rayuke bears a massive, ancient broadsword forged of metal. The weapon's origins are unknown, but it has been the tool of the Imperial Executioner for all memory.
Mask: Kanohi Rode, the Great Mask of Truth.
Powers: Rayuke is one of the few Battlemasters on Kentoku; he is proficient in Willhammer, Mindarm, and Soulsword disciplines. Rayuke's Soulsword is a simple pickhammer, which he mastered during his time in the crystal mines on Iki, and now chiefly employs when he makes sculptures.
Traits: Rayuke does not take pleasure in his role as Imperial Executioner, but he would never dream of shirking his duty. Beneath the layers of calloused memory, of countless heads falling to his blade, Rayuke is a soft soul, a would-be artisan, not a warrior; he finds respite in quiet acts of creativity, when he has the time, which isn't often enough for his tastes. Immensely careful and deliberate, Rayuke does not make assumptions when he passes judgement or even speaks; the same immaculate care and dedication are what have allowed him to pursue proficiency in three Disciplines of the Mind. Defense of Order is Rayuke's first priority.
Biography: In his youth, Rayuke killed a Dasaka noble when she insulted the honor and stature of his sister, Yusanora, the First Daughter and at the time the Chojo (Heir Apparent) to the Empire. This proved two things: one, his devotion to family and honor, and two, that he was extraordinarily easy to anger. The Umbraline matriarch at the time saw fit to send him to work with the Dashi as punishment, where she hoped he might learn to cool his temper. While there Rayuke was taught to be a Soulsword miner, and in years' repetition of physical labors, he learned to find peace and banish his rage from himself. When Rayuke became the First Son of Clan Umbraline by proxy upon the death of next-eldest male, he was ushered back to Sado to assume his new duties. Upon Rayuke's return, the rest of his clan marveled at his levelheadedness, and the Rora presented him with the duty of Imperial Executioner, a position that while he did not want, he accepted because it was his duty.
Weakness(es): Aside from the weaknesses of his disciplines when they are in use, Rayuke will do anything to prevent the death of innocents. He cannot stand idly by in times of crisis, regardless of the danger to himself.

 

 

Personal Characters

Name: Joske (wiki page)

Species: Ta-Toa

Alignment: Chaotic Good

Gender: Male

Appearance: Similar to Toa Lhikan, his primary color is a rich red with dark gold accents. 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.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".

 

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.

Weapon(s):

Crystal Flamberge: 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.

Disk Launcher: 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).

Mask: Kanohi Kakama

Element: None?

Traits: 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.

Biography: 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.

Weakness(es): 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.


Edited by Friar Tuck, Sep 06 2014 - 03:07 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 Own Personal Quixote

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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--extremely 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. A package hangs at his waist from a black sash.
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 with prosthetic Toa Tool)
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.
(3) 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) Adaptable scarf/sash-changes its composition to guard against physical and environmental extremes. [Looted from Billetes; approved by Nuju Metru, 2014]

(1) Leum Astolc 54-a semiautomatic revolver with six chambers and accompanying rounds possessing maximum velocity. It is built of plastic. [Looted from Billetes; approved by Nuju Metru, 2014]

Weakness: Short of polarized ceramic lenses, Sulov's vision in regular conditions is poorer than usual.
Other Possessions: -Earth prosthetic forearm and hand
-Wrapped package
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 or of the nature of his Kanohi. In the aftermath of the Second Battle of Kini-Nui, he kick-started 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. His agility and speed are also heightened by his lack of real armor. As such, he enjoys immense strength, endurance, and speed unrivaled among the other Piraka and almost all beings.
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.
(8) Photothermic Grenades-Grenades of Stralix' design in two pieces that can be twisted to explode.
Weakness: Piraka die when they are killed.
Other Items: -Tentacle of enormous cephalopod Rahi
-Satchel
Biography: He fled the Kentoku Archipelago for his crimes with the other Piraka and now resides on Mata Nui.


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.
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: She is ill-suited for direct combat, neglecting physical power or speed in favor of the mastery of her powers.
Other Possessions: -Hoodie
-Gloves
-Bandages
-Sneakers
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.



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.
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.
Weakness: 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; taken from the Angler): 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.


Name: Gyn Kirsug
Species: Toa of Crystal [unknown to PCs; appears to be Matoran]
Gender: Male
Appearance: Gyn wears a belt bedecked with cartridges and a holster, 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, sheathed saperka strapped beneath it. His 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.
Abilities: Gyn is proficient in the use of most weapons.
He can be stealthy.
Kirsug possesses considerable resistance to piercing and cutting [as a Toa of Crystal.]
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's internal parts are weaker to blunt trauma than usual[, the tradeoff in his Crystal trait.]
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)
-Lightstone
-Volo Lutu launcher
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: quixotev2.png
(Sprite by Voxuchro)

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. Gavarm is constantly dressed in a Muaka-hide coat. 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 others.
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.
Weakness: He's got no powers.
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.


Name: Naara (last name 'I'Rohu', but not used)
Species: Ga-Toa
Gender: Female
Appearance: Naara is average in height for a toa, but far more muscled in appearance than usual. Her armor is navy blue in color and her eyes are sea green flecked with copper. Her Kanohi is shaped like a Great Iden. A falcata is sheathed at her waist. Naara prefers to wear a tank top, small backpack, short shorts, and boots made of quilted cotton along with minimal armor. Her right ankle's boot has been fitted to hide a sheathed janbiya. She is highly attractive.
Powers: Naara can wield the element of Water at a Toa level.
Her Kanohi is the Great Matatu. While wearing it, she possesses Telekinesis.

Abilities: Naara is very stealthy, quick, and strong. She has no small amount of stamina.
She's also adept with martial arts and her weapons of choice.
Equipment: (1) Falcata-Naara wields a long falcata of protosteel that has been edged with Rena. The center of the blade and hilt is hollow and filled with water.
(1) Janbiya-she uses a small, obsidian dagger.
(25) Grenades-she packs twenty-five obsidian spheres containing water.
(1) Suit-Naara wears boiled and quilted cotton in place of traditional plate armor, trading durability for speed and agility.
Other Possessions:
-Throwing knife
-Sheathes for knife, janbiya, and falcata
-Yacht
-Harpoon
-Guitar and case

Weakness: Naara is weak to electric attacks. They can travel through her water and also can devastate her limbs, which does not help her to fight.
Alignment: Chaotic Neutral
Bio: Having been abandoned by her school, family, and lover, Naara's looking for life beyond the mundane. [/color]

Name: Mars
Species: Le-Matoran
Gender: Female
Appearance: Mars is average in size for a matoran, though her build is uniquely Le- in its athleticism. Her armor of choice is typically an assortment of dappled, drab colors such as gray or brown. Her kanohi is a muddy Kaukau with a scope and eyes piercing blue. Around her wrists and ankles are wooden bracelets and anklets. Across her back is a similarly-drab light backpack. She wears muddy handwraps and muaka-hide boots.
Abilities: Due to her race, occupation, and much training, Mars is incredibly fast and can rival Toa in terms of speed. Her reflexes and agility are similarly high. She is also strong and extremely flexible.
Mars is also a stealth adept. Thanks in no small part to her camouflaging and muffling garments, size, speed, agility, patience, and intuition, she almost appears to fade from the senses and is quite unassuming.
She is also an expert with her weapons.
Weapons: (4) Tomahawks-Mars wields four protosteel tomahawks for throwing and hacking. She keeps two in reserve.
(20) Chakrams-She keeps twenty protosteel chakrams of assorted sizes for throwing and slashing. Ten are always kept in reserve.
(4) Balisongs-Mars possesses four balisongs, half of which are protosteel and the other half of wooden hilts with obsidian blades, one of which has a rena coat. She keeps one of each in reserve at all times.
Weakness: Mars is a matoran and therefore subject to the limitations of a powerless race.
Other Possessions: -Hidden sheaths
-Two hip-scabbards (tomahawk)
-One spine (protosteel balisong)
-One ankle (obsidian/wood balisong)
-Bracelet/anklet sheath set (chakrams)
-iStone
-Great Kiril
-Rations
-Backpack
-iStone pocket
-Chakram pockets
-Tomahawk sheaths
-Rations pouch
Alignment: Lawful Neutral
Biography: Mars is a member of the Special Operations division in the Ussalry, specializing in reconnaissance and sniping. Her personality is balanced between fun-loving and cynical. She likes society and its laws and fights under and for both, but the Maru's fated success has shattered her ideal of freedom in the world and she's not wont to pick up the pieces. Additionally, she regrets a few of her kills. To cope with these stresses, she tries to find enjoyment--whether it be in work,sleep, or stuffing her face. She's adapted to a life of adventure and it shows.
Other: Mars' signature is not her name but this symbol.
Favorite Food: Cheeseburger

 

Name: Paka
Species: De-Toa
Gender: Unknown
Appearance: Paka appears to be a medium-build Toa of gainsboro and snow-white camouflage armor reminiscent of a Rahkshi's in its spines and claws. It wears a mask reminiscent of an Acurahk's head and carries a walking stick, backpack, and canteen.
Its gauntlets, unlike the rest of its armor, are heavy.
Powers: Paka wields Sonics at a Toa's level and the Great Kanohi power of Quick Travel.
Abilities: Paka is quite stealthy and deceptive.

It's also good with its weapons.
Weapons: (1) Walking stick-A weathered and beaten stick made of fine and durable oak. It is capped in protosteel while its other end has a muaka-hide grip. On very close inspection, it is revealed that the top of the stick can be screwn off to reveal a sword sheathed within the wood that shines with rena.
(6) Throwing knives-Inside special compartments built into Paka's armor are six masterfully-crafted throwing knives.
(1) Canteen-Paka's canteen only has a small compartment for water. The rest is devoted to highly distilled and concentrated madu cabolo extract-a deadly explosive.
(1) Acurahk Staff-Paka looted a staff from the Acurahk it killed. The staff is uniquely shaped like a dual-ended spear with the 'elongated leaf' type of blade and formed of a mysterious and durable metal. While Paka appears not to be as skilled with this weapon as its others yet, these traits have increased his capability with the polearm to the point that its inexperience is almost invisible.
Weakness: Paka's armor is light and not built for durability.

Bio: Becoming a Rahkslayer in the Le-Wahi skirmish, it is colonel of the Ihu-Koronan Highlanders.


 


Edited by Own Personal Quixote, Sep 13 2014 - 11:17 PM.

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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 Onarax

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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: Savnung

Species: Matoran

Gender: Female

Alignment: Lawful Good

Power(s): N/A

Mask: Powerless Kanohi Hau, Mask of Shielding

Weapon(s): Golok

Appearance: Savnung possess an indigo colouring, with her torso, legs and feet all one shade. Her arms and mask on the other hand, are a dark grey, a colour that contrasts with the single black shoulder-pad on her left arm, which is decorated with a golden marking of her family. Her eyes are also a golden colour.

Personality: Savnung much prefers the pursuit of knowledge over violence, and as such usually keeps clear of combat. However, she is quite capable of fighting, and is rather willing to engage in friendly bouts if asked. A moderate in many matters, she keeps a clear head in any situation she finds herself in, acting in a manner that will ensure order and stability. Calm and amicable, the Ga-Matoran is quite devoted to the ideals of Mata Nui, understanding that there is a need for the Three Virtues.

Bio: A member of a somewhat prominent family in Ga-koro, Savnung spent much of her early days providing a solid foundation of stability for her more eccentric siblings, whose actions could be quite bizarre from time to time. Having been an active follower of Mata Nui, however, she soon left on a journey following the defeat of the Makuta, hoping to ensure that the teachings of the Three Virtues could assist the people of the island in their recovery, joining up with whatever group that could allow for peace and justice to reign where darkness once did.

Weaknesses: She lacks powers beyond her own physical strength, and can be overly passive.

--- ---

Name: The Seventh

Species: Matoran

Gender: Female

Alignment: Chaotic Neutral

Power(s): N/A - Formerly Mark Bearer of Courage

Mask: Powerless Kanohi Kualsi, Mask of Quick Travel

Weapon(s): Spiked Gauntlets

Appearance: Due to her being a Ga-Matoran, the Seventh's armour is a blue colour. Most of her body is a dark blue, with her mask being a purple colour. However, one arm is grey, with a red streak on the shoulder, where her Mark used to be. She has green eyes.

Personality: The Seventh was once the most hot-blooded of her sisters, possessing great courage and determination, traits that allowed her to shoulder the suffering that her Mark had once brought to her. In these recent times, the loss of her friends has sobered her, and while she is still the single-minded, rather egoistic girl of the past, the exuberance and endless passion has faded. However, she is still a rather reckless Matoran, and many of her troubles have been the result of this.

Bio: An adventurer who travelled across the island in search of entertainment, the Seventh's life was changed radically by the presence of the Mark of Courage, a mystical tattoo that brought her great pain, even bringing about her death at times. During a conflict at an ancient temple, she and her fellow Mark Bearers would lose the powers they were given, something which overjoyed the Ga-Matoran, who had sought to find a solution to her issue ever since she had obtained it. Now, with her life once again whole, although lacking in dear friends, the Seventh seeks to explore the island once again.

Weaknesses: The Seventh is rather reckless and arrogant at times, and is quite single-minded.

--- ---

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" (Unajis)
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 staff similar to this as a weapon. However, the pink parts are a dark brown, while the yellow crescent is a lighter brown. The orb-like apparatus is an emerald colour. The staff itself is a darker shade of silver.
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: Higashi (保護 東)

Species: Dasaka

Caste and Clan: Menti Warrior of the Hogo

Power(s): Soulsword discipline - summons a psychic fist. 

Mask: Kanohi Calix, Great Mask of Fate

Weapon(s): Unarmed

Appearance: Clad in sleek, iris blue armour, Higashi is the very embodiment of a dutiful guardian, and her appearance reflects this. Scratches crisscross her body, remnants of the conflicts she has been involved in. Green streaks are splattered carelessly across her body, failed attempts at customising her appearance and hiding her scars. Yet she enjoys the rather bizarre look, especially as her Calix is a beautiful green as well. Her right hand is wrapped tightly in golden cloth, the same shade as her eyes.

Personality: Blunt and forward, Higashi is a girl who speaks whatever is on her mind, even if the situation is unsuitable for such words. While perfectly capable of holding her tongue, she rarely does so unless speaking to superiors or at social gatherings. She is also quite a deviant, having some rather ... strange kinks that are considered inappropriate by society at large. As with all other members of the Hogo clan, Higashi's loyalty lies with the Rora, but she is rather opposed to her own Toroshu, holding a grudge against the other woman for the changes sweeping through the family, preferring the neutrality that they once possessed. However, as long as the clan continues to protect the Rora, she will do her best to tolerate it.

Bio: Higashi is a member of the Hogo clan, serving as one of the Rora's (and by extension, the royal family's) many guardians. A keen warrior, she cared not for the clan politics, preferring to focus on her duties as a protector. Yet the decrees of the new Toroshu have brought the clan deeper into the world of politics, a fact that Higashi truly and utterly hates. Yet she continues to do her work, fighting for the empire despite the situation she, a loud antagonist to Noshima's actions, has found herself in. No matter what, she will be a great guardian for the royal family.

Weaknesses: She lacks great range.

--- ---

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 (保護 野志魔)

Species: Dasaka
Caste and Clan: Toroshu of the Hogo
Power(s): She specialises in both the Soulsword (manifests a naginata) 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 Onarax, Aug 28 2014 - 05:03 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 possesses enhanced agility and is highly athletic.
Skills and Abilities: Lekua is reasonably strong for a Matoran, though he is still much weaker than members of other species. He is a skilled bird-pilot and a good shot with a disc.
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 and 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 eventually parted ways. Lekua remained in Onu, making a living as a rahi hunter until the Rahkshi 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)
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.
Skills and Abilities: Iraanus possesses considerable strength and speed, and his aim with his zamor launcher is almost uncanny. While he prefers to fight using his weapons, he can also hold his own in unarmed combat. Iraanus is talented tactician and has a knack for recognizing patterns others fail to notice.
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 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:
  • Physical: Unable to use elemental power without the presence of another Skakdi.
  • Mental: Up-front and direct approach to problems can quickly turn to recklessness, especially in the heat of battle.
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.
Skills and Abilities: 
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.
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 to be in control of any given situation. 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, May 26 2014 - 04:43 PM.

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#8 Offline delilah

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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
 
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 fires firework-esque ammunition capable of causing burns (looted from Jianzha).

(2) A three-foot-long machete hanging from his belt.
(3) Knives. A couple of 'em. 
 
Appearance: A dark green and black Toa wearing bits and pieces of scratched, dirty armour and a tattered black 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 from his black Kualsi. 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 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.

 
 
* * *
 
 
-The Shadow-
 
Name: Rorg
Species: Skakdi of Iron
Gender: Male
Alignment: Lawful Evil

Mask: None
 
Powers/ Abilities:

1) Elemental control over the element of Iron, but only when paired with another Skakdi.
2) Thermal vision.
3) An experienced assassin and mercenary, Rorg is an adept in many forms of combat, both melee and long-range.
 
Weapons/ Equipment: 
 
1) A sniper rifle crafted to launch bullets at high velocity. These bullets are simply chunks of shaped metal. The rifle's barrel includes a built-in suppressor-like device and scope, for stealth and accuracy respectively. The rifle uses clips of ten bullets each, though bullets can be loaded individually if needed. The downsides to this weapon are that it's large and unwieldy, and it takes a long time to reload once out of ammo. The rifle can also fire darts containing small portions of EE-cancelling gas (described below), though the size of the dose means the duration will be no longer than thirty seconds. (approved by Nuju Metru)
 
2) A launcher that fires zamor spheres filled with an unknown gas, retrieved from the Makuta's Vault. This gas has the effect of immediately cutting off any being's access to their native elemental powers for five to ten minutes, with ten minutes being the maximum duration. The larger the dose, the longer the duration. Said being cannot absorb, produce, or manipulate any quantity of their element until the gas wears off (although they retain any passive abilities their element provides, such as heat resistance or enhanced stamina). The downside to this weapon is that its accuracy is negatively proportional to Rorg's distance from his target. (approved by Tyler)
 
3) A large hunting knife, about two feet long and serrated.
 
4) An assortment of smaller knives.
 
Appearance: Physically, Rorg fits the Skakdi stereotype. He is built more like a mountain than a living being, standing taller, wider, and thicker than most Toa, with bulging muscles and steely green eyes that could scare a Kane-Ra. His armour is a mottled dark gray, allowing him to blend into shadows. He carries his rifle on a strap around his back, and his knife at his belt in a sheathe.
 
Personality: In terms of personality, Rorg, in every way, contradicts the Skakdi stereotype. Silent for the most part, he only speaks when necessary, and uses as few words as possible. He is methodical and efficient in everything he does, from cleaning his weapons to dispatching a target, never using more energy than is required. Though his aloof nature might fool some into thinking he's nothing more than a dumb brute, he is remarkably intelligent, and his impassive face hides a precise, logical mind, devoid of emotion or morality, more dangerous than any weapon.
 
Weakness: Variables. When he knows what to expect, Rorg is as deadly as they come. However, he finds it difficult to deal with the unexpected, and his logical mind does not adapt to surprises as well as some.
 
Biography: Rorg's history is a patchwork quilt of thievery, betrayal, violence, and death. He does not speak of where he lived before he came to Mata Nui (as is the norm for most Skakdi), but it must have been a terrible place to produce a being so devoid of morals and so efficient at killing. He is not well-known on Mata Nui, despite having lived and done business on the island for many years, and this alone speaks to his professionalism: there are no wanted posters bearing his face, and no records of his crimes. If there is anything he takes pride in, it's the fact that he is more dangerous than ninety-nine percent of the island's inhabitants, but none of them know his name. He is a shadow, and that's the way he likes it.

 
* * *
 
-The Starving Artist-
 
Name: Lira
Species: Ko-Matoran
Gender: Female
Alignment: Good

Mask: Powerless Mask of Water Breathing

Powers/Abilities: Being a Matoran, Lira has no elemental abilities or mask powers. Neither particularly strong nor fast, her sole claim to fame is her dedication to her poetry, stories, and art.

Weapons/Equipment: (1) A satchel containing many scrolls, pens, and bottles of ink.

Appearance:  Lira's body is white, and her hands, feet, and Kanohi are bronze. She carries a gray satchel over one shoulder. She's not particularly tall or muscular at all.

Personality: Lira is very enthusiastic, especially for a Ko-Matoran. Once she gets going, she can chatter on for hours, but when the mood to write or draw strikes her, she immediately drops everything and can sit in silence for days. Friendly, but can occasionally show glimpses of Ko-Matoran aloofness.

Weaknesses: A Matoran, Lira has no elemental or mask powers, and her physical abilities are also rather lacking.

Biography: Ever since she was a little girl, Lira love to create. She would spend hours writing stories and drawing fantastic worlds in the snow. As she grew up, she honed her skills. She considers herself a poet and storyteller of the highest calibre, and is always seeking out fresh inspiration.


Edited by delilah, Sep 05 2014 - 11:47 PM.

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heytherecopy_zps41588106.jpg


#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 Online Skitty

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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.

​Foreign tech:  A blunderbuss of Skakdi make, with force that can punch through a person's chest as easily as paper. The muzzle of the weapon is gold in color, while the handle is wooden. The weapon has to be reloaded after every shot with metallic pellets or something of similar shape. The weapon also relies on Skyra's elemental power to fire. (Approved by Tyler <3<3<3)

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

Alignment: Chaotic Good. 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. Currently wearing a black bikini top with green leaves as a pattern, and a mini skirt.

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 may act polite, but comes off as a bit blunt and rude. 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 is 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: 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 Princess Anna of Arendelle, Sep 02 2014 - 07:32 PM.

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My Bzprpg Profiles, Marvel Rebirth Profiles

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

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#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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#12 Offline Ninth Krayzikk

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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 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:

-Belt of knives

-Protosteel saperka

-Repeating crossbow
Fighting Style: As a Matoran, Tarnok is usually much smaller than his opponents, a fact that he does not fail to capitalize on when he can. Though he is capable of combat in all ranges due to his training, he is at heart a close combat fighter, prefer to make use of his knives whenever he can. He is quick on his feet, as mandated by his preferred fighting style, but also has the natural Onu-Matoran advantage of increased physical capability. He's a surprisingly skilled tactician, able to analyze his opponents and effectively create a counter to his knowledge of them. 

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. Additionally, while his height is often an advantage, it does mean that he has less reach than taller beings. 
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, and the sacrifice of a friend to keep him safe, he decided to dedicate his life to the defense of Onu-Koro. He joined the Ussalry, and was assigned to Ussalry Seventh, under the command of Sulov Koskium. During that time, he participated in the Hive battle, and acquitted himself reasonably well.

 

After Sulov's exile and the absence of much of his squadron, however, he was forced to step it up. During the months following those events, he fought off several marauding Toa, went toe to toe with a Valkyr, and fought Whenua's assassin to a standstill. He effectively organized the defense of Onu-Koro in the face of the impending Rahkshi assault, and fought in the battle that followed. After Makuta's fall, little has changed; the restructuring of the Ussalry left him bereft of his former squadron, with many former comrades promoted above him. As a result, his already limited socialization has decreased.
Other:
Theme Music:

 

-The Mountain-

 

Name: Krayzikk

Gender: Male

Species: Titan

Alignment: Neutral Good

Appearance: Krayzikk was born towering over the others, even as a child, and this was only accented when he grew up. Most Toa come up to his lower chest, and the size difference is only punctuated by his physique. 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:

-Morning Star

-Longsword, sheathed on the back

-Several hidden daggers

-Knuckledusters x2

-Fists

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: Growing up rather different from most, Krayzikk was sent to train under a Toa named Song at an early age. His time with his teacher was… Interesting, as to say that her methods were unorthodox would be to utter a fatal understatement. He picked up more than his fair share of bruises and broken bones, but he learned exactly what he was sent to learn; when circumstance caused him to leave to seek justice, he was a highly competent warrior, able in both hand to hand and armed combat. His trials since then have done nothing to lessen that, and he has been careful to maintain his skills.

 

His path would, eventually, bring him to the former Ta-Koro Guard Hospital, where he met a Ga-Toa doctor named Riraril. The two became close, and as a result, when she was killed by the Mark Bearer Frieza in Ga-Koro, he once again set out on a mission of justice. Justice that was found when he fought and killed Frieza in Ko-Wahi, despite the injuries he sustained. After that day, he briefly worked with a group of similar beings to hunt evil. Following the disbanding of that group, he, for lack of a better term, settled in Ko-Koro, acting as a continuous protector of the village outside of the Guard. His interactions with others in the year and a half since this day have been rather limited.

Personality: The Titan is very much not what one would expect from his appearance. He’s clever, though not exactly booksmart, and very, very quiet. Largely in solitude in recent times, his sense of humor nonetheless remains, and tends to appear in the form of occasional quips and remarks during his few interactions. He tends towards a rather serious demeanor, but if one manages to work past that, it is readily apparent that stoicism is not his natural behavior.

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 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 Umbraline

Species: Dasaka

Gender: Female

Caste and Clan: Menti, Umbraline

Appearance: Sinshi is of ever-so-slightly taller than average height for her species, and she stands straight enough that the extra height is unmistakable. Her armor is a regal blue, accented primarily with touches of silver though her shoulders’ armor bears touches of an almost brass-like gold. Her posture never slouches, and her gaze never wavers; Though she displays the proper respect, and bows when the occasion calls for it, Sinshi will never look down or away. She wears the best crystalline armor she can afford, and tries to ensure that the details are picked out in the same silver as her Kanohi. She tends to wear a set of simple robes accented in purple when not clad in her armor, and has been known, on other occasions, to don a blue coat a shade darker than her armor, the Umbraline’s insignia rendered in the customary purple. Though she does her best, it is, upon the inspection of anyone of a higher station or even one with a careful eye, to note that all of her apparel is really only that of one of modest means. Her Kanohi is a blue a few shades darker than her armor, more like the ocean on a rainy day, accented with a simple silver. Though she would never describe herself as such, she’s actually rather pretty, when she’s not scowling.

Dominant Hand: Due to her training, functionally ambidextrous.

Powers: Soulsword, Dual Manifestation (Form of tiger hook swords). Kanohi Calix (Approved by Nuju Metru)

Abilities: Sinshi is a highly skilled combatant, in multiple forms as well. Firstly, she is a competent fighter with her rapier; This is the weapon she uses during the vast majority of her confrontations, and has been known to switch hands in the midst of a fight to catch her opponent off guard. She is, however, only competent with it. When pressed, she is a good hand to hand combatant as well. Her greatest skill, however, is her dual manifestation; After training long and hard, she is capable of creating two Soulsword manifestations. Her fighting style is largely reliant on her skill with these manifestations.

Weapons/Equipment:

-A single, simple rapier sheathed at her left.

Fighting Style: Sinshi’s fighting style, to most of the public eye, does not seem to be anything uncommon. When pressed, her first instinct will always be to reach for her rapier. In such confrontations she is reasonably competent, and occasionally will switch hands suddenly to catch her foe off guard, and she is a passable hand to hand fighter as well. Such skills are easily enhanced by her Calix. However, when she is truly committed to a fight, she discards her rapier entirely; Capable of manifesting two extensions of her will, Sinshi summons a pair of tiger hook swords, weapons highly unusual in the Archipelago. Their use is equally unusual, and tends to involve striking with any portion of the weapon as needed. To summarize a few uses;

-The straight edges are capable of being used as swords.

-Forward strike with crescent blades

-The hooks are capable of being connected, and swung by one end.

 

(Further information can be found by searching for videos of said weapons. They look like this: http://www.swordsfac...sword w511.jpg)

Weaknesses: Sinshi is a highly honorable individual, and insults regarding her family tend to enrage her more than most. Additionally, she does not believe in using her Soulsword manifestations unless her honor has been grievously insulted, or her safety, or the safety of another, is directly threatened. As such situations do not arise often, she does not tend to use her abilities to their full potential.

Dragons: Modest income

Other Possessions:

Home:

Affiliation: Umbralines

 

Alignment: Lawful Neutral

Bio: Once upon a time, many generations ago, one branch of the Umbralines was prestigious above all others, save the main family. They were masters of trade, and users of uncommon weapons. Their status was nigh on unparalleled in their caste. But the mighty fall, and when they fall, they fall hard. With the rise of the Dastana, their particular niche in society was taken. The family line did not adapt well, falling quickly from grace. Now, generations later, they are a shadow of what they were. Their children are modest contributions to society at best, and their elders simply sit around, talking about what had been, and what would, in their day, have been.

 

This is the family into which Sinshi Umbraline was born. A family line looked down upon behind smiling masks, a near laughingstock, if only society was not too polite to do so openly. She was raised on stories of glory, only to see that reality was far from it. It was when she began attending the school for Menti that she began to change, from a cheerful, curious young girl into what is in the present. Dedicated, persistent, bearing an almost eternal mask of polite stoicism. Somewhere along the lines, she became dedicated to one thing, and one thing only;

 

Restoring her family to its former honor.

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:
 

-The Blade-

 

Name: Eisen

Species: Toa of Iron

Gender: Male

Appearance: Tall and athletic, Eisen is a near perfect physical specimen. With a highly defined muscle tone and proportions that could almost be called heroic, he cuts a striking figure, an image influenced by his choice of armor. His base color is gunmetal gray, highlighted by accents and patches of flat black and silver. His forearms bear ornate armored gauntlets, with shining silver edging. The boots he wears are steel-toed, and crafted from fine, but durable, Kane-Ra leather. Over this all he wears a long black cloak, the fabric concentrated on his right side, and extending down almost to his knee. His face is almost handsome, but after the loss of his original mask, there is an almost alien air about him. His new mask is unfamiliar and angular, two protrusions jut out below his chin, almost like those of a Kanohi Kualsi, while the mask rises and angles back into a sleek crest while his deep green eyes peer through the eyeholes.

Dominant Hand: Left

Powers: Toa-level control over his element, and the powers of his Great Crast.

Abilities/Skills: As a Toa of Iron, Eisen is more physically endurant than most, a trait that he uses to great effect. Eisen’s skills lie in two areas, with a significant amount of overlap between them; First, academic. He is surprisingly well read, familiar with most of the works of theory and intellect published on the island within the past few decades. He is likewise well read in manuscripts dealing with powers and their use, as well as the various fighting styles common to Mata Nui. Though his appetite for knowledge in large part stems from curiosity, all of it serves a practical purpose on the battlefield.

 

The second area is combat, and it is further divided into two intermingling pools of knowledge. Firstly, his physical skills. Eisen is an exceptional fighter, versed in the use of most handheld weapons, though his chosen specialty is the blade. Capable of using most varieties of sword with equal ease, he nevertheless prefers the longsword and similar weapons. The second pool is his elemental control; The combat applications that he has found for his powers are numerous, including the manipulation and repurposing of the materials at his disposal.  

Weapons/Equipment: Eisen is exceptionally well-armed. On a regular basis, his armament consists of;

 

-One longsword with a leather-wrapped hilt, sheathed within a slot on his shield, carried on his back.

-One protosteel shield; The shield is almost triangular, wide at the top with a slowly narrowing curved base. A metal loop built into the interior holds his sword when not in use. The surface metal of the shield has been covered matte black, seeming to almost absorb light rather than reflect it.

-On either arm he wears gauntlets crafted of a metal alloy designed to be lightweight, but relatively strong. While they can stand up to several blows before beginning to buckle, that is not their intended purpose; Concealed within each is a blade that is kept from deployment by a small post of iron. Minute elemental manipulation will cause them to deploy and lock into place.

-His cape; Unusual though it is, the garment is woven with incredibly fine protosteel threads interspersed among the normal fabric ones. The edges of the garment contain much more significant concentrations. The import of these two facts is simple. Due to the protosteel weave, he can manipulate the garment as though it were another limb, using it to shield and strike. It’s strikes have the potential to be deadly; Due to the higher concentrations of metal in the edges, it can be honed into a razor sharp edge with a thought.

Fighting Style: Eisen's style is difficult to describe, though truly, it can be summed up in a single word; Adaptability. Though he favors the longsword, his knowledge of weaponry and his element allow him to change gears at a moment's notice. He is a mid-to-short range fighter, and simply put, he dominates the battlefield at those ranges. Capable of incredibly displays both of offense and defense, more than one opponent, certain of victory, has been shocked at the speed with which he can interpose his shield between himself and an attack. His element allows him to repurpose materials with ease, including turning material on his body into extra weapons, or manipulating a weapon into another shape as the situation requires. His new Kanohi, the Crast, further amplifies his already lethal abilities as it allows for both a powerful defense and a powerful offense. It is not an integrated part of his skill set, as of yet, but it allows him to repel incoming strikes as well as hurl attackers away completely.

 

However, he is not simply a skilled combatant; He is a skilled tactician as well, and he, almost without exception, keeps a trick or two back at all times. The few opponents who manage to overwhelm one style are often shocked to discover that he can switch to another. In fact, Eisen even ensures that he has his blindspots covered; His right side, which as his non-dominant hand tends to be his most vulnerable, has a second safeguard in the form of his cape.

 

At mid or short range, Eisen is a force to be reckoned with.

Weaknesses: Eisen's greatest weakness is his lack of long range capability. At a distance, he is forced on the defensive, forced to rely on his shield for defense. With the loss of his Calix, Eisen is a little slower than he is used to.

Widgets:

Other Possessions:

Home: Ko-Wahi Wastes

Affiliation: Makuta

 

Alignment: Chaotic Evil

Bio: Eisen was originally a mercenary, traveling the island in search of jobs. He guarded caravans, he dealt with Rahi... But he also performed much less savory tasks. More then once, he was contacted by groups with decidedly more villainous intent, and each time, he completed his task as instructed. He rarely went by his name, and unlike some he avoided the spotlight, so his services were rarely as well known on the island, save for in certain circles. In the circles familiar with him, he had a distinct reputation. When given a task, he saw it through to the very letter. So long as he was paid, he would do as instructed. The one occasion that someone tried to deny him payment, and in fact remove him from the equation, he struck back with the same calculated efficiency as he had carried out his job.

 

However, he was no thug. He had, and in fact has, a very unique take on the world at large. What one considers bad is, in fact, beneficial to another. What is beneficial to one will almost always harm another. His perceived lack of morality was, instead, a different opinion on what morality was. His rather unique skill set eventually drew a very infamous group's eyes to him; The Followers of Makuta. The jobs he did for them were, at first, done without knowing who he served. But as time went on, and he completed mission after mission, he knew who he was working for; And he found that their methodology made sense. Makuta's rule was effective, and in fact, the best status quo. Chaos and destruction followed when one tried to oppose him, but when the status quo was respected, all was still. He became one of their most skilled operatives, though as before, he did not develop much of a reputation; Because outside of his direct employers, no one ever lived to report on his capabilities or whereabouts.

 

With Makuta's fall, he returned to his remote home in the wastes, watching the island at large and growing more certain with each passing day that the new status quo was not as it should be.

Other:

Theme Music:

 

-The Lost and Found-

 

Name: Liara

Species: Le-Toa

Gender: Female

Appearance: Standing at roughly average height, Liara cuts a fairly striking figure. Her armor is naturally a deep shade of green, accented here and there by bits of earthy black. A white lab coat, always kept as clean as possible, covers her at almost all times, with a small leather belt fastened about her waist beneath it to hold a variety of small pouches. When not actively working, the coat isn’t likely to be completely fastened, instead hanging loosely; When performing medical care, it is buttoned tightly. A pair of light boots are donned whenever she leaves her home, and it isn’t uncommon for a medical bag to be slung over her shoulder. She wears a Kanohi Kadin, shaped more like a Miru. Blue eyes glint inquisitively behind it, constantly taking in her surroundings.

Dominant Hand: Right

Powers: Toa-level control over Air, Kanohi Kadin

Abilities: Liara, through a colorful past, has obtained a rather diverse skillset. A working knowledge of psychology, more specifically how to read behavior, a few tricks to hide behaviors of her own, combat skills, but most notably, medical skills. She is one of the best doctors without a Mask of Healing out there, though she has often considered getting one. Though originally more of a field medic, she has since honed her skills further and gone on to open her own clinic.

Weapons/Equipment:

Medical Supplies: Liara carries on her person basic first aid supplies, enough to treat an injury sustained away from her clinic. Such supplies include bandages, needle and thread, basic medications, and related items.

Weapons: Liara carries on her person a hidden dagger, and a hidden knife. Both are stowed away from prying eyes, but kept near enough to hand that they can be drawn at a moment’s notice. Additionally, she carries several tranquilizer darts; Though she no longer actively carries their launcher, they serve both a medical and combat application.

Fighting Style: She would prefer not to fight, if given the chance; but she’s had enough experience with it to more than hold her own. Liara, simply put, does not fight fair. Sand in the eyes, blows to weak points, all of it is fair game for her. She’s a deft hand to hand combatant, preferring to use redirection, as she lacks the capability to brute force her way through a fight. She’s also a nimble hand with a blade, both small and large, though she doesn’t actively carry anything larger than a dagger.

 

As a medic, she is fully aware of what points to hit to inflict maximum harm, and maximum pain. Such knowledge is readily applied in battle, allowing her to quickly and cleanly incapacitate an opponent; often without leaving permanent damage.

Weaknesses: Liara is by no means a powerful combatant. She’s quick, she’s clever, but she is not physically strong; athletic, yes, but that is the extent of it. Forced into a contest of strength, she will lose.

Other Possessions:

-Piano, back home

-(Pending approval) Pair of old electric handbuzzers, carried on her person

Home: Ga-Koro Clinic

Affiliation: None, loyal to friends (Colloquially referred to as “the A-Team”)

Alignment: Neutral Good

Bio: Much of Liara’s life is unknown, except to her. Where she came from, where she grew up, what her younger years were like… All are mysteries, mysteries she hasn’t been quick to explain. What is known is that somewhere along the lines, she fell in with a group of mercenaries, serving as a thief and medic. She took on an unusual moniker, and stuck with it for a long time. She didn’t enjoy her job, and she didn’t pretend to; Something of a social drinker, she would drink herself to intoxication after every job. An unknown span of time after this, her job brought her to the Ta-Koro Fortress Guard Hospital. There she fought with then-Captain Skyra Daring, and after a little talking, turned away from her career.

 

Over the next few months, she came to be accepted into a group of friends consistently, ironically, in large part of members of the various Koro militaries. Much of her time during these months was spent in Ga-Koro, in the home of one of these friends, Tillian Juturna. After a time, however, things began to fall apart; Friends left, often on bad terms, and a fondness for drink turned into a real problem. With little left, she turned herself around, and started anew. Thus was her clinic born, one of the best medical facilities in the village, though privately owned and funded. It is here that she has been since, tending to every injury, even through the final Rahkshi invasion.

 

Name: Saeva Sareta

Species: Ta-Toa

Gender: Female

Appearance: Sareta has a few extra inches on the average Toa in height, with a medium build. At a glance, one would think server or merchant; one would be wrong. Most of her body weight is in the form of toned muscle, a fact that more than one opponent, expecting a pushover, has learned the painful way. Her armor is a deep crimson, accented by splashes of lighter color and touches of black. Her face seems practically built for grinning, which is fitting, as it’s her most common expression. Blue eyes are set behind a black Noble Huna-shaped Kadin, and much of the time, she seems irrepressibly cheerful.

Dominant Hand: Right

Powers: Elemental control of fire, Kanohi Kadin

Abilities: Saeva is a skilled combatant, in a range of fields. She particularly enjoys hand to hand and swordsmanship, with a few distinct preferences within those areas. Additionally, she has a surprisingly sharp tactical mind, and out of necessity, a decent knowledge of first aid and medicine.

Weapons/Equipment:  

-Mid-length straight sword, attached to her back in a protosteel sheath. Though blunt, the sheath itself has a handle affixed near the opening, enabling its use as well.

-Trench knife, sheathed on her hip.

-Knife, hidden in her boot.

Weaknesses: Saeva fights for fun, and seeks out ever more challenging fights. As a result, she tends to make her own battles harder than they really need to be by opting not to use her powers.

Alignment: Chaotic Good

Bio: Born to a pair of Ta-Koro merchants, Saeva… Was not what they expected in a daughter. She took well enough to working in their shop, but from the moment she could first move about freely, she was satisfying her curiosity and pushing the limits of what she was permitted to do as far as she could without actually breaking them. Ta-Koro being Ta-Koro, it was not all that uncommon for the commotion of the week to reach her parents’ shop… Where it met Saeva. More often than not, it ceased to be a problem after that. The occasional brawl, however, lead to another problem; as Saeva grew older, she started seeking out the commotion. With her newfound past time firmly entrenched, it was hoped that she might choose to go into the Guard, where her skills and temperament could find direction.

She and the Guard disagreed on proper efficiency, and it was clear even before she tried to enlist that it wasn’t happening. She spent a while longer helping in the shop, selling everything from leather goods to clothes, but eventually, she became restless. It was around then that, with her parents’ consent, she left to travel the island. Unsurprisingly, she rapidly proved to have a nose for trouble, and moved from bar to bar, fight to fight, and Koro to Koro. The Ta-Toa didn’t have much in the way of a goal, but she was satisfied with her travelings. Eventually, she reached an establishment in Ga-Wahi known, affectionately, as the Crucible. It was there that she stayed for quite some time, fighting whoever came through, until a Toa of the Green showed up one day. The two ended up regular opponents, and they began trading wins and losses like they traded blows. The result, eventually, was an apparently vitriolic friendship as they elected to leave the fighting ring and travel the island.

 

-The Slumpbuster First Mate-

 

Name: Song

Species: Vo-Toa

Gender: Female

Appearance: Song is hard to miss. Taller than most of her species, she tends to be armored in striking yellows and silvers, though the former are muted slightly in tone. Where once she wore heavier armor, she now tends towards simple weather-resistant attire, such as all-weather coats and boots. Her mask, a Kanohi Kakama, is a sterling silver, the green eyes behind it filled with an amused light. Buckled at either hip is a well-crafted dagger, a lightning bolt inlaid on the hilt. On her left is the sheath for a rapier.

Dominant Hand: Left

Powers: Skilled control over both Electricity, and her Kanohi Kakama

Abilities: A skilled fighter with almost any kind of blade, Song is a former weapons teacher. When she bored of that life, she turned her sights to the seas. A pirate’s life is a little different, and in that time, she’s learned more than a thing or two about bargaining and sneaking through the law. She has not, however, lost her skills, be they elemental or physical.

Weapons/Equipment:

Rapier: Song’s primary weapon is a rapier, optimized for fighting on the high seas. Tough enough to deflect blows from heavier weapons, a direct block with it still isn’t advisable. Gold-colored crossguard, sheathed at her left.

Daggers: Ever-prepared, Song also keeps two daggers sheathed at her waist, the left one in a dual-harness just below her rapier.

Fighting Style: Cliche though it may sound, lightning fast. The Vo-Toa makes use of the weight of her weapons and her mask to wage a one-woman blitzkrieg, often using her skills to back up her heavier-hitting ward responsibility Captain. Her element is often used to supplement her attacks, lending even glancing blows a dangerous effect. In the event that she is forced on the defensive, she tends to deflect, redirect, and counterstrike, all in the goal of returning to the offensive.

Weaknesses: Song is largely an offensive fighter, and tends not to wear very protective armor. If forced on the defensive, or attacked at range, she is at a disadvantage.

Other Possessions:

-Salamanders

-Raknar

Alignment: True Neutral/Chaotic Neutral

Bio: Originally a teacher of some renown, Song grew bored of her previous life. Seeking some kind of adventure, she enlisted with the Infernavika under Captain Raknar. Her pirate career lasted for the majority of his time on the ship, and when he left it, so did she. The two dropped off the radar for some time, but eventually surfaced sometime after the destruction of Xa-Koro in a new ship; The Southern Charm. In the months since, she has served as First Mate aboard the ship, keeping the captain in line advising the captain, and working to broaden the ship’s employment prospects.


Edited by Ninth Krayzikk, Sep 21 2014 - 08:34 PM.

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Red Skies, an FTL Prequel (Updated 7/13)


#13 Offline 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. Now, 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: A heroic warrior from a strange land, Plagia and her brother were shipwrecked and separated months ago on the shores of Mata Nui, and for the past few months she's been drinking, fighting, making friends, and losing friends as she wanders across the island.
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 Mystery Man-
 
 

Name: Rynekk Simul

Species: Po-Toa

Alignment: Lawful Good / Chaotic Good

Gender: Male

Appearance: Rynekk’s a tank; broad and strong, his lack of stature only giving him a lower center of gravity as far as combat is concerned. His muscles are leaner than anticipated from the hulking silhouette which he throws off, an illusion created with thick iron armour and the fluttering darkness of his weather-beaten duster; they are, however, as hard as the stone which he commands, with none of the grandiose dimensions of the body builder, but the calculated efficiency of the street fighter.

 

His armour is a burnt, metallic brown; thick and hard to protect from even the most determined of strikes, to the point where it could be described as a carapace. Patches of rust and discolouration mar it, a carryover from his days a thrall of Makuta when his armour was painted the same awful colour as an infected Kanohi. Covering it is a duster which was once black, but has long since been worn to a dark grey, as well as a black wide-brimmed hat, which he uses to hide his face from bystanders when incognito.

 

Not that it’s a memorable face; in fact, it’s quite plain. Principally characterized by a strong and heroic jawline, as well as a pair of dull orange eyes, it is rugged and weather-beaten, and handsome in a nondescript way.

Weapon: His father’s spear, with a sturdy wooden shaft and a long triangular blade of burnished steel.

Mask: Kanohi Kakama, the Great Mask of Speed.

Powers: As a Toa of Stone, Rynekk has the capacity to create, manipulate, and absorb rock, whether it be igneous, metamorphic, or sedimentary. His Kanohi, in addition, grants him the ability to move at almost superhuman speeds.

Traits: At first glance, Rynekk is jovial and likable, always ready with a helping hand or a bad joke; the sort of charming soldier who would lay down his life for a citizen he had only just met and never ask for a reward afterwards. While his methods of fighting crime are far more wild and instinctive than military protocol would probably approve of, he more than makes up for it by being infallibly altruistic and dedicated to his work.

 

But that is not the true Rynekk.

 

Underneath all of that pomp and cheer is a deeply damaged man, torn apart by guilt for his past crimes and burdened by the Sisyphean task of atoning for his sins as a worshipper and warrior of Makuta. Even worse: he’s not even sure if he wants to atone. He’s man who is haunted by the joy and freedom he felt as an unrepentant killer, and so he fights evil to prove to himself that he is not evil himself.

 

But there’s a saying about those who fight monsters....

Biography: Born and raised on a distant island, he and his sister, Plagia, were trained from day one as courageous heroes. They did well, keeping their people safe for many years, until the two of them were called upon to escort two Turaga on a diplomatic mission across the sea. 

 

That was when the storm struck their ship and their destinies were forever changed.

 

The siblings were separated, the Turaga killed outright. Rynekk quickly found himself stranded on a strange tropical island, with no food, no water, and not even a Kanohi (as his had washed away in the fray). Lost and alone, he wandered for days, and as his body began dying before him, he found himself facing a very dead Nui-Rama. One which wore an infected mask. But half-dead and hopelessly confused, Rynekk didn’t consider the ramifications of consuming the critter and donning its mask.

 

To this day, no one knows how much of Rynekk’s worship of Makuta was due to the properties of the mask, and how much of it was his attempt at finding purpose in his new life. Whatever the case was, for almost three months, he roamed the island, spreading his gospel and murdering heathens; all the while, hunting his lost Turaga, not to mention his sister.

 

The two finally met in Ta-Koro, and consumed with rage at his sister’s rejection of his offer to become a thrall of Makuta, he attempted to murder her, only coming to his senses before laying down the killing blow. Rediscovering his morality, he left the scene, wracked with guilt and in rejection of Makuta. He joined two other Toa, Rucia and Tadris, and joined them in rebuilding the damaged village of Po-Koro, eventually following Rucia to her death on the Infernavika in an attempt to rescue the kidnapped Onewa.

 

He and Tadris joined up with the Po-Koro Guard shortly afterwards, and were present at the wedding of Commander Juturna and Emotia, where he learned of the identity of a mysterious Toa, Stendhal. He received a map from this man, and knowledge of an obscure prophecy which involved him. He quickly forgot about that episode when, after an attack by Mark Bearers, Tadris went missing, and Rynekk was called to duty on the Fowadi. It would be on this ship that he helped fight off the swarms of Rahkshi in Makuta’s last stand, and where Stendhal would be arrested.

 

Stendhal escaped, however, revealing his master and adoptive father Mephiles, and leading on Rynekk on a journey to a hidden temple underneath the Naho falls, where he met Lyna and--

 

...

 

Still recovering from these experiences, Rynekk found himself on the Fowadi once again, helping his old friend Kale Ironshaper hunt down the crime lord Jazek Rehn as a favour.

Weakness: Given his stout build and thick armour, Rynekk lacks agility and speed without the benefice of his Kanohi. And without the benefice of a clear conscience, Rynekk is mentally and emotionally unstable, prone to making rash and dangerous decisions, and always a stone’s throw away from his old habits.

 

~ ~ ~

 

-The Proud Elite-

 

 

 

Name: Teacher / Tyrus Archer

Species: Onu-Lesterin

Alignment: Lawful Neutral / Lawful Good

Gender: Male

Appearance: Slim but muscular, Teacher has built his body into a powerful weapon. Strong and agile at once, even in old age, it is the epitome of physical prowess. His armour is lightweight and segmented, allowing him unimpeded range of motion, coloured a dull grey and burnished copper, save for a few accents of blue which denote his presence in the ranks of the Ga-Koro Marines. The faction’s insignia is painted onto the armour of his left shoulder in blue, though he also wears a Marine’s badge on the front of his black overcoat. He also wears a black waistcoat and Muaka hide boots.

 

Teacher’s face is gaunt and angular, ruggedly handsome while at the same time disturbingly lupine. His eyes are a dark blue, like the sky before storm clouds roll in or like the ocean as it prepares to drown an unsuspecting ship, and his smile switches between geniality and ferocity like the flick of a switch.

Weapon(s): Teacher wields two talwar sword, made from protosteel, stripped of any sort of decoration.

Mask: The Great Mask of Sensory Aptitude.

Powers: Being a Lesterin of Earth, Teacher possesses increased resistance to pressure, as well as heightened night vision. His Kanohi grants him greater balance as well as temporarily heightened senses, and years of intensive training have provided him with remarkable physical capabilities and fighting skills.

Traits: As cold and hard as the widgets he works for, Teacher was born to be a warrior. He is a man who believes in the perseverance of strength, and strength alone. Weakness and excuses have no place in his mind; either one succeeds or one dies, it is as simple as that. Teacher has always succeeded, giving him a not-unfounded belief that he is one of the better warriors on Mata Nui, and he therefore believes strongly in the idea being honourable in battle.

 

Under his guise as Private Tyrus Archer, he is forced to be more amiable towards beings which he would normally dismiss out of hand. He feigns smiles, twists words, and holds back threats of death and dismemberment to ensure his continued employment.

Biography: Teacher’s past is a mystery. For years, he roamed the island of Mata Nui as a mercenary, killing the unworthy and training the worthy. He was eventually confronted by the notorious crime lord Saphirai Vod, who wanted to take him on as a tutor for his sons, Malinus and Antiro. He consented, and when the brothers eventually broke ties, he left the family to pursue his own enterprises.

 

Recently, he’s been hired by a woman known as Etera to infiltrate the Marines. Thus, he has developed the identity of Tyrus Archer, an old warhorse of a Private, while in reality he is still Teacher, the amoral mercenary selling out Ga-Koro’s secrets to the highest bidder.

Weaknesses: Although his advanced age hasn’t hindered his fighting abilities, it has weakened Teacher’s overall stamina, leaving him less capable to engaging in long and drawn-out battles. In addition, his honour is a hindrance to him, causing him to attempt to engage in fair play when a pragmatic approach would be more suitable to the conflict at hand.

 

 

 

-The Poster Boy-

 


Name: Dalrin "Dal" Stratos
Species: Onu-Matoran

Alignment: Lawful Good
Gender: Male
Appearance: Dal's the poster boy for an Ussalry soldier; tall, lean, and unassumingly handsome. Dark-gold eyes rest over an easy smile and a strong jaw, while his armour (black and grey, obviously taken from the Ussalry armoury given that its emblem is painted onto his shoulder) is sleek and form-fitting, giving him freedom of movement in a fight and bystanders something nice to look at in the meantime.

Weapons: Dal carries twenty-five throwing knives in two bandoliers criss-crossing his chest, as well as two combat knives at his hip and a saperka clipped to his knapsack.

Mask: A powerless, Great-style Kanohi Hau.
Powers: Dalrin is gifted with the same naturally enhanced strength, durability and night vision as all Onu-Matoran.
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.
Traits: Casually charming, warmly arrogant, a flirt and a half by any measure; Dal could fill in as the young protagonist of any number of action movies without breaking a sweat. Not that he'd want to, anyway; he has more than enough excitement as a rising Ussalmatoran, out to keep the island's people safe from danger. He's dedicated to his work as Guard, and surprisingly by-the-book for a kid his age, but it all comes down to the fact that he can't stand seeing civilians suffer. Not when he sees the Ussalry as a force to prevent that.
Biography: Starting out working in the inn of his parents, The Dark Rose, Dal would have been happy to flit through life without an ambition in the world. It wasn't until the Rahkshi attacked Onu-Koro in the final days of the Great War, when his older sister, Delta, was killed in the fray, that Dal suddenly realized that he had to ball up and do something with his life. Bitter at his sister's death, he joined the Ussalry, vowing to ensure that no other civilian would ever have to die in battle again.
Weaknesses: Dal's a jack-of-all-trades in terms of combat skills, seeing as he's still cutting his teeth as an Ussalmatoran, meaning that enemies who specialize can have him at a disadvantage. In addition, his need to protect civilians at all costs can lead him to make rash and emotionally-charged decisions.
 



-The Broken-

 
Name: "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

Alignment: Herself, Zyla Dastana (Chaotic Neutral, also Capitalist)
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 understatedly attractive 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 pretty in a vague fashion, but 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.

She's worn, at the chojo's masquerade party, an outfit of carved wooden armour with a cape of green silk and yellow trim, along with a head-dress decorated with fabric meant to simulate leaves. Yeah, she was dressed as a tree. It was Zyla's idea.

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, learned from her time surviving on the streets, 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 rash and 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.

 

 

-The Nihilist-
 

 

Name: Vyartha Vena

Alias: Pride

Species: Toa of Fire

Gender: Female

Appearance: While certainly not beautiful, no one can deny that Vyartha oozes a kind of primal attraction and admiration wherever she walks, nor can they say that she doesn’t draws stares like a sun draws planets towards it. Lean as a whip, she stands at easily a head taller than most Toa and, garbed in armour the colours of flame and obsidian, her silhouette like a bloody slash across the landscape. Hard muscle coils around her arms and legs, testament to years of equally hard training. Her eyes can look like a summer sky or pools of ice, depending on her mood, and her mouth seems permanently fixed into a smirk. Cheekbones, high and sharp, carve gashes alongside her face. She’s often seen wearing a black peacoat, with a sheathe slung over her shoulder.

Kanohi: Calix

Voice: A sly, though restrained, melody with the barest hints of a Ta-Koronan accents.

Dominant Hand: Ambidextrous, favours her right.

Powers/Skills: Besides her elemental power over flame, Vyartha is a formidable fighter in both the realms of grappling and swordplay. Centuries spent in isolation were also spent pushing her physical capabilities to their limits, granting her incredible strength and agility.

Equipment: A protosteel longsword which, while capable of channeling her elemental power, is more often used to remove heads.

Alignment: Self, loosely with the Toa Daedra (Chaotic Evil)

Personality: Haughty and hedonistic, Vyartha appears to care about nothing but herself and her own accomplishment. She alternates between the bombastic and carefree destruction of an unhinged delinquent, and the silent, cold confidence of a sociopath; and laced within it all is a pride that seems to know no bounds. She sees herself as the pinnacle of humanity on the island, both in mind and body, with no peer in sight; as a result, she’s loathe to submit to authority or have her own questioned.

 

But, under close examination, one will see that her confidence has a frantic element to it; perhaps she believes that her pride can protect her from the darkness awaiting her after death, or perhaps she thinks it will let her live well enough beforehand that she can accept her demise with a light heart.

Weakness: Her centuries of imprisonment, although the catalyst for her physical prowess, kept her from accessing her elemental powers but for minute amounts. Therefore, she has trouble controlling her elemental powers when using them in great quantities. In addition, her harsh treatment of others tends to leave her without an abundance of reliable allies.

History: “So, what is it that you want to know, eh?”

 

Vyartha never doubted that her place was as a protector of the weak, a guardian of the light, a hero of legend. Born in the slums of Ta-Koro, she fought, tooth and nail, for the respect of her peers. She enlisted in the Ta-Koro Guard, rising through their ranks at an astonishing rate, becoming a veritable legend among them. Perhaps that was why she was one of the few chosen to be granted the Toa stone of a retired hero.

 

Now a fully fledged hero, paladin of flame, Vyartha fought harder than ever to protect Ta-Koro. But a fateful mission into the Charred Forest changed all of that; it was a raid on a sect of followers of Makuta. 

 

“Routine mission: get in, take ‘em out, get out. Simple stuff any greenie with a sword could do. I could’ve done it in my sleep, wouldn’t even break a sweat. But they ... t-they knew about it. They knew about it. They knew about it.

 

Captured by the enemy, Vyartha’s next memories were a haze, but it was clear that at one point she was fitted with an infected mask.

 

“I touched Him ... I touched His mind. Do you know what that’s like, peering into the heart of the ultimate shadow? What it’s like seeing the thoughts of a God? Well, you know what--”

 

She was rescued, the Followers defeated and captured. But by then, it was too late.

 

“There was nothing. No God, no devil. No Great Spirit, no Makuta. You get that? I looked into the Makuta’s mind, and He wasn’t even there. There was just black, nothing but black. Vast, unending, eternal. There was nothing.”

 

Her mind forever shaken by the glimpse she’d had into the mind of the Dark One, Vyartha tried to carry on as normal. Her pride was too great to admit that the experience had changed her, her confidence in her own abilities too obstinate to seek psychiatric help. So she put on a brave face and tried to put the experience behind her, and for a moment in even seemed like she had.

 

“Born to oblivion, leave into oblivion. No matter what we do, we all end up in oblivion. So  I wondered. Wondered what the point of being a hero was if everything we do is for naught.”

 

It was as normal a day as ever when she tried to set the village ablaze. She was promptly captured, and after being stripped of her military honours and put to trial, she was thrown into prison. There she stayed for close to four centuries, trying to put herself back together and failing utterly. She lost herself to darkness and her heroic spirit rotted and festered into deep nihilism.

 

She managed to escape her prison, and for years she roamed the island, sowing discord and chaos wherever she went. Her warrior’s pride darkened to arrogance, and her boastful confidence grew proportionally to her fear of the awaiting oblivion.

 

“My mind wasn’t my own anymore. My heart was torn asunder, and my soul was in shambles. All I had left to cling to was my pride. Now, have I answered sufficiently, Doctor, or shall I make you a picture book as well?”

 

-Her Girl Friday-

 

Name: Zyla

Species: Dashi

Caste and Clan: Saihoko Caste, Clan Dastana

Gender: Female

Appearance: Tall and slender, Zyla’s fairly handsome with her bright blue eyes and energetic smiles. Her armour is nothing more than conventional, made to practical and, at the very least, not unattractive. She normally wears skirts and scarves of goldenrod, though she does own a black windbreaker for when the weather turns.

Mask: Powerless Great Volitak

Weapons: Crystal dirk

Personality: Friendly and hard working, it’s not hard to see why Daijuno hired Zyla as a personal assistant. She has an eye for detail, and despite her shy nature, she’s the only person known to be able to rein her employer in. Loyalty and etiquette come second-nature to her, contrasting with Daijuno’s devil-may-care irreverence. That said, she has a will of steel, and is unlikely to give up at a task once her mind has been set to it.

History: Coming from the streets of Sado as just another Saihoko, Zyla’s skills at book keeping managed to find her employment as a personal assistant for the timber merchant, Dastana Daijuno.

Weakness: The dirk at her belt is about as useful to her in a scrap as a pillow would be, as Zyla had no skill at fighting whatsoever.

 

-The Prodigal-

 

Name: Lumira

Species: Le-Matoran

Alignment: Lawful Good, though with leanings towards Chaotic.

Gender: Female

Appearance: Every bit the rugged adventurer, Lumira is tall, strapping, and roguishly handsome. She’s all lean, corded muscle, blue eyes and easy smiles; she’s just as likely to try her hand at riding a Nui-Rama as she is to laugh about it afterwards. Following the fall of Makuta, Lumira has exchanged her old armour for a new, light weight set, made of overlapping plates of leaf-green and off-white, the former of which Kanohi is coloured. She wears a black blazer, frayed and stained after years as her travel companion.

Weapon(s): Lumira carries a tanto in a hip sheath, as well as a hunting knife in an inner pocket of her blazer.

Mask: Powerless Great Pakari

Powers: Like all Le-Matoran, Lumira is extremely athletic and agile, and years of training have brought her strength and fighting skill as well; she’s adept at swordplay, knife-fighting, and grappling. She’s also a remarkable navigator, with an encyclopedic knowledge of pathways across Mata Nui, and a sense of direction that could make Fa-Matoran jealous.

Traits: Fun-loving and excitable, Lumira is always on the lookout for an adventure. She has never been capable of staying in one place for too long; she’s constantly trying to find all wonders that the island has in store for her. That’s not to say that she’s a straight-up adrenaline junkie; scratching the surface of this adventurer extraordinaire would reveal a heroic soul, rooting out injustice and evil wherever it may hide. Though she doesn’t always have confidence in her abilities, Lumira will never stop trying. Victory, she says, is equal parts pain and glory.

Biography: Lumira may joke that the death of her parents was the catalyst for her crusade against injustice, but in truth, she remembers almost nothing of them or their untimely demise. She survived her childhood and adolescence on the streets of Le-Koro, living each day as it came to her, and then moved on from the treetop village to tramp across the island. Eventually, she found employment on ships as a navigator, where she managed to make a decent living for a while. 

 

Born in the age of Makuta’s reign, Lumira took it upon herself to rid the island of evil wherever she found it, and through her adventures, she survived the burning of the Makuta’s Revenge, the assault of Pala-Koro by the Followers of Makuta, and the Rahkshi assault on Ta-Koro, the last of which she helped to play a pivotal role in the defense of the village, earning herself its recognition. Lately, though, she’s gone back to her roots and taken up a position with the Horsemen Shipping Company; though how long she’ll keep from wandering off is anyone’s guess....

Weakness(es): Being a Matoran, Lumira has neither the strength or reach of Mata Nui’s other denizens, nor does she have supplementary powers over than the innate ones which her race provides. In addition, her excitability and uncertainty apropos her ability can lead her to be headstrong in certain situations.

 

-The Left Hand-

 

Name: Sylus Tudor

Species: Toa of Plant Life

Alignment: Lawfully Amoral

Gender: Male

Appearance: Sylus is a handsome fellow; nondescript and unassuming, but handsome in a conventional way, with high cheekbones, a strong jawline, and a perfectly white smile. His eyes set him apart, however; deep black, like two windows into the night, the sight of which has unnerved those who have something to hide from him. The rest of his body is a collection of smooth, strong lines forming a tall and powerfully built Toa, a surprising build for an information broker. Lean muscle is covered by gold and red armour, as well as a pair of black dress pants.

Weapon: A protosteel claymore sword, edged with rena ore, which he keeps in a black scabbard slung over his shoulder.

Mask: Kanohi Hau, Mask of Shielding

Powers: Sylus is able to create, manipulate, and absorb plant life with expert precision, and his Kanohi grants him the power to create barriers around himself to protect himself from attack, so long as he can see it coming.

Traits: Casual and friendly, at a glance, Sylus appears to be the perfect confidant for one’s secrets. He is disarmingly witty and alarmingly cunning, the combination of a criminal’s mind and an artist’s heart. Working as Malinus Vod’s lieutenant taught him ruthlessness, and working behind the crime lord’s back taught him trickery and deceit. He’s clever, unassuming, sly, hedonistic, and proud ... but he should never be mistaken for trustworthy.

Biography: Sylus’s past is a mystery. He appeared only a few decades ago as a lieutenant of the criminal kingpin Malinus Vod, delivering orders and overseeing operations of the Vod empire. Lately, however, he’s branched out into more independent endeavours, sidelining as a forger, information broker, and proprietor of the Sunlight Lantern, an infamous hangout in the less reputable section of Ga-Koro.

Weakness(es): Although a skilled practitioner of his element, Sylus tends to avoid utilization of his powers in favour of his combat skills. He also has a worrying tendency of abandoning or betraying allies once they’re no longer useful to him.

 

-Void


Edited by Emissary, Sep 14 2014 - 12:35 PM.

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#14 Offline The Tomorrow Girl

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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, grey, and navy, and it 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 stylized to match his segmented armor. Facially, his is slightly 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 light grey and green-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.  Her Kanohi, a stark white color, is similar in appearance to a Great Huna.
Element: Sonics
Kanohi: Pakari
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.



Name: Mygahn Taaj-Saehk

Species: Dasaka

Gender: Female

Appearance: Mygahn is of average height for her species, bearing a relaxed and almost lazy posture that doesn't add nor take away from her overall apparent height. Build-wise, she is very well muscled. Not at all in the lean, compact way of a warrior, but the thick, heavy form of one who's no stranger to hard physical labor. Her upper body, particularly her arms and torso, is somewhat more defined, as per her profession. Facially, she possesses slightly sharp, if gaunt, features that may have at one point been more round, giving her an avian-esque and exotic look, one that her heterochromatic eyes only enhances.

Her body is a dark indigo, which takes on a far more reddish tone within direct lighting, though a softer sea-teal adorns her forearms, lower legs, and chest. Unlike the rest of her species, Mygahn's secondary coloration is that of a luminescent cyan, which is scattered across her form as an organic pattern of parallel stripes. These run in an unbroken chain down her back beginning at her neck, which branches off at the top to her shoulders and down to the back of her hands, and continues downward along the outside of legs. Two separate sets of this pattern run along the front of her torso, merging with the ones on her legs. A smattering of points on her face is the only indication of this pattern there.

Her eyes are mismatched in color, with her right being a bright orange, and the left a darker blue almost matching her indigo armor. Her heartlight shares her right eye's bold hue.

She owns a set of crystalline plate armor, of a Taajar make that gives it stylings that are quite unlike those of the more imperial society. It is fairly simple in construction, designed for practicality rather than display, though one might say it's elegant in it's simplicity. Each “plate” is separated into two distinct parts, each forming a half of an overall hexagonal shape. There is a noticeable gap between the two parts, lessening the overall weight of the armor. These composite plates protect most major areas of the body, incorporating a toughened fabric falling down from the waist for added protection. The armor itself is made of a dark crystal, with a slightly purple tone that stops it from being completely black.

Kanohi: Mask of Perception (Created by Bulik, approved by Nuju Metru):
This Kanohi, when activated, enhances the thought processes and sensory input of the user, Giving a surreal experience to the user, as if time had slowed down around him/her. This Kanohi does not alter time in any way, only letting the user experience more and comprehend faster, thus giving the "Slow-Motion" illusion. The user's body is as at the same speed of control as normal, so the user cannot use the mask to do impossibly fast attacks, etc. The user is able to control how much faster his mind is, but the higher level of speed his mind goes at, the more strain is put on his/her system, and memories of the experiences aren't as clear as normal memories would be. Prolonged periods of using the mask or using it many times in succession will give the user headaches of varying sizes, depending on the time used, speed used, and frequency.

Equipment: Mygahn does not own that many actual things, besides what she really needs. She has a number of artistic supplies, though her most prized possession is a unique sword, passed down through her family over many generations. The weapon is of a somewhat exotic make, built with the general shape of a large falcata. The hand-and-a-half hilt is adorned with intricate carvings of rolling waves, beginning at the orange-crystal inlaid pommel and “washing” up to the blade itself, which follows this oceanic motif with it’s organic, flowing shape. The blade is mainly comprised of a fiery-orange crystal of the same tpye in the pommel, however it also includes a small amount of metal within it’s construction. The precious material is focused around the center of the blade, taking on a molded wave shape that gives the otherwise crystalline blade a surprising strength.

Caste: Because of the culture she is part of, Mygahn is generally regulated to the status of Saihoko within the eyes of the more “Imperialistic” mainstream society. Technically, she could be put under Ringti.

Discipline: Mygahn, though lacking the formal training provided to most Dasaka, is somewhat skilled in the Sighteye ability. However, because of her lack of actual training, the illusions she creates are generally imperfect in some way, missin smaller details here and there, and not all of the senses are fooled unless she focuses entirely on creating the illusion. She rarely uses this ability in combat for that reason, preferring to find other uses for her power. However, she is very well versed in the psionic ability of Ideatalk, able to use it as easily as one speaks.

Skills: Learned well enough in terms of combat abilities to hold her own should she find herself in a hostile situation, Mygahn is a proficient swordswoman, because of her culture’s tradition of using physical weapons, she is distinctly aware of the subtle application of her weapon. However, Mygahn is first and foremost an artisan, and a fighter a distant second. Particularly a potter and painter, with a pension for more “artistic” and less actual “practical” works, something that doesn’t do much to endear her with the rest of Dasaka society. However, she does make more useful objects out of a need to have something to trade with.

Weaknesses: Physically, she is not the most agile, nor the fastest, when it comes to moving around, on top of her general non-focus on combat.

Personality: Mygahn tends to come off as distant and relaxed, with a pleasant enough disposition, if somewhat distracted at times. And indeed she is, focusing with almost fanatical devotion on whatever happens to catch her interest at that moment, before moving onto something else without rhyme or reason. As one would expect, she’s not prone to outbursts of emotion, and while not antisocial in any particular way, she prefers to listen and observe rather than speak. Unless, of course, the discussion is of whatever she’s focused on at the moment, of which she’d gladly describe in detail. She is plagued by headaches, as a result of using her Kanohi, causing her to close off entirely at times. Despite the air of not exactly being present that surrounds her, Mygahn possess an innate knack for abstract concepts such as those present in mathematics, puzzles, and other similar riddles.

Name: Viitkha Hakonna-Ageru

Species: Dasaka

Gender: Female

Appearance: A tall, well-built warrior whose experience shows in the multitude of scars, both large and minute, that criss-cross her form. Viitkha is built corded and tough, with a ram-rod, militaristic posture which she seems physically unable to drop. Facially, her features have an almost jagged appearance, as if an artisan couldn’t bother to put the finishing touches on a sculpture. Her body is mainly a dark cobalt, quite nearly grey in some respects, with a secondary coloration of a coppery gold. Her white crystalline armor is less ornately decorated than most, and is constructed with a fair bit more practical view in mind. As per her position, she is able to add some metal armor to her wear, which take the form of simple bracers. An emerald sash is tied around her waist, the fabric falling free at a knot on her left side.

She is generally seen in her armor, though may forgo it for a simple green robe if the situation demands it.

Her eyes are inkly black in coloration, burning from beneath her Mohtrek-shaped Kanohi.

Kanohi: Pakari

Caste/Rank: Menti Warrior, Ageru Blademaster, Soulsword Instructor

Discipline: Soulsword. Being highly trained in her discipline, Viitkha has mastered it to the point of being able to call upon two distinct psionic constructs. The first of which is the ethereal weapon she has been training with since she began her work in the discipline, one that has evolved as her knowledge and experience grew. The weapon itself takes the general form of a khopesh, though one nearly the size of a claymore. The hilt is of a hand-and-a-half length, allowing for both a single and two handed grip depending on the situation. The sword does have a guard, which angles upward on both sides towards the blade, and is stylized in the form of a Jaga. The blade is straight for the first third of it’s length, before reversing sharply in the C-shape distinct to her type of sword. At the end of the blade is a spiked protrusion that gives the C-shape a slight hook to it.

The second weapon that she is able to form is somewhat less conventional for a soulsword, though it’s just as deadly. This psionic construct takes the form of a wide blade running the length of her forearm, and could be considered a shortsword in some regard. Granted, one worn like armor rather than held like a weapon. It’s appearance is similar to this.

Her psychophysical creations are of a purple coloration.

Skills: Viitkha is, as one would expect, an accomplished swordswoman of a very high caliber, trained to use a number of bladed (and blunt) weapons, she nonetheless excelles when using her own Soulsword weapon. However, her skills goes beyond the material world, as she possesses a firm understanding of not only the practical aspect of the Soulsword discipline, but also the part based more on theory. For her, it’s not just about weapon one is able to create, it’s a way of life.

Despite outward appearances, and almost to spite them, she has quite the green thumb when it comes to growing things, though this is almost to be expected with her clan’s focus.

Weaknesses: Ranged combat. She can certainly stand up to almost any foe at melee distance, though at the price of those who attack from afar.

Personality: Viitkha is a big woman, with a big personality. She has an air and presence about her, both physical and psychological, that could easily fill a room if she wanted to. Not necessarily loud, nor arrogant, she’d much rather get to the point on things than spend hours exchanging quiet riddles. That being said, she doesn’t care for the political machinations that weave their way through Kentoku’s politics, even if sh

Edited by The Tomorrow Girl, Sep 16 2014 - 12:26 AM.

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#15 Online Toa K

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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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#16 Online Parks and Rekt

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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 Menti and telepath.

Weapon(s): Since her childhood, Desdemona has had particularly middling skill as a Soulsword and though she still practices regularly the discipline does not come as easily to her as the other three. 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, Mindarm, and Sighteye disciplines, as well as her lifelong prowess at Ideatalk; she's on the fast track towards becoming a Battlemaster for several years now. 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. Though she has attempted time and again to learn the ins and outs of the Soulsword discipline she has not yet found the time or the skll reservoir to pick up the discipline, and her ornamental weapons are merely that - ornamental.

 

-The Sleeping Dog-

 

Name: Jasik
Species: Dasaka
Caste and Clan: Menti Caste, Clan Dastana
Gender: Male
Appearance: Jasik's appearance (much like his twin sister Arsix) is one that strikes a strange balance between slightly intimidating and beautiful. He bears very handsome defined facial features with strong cheekbones and a sharp jaw-line. His eyes are dark, surly and bored where his sister's shine like bonfires, but they belie his drive and his improvisational wits. As royalty, he sports an extensive wardrobe, copper and orange and goldenrod, bearing his clan's colors proudly. Under the finery, Jasik is muscled and well-kept, a far cry from the slothful image he portrays, with colors of deep blue and ornate gold.
Weapon(s): A single dirk, ordained with crystalline patterns, exactly the same as his twin sister's blade. Jasik has grown adept with throwing the blade on his own time. Mostly for fun. Rarely sees combat use; the blade is mostly ceremonial.
Mask: Kanohi Ruru, Great Mask of Night Vision
Powers: His clan's discipline is the Mindarm, so Jasik was of course trained in the art as soon as he was old enough, but he is also a fierce Soulsword. True to his personality, he plays pretend with his very energies, conjuring up large orbs of energy akin to those of an amateur Menti. Only his sister knows better - they are in fact his very Soulsword speciality, powerful firecrackers that can explode with force that can punch through a chest or blow through a wall with a flick of his wrist. 
Traits: Everything about Jasik is pretend. Though too bored and detached to even contemplate prolonged life on Sado, he has cultivated friends in the Imperial Palace that keep him up-to-date with the happenings of the royal family. Cultivating friends is something that comes easy to him; though he errs towards the controversial and his jests cut too close to the bone for many likings, Jasik is not a physically threatening man, nor does he threaten with words. He jests and lends assistance, and keeps the Dastana relevant by assuring that the money the clan bankrolls will be best put towards interests mutual to his family and to the lendee's. 
Biography: The Dastana did not fight as ably as they potentially could have in the most recent of the Fursic rebellions, but they suffered their own losses all the same; the Toroshu's oldest daughter and her uncle were killed fighting under Umbraline banners, leaving the clan without a First Son and without an heir. The birth of Arsix Dastana, then, was a welcome relief for the moneylending clan. The birth of her younger brother Jasik was a miracle - and a complication. More than once the sister was mistaken for the brother, and the brother was given the tasks fit for a future Toroshu, which gradually became so inconvenient that eventually Jasik was shipped off to Sado for Menti training a few years earlier than custom decreed. His sister did not find out until a mere three hours before Jasik was scheduled to depart; sometimes, when in need of a laugh, he remembers the look on his mother's face when Arsix promptly slugged Jasik in the cheek, walked over to his side, and refused to leave him until they were both on the ship to Sado together.
 
While training in the Yards, he first met several of the Dasaka males who would soon grow up to be his fellow First Sons; among them was Kuno, a Fursic in a similarly male-bereft major clan. Many of the males had lost relatives to the latest Fursic uprising, and treated Kuno with thinly veiled distaste, but true to the style that would soon become his calling card Jasik sat back and watched the way the men interacted, learned their strengths and their weaknesses and slowly began drowning each of them in favors. He returned to Iki with his sister in tow, considerably more knowledgeable as a Menti - and as an information broker and courtier. 
 
He rarely leaves Iki now, only choosing to go to Sado when his sister's business demands it; as First Son and sworn shield to Arsix, Jasik prefers to sit back and let the simmering rivalry between Umbraline and Fursic boil over once again, just as it did a couple generations prior. 
 
But, he's slowly been forced to accept, it won't boil without help.
Weakness(es): Jasik is not as powerful as his twin sister Arsix, and can be overcome physically more easily than many First Sons.

 

Personal Characters

 

-The Nuclear Option-

 

Name: Dorian Shaddix (“Dor”)

Species: Toa

Gender: Male

Powers: Iron

Kanohi: Calix

Dominant Hand: Ambidextrous, though favors his right when using his revolver.

Alignment: Highly talented, moderately bipolar captain of Bad Company [Ta-Koro Guard, loosely] (Chaotic Neutral) [Chaotic Neutral with Good leanings; Dorian’s morality varies on a person to person basis, championing some while leaving others to die depending on his opinion of them]

Appearance: The stuff of legends in the mercenary community –  Dorian’s otherworldly beauty is well known and is responsible for as many successful jobs and kills than all the remaining tools in his repertoire combined. Even if his face was hideous, his body would be comely; it draws sharp, dark lines wherever he ends and the rest of the world begins, lean and quick with a hard body packed with muscle. He accentuates the look with his famous taste in clothing –  after his recruitment by the Guard and his journeys with Joske Nimil, Dorian has taken to wearing his old leather pants, boots, leather bracers and fingerless gloves. Over his chest he generally wears a dark grey or black shirt of fine fabric, and recently he’s taken to wearing one of his old jackets from Xa-Koro, a black beauty of a coat chased with gold with a high collar, befitting his status as Brykon and Aurelia’s chosen lieutenant and golden boy. They are the closest thing Dor makes to a concession for armor; he wears the clothing and gait of a man who has not ever been accustomed to being hit. From his neck, a slender silver chain holds an ornate lighter, given to him by Joske Nimil, and three woven feathers from the wings of the Valkyr Anthyn. Across his arms, collar, and pectorals, ornate designs in calligraphic black ink draw themselves across Dorian’s body, a silent tribute and timeline to his past and his work; his tattoo ends at the back of each hand, with the inverted pentagram that was his Mark of Anger chased in black and iridescent blue, stark and proud. On his right hand, three Protosteel phalanges of Dorian’s own design – prosthetics for the set he lost in Xa-Koro in a fight against Brykon –  curl and twist as naturally as his real fingers, and are adept at a variety of things, including discreet serration and even potential lockpicks. Aside from his prosthetics, only a single scar mars his flawlessness – a long white line, wavy across his navel, where the Shadow Toa Heuani ran his blade clear through Dorian’s abdomen. The Toa of Iron wears even this as a mark of pride; he is the only Toa to be chosen by Heuani for his nefarious side activities and survive. The sword that marked him, he wears at his left hip, constantly ready to be drawn. Even if his face were hideous, he would be a sight to behold until he looked up.

 

Luckily for Dorian, his face is not hideous.

 

Where in Xa-Koro he was more of an effeminate pretty boy Dorian’s face has matured and filled out into a more masculine, proud collection of features as vivid and unnerving as a work of photorealism.  His chin is strong and bears the weight of his sharp jawline without complaint, while above it reclines a mouth that was born for easy, confident smiles and full pouts, all white teeth and veneer charisma. Those smiles have both won contracts and completed them in single fell swoops, and they can mean dozens of things depending on Dorian’s flippant attitude or wanton desires at any given time. What jobs he can’t accomplish with his smile, he pulls off with his eyes, arguably his most distinguishing feature –  deep and dark and blue, twinkling with specks of silver; by turns they are flirty, dreamy, or unforgiving, and set in such proximity to his sharp cheekbones they can see all Dorian requires them to see and disseminate what they find down to its core. Before Xa-Koro, he was known as a devilish killer with an angelic face; now he attempts to use his ethereal appearance and his charming personality for aims that are slightly more good-natured, if still self-centered.

 

There is always a place in society for people like Dorian Shaddix; amongst other tools, he uses his appearance to claim it, and it has not failed him yet.

 

Weapons: As a gunslinger 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 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. For longer range kills, he draws a sniper rifle 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. (Formerly used by Onuzek [played by Gravity/The Tomorrow Girl], approved by Nuju Metru)

 

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. 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 Dor 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.

Personality: Darkly playful, casually funny, and undeniably dangerous, Dor Shaddix has nonetheless been changed by his experiences over the past two years. After watching his machinations as a Mark Bearer and lieutenant for the Peers crumble one after the other along with Xa-Koro, and escaping the Ta-Koro Guard after Vakama’s death, Shaddix decided to test out life on the other side of the tracks and cut a deal with the Guard. His time there left his senses honed and his life anything but boring, but turning in criminals and getting paid a penance (compared, at least, to his exorbitant fees working for Aurelia) has left Dorian thoroughly miserable.

 

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 one big living croon, dark and smoky and perfect, able to soothe as easily as he can tantalize. Every step of his is a lesson in casual, easy confidence and seduction, part military march and part saunter. His time with 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.

 

With no true fear of his own death and the practiced motions of a man who has never known defeat, Dorian is a quick and preternaturally talented fighter with his hands, marksman with his guns and duelist with his sword; his offenses are ferocious and unpredictable, his defenses fluid and obstinate. The same attitude applies to his attitude with people – genial and clever, if a bit quick to mock and a flair theatric, Dorian makes friends and allies easily; however, when around an enemy or someone he dislikes every twitch of Dorian’s body or tone can represent the impending twist of a neck or loss of a heart. When he is offended by those he cannot kill, he nurses the grudge and gnaws it to the bone; as lieutenant of Bad Company his ground rules were to “never ###### me off” and “never fail me,” and it is these cardinal guidelines he cherishes above all. Those who break them didn’t live to taste insubordination again.

 

Bio: Dorian Shaddix is back.

 

From his early days as a wealthy merchant’s disappointing but quick-witted son in Ko-Wahi to his time as one of Mata Nui’s most darkly talented killers, from rubbing elbows with Mark Bearers and Dark Toa and serving as Aurelia’s favorite fixer, Dorian Shaddix’s life has been about moving from one purpose to another. After Makuta fell and Dorian took a consultation fee with the Ta-Koro Guard, for the first time he found himself truly miserable with no way out, engaging in vice after vice in the quest for something he could sink his fingers and teeth into. As the months rolled by and he sank further into despair, the young assassin was forced to face the truth: Dorian may have been one of the island’s most talented mercenaries and vivacious youths, but for all his personality he had nothing to live for.

 

It turns out that the Great Spirit had a purpose for Shaddix, after all.

 

Dor, through several sources both governmental and private, either charmed his way into or was given access to a variety of resources –  now armed with an array of safe houses, contacts, weapons and cash (oh, so much cash…) he has to adopt the persona of the seductive, debonair killer yet again, in order to arrest the remaining members of Bad Company and bring their employers to justice; that in itself is no mean feat, but to do it with Dorian’s age and history, especially while he continues to rediscover the allures of his former station in life, is another thing entirely.

Weakness(es): Dorian can be slow to forgive and stubborn to a fault, alienating potential allies for one wrong move or phrase. In addition, the flamberge wound on his abdomen refuses to heal properly (potentially a property of the sword) and repeated blows to the gut from a strong opponent can open it up and send blood gushing out.

 

-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.

 

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.

 

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 Pirate-

 

Name: Captain Raknar Seprillian

Species: Skakdi of Stone

Alignment: Free-spirited captain of the Southern Charm (Chaotic Neutral)

Gender: Male

Appearance: Tall and muscular, with rolling broad shoulders and quick hands, Raknar is a powerful Skakdi. He is surprisingly fast on his feet and steady for someone so big, befitting someone so accustomed to life on the deck of a ship. He wears an insulated jacket of fine Muaka hide, with fur lining the insides of the sleeves and the collar for cold weather sailing after a particularly frosty voyage through Ko-Wahi during his brief stint with the Infernavika. Seprillian's face itself is surprisingly open, windswept and ruggedly handsome with golden eyes and a broad, sly grin.

Powers: Raknar has access to the element of Stone, if in conjunction with another Skakdi. He also possesses acute X-Ray vision.

Equipment: For more long-range combat, he utilizes his Zamor Launcher, but long range combat bores the captain to tears. See him crying? Those are long-range tears. Raknar's chief weapon is a ferocious longaxe, capable of cleaving off a limb or a head with its head; he can use it for offense as well as defense. He also looted a nunchuck-morningstar hybrid from Xa-Koro before its fall, but it has fallen into a state of disuse since he commissioned the Charm and he only polishes it because, "well, a man's gotta love three things: his ship, his weapons, and his girl."

Personality: Raknar is a rebellious, reckless scoundrel that was born to be either a cowboy or a sailor - leave it to him to find the one profession that could combine both occupations into one glorious love child. The Skakdi has a taste for the simple things, sentimental and sure of himself and his ship. During his brief, miserable time as the captain of the Infernavika he realized that the basic joys he'd once extracted from being a rogue had vanished into thin air, to the point where when Lohkar revealed he was alive the Skakdi willingly gave the Lesterin back his ship. The spark has returned to him in the form of the Southern Charm, his sleek, powerful new flagship. 

Biography: As former captain of Raknar's Fist and even temporary captain of the Infernavika, thanks to a clever ploy on Xa-Koro, Raknar would have been well within his rights to retire after Lohkar made his escape from Xa-Koro. But retirement wasn't in the Skakdi's language, any more than "fairness," "incarceration," or "vegetarianism." Under an assumed name he worked his way into Po-Koro and commissioned himself a newer ship, the Southern Charm. Not so big as the 'Vika, but quicker and not without its own formidable displays of firepower, the ship made a name for itself in the waters around Xa-Koro before the Kumu Islets fell. 

 

If anything could have united Lohkar and Raknar after a century of petty squabbles, it was their old haunt plummeting to the depths of the ocean floor. After Makuta's fall and the return of peace to Mata Nui, Raknar made port in Ga-Koro, spending some time as a privateer in between voyages through routes both old and new on his charts. He still pirates - old habits being what they are and all - but thanks to the incessant nagging loving advice of his First Mate Slumpbuster Curvypants Song, his horizons have slowly been broadening. 

Weaknesses: Raknar has finally learned how to swim, but he's still a big guy who's accustomed to physical fighting, so being in the water slows him down. 

 

-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.

 

Name: Cysero

Species: Le-Matoran

Gender: Male

Powers: None

Kanohi: Powerless Pakari

Weapons: Kohlii Staff, Bamboo Disks

Alignment: Le-Koro Kolhii Team (Lawful Good)

Appearance: Cysero is of average height and muscular from months out of the year he devotes to training. He usually wears fingerless leather gloves that are the same obsidian color as the highlights on his armor, which is otherwise a brilliant emerald. His eyes are a similar spring green, guileless and sparkling. His grin is wide and his mouth looks built for quick, hearty laughs. Over his shoulder he generally wears a bag that holds his Kohlii stick, a few Kohlii balls, Disks, and his Le-Koro Kohlii workout jacket. 

Abilities: Strong and fast for his size and species, skilled at Kohlii, makes friends easily.

Personality: Carefree and fun, one of the best friends you could ask for. He's loyal, funny, friendly, and a pretty good looking guy, which has led to a slightly inflated ego. An extrovert with a capital extrovert, the only thing larger than Cysero's personality is his heart, so despite his ego, he's got an endearing, dreamy quality about him that makes him a budding friend from the get go.

Biography:  Cysero's had a pretty good life, having made his living doing what he loved most: playing Kohlii and socializing with others. In between Kohlii seasons, he explores the island, looking to meet new people and have fun. Devoid of responsibility throughout the early fourth of his life, the Le-Matoran recently took a breather from consistent Kolhii training in Ta-Koro. While there, he grew close with a Ga-Koro Marine by the name of Naria, who had gone on leave for the Village of Fire at the same time he'd arrived. They parted - with the promise to keep in touch - when Cysero joined the Gukko Force just before the Rahkshi fell upon the six Koros. In the months that followed, he's climbed to the rank of Sergeant and still regularly sends and receives letters from his girl across the island while he waits for Kohlii season to roll around.

Weaknesses: He's a Matoran, which means he has many of the weaknesses of that species. Also tends to believe the best of people, which has bitten him where it hurts a few times.


Edited by Brooklyn Pace-Carlisle, Aug 17 2014 - 08:27 AM.

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i'm back boy

for real

i'm that boy

for real

i got hits baby

you just a bat boy

 for real

 


#17 Offline The Manga Maniac Named Zac

The Manga Maniac Named Zac
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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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"Literature adds to reality, it does not simply describe it. It enriches the necessary competencies that daily life requires and provides; and in this respect, it irrigates the deserts that our lives have already become,"-C.S. Lewis

 

I create manga. Yeah. Anyway have some links to my stuff on the site:

 

MangaManiac Stuff:

//BIONICLE Manga Concept\\

((THIS WILL BE EDITIED))

 


#18 Online 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.

 

 

 

Name: Hormd Gronjkr

 

Species : Ko-Matoran

 

Physical Description: Average height for a Matoran with light blue heartlight and similarly colored eyes the look calmly out of a white Huna. While his body is far from covered in scars, one can tell that he is no stranger to danger from the marks it has left on his body. Hormd’s build would best be described as lean.  Long years of exercise and constant activity have stripped his body of all fat and left nothing but well-toned muscle. All of this is covered by his robes though.  White and flowing with the insignia of the three virtues embroidered in silver thread on the chest and sleeves.

 

Gender:  Male

 

Powers and/or weapons: A pair of heavy gauntlets capable of withstanding all but the heaviest of blows. Despite being covered in nicks and dents not a spot of rust can be seen and it is easy to tell that they have well taken care of despite their age.

 

Skills: Over his long life Hormd has become highly skilled at unarmed combat. His preferred style is that of the Soft Fist. Using momentum and the opponent’s own weight against them.  

 

Technological items : None

 

Weakness(es): As a Matoran Hormd has none of the powers or special abilities that many of the island’s inhabitants possess.

 

Alignment: Mata Nui

 

History: Hormd is over a thousand years old, one of the oldest Matoran on the island. Over the years he has played many roles, from Guardsman, to brawler, to merchant or adventurer. His most recent vocation however, has been that of a priest. After a particularly dark event some years ago, the Ko-Matoran traveled to the Massif in the foothills of Mount Ihu where he settled down for a time. While there he did what all that traveled to that quiet place did. He meditated over his past, listened to those wiser than him and sought the spirituality that was so hard to find elsewhere on the Island. Only recently has he decided to come out of seclusion and attempt to share what he has learned with others.

 

Personality and traits: The first thing that one notices when looking at Hormd is the aura of calm certainty and inner strength that he seems to radiate. His eyes see all and reject none, no matter how dark their soul may be as long as there is a chance of redemption. Nonetheless, Hormd in not one to let his words of peace prevent him from protecting those who need it. Is certain conditions are reached he has no problems removing those who threaten his flock or anyone under his protection.


Edited by Silvan Haven, Jul 20 2014 - 12:38 AM.

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"I serve the weak. I serve the helpless. I am their sword and their shield. If you want to strike at them, you must go through me, and I am not so easily moved."


#19 Offline Yukiko

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Posted May 11 2013 - 07:41 PM

Kentoku

 

Name: Plangori Shuuan

Species: Dasaka, Menti

Gender: Female

Alignment: Chaotic Neutral (with a heavy dose of mean)

Mask: Great Kadin

 

Appearance:  It would be absurdly generous to call Shuuan pretty, even less accurate to call her average.  She is, to put it simply, ugly.  Her jaw is too heavy, her brow large and protruding over her squinty yellow eyes.  It’s thought that she chose her specific mask to heighten the effect.  Her figure might be lent a shred of dignity if she were tall enough to intimidate, but her height is below average, a fact made worse by her habit of slouching.  Dull grey crystal armor covers most of her dark blue torso and disconcertingly bright gold arms.


Weapons/Tools: Like most warriors of her clan, Shuuan was trained in the use of a light machete, but she never showed any particular aptitude and the trainers soon gave up on teaching her.  Her much preferred weapon--at least of the physical variety--is a giant longbow and quiver.  She figures that if she has to fight anybody the first priority should be using her mask to get out of the way and picking them off from above.


Abilities/Weaknesses:  Shuuan is a prodigiously strong willhammer, who makes up of her total lack of finesse with sheer audacity. Unlike most willhammers, she has no compunction with using her strong emotion (which usually happens to be anger) to browbeat any opponents into submission.  However, she is an attacker first and foremost, and can easily overstep her bounds and exhaust herself.  Shuuan is generally aware that this is a problem, but she had decided her best strategy is to put all her energy into an initial attack and hope to totally disable her opponents.  Her power manifests itself as a flock of nightmarish bats that swarm into her opponents mind.  The larger her mental presence, the larger the swarm.


Shuuan displays an uncanny ability to read the emotions of other people through a combination of slight mental sense and observing faces.  She cannot pick out individual thoughts or tell if someone is lying, however.


Biography:  The third daughter of Morie, Toroshu of Clan Plangori,  Shuuan wishes she was further away from the coveted spot of succession.  She cares little for the pursuits of the clan--which she views as concealed greed--and loathes the political posturing that needs to be done to satisfy their clients.  Displaying all the bluntness of her mother but none of her tact, Shuuan resents her and tries as hard as she can to sabotage the clan’s expansion at every turn.  She also is plainly disgusted with noble society and says so every chance she gets.  


It might strike one as strange, but Shuuan is also a lover of literature and poetry (though she loathes philosophy), and a romantic.  She has no trouble shouting when she’s angry, crying when she sad, laughing when she happy, and generally ignoring all the rules of honor and courtesy.  She spent most of her youth running off into the jungle and prefers the company of books to other Dasaka.  As she gets older, however, she is learning that she is no longer able to escape everything.  And she hates it.

 

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

Sex: Female.  
Gender: Publicly female.  Privately agender/thirdgender.  (Specifically,
nyihzyr, individuals who often worked as warrior priests and traveling shamans in traditional Taajar culture, now virtually unheard of.)

Alignment: True Neutral/Neutral Good

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 koshi zrupgar (a Taajar dashi warrior, see more about them here), until her accident.  She 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 and will do what she must to please the imperials, although she does not enjoy being humiliated. Currently, her caravan is stationed outside Sado, just outside of the city and near the islands sole beach.

 

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, Jul 17 2014 - 07:21 PM.

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Hatchi - Talli - Ranok - LuciraMorie - Shuuan

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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 Mr. House

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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: 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. 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. Update: He has softened slightly in personality, being tolerate (Albeit prejudiced) of Makuta worshippers, and plagued with guilt and night-terrors. He has been compromised mentally as a result.

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 Mortuary-sword, made of solid Protosteel. It has a fine ivory handle and guard 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 a set of leather armor (Dyed Navy Blue, and covering his forearms, chest, shoulders, elbows, knees, and lower legs), 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, mischieveous, 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: In detail here.

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. Decently 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:  Dastana 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 purple crystal, with yellow undertones, and is smooth and seeming hugs the body. Above this, she wears a cape with the purple Imperial colors.

Caste/Clan: Menti, Clan Dastana.

Mask: Blue Kakama

Faction: The Imperial Guard

Weapons: A Naginata, Jian and Hachiwara. All with blades of yellow crystal honed to razor sharpness.

Powers: Speed and Willhammer Disipline.

Personality Shivada 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. After much strain, she stayed in the Imperial Guard after war broke out between the Crown and Clan Dastana.

Weaknesses: The weaknesses common to willhammers.

 

Name: Jahagir Senavysh

Species: Dasaka, Taajar.

Gender: Female

Appearance: A short, lithe Dasaka, with grey-blue and golden 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 white surcoat. She wears a red sari, with a checkered red-white sash and a circlet in formal occasions.  

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. She also is trained in common Taajar skills, such as cooking and foraging, and has an eye for blade and armor quality. She is learned in tactics and leadership, but due to her youth, hasn't much experience applying it.

Personality: Being the highest ranking Taajar in their entire culture, Senavysh tries her best to represent the culture. Polite, tactful, 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. In addition, she's awkward in regards to Imperial courtesy, in many regards. Senavysh also believes it is her duty to gain acceptance for the Taajars, and end the prejudices between them and the Imperials.

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.

 

Name: Arvun

Species: Fe-Lesterin

Alignment: Chaotic Good

Faction: Followers of Makuta (Formerly)

Occupation: Drifter, Trapper, Outdoorsman, Bodyguard.

Weapons/Equipment: Arvun carries a Protosteel Kaskara, a Kukri, and a Hunting knife for weapons. The sword is hidden in his cloak. Aside from it, he has a set of fur and leather armor, light and breathable, and a pair tall leather boots. Over all this, he wears a large grey cloak, with an equally large hood. He also carries a haversack with small traps, a lightstone, a medical kit, heatstone, maps, a canteen of water, and jerky.

Powers: Fe-Lesterin added endurance, resilience, and resistance to metallic weapons.

Foreign Tech: Arvun has a lenses in his helmet that can pop out, and extend to the front of his left eye. It allows him detect users of Hunas and Volitaks, by way of surrounding them in a blue or red aura, respectively. Approved by Emperor Whenua.

Appearance: Arvun is a tall, relatively fit Lesterin of average weight. His eyes are red and wary, and his armor is a dulled metallic silver, with coffee-brown as a secondary color. His armor is dented and scarred from years of abuse.

Personality: Arvun can be mildly caring, quietly benevolent, and fairly sociable, when with company he's at ease with. Otherwise, he maintains a cool, somewhat aloof persona. Arvun is also fairly snarky, lacks mercy towards enemies, and maintains a very cynical worldview. Arv is dead loyal to individuals who gain his trust, but maintains an intense hatred of authority figures and the government. He is secretive about his past, and is both haunted and conflicted about it. While he maintains a large degree of regret over it, he has little guilt for his past actions. Something that is a omnipresent part of his personality is a lingering sense of mourning over the loss of his love, Darvia. The reason why he wears his grey cloak. 

Skills: Arvun is a capable fighter, trained with the sword and fist. And due to years making a living in the backcountry, he has skills in hunting, tracking, stealth and foraging. He is fairly intelligent as well. He can also bartend, oddly enough.

Biography: A former Makuta-servant turned drifter. Further detailed in wiki page below.

Weaknesses: Arvun is unskilled in ranged weaponry, has little knowledge of politics, and conflicts easily with figures of authority.

Wiki Page: With full Bio.

 

Name: Mahene Angavur

Species: Dasaka, Taajar

Caste and Clan: Menti/Zrupgar, Clan Angavur, Sokamaster.

Appearance: Mahene is a tall, athletic Toa, of medium weight. She has dark blue armor, with dull gold undertones, and green eyes. She wears a chainmail hauberk of yellow crystal, light leather armor, and tall riding boots. She wears a surcoat with a red-white checkerboard pattern. 

Weapons: Recurve bow, a quiver of obsidian, crystal, and less than a handful of metal-tipped crystal-head arrows. She also carries a Talwar of yellow crystal.

Mask: Blue Sanok, mask of accuracy.

Powers: Mahene is a reasonable Mindarm, able to efficiently move larger objects.

Traits: Mahene is aggressive, stubborn, honest, and undiplomatic. Far from a kind soul. Politically, she is traditionalistic, believing firmly that the Taajar should stick to their old ways. However, she holds no ill will towards the Imperials. Socially, she isn't the easiest person to get along with, but can be a fairly good friend.

Bio: The younger sister of the Astyzyar-Jahagir, Mahene was a fairly hard-headed child. Her mother sent her and five other Angavurs to a clan of Soka-breeders as part of an attempt to improve relations between their clans. Coming back a highly skilled Soka-Rider, she steadily became a staunchly traditionalistic voice in the clan, in opposition to her sister.

Weakness: Mahene is perhaps a little too aggressive, and is a less capable fighter dismounted.

Pet: Rhosgu, a silver-skinned Soka, is Mahene's steed. He is a thoroughbred Soka, among the hardiest in the Taajar herds.

 

Name: Iolatra Angavur

Species: Dasaka, Taajar

Caste and Clan: Menti/Zrupgar, Clan Angavur.

Appearance: A small, wiry Dasaka, Iolatra, has odd sandy blue and gold armor. She wears a yellow pair of armor most days, with a checkered red-white cloak and brown boots.

Weapons: A pair of red-bladed Katar. Though, she can use all of the Taajar weapons, and will use the entire set if put to battle.

Mask: Rau, Mask of Translation.

Powers: Willhammer powers, unusually well-trained for a Taajar. Near to mastery.

Traits: Iolatra is calm, quiet, pragmatic and well spoken. Scholarly in demeanor, she nonetheless can lead if needed. She prefers books to people, but can socialize if needed. In regards to politics, she is progressive, but keeps such views to herself. She holds a positive, if somewhat wary view of the Imperials.

Bio: The cousin of Senavysh, young Iolatra was more of a sister to the Jahagir than Mahane. She was trained a young age in the academy of Clan Daikura, one of the few Taajar to even attend. After leaving, she established herself as the most psionically adept member of the clan. She also began to devote time to managing Greywood, and keeping track of the vast Angavur library. Iolatra is now trusted by Sena enough to be regent when she is gone.

Weakness: The weaknesses common to Willhammers. Iolatra is also less adept a physical warrior than most other Taajar.   


Edited by Mr. House, Sep 20 2014 - 05:40 PM.

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#22 Offline Hatty Hattington

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Posted May 11 2013 - 07:46 PM

Name: Dalia
Species: Toa
Gender: Female
Elemental Power: Water
Weapons: None
Mask: Kanohi Matatu in the shape of a modified Kakama
Alignment: Herself
Personality: 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: 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...
However, this new outlook often involves lots of liquor.
Weaknesses: Pain, fire, dehydration, electricity, large amounts of heat.
 

Name: Noira
Species: Toa (Air)
Gender: Female
Appearance: A Green Toa of air, she wears what used to have been robes, now rags.
Kanohi: Miru
Dominant Hand: Ambidextrous
Powers:Air elemental, Levitation
Abilities:She's not very strong, and years of servitude have made it difficult for her to act on her own.
Weapons/Equipment:None
Fighting Style:None
Weaknesses: Everything?
Widgets: 0
Other Possessions: None
Home: Wherever she is.
Affiliation: Akira
Alignment: ???
Bio: 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.
Personality: 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.
Other: ???
Theme Music: ???
 


Name:Nei
Species: Ga-Matoran
Gender: Female
Powers: None, although, one could argue her extreme cuteness
Kanohi: A powerless blue Miru.
Weapons:Bamboo Disks
Description: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.
Alignment:Good
Personality and Traits: 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.


 
Name: Beynii
Species:De-Matoran
Gender:Female
Powers: None (However, has super-sensitive hearing)
Kanohi: Powerless Kakama
Weapons: Compact bow with 20 metal tipped-wooden arrows. A small hunting knife.
Description: 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: 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.
Weaknesses: Elemental powers, loud sounds.
 

Name: Atea (Also known as #61. #61 was the "name" she was born with when she still worked for DARK)
Species:Toa, Plasma
Gender: Female]
Kanohi:Kanohi Matatu
Appearance: 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.
Powers: Plasma Elemental, Telekinesis
Strengths: 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.
Weapons: None Currently, uses most weapons she can find.
Weaknesses: The Cold, Water, can have lapses in moral judgement, can be caught off-guard if a plan/disguise fails.[/size][/size]
Alignment: None

Personality: Atea 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.
History: "61" 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.

 
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
Gender: Female
Species: Toa (Fire)
Alignment: Lawful Good/Stupid
Affiliation: The Ta-Koro Guard (Ranked as Sergeant in the guard.)
Kanohi: Kanohi Matatu in the shape of a Faxon.
Known languages: Matoran
Voice: Gruff, similar to that of a drill sergeant. Often has the moods of ‘grumpy’ and ‘bossy’.
Wealth: The amount of money that any member of the Ta-Koro guard makes.
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.
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.
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.
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.
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.
Weaknesses: Smiling, Tremendous amounts of water, extreme cold.
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.
Dominant Hand: Unknown.
 
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
Age: MU equivalent to 30 years old
Species: Dasaka (Dasaka)
Clan: Herupa
Caste: Menti
Kanohi: Miru shaped in an original design
Known Languages: MU common.
Primary Hand: Ambidextrous
Voice: A soothing baritone voice, one that might be any mood the speaker requires, and quite entrancing to the listener. Whenever he becomes angry his voice gets raspy, and when becomes sorrowful his voice gets soft.
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.
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 Clan and The Empire.
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.
Powers: Sheilding, Soulsword discipline (Soulsword is in the shape of the bident spear of Ronginusu, as he is it’s current wielder), Mindhammer Discipline, and Ideatalk.
Tools: Jiyu carries a replica of Ronginusu. He may often carry whatever things he requires to fulfill his duties.
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.
 
Name: Seigyo
Gender: Female
Age: The MU equivalent of 30 years old.
Species: Dasaka (Dasaka)
Clan: Herupa
Caste: Menti
Kanohi: Kanohi Arthron in the shape of a noble Akaku.
Known Languages: MU common
Primary Hand: Ambidextrous
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.
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. 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.
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.
Powers: Soulsword (In she shape of the spear of Kashiusu), Idealtalk.
Tools: A scaled-down replica for Kashiusu, and a crystal shield. Whatever tools she needs for her current task.
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.
 
Name: The Reveler (Actual name unknown)
Gender: Male
Age: Unknown, Presumably the Matoran equivalent for late thirties.
Species: Toa (Fire)
Kanohi: Rau
Known Languages: Matoran (All, or almost all, through use of his Kanohi).
Primary Hand: Right-handed
Voice: The voice of one who is both wild in nature, but also wields great strength, and knowledge of the natural world.
Appearance: http://farm6.staticflickr.com/5542/12163918864_37e809bcb8_b.jpg
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.
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.
 
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
Tools: A protosteel mace, affectionately named “Xenargos, The Hedonist”
Weaknesses: Water elemental, extreme cold.

 

Name: Aeolus and Arden (Aeolen?)
Gender: Female Body
Age: Both are the equivalent of a member of their species in their twenties/thirties
Species: Toa (Steam)
Kanohi: None
Known Languages: Matoran
Primary Hand: Ambidextrous
Voice: The voice of one who is both wild in nature, but also wields great strength, and knowledge of the natural world.
Appearance: A dark blue female Toa, one with simplistic, yet fanciful armoring.
Personality: Arden is the original owner of her body. Name is commonly a bit of a motor-mouthing book worm, who can easily get worked up talking about things that are important to her.

 

Aeolus wound up in Name's body as a result of an accident with his new Iden. He was commonly known for his tendency to make poor jokes, impulsive behavior, and constant attempts to get Laqriel of the Ta-Koro Guard to go on a date with him... At least in his original body.
Powers: Steam Elemental
Tools: None Currently
Weaknesses: The shared body and differing fighting styles between consciousness prevent them from working as an effective team... Especially since both of them have equal control over their body. Due to their shared mental state, they lack the concentration to use a Kanohi. They also have a lack of control over their new elemental power, resulting in unfortunate accidents.

 

Name: "Jay-El"/Halfimus

Species: Skakdi

Appearance: A Fur-Clad skakdi who's missing an arm, a leg, an eye, and an ear. He moves surprisingly quick for someone who's crippled.

Personality: He does what he's ordered, and he's pretty good at it too. He also likes tea.

Powers: LAZER VISION FROM ONE EYE

Weaknesses: One push and he just topples over and stuff.

 

Name: ???

Species: Toa of Plantlife

Appearance: A red and silver Toa, clad only in fur.

Personality: Charming, playful, and has little regrets to the fact that she's able to use her natural body to her advantage.

Powers: Plantlife elemental, unknown kanohi.

Weaknesses: Fire

 

Name: Dastana Harume

Species: Dasaka Menti

Personality: A keen detective, Harume is known for her logical actions, methodical thoughts, and logical methodical personality.

Powers: Soulsword (Undemonstrated), unknown Kanohi.

Job: The Only Detective on Kentoku.

Weaknesses: While has some warrior training, her strong suit is not in combat.

History: Dastana Harume learned once she began Menti training that she wasn't suitable for a warrior's life. Her mind was that of a tactician, and body unsuited to combat. Due to her lower birth status, she was denied being a tactician, so she requested that she be released from warrior duties so that she could become a detective.

 

Or something like that.

Appearance: She's blue and she wears clothes in her clan colours. And Sandals. She has this weird obsession with sandals, like they were forged by Zuto-Nui or something.


Edited by Hatty Hattington, Aug 06 2014 - 07:54 PM.

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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 The Otter

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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: Dendron
Species and Gender: Male Toa of Plantlife
Powers: As a Toa of Plantlife, Dendron has the obvious ability to do almost anything he wants with the plantlife around him, while his bronze Kanohi Kakama allows him to move really quickly doing it too. Fun! Although, he primarily uses his element for making medicines and such, not fighting.
Appearance: Dendron is tall, Dendron is lean, Dendron has bronze armour on a green body, Dendron is almost always smiling, and Dendron probably has a bunch of scars from when he was being dumb, got in trouble, and got hurt. Like that one time he got captured.
Abilities and Skills: Dendron is relatively skilled with controlling his element, and generally uses it to make very specific plants, generally for medical usage as part of the Onu-Koro Ussalry. He also is a well-trained fighter, which he demonstrated well at the Nui-Rama hive battle, and can use his element for more than just making medicines - and he can use his Kakama rather well when fighting, too.
Weapons and Kanohi: Dendron has a bronze Kanohi Kakama, a small ironwood baton (that can be made into a staff, a spear, or what have you), and a Teleportation Rahkshi staff that he got after the Nui-Rama hive battle.
Weaknesses: Dendron relies on speed, not strength, in a battle, so if you're able to stop him from running circles around you, he's in trouble. Also, he's relatively out of practice when it comes to using his element alongside any physical attacks while battling, as he normally uses his element for far different usages - anybody who is able to fight with their fists and their element at the same time would have an advantage against him.
Personality: Dendron is happy, Dendron is generally energetic, Dendron somehow still manages to remain quiet most of the time, Dendron is caring and concerned and yet, when he's not trying hard, he's easily distracted. Dendron also likes to fight, although only recreationally (Dendron can also be kinda annoying, but don't tell anyone I said that, he's really a mature fellow).
Bio: -To Be Written-
 
Name: Tur Auras
Species and Gender: Male Toa of Stone
Powers: As a Toa of Stone, Tur has the ability to create, absorb, control, or manipulate any stone around him - be it part of a structure or something sticking up out of the ground - as well, he has far greater natural strength than any other type of Toa. As well, his Kanohi Kakama allows him to move far faster than is normal, his movements barely distinguishable as more than a blur when he uses it.
Appearance: Tur is a relatively average appearing Toa - he's not particularly attractive, and he's average in height as well...maybe just a little shorter than average. His Kakama is shaped the same as any other Kakama around, and his  rather light armour and mask are the colour of rust. However, despite his rather unassuming appearance, his eyes are striking - burning with an inner fire that is very rarely allowed to burn uncontrolled.
Abilities and Skills: As previously mentoned, Tur has much greater natural strength than any other type of Toa, being a Toa of Stone; as well, he's rather well practiced with his mask and his weapons, and can ride a Kane-Ra or other suitably large animal rather well.
Weapons and Kanohi: Tur's Kanohi is a Kakama, shaped like every other Kakama and coloured like rust, as is his light armour - primarily chainmail, though with more solid armour plates in a few weak areas and with a very solid helmet. He also carries a large, metallic heater shield, and a bearded axe, able to be used either on the ground or from the back of a Kane-Ra (or other suitably large animal), with a leather thong to prevent him from losing it and with the haft made of wood, with langets running the length of the haft to protect it - and a nice long spike on the end of it and a shorter, curved one on the back. Tur likes having multiple-use weaponry.
Weaknesses: Tur isn't very proficient with his element, nor is he proficient in fighting against anybody else's element - he's a physical fighter through and through. As well, when he does relinquish his iron grip on himself, he loses almost all personal control and inhibitions - and while that normally means that he becomes little more than a force of nature on the battlefield, that also means that he becomes a force of nature that doesn't defend itself from counterattack.
Personality: Most of the time, Tur's personality is nonexistent. His responses are almost all formulaic, his face is a cold, expressionless mask, and he's rather quiet unless he is specifically spoken to - or he feels an overwhelming need to respond. At least, that's what he appears like on the surface. Beneath the surface, he's still just as cold as he seems on the surface, but it's a calculating intelligence and a cold anger - seasoned with good amounts of sarcasm, snark, pride, and contempt - that define him...and deeper than that, a burning, seething, boiling rage that drives him to keep living, regardless of how dead even he thinks he is.
Bio: Tur Auras never tells anybody about his life. What does his life story matter when he's only acting in what he considers to be his death?
 
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: Naria
Species and Gender: Female Matoran of Water.
Power(s): While Naria has no actual powers, she has a rather large lung capacity, as well as a penchant towards healing.
Appearance: Slightly taller than the average Matoran, Naria’s form-fitting armour is composed of varying shades on the darker spectrum of the colour blue. Her armour is light, and does little to restrict her movement, though still offering a modicum of protection. She’s a bit thinner than other Ga-Matoran, and possesses a natural grace and attractiveness, with dark green eyes - however, she does have a small series of scars along one arm, looking almost like bite wounds.
Abilities and Skills: Naria was, formerly, a dancer, and still retains the flexibility, grace, and balance one derives from that; as well, she is a great player at Kolhii, and has little trouble catching fish...one a line, or by hand.
Weapons, Equipment, and Kanohi: Naria’s only actual weapon is a small diving knife, with a blade just long enough to reach a Skakdi’s heart and no longer, though she also has a kolhii stick she carries with her. She keeps various bandages and herbs in her pack, in case somebody gets hurt and there’s no actual healer around, and her Kanohi is a semi-translucent Kaukau.
Weaknesses: Naria doesn’t possess as great a strength as other Matoran, and can’t use any active powers; however, her real weakness has to do with the fact that she has a nearly irrational fear of any feral Rahi, as well as getting somewhat nervous when alone or lost.
Personality: Naria is, at heart, a lover of nature and people in general, and while she might make some pretty mean jokes every once in a while, she never actually tries to hurt anybody. She is generally rather patient with people she doesn’t know well, though if she’s getting annoyed at a friend, that friend can generally expect, at the least, an exasperated sigh and a facepalm.
Biography: While it’s not a subject often spoken of, as Naria prefers to live in the present and keep the past in the background, from what she has spoken of, Naria used to work as a dancer, and after that she took up both fishing and Kolhii, along with some travelling. However, one day, she got attacked by some feral Rahi, or something like that...hopefully a feral Rahi, she says, and that was how she got the scars on her arm that she has, as well as a few others that aren’t so easily visible. She continued her travels after that, eventually coming back to Ga-Koro, meeting both Joske (then still a Matoran) and her soon-to-be-friend, Cysero. Well, one drunken night later in Ta-Wahi, and Cysero and Naria rather quickly ended up friends, just as they are to this day.

Name: Marfoir
Species: Vortixx
Gender: Male
Appearance: Tall, lithe. Lean and muscled, but not heavily.
Abilities: Quick and Stealthy, very patient.
Weapons: 2 knives, along with special weapons:
Magnetic Accelerator Rifle: A relatively long barreled rifle, like a Designated Marksman's Rifle. Has a high-powered scope on top. It fires 7.62x45 millimeter wide metallic projectiles, almost like streamlined crossbow bolts. It can hold 5 rounds at a time in an internal magazine, and takes a while to reload. Bolt action.

-foreign tech article the second currently being worked on-

Weakness: Dislikes hand-to-hand melee fighting, preferring to kill somebody from rather far away.
Personality: No-nonsense, do-your-job-and-do-it-right sort of person. He has no feelings relating to his job and any beings he may kill or interact with.
Alignment: Himself. He's always up for hire, for the right price.
Biography: -To be written-

Edited by The Otter, Sep 07 2014 - 03:16 PM.

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#25 Offline The Lorax

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. Since being exposed to antidermis, Karemo has grown a small row of triangular spines down his back and two more on his arms, reflecting the rahkshi-like nature of his power. His mask has elongated forwards and become sharper and more angular in shape to resemble the face of a rahkshi.
 
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.

Vault Loot: Karemo has acquired a zamor filled with antidermis. Antidermis has granted Karemo the fragmentation power of a Panrahk. He is able to create explosions in his immediate area and reduce objects to fragments, sending them flying away from himself with great force.

 

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.

Following the disappearance of the Makuta, Karemo is still convinced that it is, at most, a temporary setback. Makuta will rise again, and he will do all he can to bring that day closer.

 

In-game Actions: Following the first Rahkshi attacks seen in decades and the rumored appearance of a Toa a shadow, Karemo emerged from hiding and sought out Echelon, a Dark Toa known to be active in Makuta's service. He and his brother joined up with a large group of Makuta followers in Ko-Wahi, where they cut a deal with Ambages the architect to aid them in the destruction of Pala-Koro. After travelling to the Kumu Islets to arm the team, the group launched their assault on the ILF headquarters. While the group was victorious, Karemo's kanohi mahiki was smashed, and he was forced to seek a replacement, taking his current kadin from a fallen warrior.

 

The Makuta's army dispersed following the destruction of the village, and Karemo returned to Po-Wahito monitor the village's activity and keep the rest of the Makuta followers informed. When the village was attacked by Rahkshi, Karemo saw the assault from far off and raced to join them. Unfortunately, the he was forced to retreat when the Rahkshi broke ranks and attacked him and each other.

 

After laying low for several months in the wake of Makuta's apparent defeat, Karemo emerged again to join The Makuta's Legacy, a group of beings dedicated to speeding their dark master's return. After discussing strategy in Onuzek's cave, Karemo was among those chosen to seek out Joske and his companions to defeat them.

 

After the battle ended with the tunnel's collapse, Karemo has continued with the Legacy, albeit away from the main group. Most recently, he has been scouting out the ruins of Xa-Koro and the new fought being built there.

 
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 200mL of the acidic poison, and will break on impact, splashing the poisonous acid over a target, along with sharp shards of crystal, allowing the poison to get beneath the skin. He can throw these for a long-ranged attack. For safer storage, he can thicken and strengthen the casing with his elemental power, and when using them, he makes sure to wear a pair of thick makika-hide gloves to protect his own skin.

 

Vault Loot: Kitano has bartered a kanoka blade from Thok.

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

 

The power of Kitano's blade is rahi control, allowing him to enlist the aid of nearby Rahi for transport, defense or attack. The number of rahi he can control at once is dependent on the size of the rahi.

 

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. If the makika-venom spheres in his backpack could be induced to break, they would quickly melt his back off.
 
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 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 school environment at a young age, sitting in on her mother’s lessons in the Willhammer Discipline long before she was old enough to formally enter Menti training herself. Quiet, respectful and eager for knowledge, the students of the time didn’t mind her presence at all, and even treated her as a younger sibling, including her in some of their jokes and discussions.

When she was old enough to become a full-fledged student of the Arohi School, Ihi surprised everyone when her aptitude tests revealed a greater propensity for the Mindarm Discipline, rather than the Willhammer, which had been the talent of both her parents.

Nevertheless, she proved herself both talented and hard-working as she picked up the basic skills with relative ease. Her success continued throughout her training, and she graduated top of her class.

 

Rather than leaving her training there to become a Menti warrior, Ihi chose to go further in her training. Higher learning was greatly valued among her clan, and it was clear to everyone that she had the potential to achieve more than most other students. She undertook additional training to become a master of the Mindarm Discipline, gaining greater finesse and power than the basic course of study could allow, while simultaneously beginning to train as a Willhammer. Again, she achieved outstanding results.

By this time, Ihi’s talents had earned her the notice of the upper echelons of her clan. She had a lot of power for one so young, and there was much talk of what she might eventually become: a teacher, a leader, or perhaps a great warrior? She hadn’t given any indication yet, but many within the clan were pushing for her to enter their own field.

 

Buoyed by her unflagging successes up to that point and encouraged from all sides, Ihi tried to take all of the opportunities available to her. While teaching a class of beginner Mindarms, she entered the political sphere of Clan Daikura as a junior assistant to one of the Toroshu’s 

advisers, and somehow found the time to also begin learning her third Menti Discipline as a Soulsword.

She really should have seen it coming, as should those around her, but taking on such a huge workload very nearly broke her. She burned out after only a few months, proving that even the best to come through the greatest school in the archipelago are still people like everyone else, and can only do so much at a time. With her class in disarray, her political workload backed up hugely and her studies patchy at best, she withdrew from all Menti-caste activities for a time to recover her mental faculties and reorient her life, and went to work alongside the Dashi caste of her clan in the fields around Castle Tarakona. She worked in the shadow of the mountain for a full 10 years, not to master her mind or learn ever more complex patterns of will and energy, but to grow food and harvest it for her clan. Only at the end of this time did she feel ready to re-enter the school.

 

This time, Ihi moved at a more realistic pace. She took up teaching again, and now that she was able to put the necessary time into it, she found it much to her liking. She won her student’s respect by showing the same regard for them as students and future leaders among their clans. Through good relationships, her students generally did well under her tutelage. She was known for having high expectations of them, and pushing them to do their best while still treating them fairly. She has an excellent intuition for when a student is near to a breakthrough in their studies, and needs to push just a little harder.

After several years of teaching young Mindarms, she finally returned to complete her Soulsword training, though only part-time and at a slower pace than most students. This being her third Discipline, mastering it pushed her into the top flight of Clan Daikura. Very few Dasaka ever learned as many, and in Clan Daikura more than any other, higher learning is valued.

With status came responsibilities, and Ihi began to take on a more administrative role in the school. This was a slower rise than she had experienced in you youth, but with more wisdom now, she made sure that she only took on what she could cope with while continuing to teach at least one class, which was her a great source of enjoyment for her. Over thousands of years, she oversaw the training of many generations of Menti, and rose to the rank of Vice-Principal.

 

A little over a thousand years ago, the previous Toroshu and head of the school chose to retire (it is one position among the Daikura, given the school’s importance of the clan and vice versa). As the most learned of the candidates, experienced in the mechanisms of the school and an embodiment of the values of Clan Daikura, Ihi was chosen to be her successor, with the support of many within the clan and the retiring Toroshu herself.

 

Recently, Ihi was involved in an accident while supervising a class of Soulswords. One student lost control of her weapon and, in a moment of panic, grabbed at Ihi for assistance. With them both pulled off balance, the blade of mental energy sliced straight through the Toroshu's left arm, right below the shoulder. The student was initially horrified, but went on to pass the course. Ihi sought a crystalline replacement for her limb, and, in fact, has kept the old one. It is encased in crystal and hangs in her office as a reminder of the need to be vigilant and careful with a Menti's powers, but also that even when disaster strikes, it is possible to work though the problems overcome them.

 

As Toroshu of Clan Daikura, she now oversees the running of the school and clan together. She misses teaching classes, but given her duties, none could blame her for lacking the time. She does, however still keep contact with a few students, the top Mindarms of the school. She tutors them outside of regular classes, to become complete masters of their Discipline.

 

As a part of her running the school, Ihi is currently preparing for the 5050th Tarakona Games, which is due to run later in the year.

 

Personality: Ihi’s defining trait is her drive to pursue excellence, and to do everything to the highest standard. This does not apply only to her own exploits, but to the people around her as well. She always wants to help people to do better, not just in their jobs, but in all aspects of life. This is the virtue of power, and through it, she honours the Great Spirit Zuto Nui.

 

Ihi’s mind is keen and perceptive, as demonstrated by her uncommon aptitude for and skill in Menti Disciplines. She picks up new ideas quickly and, if she judges them sound, incorporates them into her worldview.

 

Ihi knows herself well enough to avoid her impulses to do everything she can herself. Both as a Mindarm and as a person, she needs to be careful of burning out. As a highly capable individual, it can be tempting to try to take care of everything herself, rather than relying on others.

 

Equipment: Ihi uses a heavy claymore, made from interwoven strands of crystal and steel. It is a weapon designed to take great impacts without breaking or bending, such as those that could be delivered with her pakari. As a Soulsword, Ihi is able to coat the blade in psychophysical energy and lengthen the sword, allowing it greater reach and cutting power.

 

Weaknesses: As a practitioner of three Menti Disciplines, Ihi must be careful with her reserves of psionic energy. To use two or even three at once takes immense concentration, just keeping the different energies directed at the proper targets, let alone using any of them with much power. Since she lost her left arm, she has no feeling in the limb.

 

 

Name: Kore

Gender: Female

Species: Dasaka

Caste: Dishonoured

Clan: Clanless, formerly Clan Fursic.

Kanohi: Huna

Menti Disciplines: Willhammer, though she’s not very good.

Appearance: Kore is shorter than average for a Dasaka, and wears yellowish green crystal armour. Here eyes are dark blue, and she is usually seen wearing black gloves and workboots.

 

Biography: Formerly of Clan Fursic, an indiscretion during Kore’s youth caused dishonour to her clan and got her disowned and banished before she had more than scratched the surface of her Menti training. Before she could leave Sado, however, Clan Umbraline offered her a job as a cleaner in the Wards. Her downfall had allowed their clan to gain political leverage, and, though hers was unintentional, they decided that one good turn deserves another. Though still dishonoured, Kore at least had a roof over her head and enough money to buy food. She has remained there ever since, and seen all of her classmates and clan-mates go on to be trained as Menti warriors, gain positions within the clan or enter politics which she remained lower than the Saihoko.

She does, however, have one comfort. Some years ago she became friends with a young Dastana Willhammer-in-training named Tapui. The two got along so well that eventually, Kore convinced Tapui to share some of the lessons she was receiving in her Discipline. At night, then, and secretly, Kore began to train in a discipline of the upper class. Without the proper instruction she would have received at the Arohi School, she struggled to master the required skills. In the end, she realised that she was never going to become as good as a fully-trained Menti Willhammer, and contented herself with a lower level of skill. She concentrated only on the thought-reading aspect of the discipline, to the exclusion of others. As a result, she is adept at thought-reading and can, with great effort, communicate telepathically. She cannot, however, exert any influence over other beings.

Even at this level, Kore finds her powers highly useful. Nobody pays much attention to a lowly, clanless janitor as she wanders through the halls, and never suspects that she might be listening in on their conversations and skimming their thoughts, or even hiding, invisible, while others talk in the hallways. As a result, she is always well-informed about happenings within the imperial palace, and is an excellent person to trade the latest pieces of gossip.

 

Equipment: Janitorial supplies: a mop, a jar of polish, some cleaning rags, that sort of thing.
 

Weaknesses: Kore is not a fighter by any means, and would only run if violence broke out near her. She cannot use a weapon or use her mental powers to influence others. Dishonoured and clanless, she holds very few rights and no influence in Dasaka society.

 

Name: Tapui

Gender: Female

Species: Dasaka

Caste: Menti warrior

Clan: Dastana

Kanohi: Kakama

Menti Disciplines: Willhammer

Appearance: Tapui’s armour has shots of orange mixed in with the normal Dasaka blue. She is a small but energetic person, who moves about with a spring in her step. Her mask is shaped like a noble huna.
 

Biography: Tapui comes from the lower nobility of Clan Dastana, and is currently a student at the Arohi School of the Mind. Her family runs one of the crystal mines in Iki, and have recently discovered a deposit of metal ore mixed in with the other protodermis. It is hoped that by the time Tapui finished her training as a Menti warrior (she is about half way through) enough metal will have been discovered for her to be put in charge of a mining enterprise.

 

Equipment: Tapui’s weapon is a warhammer, with a flat head on one side and a spike on the other. She wears a small nugget of metal around her neck, the first extracted from her family’s mine. It serves as both a good luck charm and as a reminder to others of her family’s and clan’s wealth.
 

Personality:As a Dastana, Tapui knows the value to material wealth to influence society, and as a student, she has heard the common view among Clan Daikura that the virtue of power is worth pursuing for its own sake. She has since reached the conclusion, however, that a much better key to success is having good connections and strong friendships. In her opinion, it is the people you know that make life satisfying, exciting and (often) difficult. Along these lines, she tries to be as loyal, kind, generous and reliable as possible, because those are the attributes that will allow her to meet and connect with good people, forming relationships that will last a lifetime. One such friend she has is Kore.

 

Weaknesses:Tapui is not yet fully trained in her powers as a Menti warrior.

 

Name: Tara

Gender: Female

Species: Dashi

Caste: Dashi

Clan: Vilda

Kanohi: Powerless akaku

Appearance: Tara’s crystal armour is blue-grey and brown, and she is evidently strong and fit from all of her outdoor work. She routinely wears a circular bucket hat hat with a brim to keep the sun out of her eyes.
 

Biography: Tara is a wildlife ranger for Clan Vilda. She travels all over the Kentoku Archipelago looking for fine specimens of plant and animal life to bring back to the royal gardens, and protects those that still exist in the wild. She loves the wild places of nature and the sense of awe they inspire.Her particular area of interest is herpetology (the study of reptiles and amphibians).

 

Equipment: Tara always carries a sturdy, wooden walking stick with the head of a reptile carved into the top of it. It has an odd third eye on crown of its head. When out on trips, she also carries a backpack with a small tent and a bunch of survival equipment inside, with plenty of food and water. She is often away from civilisation for up to a week at a time.

 

Weaknesses:  Tara has no magical powers or warrior training. She does, however, know a thing or two about defending herself against wild animals.

 

Inactive Characters: Tooroko, Hatann, Mataka, Pehu, Ruaho, Naki, Piha.


Edited by The Lorax, Sep 18 2014 - 03:03 AM.

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#26 Offline Emzee

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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.
 
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.
 

Name: Ra'lhen (RAH-len)
Wiki page: Link
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: Large Sword

Appearance: Slightly shorter than the average height of a Toa, but he is very muscled enough to still remain as brawny as he is handsome. A physical mutation makes Ra'lhen once white-hued body and feet now a fiery red. This generally leads to strangers having little idea what element he wields. 
Biography: The deep-voiced 
swordsman 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.

 

 

Name: Catarix Vint-Rasque

Wiki PageLink

Species: Ko-Matoran, male

Alignment: True Neutral
Affiliation: Mata-Nui Weekly
Kanohi: Noble Rau
Languages: Matoran, Skakdi, conversational vortixx
Hand: Right
Appearance: Catarix is lean and with ever-narrowed glacial blue eyes.  He is like an icicle in physique, slim and tall, with broader shoulders and smaller feet.  His carapace is the traditional grayish white and soft blue of Ko-Matoran.  He almost always has a copy of the Mata-Nui Weekly tucked under his arm, which he will occasionally use to swat at annoying individuals.
Biography: Shrewd and observant, Catarix is a talented editor in both news and life, weeding out improperly positioned nouns with a quick stroke of his pen.  Not adverse to keeping secrets, anything is safe with Catarix if paid enough.
Abilities: Keen skills of observation, linguistics, a general willingness to profit from hiding unsavory information.  Catarix also has a surprisingly green thumb, cultivating many plants in the studio apartment atop the regional branch of the Mata-Nui Weekly.
Weaknesses: Physically weaker than most fighters, dislikes dairy products, and prone to speaking directly or asking too many questions.


Edited by Emzee, Aug 28 2014 - 08:55 PM.

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#27 Offline BenLuke

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Posted May 11 2013 - 07:55 PM

Name: Arius

 

Species: Ta-Matoran

 

Gender: Male

 

Affiliation: Mata Nui, Order of the Temple.

 

Weapon: A gladius short sword, primarily a thrusting weapon, sometimes in conjunction with a parma, a iron round shield around 90 cm in diameter. with a round boss at the center.

 

Appearance: Tall for a matoran, he wears simple but well maintained and polished armor, and over it wears white flowing robes to distinguish him as a holy man.

 

Biography:

Arius is a veteran of the wars against the Makuta's rahi beasts during the long dark periods before and after the coming of the Toa Mata. He lost his family and many of his friends in the interim between the first Toa's disappearance and Makuta's defeat at the hands of the Toa Maru, a time of which he still feels the pain and hopeless that troubled all through that time. Following the Toa Maru's triumph he felt what he took to be divine inspiration and left society behind for time, living as a hermit and spending his days in prayer and meditation, only now having returned to the outside world.

 

Arius holds a strong faith in the traditional religion of Mata Nui, but is not a fanatic, he tries to understand stand the believes of others (With the obvious exception of Makuta's worshipers and cultists.) even if they are false, and the idea of using force to convert nonbelievers is repugnant to him, and also of little relevance since the majority of the island are already nominal members of the faith, requiring only a call to revival and action. He preaches that the Makuta, as the Great Spirit Mata Nui's opposite and evil brother, is not dead and will come again, and so the people of Mata Nui must be ready and what remains of the Makuta's influence purged. His hope that if the people of Mata Nui hold to  his virtues and produce great acts of faith Mata Nui will awaken and cast down the Makuta forever, and plans on accomplishing this by rebuilding the Kini Nui, driving off the Rahkshi and other evil that lurks there, as well as inspiring the island's populace to renewed piety and zeal.  He presents these beliefs in a passionate, but understated and matter-of-fact, manner, it is not his fault if someone refuses to accept the truth. They are obvious, even self-evident to him.

 

While he believes himself to be one of whom Mata Nui has chosen to enact his will upon the earth, he remains humble, viewing himself as unworthy of the honor. He is calm and slow to anger, preferring to take a measured outlook and considering his words and actions. He is also, however, slow to forgive, and can bottle up rage or bitterness and let it fester without letting it pierce his pious exterior.

 

Weakness: Being a simple matoran, he has no supernatural or magical abilities, unlike Toa or some of the other races now integrated into matoran society.

 

 

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): Longsword.
 
Fighting-Style: Kethrye’s mode of combat is not particularly elegant, mostly consisting of hitting enemies as hard as possible with his sword. 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. 
 
Name: Feondulf
 
Species: Matoran
 
Element: Iron
 
Gender: Female
 
Alignment: Chaotic Neutral 
 
Affiliation:  None
 
Power(s):  The Parakuka Latched to her spine grants her the ability to make use of its’ energy reserves,  granting her brief periods of increased speed, strength and agility. When active the Parakuka transforms her appearance into a hunched and more threatening-looking version of herself.
 
Mask: Matoran Kanohi  Kakama, Mask of Speed.
 
Weapon(s): a cheap, basic protometal dagger; A smaller back-up knife that she hides in a pouch in her belt.
 
Fighting-Style:  Feondulf’s fighting style revolves around the use of her Parakuka, using it to increase her strength to end the fight as soon as possible. If a fight lasts longer then the time her Parakuka is active she will adapt a dodging, more cautious mode of battle (especially against more powerful opponents such as Toa or Skakdi.), in an attempt to whittle down her enemy’s strength.
 
Appearance:  She is taller and stronger than most Matoran on Mata Nui, her body is similar to those of the Metru Nui Matoran, albeit skinnier. Her skin is burn orange and her armor is primary metallic grey with some areas of Bronze, including her mask.
Biography:  
 
Feongulf is the daughter of Fe-Matoran refugees who fled from darkness in their homeland to eventually find an uncharted island paradise.
 
Of course, the paradise part was not completely true.  The refugees soon found that the idyllic island had troubles of its’ own, the Matoran inhabitants were threatened by hordes of Rahi beasts and the island’s six Toa, heroes with a millennium of expectations behind them, had went forth to challenge the  darkness gripped their home and then. . .disappeared.
The family of Fe-Matoran joined some of the other newcomers in the frontier settlement of Xa-Koro, hoping to help build a place of peace. As their young daughter grew up corruption began to plague Xa-Koro, criminals and Makuta worshippers made the small city their own.  Feongulf’s parents spoke out against them and hence were murdered in their sleep.
 
Alone and without anyone to take care of her Feongulf made  a living as a petty thief before eventually clawing her way up to a position of minor power within the gang run by Ferrin, an mayor Xa-Koroin crime-lord. Recently the Island Liberation Squad killed Ferrin and his gang collapsed Feongulf left the shambles of her former occupation and struck out on her own.  She eventually encountered a strange, spiny creature that latched onto her back and knocked her unconscious. Feongulf awoke days later to find that the creature had bonded with her, granting her fascinating new abilities. This let to her into a brief stint as a follower of Makuta, later getting caught up in the sordid past of a fellow Matoran member of the Followers, Xerov.
 
 Feondulf prefers to avoid combat if possible, and will attempt to run or sneak way from most situations that involve combat. She’s a bit paranoid around others, a trait that has only grown since being latched by a Parakuka, she is still able to trust others (up to a point) enough to function in her line of work.  Even with her paranoia she isn’t one to betray allies, better to keep the few you can get.
She isn’t a very humorous person, and large amounts joking tend to gain her distrust.  On Mata Nui the kind of people who keep a constant smile on their face are the same ones that will stab you in the back as soon as looks at you.
She wears a cloak to hide the Parakuka attached to her spine, drawing it around her when she activates it. Life in Xa-Koro has taught her that it’s best to keep any advantage hidden, keeping your enemy unaware. 
 
Weakness: Feongulf, even with her Parakuka active, is still weaker than a Toa or other powered being. 

Edited by BenLuke, Jul 18 2014 - 05:12 PM.

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#28 Offline Palm

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Posted May 11 2013 - 08:11 PM

______The Insurgent

 

Name: Arsix Dastana
Gender: Female
Species: Dasaka
Alignment: The Dastana Clan, her family

Appearance:  Arsix's appearance (much like her twin brother Jasik) is one that strikes a strange balance between slightly intimidating and beautiful. She bears very handsome defined facial features with strong cheekbones and a sharp jaw-line. But where Jasik's eyes boast great expression, Arsix's eyes have a powerful tone to them, even more brilliant a topaz than her brother's. In fact they are so brilliant they appear almost unnatural, with a depth seeming to attract all focus by those caught in her field of view. They command attention with the gravity of the bright and piercing color, and as such are somewhat famous. As royalty, she wears fine orange robes, bearing her clan's colors proudly.

 

With clear muscular definition underneath her robes, she is very fit, and has a shape to her which is both alluring and powerful. She stands proud with a good posture and a chin held high.

 

Arsix bears a deep dark blue color, with splashes of gold to accent her overall shape.

Mask: Kanohi Volitak, Mask of Stealth
Weapon(s): A single dirk, ordained with crystalline patterns, exactly the same as her twin brother's blade. They are mostly ceremonial.
Powers: Powers of near invisibility and silencing of own noise and effects (other than removing a shadow) via her Kanohi Volitak. Arsix is also a trained Mindarm, and is skilled in the Willhammer discipline.
Personality: It is often said that Arsix inherited all the drive that was meant for Jasik, and took it all for herself. However untrue this legend may be, it certainly doesn’t appear false. With a mind as sharp as a blade and a wit like a pair of whips, Arsix is a true politician. Comme il faut of her brilliance, Arsix has placed great importance upon the furthering of her family both in wealth and status, and is always trying to account for all the angles which may benefit the Dastana. She's also a splendid actor. Despite the stinging nature of her tongue, the heir knows exactly when to wield or sheath her words, displaying a well-tuned level of self-control no matter what she may be feeling on the inside. The only person who has any real understanding of Arsix or the clockwork in her mind or attitude is Jasik. The pair share a bond seldom rivaled by any other.

 

“…Such were the Dastana twins - there were no pair of Dasaka alive that loved each other more fiercely than they, but they both liked each other about as much as a splinter in the eyeball…”

 

Arsix both loves and hates the court. On one hand finding the politics and people intriguing and exciting, but on the other hand understands the potential dangers of it all.

Biography: Groomed to become the Dastana matriarch, Arsix was raised alongside her twin brother Jasik on Iki. Her family is self-made, the Dastana clan having relied on clever tactics and good politics in order to get into the state it is now. Trained exceptionally in the Willhammer discipline in addition to the Dastana standard of Mindarm.

 

Physically stronger than her twin brother, she is outmatched by him in his disciplines. She is both displeased and pleased by this. Displeased because there is something Jasik is better at than her, and pleased because it further rounds out the two of them together. The Dastana twins complement each other and Arsix knows this (despite never really speaking of it). Their competitive nature only increased as they grew up together and shows no sign of truly stopping, even if Arsix’s focus is on the family itself and her eventual responsibilities as the leader of the Dastana.

 

She claims most of her drive was impressed upon her by her mother forcibly, but secretly it’s come from within. It’s a desire to bring honor to the lives of Dastana’s halls, but more so for the success of the twins.

The famous eyes of Iki are filled with ambition, fueled with an intellect of refined strength and a passion that burns hot as the sun.

 

Weakness(es): Arsix may be a competent combatant both in mind and body, but she holds no mastery over the physical fight. If possible, it's best to extend her skills beyond their reach.

 

______The Author

 

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.

 

 

______The Demon

 

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.

 

______The Powerhouse

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.

 

______The God

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.

 

______The Smith

 

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.

 

______The Runt

 

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.
 

______The Vagabond

 

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.
 

______The Trainer

 

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.

 

______The Queen of Chaos

 

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.

Since taking on
antidermis, Agrona's physical appearance has changed. Her skin has begun to sprout flowers, some closed, while others in full bloom. Her eyes have glazed over too. Once they were a bright yellow, but now they are lighter and appear sickly sweet. Her tongue has also changed hues, turning more yellow from the small amount of nectar her mouth produces. She is often seen with a swarm of varying insects flying near her or crawling on her body.

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.


Antidermis:
With the addition of antidermis to her system, Agrona has been granted additional powers by the Master of Shadows. With the flowers that have broken out across her skin has come the production of a potent pollen. This pollen - which when consumed by others makes for a sort of calming drug inducing dizziness - is directly used by Agrona to command an army of insects. The pollen is tied to a very strong pheromone system. It is with the pollen she produces that Agrona adopts and controls the minds of insects. This has given her a great variety of control over a swarm or any one bug.

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 is 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 mor