A detailed description or image: Strangely for a Skakdi of ice, he is almost entirely black, with dark crimson markings on his back and shoulder spines that suspiciously resemble streaks of dried blood. His eyes glow with a cold blue-white light. He is much taller and thinner than the average Skakdi, and because of how lanky he is, isn't as strong but is surprisingly fast and incredibly agile. He is clad in a lightweight plate-and-mail armour, and he wears a thick, ragged black cloak over the top, which he throws off when in combat so as not to slow him down. He carries a brown leather pack which he wears over his back, under the cloak, and also carries a matching satchel which holds his day-to-day items such as food and widgets. Because his cloak fits over his spines and pack, he appears to have a hunchback, which often leads to potential enemies underestimating him, until they get up close and realise that despite his "hunch" he's still taller than they are.
Powers: As a Skakdi of ice, he can control ice, but only in conjunction with another Skakdi. Since he mostly keeps to himself, he rarely, if ever, uses this power. He also possesses Laser Vision, which he has trained himself to use in a very precise, directed manner, to incapacitate or eliminate enemies before they get too close. He also uses this power in his favourite hobby, metalworking, to finely cut small pieces of protosteel and other materials.
Weapons: The Confetti Cannon: a Paterro Launcher, originally made to fire confetti cartridges, which he has had remodelled for combat use, to fire regular explosive shells.
Technological items: His left arm was lost from the elbow down in a battle long ago, in another time and place entirely, and was replaced with a purely robotic one forged of metallic protodermis. It has curved metal talons for close-quarters fighting, and because of what it's made from, it also serves as a decent impromptu shield against attacks.
Weakness(es): Natharius isn't as physically strong as most other Skakdi, but has learnt to cope with this. There are also gaps in his armour over his joints, covered in chain-mail instead of protosteel plate so he still has full mobility. When using his robot arm in close-quarters combat, he tends to underestimate its weight, which often throws him off balance.
Alignment: Himself. He offers himself to whoever is paying. If no one is paying, he'll side with whichever party he feels will prove most rewarding to him in the long run. His own survival has always been his top priority, which makes it hard for him to maintain lasting friendships.
History: He's kept to himself, and out of the warring Koros, for a long while. After the peace summit, when relations between villages began to settle somewhat, he took to wandering the island, and has ultimately settled in Ta-Wahi, at least for now, with plans for starting a business in Ta-Koro. These plans have since been derailed, and he’s made his way to Ga-Wahi to start over.
Personality and traits: He is far less warlike, and much more controlled than most Skakdi. That said, he is fully capable of defending himself if needs be, and is still a brutal opponent, especially if provoked, which is when his Skakdi anger does take over. Despite his fearsome reputation and appearance, he has a soft spot for the Matoran and other peaceful folk. As mentioned earlier, he is an experienced metalworker, and also dabbles in clockwork. He has a lot of self-doubt, and is often ostracized or abused by other Skakdi because of how different he is. He is quiet and reserved, and is generally suspicious of strangers, but willing to work with those who have earned his trust. He also knows that taking the occasional risk or gamble can often pay off.
Wiki Page: http://bzprpg.wikia.com/wiki/Natharius
A detailed description or image: Tall and lithe, she wears shapely white armour with orange highlights and flame insignias on the shoulder plates. Her mask has adapted itself to fit the shape of her armour (but is still recognisable as a Sanok). Her eyes and heart stone are emerald green.
Mask: Kanohi Sanok.
Weapons: Knives, and lots of them. She currently carries eight throwing knives, two large Sai, and two smaller push daggers concealed in the wrists of her gauntlets. Her mask allows her already enhanced knife throwing skills to be even more precise, which she uses to her advantage. She also has exceptional martial arts skills, allowing her punch, kick and jab at exactly the right points in order to paralyse or incapacitate an opponent. She has a bow which she can use to fire plasma arrows, but she is unskilled in its use, having acquired it sometime just before her arrival on the island.
Weakness(es): Unskilled with any other weapons, she is inept at long-distance fighting, and (although she’ll never admit it) she can’t swim. She also gets dizzy easily, and sometimes suffers from motion sickness.
Alignment: Good, but she does it her way and doesn't take orders from anyone except herself. Occasionally, if she's in a good mood, she might be open to friendly advice from those she trusts.
History: She washed up uncomfortably close to the Piraka Clubhouse. With no memory of how she got there or where she came from, she swiftly vacated the area and made her way to the nearest population centre, namely Ta-Koro. She has begun to remember some things, but nothing about her own past. She has since journeyed to Ga-Wahi.
Personality and traits: Impulsive and hot-headed, Zaara’s initial solution to any given combat situation usually involves sharp pointy metal things. She’s a quick thinker, and fast on her feet, able to swiftly adapt to any situation or circumstance. Generally untrusting of strangers, she can become fast friends with someone over any sort of exciting shared experience, especially diverse journeys, action-packed adventures and life or death battles. She sees being a Toa as being more of a lifestyle than an occupation, a choice rather than a duty, and is short-tempered with Matoran and others who pester her over what she sees to be minor things. She also perceives herself to be an equal to other Toa and beings of similar standing, like Vortixx, Skakdi or Lesterin, and is irritated when any members of these species try to exercise any kind of authority over her.
Wiki Page: http://bzprpg.wikia.com/wiki/Zaara
A detailed description or image: Grey-skinned, she wears olive green armour with black spikes on the shoulders, and elbow and knee joints (she has now broken these off, as they hampered her mobility). The fingers of her gauntlets have gaps to allow her long, sharpened claws to fit through. She’s about average height for a Vortixx, but often walks with her head low and back hunched, trying to make herself seem smaller than she actually is, so that her foes underestimate her. She speaks with an unusual, exotic accent that often seems to enthral male targets. Her eyes burn with a soul-chilling blood red light.
Weapons: She favours a pair of razor-edged whips, hence her adopted name “Lash”. The blades on her whips are made of finely sharpened and notched protodermic steel, specifically designed to mimic the shape and function of the serrated teeth of the Takea shark. These hang from clasps on the armour of her upper legs. She now also carries a pair of knives she made out of pieces of a Rahkshi staff, kept in an X-shaped sheath on her lower back.
Technological items: none.
Weakness(es): She has difficulty predicting the way her foes think, as the only thought process she can mimic is her own. Additionally, she has absolutely no skill in any sort of weapon other than the ones she specialises in, and has little to no skill in improvising. She relies on plans and traps to accomplish her goals, and when these fail, she doesn't know how to react. She also has a fear of heights due to an unfortunate incident in the past. Because she has no elemental powers, she is vulnerable to attacks from those that do.
Alignment: not entirely evil, but is often perceived that way due to her indifference. A mercenary, assassin and thief, Lash doesn’t care who gets hurt in her operations, nor does she care who she ends up working for. She also doesn't have a problem with double-crossing her previous employer if someone else offers a better price (don’t even get me started on the triple and quadruple crossing). Her only allegiance is to herself.
History: Fleeing an excessively high bounty back in her homeland (for murdering a certain important village elder or ten), she has arrived by boat on the island of Mata Nui after many months at sea. She has no idea where she is or what she’s about to get herself into. The only thing she knows for certain is that no one knows who she is… which is perfect for her.
Personality and traits: Lash relies on lengthy planning and complex stratagems to enforce her plans, but now, on an island she barely knows, she’s resorted to making it up as she goes along and hoping for the best. When put in a situation she doesn’t understand or can’t cope with, she’ll resort to doing the unexpected to throw others off. Often perceived to be an emotionless, murderous sociopath, this is no longer accurate. Having finally realised the stakes of the war she’s involved herself in, she wants nothing more than to stay out of the conflict.
Wiki Page: http://bzprpg.wikia.com/wiki/Lash
Pet: Breathless, a Rahkshi of Vacuum. Has the power to absorb all of the air in an area, and release that air in an explosive blast at a time and place of its choosing. Wields a Staff of Vacuum, which it uses to enhance and direct its own power. Its armour is orange and black, and the Kraata is a bright yellow/green.
Name: Reson Ance.
A detailed description or image: of an average height and build, Reson wears gunmetal grey armour, with ridiculously flamboyant purple markings that he added himself. His mask has shaped and coloured itself to better suit his outward appearance. His eyes and heart stone glow gold.
Mask: Kanohi Kakama.
Weapons: He carries a short, tightly-coiled whip made up of protosteel cord, although this isn’t really used to inflict damage on the enemy but rather to channel his elemental power and create violent sonic booms. His actual choice of weapon in combat is a semi-collapsible quarterstaff that is as tall as he is. When not in use, it folds down to about a third of its initial size and fits into a slot in the armour of his back, where it can be swiftly drawn from over his shoulder for slapping the ###### out of the enemy.
Technological items: none.
Weakness(es): Pointy things, explodey things, heavy blunt things. Anything that suddenly appears in his path when using his mask. Unlike most Matoran and Toa of Sonics, he isn’t as sensitive to loud noises, as he’s trained himself to always supress the sound that comes into his ears. He does it without thinking now; as natural as breathing. In terms of combat, he is at a disadvantage when fighting in caves or other enclosed spaces, as his own sonic attacks can backfire on him, and he is unable to use his usual mask strategy.
Alignment: Good. Member of the Ussalry.
History: Through vague recollections during a rare moment of sobriety, it was revealed that Reson was once a Matoran, and accidentally killed his girlfriend soon after he became a Toa, while still learning how to use his powers. This was why he took to drinking, to forget the mistakes of his past. After discovering she in fact survived, he has moved back in with her, although their relationship is rocky, to say the least.
Personality and traits: He prefers to work by himself when in a dangerous situation, but can be quite sociable at other times. Because of how often he used to drink, he’s developed a very high alcohol tolerance, and is quite the conman as well, using an assorted array of trick cards, weighted dice and such to win at gambling games. He’s a master of the sleight of hand, often pickpocketing in order to get widgets to buy alcohol with. Because he outwardly appears to be off-his-face drunk, no one ever suspects him. Rumour has it that he’s never paid for a drink with his own money in his whole life. After joining the Ussalry, he’s abandoned most of these habits.
Wiki Page: http://bzprpg.wikia.com/wiki/Reson
Pet: Curmudgeon, an Ussal Crab who Reson recently acquired when he became a member of the Ussalry. Gives him someone to share his thought with when no one else will listen.
Element: Fire (thanks to her antidermis-mutated hand, she has limited access to this power).
A detailed description or image: around average height for a Matoran, Dayeth has taken to wearing heeled boots that make her appear slightly taller. Her body is in various shades of crimson, and she wears silver-coloured armour she looted from a corpse. She often purchases (or steals) differently coloured cloaks to wear over the rest. After losing her left hand, she used Antidermis to grow herself a new, mutated one.
Powers: Deceit, determination and devotion to her cause (not actually powers, but still powerful. Dayeth is definitely not a being to underestimate). Her new hand has the ability to channel elemental fire at a level somewhere between that of a Toa and a Turaga.
Weapons: while she does carry a protodermis war axe on her back and a serrated dagger sheathed on her belt, she rarely uses them, instead relying on her deadliest weapons: wit and guile. And of course, as a Matoran, she is often underestimated.
Technological items: A Volu Lutu launcher, and a Paterro Launcher that was given to her during the distribution of weapons after the fall of Ko-Koro.
Weakness(es): She’s a Matoran, so she lacks the physical strength of other beings. Her distrustful nature and caustic personality make it hard for her to form lasting alliances.
Alignment: Evil. Very evil. And I mean really freakin’ radically psychotic evil.
History: She has always had complete faith in Makuta, and despite his apparent defeat, she secretly believes that he isn’t truly dead, and that by following his will, she can bring about his return. (After all, gods can’t die, can they?) Her ultimate ambition is to see Makuta revived so he can lay waste to the lives of those who doubted and despised him. But until Makuta does return, she is happy to do whatever it takes to personally bring about the deaths of as many of Mata Nui’s faithful as she can. After returning to Ko-Koro, however, she’s calmed somewhat, wanting nothing more than to live peacefully in her new home.
Personality and traits: Sly and manipulative, cruel and callous, Dayeth is a brilliant actress. She has no pride, and no compunctions stopping her from stooping to whatever level is necessary to achieve her aims. She will murder, sleep with or bribe anyone, so long as she gets something out of it.
Wiki Page: http://bzprpg.wikia.com/wiki/Dayeth
A detailed description or image: tall and muscular, Minnorak wears black armour with luminescent blue highlights, and wears a helm with protosteel horns like that of a bull, with a faceplate styled to looked like the visage of a black Rahkshi.
Weapons: Lightweight black protosteel halberd (the blade glows with a blue aura when the EMP is active – see below).
Technological items: 1: EMP Generator – This small device is magnetically clamped onto his halberd, and creates a visible wave of EMP energy when swung. The energy moves at roughly the same speed as a zamor or disk, and loses power the further it travels. While it completely disables electrical systems for a short time, it serves only to stun semi-organic beings for a few moments by disrupting the flow of energy within their bodies. The closer the target is to the wave when it impacts, the longer the stun effect will last. Coming into direct contact with the blade of the weapon when the EMP is activated will stun a target even more, possibly causing temporary paralysis. (His armour is lined with non-conductive material so that he does not damage himself with the EMP). 2: Plasma Gun – He carries a compact, rifle-like firearm that can generate concentrated torus-shaped bolts of plasma which cause splash damage that savagely burns targets for a few seconds before rapidly cooling and dissipating. Firing multiple shots in quick succession overheats the weapon, rendering it temporarily useless.
Weakness(es): his helmet is heavy and the horns can sometimes throw him off balance. His armour, while tough, is fairly heavy as well. Due to his strength, it doesn’t slow him down or hamper his mobility too much, but does severely reduce his endurance in the long run, hence why he prefers to finish his fights quickly.
Alignment: Neutral – a founding member of The Outsiders.
History: After being betrayed by the woman he loved, he was stabbed in the gut and left for dead, eventually washing up on the shore of Mata Nui, where he took up mercenary work once more. Eventually, he came into contact with Zero, and helped her in developing The Outsiders.
Personality and traits: despite having the appearance of a big, scary dumb brute, he’s actually quite intelligent, a quiet and thoughtful character. Smart enough to know when he’s outmatched, he isn’t afraid to forsake his pride and paycheck when the odds are against him. This is a rare circumstance, though, as he tries to gather all of the facts before entering any area or situation. Soft-spoken, he often keeps to himself unless gathering intel, and is often thought of being the strong, silent type. During a brief encounter with a Vortixx named Xhalia, he began to develop a crush on her, causing him to re-embrace his emotional side.
Wiki Page: http://bzprpg.wikia.com/wiki/Minnorak
A detailed description or image: tall and handsome, Kelz prides himself on his immaculate appearance. He wears a showy red and black tailed coat over his armour and has an excessive amount of jewelled rings on the fingers of his left hand.
Weapons: Kelz wields a jagged cutlass made entirely of a translucent reddish, amber-coloured crystal. Thin as a leaf but strong as a diamond, the weapon is razor sharp with uneven, jagged teeth running along the curve of the blade.
Technological items: 1: Magnetic Repulsion Armour – He wears a skin-tight armour suit that magnetically deflects all metal objects within one bio of his body, including high-speed projectiles and some weapons (it can help deflect stabbing blows, but against hacking and slashing, when the weapon is contacting multiple body parts at once, it proves far less effective). This ability has proven to be a hindrance, however, as it cannot be turned off, deflecting all loose metal items that are nearby. 2: Energy Gauntlet – He also wears a black, segmented gauntlet over his right hand that can be used to create objects out of solid energy for throwing, stabbing and shielding (limitations here being that only one object can be made at a time, the object can only have a maximum diameter of about one bio, and if the object moves more than ten bio from the gauntlet it will dissipate. The object also loses strength and density the further it travels from the gauntlet).
Weakness(es): his armour isn’t particularly strong, leaving him vulnerable to any attacks that circumvent his magnetic shielding. Because the suit cannot be deactivated, he can never touch any of the widgets he has stolen/earned. He also likes to gloat and taunt his enemies instead of simply finishing them off, and his pride and ego can often get in the way of his plans.
History: Fleeing a small fleet from their homeland that had been sent to hunt them down, Kelz and his sister piloted their crippled vessel into uncharted waters, eventually coming upon the island of Mata Nui.
Personality and traits: Sly, cruel, manipulative and vicious, Kelz has no qualms about killing, no care for anyone’s life except that of himself and his sister, and no doubt in his mind that he is the undisputed king of piracy. Even so, his vanity and massive ego have proven to be his downfall once in the past. In other words, most of the things he claims about himself are completely true, and he definitely shouldn't be underestimated.
Wiki Page: http://bzprpg.wikia.com/wiki/Kelz
Pet: Kelz has a pet reptilian bird Rahi nicknamed Archie, (which resembles a prehistoric Archaeopteryx). Archie doesn’t do much except give Kelz someone to talk to when he’s bored or Ryza isn’t around.
A detailed description or image: a full head shorter than her older brother Kelz, Ryza is no less dangerous. She is thinner, but more wiry, and extremely fast and agile, as well as incredibly acrobatic. She wears a sailor’s coat and breeches in simple blue and brown, without any of the grandeur her brother is so fond of.
Weapons: Ryza’s weapon of choice is a deadly, pointed crystal rapier, made of the same material as her brother’s cutlass, but in a different shade of colour, closer to pink.
Technological items: 1: Incendiary Sniper Rifle. Ryza carries a powerful bolt-action sniper rifle with a thermal imaging scope that fires incendiary rounds (which also serves to cauterise the wounds it makes – less messy that way), but it takes roughly ten seconds for the weapon to cool down after each shot. 2: Sound Suppression Armour. She also wears a bodysuit similar to her brother’s, except hers renders her silent, similar in effect to a Kanohi Volitak. Like Kelz’s suit, this is always on, however, it does not silence her speech or noise made by objects she carries – such as weapons.
Weakness(es): like her brother, her special armour isn’t very strong, and her blade is only good for stabbing, thus can be blocked by shields, or plate armour. She isn’t physically strong, but she knows plenty of ways around that problem.
History: Fleeing a small fleet from their homeland that had been sent to hunt them down, Ryza and her brother piloted their crippled vessel into uncharted waters, eventually coming upon the island of Mata Nui.
Personality and traits: Less pompous than her brother, Ryza is still very chatty, and fond of showing off, even in tense situations. Unlike her brother, though, she has been known to regret some of her actions, and even feel guilt about some of the things she has done. When she is on the hunt, though, with her sniper rifle, her character changes entirely. She becomes silent, serious and stealthy, never drawing attention to herself. Even after the kill is made, she vanishes as silently as she approached. She’ll laugh and boast about it afterwards, of course, but not until long after she has left the scene.
Wiki Page: http://bzprpg.wikia.com/wiki/Ryza
A detailed description or image: of an average height and build, Mirra is known for her striking good looks, despite the fact that she puts no effort into maintaining her appearance. Her armour is white and embossed with frosted blue crystal, which leads many to believe her to be a Toa of Ice, which is what she has been posing as since her arrival on the island. Her eyes and heart stone are an icy blue.
Powers: the ability to control, create and absorb different sorts of crystals.
Mask: Kanohi Calix – the Mask of Fate.
Weapons: a sabre made of fused crystal and protosteel. She also carries various crystal objects in a small satchel for use as weapons if there is none readily available.
Technological items: none.
Weakness(es): not a good defensive fighter, since crystal is awful as a shield. Her idealism is also a major weakness, since she always looks for the best in others.
History: she and her boyfriend arrived on Mata Nui to fight the influence of Makuta, but soon found that the forces of darkness were rampant on the island, and so went into hiding in Ta-Koro, awaiting the time to reveal themselves.
Personality and traits: usually kind-hearted, nurturing and gentle, Mirra becomes a veritable demon in combat, often doing brutal and violent things that she often feels guilty about later on, even if they were necessary. She enjoys making small ornaments and other beautiful items out of crystal, which she then sells to make a small profit. She sees it as her way of using her powers for something other than violence, while still doing good with them.
Wiki Page: http://bzprpg.wikia.com/wiki/Mirra
A detailed description or image: handsome, with a chiselled face and a bright smile, Wisp is happy, energetic and constantly smoking on cigarettes. His armour is a smoky grey with chrome markings, and his eyes and heart stone are yellow-white. He wears a belt with numerous pouches for holding his various herbs, cigarettes, crossbow bolts and matches.
Powers: he can control and create smoke.
Weapons: He carries a simple crossbow and a tomahawk.
Technological items: none.
Weakness(es): Toa of Air. Strong breezes. Mirra.
History: He and his girlfriend Mirra arrived on Mata Nui seeking to defend it against the forces of Makuta, however things didn’t go to plan and they were forced into hiding in Ta-Koro, masquerading as mercenaries.
Personality and traits: Wisp tends to smoke a lot. He's flirty, talkative, energetic and inventive. He is entirely loyal to Mata Nui, and head over heels for Mirra, often acting as moral support in her times of self-loathing and doubt. They work well as a team and rarely leave each other’s company. He is also a herbalist, having a detailed understanding of various plants and drugs with beneficial or detrimental properties, which can be burnt, smoked or made into poultices for healing. He also knows how to make poisons, but rarely does so, as he believes it to be an immoral way of fighting. He’s also a very good cook.
Wiki Page: http://bzprpg.wikia.com/wiki/Wisp
A detailed description or image: Smaller than average, Akili is clad in metru-build armour that is differing shades of grey and green. Her eyes and heartlight are also a more vibrant shade of green.
Mask: Great Arthron (Shaped like a Great Mahiki).
Weapons: Her primary weapon is a large, two handed scythe, and she also carries a lightweight Volo Lutu launcher and a small, compact disk launcher.
Technological items: none.
Weakness(es): A bit of a scatterbrain, she’s clumsier than she lets on, and her boisterous nature often gets her into trouble.
Alignment: Idealistic Good.
History: The Akari once fought evil on a distant island, but when Makuta began summoning evildoers, any and all that he could bend to his will, to Mata Nui, the Akari followed them, believing that whatever was happening would be worth fighting against. They arrived on Mata Nui a while after Makuta’s defeat, their ship wrecked along the edges of the Papa Nihu Reef in Onu-Wahi.
Personality and traits: A fun-loving, outgoing, boisterous daredevil, Akili is basically the Lewa of her team, although she’s often timid when meeting new people, and has little in way of a sense of humour, being unable to tell or understand jokes with any convincing skill.
Wiki Page: http://bzprpg.wikia.com/wiki/Akili
A detailed description or image: Nariya’s lightweight, streamlined armour is sky blue and leafy green, her way of remembering the things she can’t see down in Onu Koro. Her eyes and heartlight are a gentle yellow in colour. When working, she often wears a simple brown leather apron, but no gloves.
Powers: As a Bo-Toa, Nariya can control plantlife in various forms. Having been in Onu-Koro for many years, she's learnt to grow various luminescent plants not seen on the surface, and has also discerned methods for making surface plants be able to grow and survive underground.
Weapons: Her weapon of choice is a leaf-shaped shield that can split into two bladed halves. However, she rarely uses it in its blade form, as she prefers to avoid confrontation and only defend herself if it proves to be necessary.
Technological items: none.
History: After going through a near-death experience, Nariya rarely, if ever, leaves her home, only travelling outside every few days to go shopping for supplies at the markets. She grows most of her own food and remains mostly in isolation.
Personality and traits: Kind and nurturing, Nariya doesn’t like being violent, loud or cruel. She loves nature, and does her best to grow whatever she can in the inhospitable conditions of Onu-Koro. She’s shy and timid, but not afraid to stand up for herself or state her mind if circumstances force her to.
Wiki Page: http://bzprpg.wikia.com/wiki/Nariya
A detailed description or image: Clad all in gold-tinged protodermis, Chavara has polished every facet of her armour to shine brightly in any sort of light. Her eyes and heart stone radiate with a violet light
Mask: . She wears a Kanohi Hau - The Mask of Shielding – which has also been decorated in gold, to match the rest of her armour.
Weapons: She wields a protosteel falchion sword, also coloured gold.
Technological items: none.
History: Sometime long before her arrival on the island of Mata Nui, Chavara and her younger sister Mirra both served Mata Nui, living by the Toa code and doing good back in their homeland. However, something happened that turned Chavara agaisnt the light. She assembled a Dark Toa team, and fled to the island of Mata Nui to work the Dark God's will, leaving her family - and her past - behind.
Personality and traits: A bold strategist, Chavara takes calculated risks, and knows how to fight well with the rest of her team, even if she can’t always tolerate the pair of them. She is patient, enigmatic and brimming with charisma. A natural born liar, Chavara is cold, cunning and manipulative.
Wiki Page: http://bzprpg.wikia.com/wiki/Chavara
Name: The Heretic.
A detailed description or image: Well-built and handsome, with a square jaw and sparkling violet eyes, The Heretic is the embodiment of male beauty. His armour is green and red, and he wears a heavy silver-grey chain across his neck and shoulders. He carries himself with an air of confidence, and often wears a smug, knowing smile that makes passer-bys wonder if he knows something they don’t.
Powers: As an air Lesterin, he can hold his breath for extended periods of time, and is much faster and more agile than the average being.
Mask: Unknown. Powerless.
Weapons: see below.
Technological items: The Heretic carries a stave which he usually uses as a walking staff. However, it also possesses the power to generate temporary stasis fields within mid-to-close-distance of wherever he points it. The staff itself is a beautiful piece of craftsmanship, with three prongs, each one formed of a different coloured crystal – green, red and blue respectively, with a silver shaft.
History: The Heretic used to be a priest of Mata Nui, but one day while meditating near the temple of Kini-Nui, he was attacked by a wild Muaka. Having dropped his staff, he tried praying for salvation, and to his surprise, it was a Rahkshi that came to his aid, the Son of Makuta and wild Rahi ultimately killing each other. After that, he came to realise that Makuta was just as powerful a force as Mata Nui was, and that both gods deserved equal respect.
Personality and traits: The Heretic is completely devoted to his newfound beliefs, but has equal respect for those who worship either god, and those who serve neither. He gets frustrated when people outright ignore him, believing that even Makuta’s words deserve a chance to be heard. He refuses to act or think violently, claiming the best way to serve is through words rather than actions.
Wiki Page: http://bzprpg.wikia.com/wiki/The_Heretic
A detailed description or image: Short for a Skakdi, his skin is red, and he has two rows of spines going from his lower back up to his shoulders, with thin webbing between them, giving him the appearance of having a pair of bat-like wings. His body is wreathed in scars and swirling patterned tattoos in indigo ink. His left eye is permanently damaged, and he's covered it with an eye patch the same colour as his tattoos.
Powers: Impact vision.
Weapons: He wields a two-handed claymore with a bio-long blade, equipped with an EMP generator which Minnorak gave him many years ago.
Technological items: EMP Generator – This small device is magnetically clamped onto his blade, and creates a visible wave of EMP energy when swung. The energy moves at roughly the same speed as a zamor or disk, and loses power the further it travels. While it completely disables electrical systems for a short time, it serves only to stun semi-organic beings for a few moments by disrupting the flow of energy within their bodies. The closer the target is to the wave when it impacts, the longer the stun effect will last. Coming into direct contact with the blade of the weapon when the EMP is activated will stun a target even more, possibly causing temporary paralysis.
Weakness(es): not as fast, not as strong, and his eyepatch leaves him with a blind spot that agile enemies can potentially take advantage of.
Alignment: Neutral – Recruiter for The Outsiders.
History: Losing his eye to the same woman who killed his friend Minnorak, he fled his homeland and fled to Mata Nui, where he discovered that Minnorak had survived and made his way there as well, helping form a mercenary group known as The Outsiders. Too old for his old line of work, he offered his services to them as a recruiter, and they happily accepted.
Personality and traits: He’s been everywhere, seen it all, and done it all. He’s past his prime and he knows it. But he still wants to be useful somehow, so he allied himself with Zero and the Outsiders, and serves them by identifying possible recruits. Wise, but weary, Draygon knows a good fighter when he sees one. He’s smart, and stealthy, constantly being underestimated because of his age and height, which he uses to his advantage, silently observing the goings-on around him. He enjoys playing the spy, and delights in opportunities to recruit fresh new fighters for the Outsider’s cause.
Wiki Page: http://bzprpg.wikia.com/wiki/Draygon
A detailed description or image: As with most of his kind, he’s similar in height and appearance to a Toa, albeit far stockier, and clad in a mottled brown patchwork of leather and animal hides. Having spent many years living among bog snakes and tarakava, his arms are long and muscular, capable of delivering incredibly fast and powerful blows. His eyes are a dark, leafy green, similar to the jungle in which he dwells.
Powers: Iaru – Mark of the Beast.
Mask: Noble Kaukau.
Gear: An old iStone that he found on the corpse of a long-dead explorer, waterproofed and weather-resistant, along with a patero launcher, and a number of weapons – knives, spear-heads, darts, etc. – he’s made from the bones of deceased rahi.
Weakness(es): Having spent so much time alone with only vicious rahi and carnivorous plants for company, he’s generally suspicious of others. As his armour is mainly made up of old animal hides, it provides less protection than that made of other materials.
History: Washing up on Mata Nui’s shore in a half-destroyed boat, he blundered inland, eventually finding himself in the dark, hostile heart of Le-Wahi’s Fau Swamp. Nearly dying a dozen times over at the hands of its inhabitants, he slowly made a home for himself among the nesting bog snakes and prowling tarakavas, initially earning the trust of some creatures by removing the infected masks from those under Makuta’s influence.
On a few occasions, he’s met and spoke with sentient inhabitants of the island as they pass through the swamp, but more often he comes across the remains of those who didn’t make it out.
After the devastation caused by the entropy beetles, many rahi lost their habitats and were forced deeper into the swamp, making his home even more dangerous than before.
Personality and traits: While he prefers the isolation and security of his home in the swamp, he is quietly curious about what’s happening elsewhere on the island, and is always eager to learn more. He can be somewhat short-tempered and snappish, a trait he picked up from the local bog snakes, although he does his best to be amiable.
Beast Companion: thanks to his mark, and the years he’s spent living in the swamp, Vilerax has developed a close alliance with a particularly large teal tarakava whom he’s dubbed Lockjaw.
All custom powers and technological items herein were approved by Nuju Metru.