As a new user who absolutely loves RPGs, this was the first thing I had to do.
I'm excited to get started!
ALIGNMENT: Lawful good
POWERS: As a Toa of Sonics, Gairu has the ability to create, control, and absorb sound.
APPEARANCE: Short. Weak-chinned. Frail. These are NOT words that would describe Gairu. Gairu stands at an imposing six and a half feet tall, with an impressive musculature to match his impressive height. He has green eyes and a defined jaw behind his Kanohi Volitak, which has three parallel scratches across the left eye. In the middle of his chest, he has a green heartlight, right next to the Matoran letter 'G.'
Gairu's body is primarily covered with silver and black armor, decorated with green and blue details that glow when he utilizes his sonic powers. He has a plasma burn on his left shoulder, which he got in a fight with a jittery Toa of Plasma. On his blue leather belt are black scabbards that hold his sword and knives. He carries his other gear in a tan backpack.
When he's making a dramatic point, Gairu takes to wearing a billowing red cape that he seems to pull out of nowhere.
- Saber of Alatar- Despite its name, a two-handed Protosteel broadsword with a Gukko feather carved into the pommel. It is capable of channeling and amplifying Gairu's sonic powers.
- Kukri (x2)- A pair of small fleshing knives that Gairu carries for up-close-and-personal combat.
- Kanohi Volitak- The Great Mask of Stealth. This mask is capable of shielding Gairu from unfriendly eyes, blending him into his surroundings and muting his noises. It does, however, have a significant drawback. See the Weaknesses section to find out what it is.
- Red Cape- A red cape with the Matoran letter 'G' emblazoned on the back that Gairu keeps in his backpack.
- Flash Bomb (x3)- Three small balls filled with flash powder. They don't do anything other than make a lot of light and noise. They're handy for making quick escapes.
- Fire-Crystal Lantern- An ornate lantern with a glowing crystal at its core. It is said to give enough light to brighten up the bearer's surroundings for up to 100 feet. Gairu bought this lantern from J'erbok in Po-Koro.
HISTORY: A Matoran of Sonics is as out of place among Matoran of Earth as a Zivon in the plains. So it was with Gairu. No matter how hard he tried, he could not fit in with the Onu-Matoran in Onu-Wahi. Perhaps it was because of his ineptitude. Yep, that's it; it was his ineptitude. Gairu failed at every task he was given. He kept mapping tunnels wrong; he couldn't put together machinery; and don't get me started with mining. Mining was the last straw. After his failed attempt to mine a cool-looking rock nearly cost the lives of an entire mining crew, the Onu-Matoran kicked Gairu out of Onu-Wahi, along with his cool-looking rock.
Alone, Gairu wandered Mata Nui until he reached Kini Nui, the Great Temple. It was there that he found out that his cool-looking rock wasn't just a cool-looking rock; it was a Toa Stone. Placing the Toa Stone on the shrine, Gairu was transformed into a Toa of Sonics! Gladdened by his new abilities, he rushed back to Onu-Wahi, determined to convince the Onu-Matoran that he wouldn't be the cause of any more problems there. He arrived just in time. A dangerous Rahi was going on a rampage, tearing apart several vital mining tunnels. Gairu fought the beast, and managed to beat it into submission, thus saving the underground village.
The Onu-Matoran apologized for their rudeness to him and for kicking him out, and expressed their desire to keep him around. Gairu accepted their offer, their apologies, and their friendship. This is where we find him right now, and where I'll be picking up with his new adventures.
PERSONALITY/TRAITS: Introverted. Selfish. Cowardly. Again, these are NOT words that would describe Gairu. Gairu is very outgoing and loves to make new friends. He claims it's to make up for the lack of them when he was a Matoran. He enjoys sharing things with those he meets, whether it's a tall tale, something cool he found on the road, or a recipe for Dermis Turtle Soup.
He isn't afraid to take on a new challenge or protect those he cares about... mostly. He has a deep-seated fear that he's going to fail, and that his failure will cost the lives of others, due to that almost happening several times as a Matoran.
WEAKNESSES: Gairu's sonic powers are weakened in water, almost to the point of uselessness.
He is weak against Electricity- and Fire-based attacks, as both will heat up his armor to a very uncomfortable temperature, and he'll need to wait for it to cool down before he continues fighting. He has significant chinks in his armor at the back of the neck and the bends of his elbows and knees. If he gets hit there, he's in big trouble.
In addition, Gairu's Kanohi Volitak's power of stealth will only work for two minutes every three hours, which is why he doesn't use it too often.
ALIGNMENT: Neutral good
POWERS: As a Toa of Electricity, Viis has the ability to create, control, and absorb lightning.
APPEARANCE: Viis is tall for a female, about five feet nine inches. Her eyes, once a shining, cheerful magenta that matched her heartlight, now lie broken and useless behind a white blindfold. Scars mar her Kanohi Rau’s eyeholes, a testament to the accident that cost her her sight. Her lips are constantly pressed together in a tight line.
Viis’ body is primarily covered with shiny, almost translucent blue armor accented with magenta. Atop this, she wears a stainless, calf-length white lab coat, revealing her high-heeled boots. Test tubes are strapped to her belt, along with her Black Blade and Kunai.
Tattooed across the back of her hands and neck are Matoran characters, denoting the number “144.” The significance of this number is unknown.
- Black Blade- A long, black-bladed dirk decorated with magenta.
- Kunai (x10)- Small black throwing knives.
- Kanohi Rau- The Great Mask of Translation. It is now useless because Viis cannot see anything that might need translating.
- Lab Coat- A pristine white lab coat with several pockets.
- Test Tubes (x4)- Four small glass test tubes strapped to Viis’ belt. Sometimes she confuses them for Kunai.
HISTORY: Viis was once a scientist stationed in Ga-Koro. She spent her time cataloguing the marine plants and animals there, figuring out their chemical composition and how they interacted with each other. When she was feeling particularly experimental, she would extract a certain chemical from one species and see how it reacted to a different chemical from another species. These experiments were usually harmless, and produced several intriguing results.
Unfortunately, it was one of these experiments that caused her downfall.
Viis made the mistake of combining Ruki pheromones with a particularly volatile buoyancy compound found in lily pads. The two chemicals reacted violently, causing an explosion that caught her right in the eyes. Much of her lab equipment was damaged or destroyed, and she was rushed to the nearest doctors.
Several weeks later, her wounds had healed, and she was ready to be released, but there was a major complication in the procedures… Viis was left permanently blinded. The doctors tried everything they could to restore her sight, but to no avail. Viis accepted her fate, albeit not without some strong emotion, and went back to her home in Ga-Koro, now a melancholy shadow of her once cheerful self. She decided to take up the art of Unseen Fighting, a combat style developed by those who could not see, because she wanted to at least try to contribute something to society despite the loss of her scientific career. This is where we find her right now, and where I’ll be picking up with her new adventures.
PERSONALITY/TRAITS: Viis used to be cheerful before the accident. Now she’s very melancholy and resentful, because her blindness has taken away the thing that brought her joy in life: the ability to do science. She desperately wants to find a solution for her problem, and that means finding a Kanohi Arthron, the Great Mask of Sonar, which will let her sense her surroundings and give her back her scientific career.
Despite her almost constant melancholy, Viis will share an occasional jest with a friend if the day is going well. She will also turn quite fierce if someone she loves is in danger, and will try her best to get them out of their trouble, even though she’s handicapped by her blindness and her efforts are only successful about 20% of the time.
WEAKNESSES: Viis cannot see. ‘Nuff said.
This species needs to be approved by a BZPRPG Staffer before I can play as J’erbok.
ALIGNMENT: Lawful neutral
POWERS: Not exactly a power, per se, but J’erbok has a natural resistance to Water-based attacks and high temperatures.
APPEARANCE: Like the majority of the Barcudo species, J’erbok is a beanpole. He is very skinny, with little extraneous flesh on his bones. However, just because he’s skinny doesn’t mean that he’s weak. His muscles, toughened from supposed years of hard labor, ripple under his blanched white, scaly skin. He has an elongated, Alien-like skull, red eyes, and an under-bite that exposes four yellowed teeth. A row of small black spikes lines his hunched back, which match the nails on his three-fingered hands and two-toed feet.
J’erbok doesn’t wear much. His only clothing is a ragged tan loincloth, held up by a worn leather belt, and tan cloth wrappings around his wrists and ankles. A yellow crystal is tied around his neck; three more crystals- one red, one green, and one blue- are tied to his belt. He carries a rugged tan knapsack which holds his other stuff.
- Staff- A long wooden stick patched with metal, with a noticeable kink at one end. Two pink crystals are tied to the bend of this kink. J’erbok primarily uses it as a walking stick, but it doubles as a blunt weapon in a pinch.
- Crystals- Several crystals of various colors that J’erbok carries with him. They are supposedly from his home island. They don’t do anything special; they just look pretty. And they sell for a good price.
- Oddities and Bric-a-brac- The name says it all. J’erbok keeps his knapsack full of various trinkets and other small objects that are also supposedly from his home island. He peddles them whenever he’s running low on coin.
HISTORY: J’erbok hails from a faraway island with no name. He doesn’t remember much about it, other than it always seemed to be in a state of turmoil. The reason he doesn’t remember much about it is that he was conked on the head hard and woke up Mata Nui knows how much later in a sea-bound crate with amnesia and a knapsack full of stuff.
This crate, battered and broken, eventually washed up on the shore of Po-Wahi, dumping him and his knapsack on the sand. When he regained consciousness, he began to wander the desert, wondering where he was and if he could find someone to help him. He reached Po-Koro a month after, and opened up his own curio booth in the city. This is where we find him right now, and where I’ll be picking up with his new adventures.
PERSONALITY/TRAITS: Despite being stuck in that crate for so long, J’erbok is actually pretty smart. He knows how to survive in harsh environments, which is what kept him alive in his wanderings. More importantly, he knows the value of money.
J’erbok has a desperate need to be liked. He’ll always try to impress others with a (made-up) story about something awesome he did, in order to hide the fact that he doesn’t remember his past. Most of the time, people believe his stories, which is why he fears that if they found out that he was lying, they’d stop liking him.
He walks with a limp and sounds like Sean Connery.
WEAKNESSES: J’erbok is easily distracted. That’s not a good thing to be, especially in combat. He’s also not the best at combat, has no armor or real weapons, and tends to break his staff if he swings it at something too hard.
ALIGNMENT: Chaotic neutral
APPEARANCE: Nikonn stands five feet five inches tall, and manages to look quite regal at that somewhat lacking height. She has pale blue skin, vaguely reptilian facial features, and silver “hair” styled in the traditional swept-back Vortixx fashion. Her curvy figure is the envy of other Vortixx females, and desired by males of all species.
Nikonn clothes herself in a tan bra-like garment with a chocolate-brown fur collar, tan, knee-length cargo pants, tan cloth wrappings on her wrists and feet, chocolate-brown fur bracelets and anklets, a chocolate-brown cloth belt, and silver armor on her biceps, belly, and shins. All of these, bar the fur, are trimmed with a shade of aquamarine that exactly matches her eyes.
- Zamor Spheres- An assortment of Zamor Spheres of various powers, including Targeting, Freezing, and Binding. Nikonn uses them as projectile weapons, but see the Weaknesses section to find out why they usually never work.
- Spear of Siphoning- A spear with a weakened Siphoning Zamor Sphere in the head, intended to steal others’ powers. Nikonn uses it, or attempts to use it, when she knows a fight is coming on. That prevents her opponents from using their full powers on her, so she can effectively manipulate them without worry of getting burned entirely to a crisp. It doesn’t work instantaneously; instead, it will draw out her opponents’ power a little at a time, usually taking fifteen minutes to do significant damage.
- Makeup Kit- A set of exotic Vortixx beautifying products, including Bula berry extract (hair conditioner), Madu fruit paste (mascara), and Visorak poison (exfoliating cream). This gets the most use, because Nikonn knows that her beauty is what makes males bend so easily to her will.
HISTORY: Born into a high-class, well-respected Vortixx family, Nikonn was taught from an early age that she could and should have whatever she wanted. For Nikonn, what she wanted was knowledge. She kept her nose in all the books that her parents’ money could buy, retaining every piece of information that she read. Her parents were proud of her growing intellect, and encouraged her to pursue her quest for knowledge. As she grew in intellect, Nikonn grew also in age and beauty. Males, not just Vortixx males, but males of other species as well, began to take notice of her and desire her. And why shouldn’t they? After all, she was very smart, very beautiful, and (most importantly) very single. But Nikonn would not return their affections. No, her only affections were for her books and scrolls.
Eventually, Nikonn exhausted her parents’ supply of knowledge and left to seek out new books, new scrolls, and new information. (Her parents were secretly glad that she was gone, so that they could sell the massive pile of books that she had bought with their money.) Her quest led her to the Ko-Wahi Academy and Hospital, the largest knowledge database on Mata Nui. She practically took up residence there, up to her neck in new subjects and new information on familiar ones. For a time, she was happy.
Then Echelon came into power in Ko-Koro, heralding in the arrival of several unsavory characters. Nikonn was the target of much harassment from said unsavory characters, who claimed that a beauty like herself shouldn’t be wasting her time with becoming smarter; instead, she should be off somewhere else getting married. Nikonn couldn’t stand this harassment for very long, and after three days of putting up with it, she left Ko-Koro, determined to stay away until something was done about the harassing riff-raff. This is where we find her right now, and where I’ll be picking up with her new adventures.
PERSONALITY/TRAITS: As a result of her high-class upbringing, Nikonn is very graceful and deliberate with her movements. Her actions are always purposeful, and she makes no unnecessary movements. Even her habit of toying with her hair has a purpose. Males love that about her. They also love her throaty voice and her other deliberate habit of rolling her ‘r’s in a seductive manner. Combine those with her beauty and brains, and it’s no wonder that males go wild for her.
Nikonn is a master manipulator, a skill she picked up from her influential parents. She’s only had to manipulate a select few people, as others will generally fulfill her requests without question or resistance, especially if those others are males. But when she does have to manipulate people, she does so flawlessly. As such, she almost always gets what she wants. Almost.
WEAKNESSES: Nikonn’s greatest weakness is her vanity. She knows how beautiful she is, and recognizes the value of it when manipulating others, which is why she’ll go to great lengths to preserve it. That generally means staying away from a fight. If she has to fight, or if she can’t get to her Spear of Siphoning fast enough, she’ll usually stay reserved and never get fully involved in it, which is bad if her opponent is a willing pugilist.
She’s also terrible at throwing her Zamor Spheres.
ALIGNMENT: Lawful evil
POWERS: As a Toa of Iron, Aiduro has the ability to create, control, and absorb any kind of metal and similar substances.
APPEARANCE: Aiduro is a mountain of a Toa. Seven feet tall and covered in bulky, fur-lined armor, his silhouette is enough to strike fear into the hearts of lesser beings. His armor is colored silver and burnt orange, pointing to his status as a Toa of Iron.
Aiduro’s eyes burn a dark blue behind his Kanohi Pehkui. A gray woolen scarf wraps around his neck and shoulders. Gray fur is visible along the edges of each piece of his armor. His gray leather belt holds his equipment. Scars in the shape of teeth marks mar his left hand.
- Epilogue- Aiduro’s massive Protosteel broadsword. Where the blade meets the handle, a Mahi head is sculpted into the material. The Mahi’s horns form the ends of Epilogue’s crosspiece.
- Tangler- A large net made of thick rope. It is used for entrapping Rahi and opponents alike.
- Kanohi Pehkui- The Great Mask of Diminishment. Aiduro never uses it; he’s quite proud of his imposing figure. This mask was briefly lost in Ko-Koro to the Collector, then returned.
- Ogden’s Old- A seemingly bottomless bottle of strong, Ta-Koro-brewed whiskey. Aiduro is never without it.
HISTORY: A bartender. A Rahi tamer. A sell-sword. A guardsman. Aiduro has been all these things and more. He’s lived for adventure since his birth, doing anything that involves roughing up something else.
Aiduro’s first career was as a bartender in Ga-Koro. The shady bar was primarily run by gruff and tough Skakdi, so the environment fit perfectly with Aiduro’s rough-and-tumble personality. (The environment was also where he developed his propensity for drinking booze and harassing girls.) He was the best at clearing up fights and clearing out riff-raff, but when one unsavory character turned out to be the off-duty manager, he was fired.
Rahi taming was a logical second choice. He began to hunt Rahi all across the island, wrapping them up with Tangler and whipping them into shape. It was during this time that he forged Epilogue. While the income for Rahi taming was good, Aiduro just wasn’t sure what to do with the Rahi once they were tamed. After a particularly disastrous incident with a Kavinika, he went looking for another job.
Aiduro briefly took up a career as a sell-sword, but sell-swords weren’t very much in demand. When he found out that he could make an even better living out of roughing up others as a guardsman in Ko-Koro, he went straight to Echelon and applied for the job. Echelon accepted him, and stationed him at Glacier Gate, where he has stood guard ever since. This is where we find him right now, and where I’ll be picking up with his new adventures.
PERSONALITY/TRAITS: Aiduro loves to harass others, be they Rahi, Matoran, or otherwise. He makes a tremendous joke out of it, which makes his harassment worse and increases his enjoyment of it. Most of it is a byproduct of drinking too much Ogden’s Old. He doesn’t care, though; he’ll just keep on drinking and harassing.
He has a particular weakness for girls. True, he’ll harass girls as much as anyone else, but in those cases, it’s to mask his supposed affections for them. (Harassment does a great job of masking his affections, to be honest.)
WEAKNESSES: Aiduro is deathly afraid of Kavinika. His hand still bears the scars from that one encounter. He also utilizes a reckless fighting style that will often leave him vulnerable.
ALIGNMENT: Neutral evil
POWERS: As a Skakdi of Jungle, Crobard has the ability to create, control, and absorb plant life. He is also equipped with Heat Vision.
APPEARANCE: Anyone ever heard Weird Al Yankovic’s song “Fat?” That song applies perfectly to Crobard. Crobard is perhaps the most out-of-shape Skakdi in the history of ever. If the mass of his belly was distributed to the rest of his body, he’d grow a foot. And frankly, he needs that extra foot; he’s short as well as fat.
Crobard’s natural skin color is brown. His teeth, locked in that permanent Skakdi grimace, contrast vividly with his skin. You’d think that a guy who eats so much would have yellower teeth, but not Crobard. He keeps his choppers well-scrubbed. His eyes, close-set in his pudgy face, are a bright red, indicating his powers of Heat Vision.
Crobard wears specially crafted wood-brown and lime-green armor to accommodate his belly, etched with angular patterns. Over it, he wears a white apron covered with stains, the sources of which would be better off not mentioned. A leather bandolier is slung across his expansive frame, holding several of his cooking utensils. A pouch at his right hip contains small jars of his “essential blend of herbs and spices.”
Unusually for a Skakdi, Crobard has grown a bushy black mustache.
- Giant Ladle- The name says it all. Crobard’s main weapon, the Giant Ladle, is almost as big as he is. He keeps it slung across his back when it’s not in use. It’s good not only for stirring soup, but for knocking opponents senseless.
- Cleaver- A large butcher’s knife, not quite as large as the Giant Ladle, with angular patterns carved in the blade and handle. Crobard uses it to chop, slice, dice, and mince both food and opponents.
- Corer- A fruit corer strapped to Crobard’s bandolier. Can pull an eyeball out, if necessary.
- Peeler- A vegetable peeler strapped to Crobard’s bandolier. Can peel off opponents’ skin, if necessary.
- “Essential Blend”- Small jars of a blend of unknown herbs and spices. Knowing Crobard, the source of these herbs and spices is probably better off not mentioned. By throwing an open jar in an opponent’s face, he can effectively blind them for a full minute. That stuff is potent.
- Fork- A fork strapped to Crobard’s bandolier. Unlike the other utensils, Crobard reserves this one for just eating.
- Cooking Pot- A large brass cooking pot on wheels, lugged around like a suitcase. Crobard uses it to carry around stuff that won’t fit in his bandolier, when he’s not simmering a delicious Gukko stew with it, that is.
HISTORY: Crobard was born in Le-Koro to parents who were extremely devoted to the combative Skakdi way of life. That meant that every situation must be treated like a battle. And for Crobard, that meant no comfortable bed, no belongings besides his weapon, and especially no good food to eat.
Crobard began to wonder why he had to endure such uncomfortable circumstances, while everyone around him (bar his parents) was relaxing and having an enjoyable time with their life. Crobard wanted to be part of that lifestyle, too, but his parents would not allow it. “Skakdi are fighters, and fighting is uncomfortable business,” they would say. “We must get used to discomfort; then we won’t be disappointed when the pain of battle comes upon us.”
Finally, Crobard had had enough of discomfort. He left his home one morning and never came back. He swore that he would get a taste of every luxury available to everyone else. Then he’d be content.
One of Crobard’s favorite comforts was in the realm of food. He loved trying all the different delicacies that his parents had never allowed in the house. He began trying to replicate the dishes he found, and with time and practice, his dishes rivaled those of even the greatest chefs in Le-Koro. Once he had gotten those dishes down, Crobard began creating his own, hunting for new combinations of flavors to add to his repertoire. As he grew in skill and reputation, he also grew in girth. And while he lost his speed, he never lost the strength in his arms.
Eventually, Crobard exhausted the supply of ingredients available for him in his area of Le-Koro, so he began traversing the Wahi, hunting for something new. This is where we find him right now, and where I’ll pick up with his new adventures.
PERSONALITY/TRAITS: Crobard loves food. If you haven’t picked it up from the above descriptions of his appearance and gear, then pick it up now. He spends a good portion of his time searching for new ingredients to use in his dishes, another good portion cooking said ingredients, and yet another good portion eating all of said dishes. He claims that he eats said dishes to see if they are worthy to be served to others, but nobody really believes that.
Such is Crobard’s love for food that he’s even incorporated it into his speech. He constantly uses food-related terms to describe situations; for example, “a delicious turn of events,” “knead you out until you’re nice and fluffy,” “simmering in their own juices.” You get the idea.
He is much too jolly to be a villain. His laugh is the most annoying sound in the world.
WEAKNESSES: Due to his expansive belly, Crobard cannot move quickly. His fastest is just a notch past waddling. This makes him a very easy target, not just because he’s slow, but also because there’s a lot of him to hit.
In addition, Crobard cannot use his jungle powers unless another Skakdi of Jungle is around. Which is unfortunate for him, seeing as Skakdi of Jungle are few and far between. His element of jungle is flammable, which makes him very vulnerable to Fire-based attacks.
He will also cave in when somebody threatens to ruin one of his dishes and will just do what they want. This makes him very easy to manipulate.