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Guest Stars Wanted, Apply Within


Pahrak Model ZX

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Well, I think it’s time.

 

If you didn’t know, I’ve been putting together a new idea for an epic, taking place in a new world named Olkir. The full primer can be found here, but essentially the idea was to mash concepts from both generations of Bionicle, as well as Slizers, RoboRiders, and Hero Factory, into one fantasy world. (Though…since G1 has more content to play with than all those others combined, the end result is something that could probably be termed a fanmade Bionicle G3 story.) This world is populated by humanoid villagers made of a special kind of living metal who belong to eight Elemental Tribes, led by Coronets blessed with the power of Elemental Gods known as Slizers. Villagers have learned to mine minerals imbued with Elemental Power to craft special weapons, or they can go to a Rider to be made a proper Toa—though this is far rarer now, since automata known as Hagah have begun keeping peace worldwide.

 

I’ve begun setting up the plot, but I was curious to see if anyone out there wanted to contribute characters to this story, so before I go any further I’m going to put out the call. If you’re interested, I’d recommend glancing over the primer to get a clearer idea of what’s going on before posting your form in the comments here.

 

What I Need:

-A name for your character, of course.

 

-You can be a villager, a Toa, or a Hagah unit. For the first two you will need to pick an Element: Fire, Water, Ice, Metal, Lightning, Rock, Jungle, or Sun. However, for plot reasons, no Toa of Metal or Sun will be accepted. (Hagah can be associated with a particular Element if they wish, but it isn’t required.) Also, before you go jumping at the chance to be a Toa, there’s something specific about how Toa work that you need to know. A Rider turns a villager into a Toa and they are then free to do what they want for the rest of their life. When they die, however, the Rider takes them to an area at the edge of the afterlife where sixteen canisters are stored. Each Rider’s existence is stabilized by harmonizing with the souls of two Toa. When a Toa dies, their soul is put into one of these canisters to provide this effect, and the canister’s previous inhabitant is then sent into the proper afterlife. The stasis is by no means uncomfortable, and again, it is temporary, so maybe it isn’t a dealbreaker—but it still requires a degree of self-sacrifice, especially since the lack of Toa lately means the stasis can last for quite some time. In short, if your character is a Toa they must be someone who would agree to putting off their eternal reward for a while, which is something that should be reflected in their character.

 

-Appearance. Villagers and Toa are humanoids with metal skin, and can magnetize armor to their bodies. Hagah can have more diverse appearances if they’d like.

 

-Now’s where we get into powers and weapons! Obviously a Toa will innately have command over their Element. As mentioned previously, the villagers have learned to create weapons imbued with Elemental Power, so anyone can have access to those. Using these weapons also allows anyone, even villagers, to develop unique Element-derived abilities all their own, typically referred to as Plays. I want to be pretty open with weapons and powers, and would encourage you to think up some creative ones! Though, an Elemental Weapon can only power abilities of that one Element, and a villager is typically only proficient in the Element of their Tribe. Examples of weapons and Plays and how they work are detailed further in a read more below if you want to look them over. This section of your form can easily be tweaked as the story progresses, so for now, come up with whatever you want, and I’ll discuss modifications with you if I feel the need.

 

-Related to that, on the topic of masks. Masks of Power do exist in this world, but they are rare treasures found in hidden temples that can only be obtained by passing various traps and tests. So your character might have a mask, but only one, and said mask must have only one specific ability. Some masks have already been decided on, and those will be listed in a read more below. (Of note, it’s entirely possible for two characters to have the same mask—a new one is forged for the temple each time one is removed.)

 

-And a bio, for, you know…everything else. Gender, character traits, history, all that good stuff. Naturally, a good chunk of this will probably be used more as a guideline than put in word for word, but I plan to discuss my ideas on adapting your initial information with you in detail as we move forward. So please, give your characters some interesting pasts or quirks, and potential paths of character development! I won’t be accepting any applications for important figures like the Coronets, but that still leaves a lot of other options. Also, I don’t think I’ve mentioned the Priests of the Slizers yet, but that’s a thing if you’re interested. You will have to main disks, though.

 

-Oh, uh, one last thing…on a scale of 1 to 10, 10 being most likely, how likely would you say this character is to be a member of a cult dedicated to Shark Demon Pridak? Just a survey, you know, for demographic research and whatnot. Totally not a spoiler.

 

Weapons, Elemental Facets, and Plays

Weapons made from certain eleminerals have special properties and can be used as “batteries” for Plays. The eleminerals are lunapollonite (Sun), rockite (Rock), florate (Jungle), ionalloy (Lightning), volcanore (Fire), mallaidro (Water), nexidian (Metal), and freezon (Ice).

 

Commonly used weapons:

-Disks: Throwing disks are considered a holy weapon for their association with the Slizers. Given that, it isn’t at all surprising that disks have been made from every elemineral.

-Sun Gun: Exactly what you’d expect. There’s a bit of variety in what these firearms look like, but they all use lunapollonite to store massive amounts of sunlight which is then fired in concentrated blasts from the barrel.

-Morcian Swords: Blades made in the town of Morcia on the Island of Lightning. Being made from ionalloy, they possess the ability to fire lightning bolts from their tips.

-Skrall Shields: Shields made from rockite, making them extremely resistant to damage, and extremely painful to get bashed over the head with.

-Viridian Bow: A green bow containing florate. When you pull back on it, an arrow instantly materializes; many users develop Plays that modify the properties of the arrows formed.

-Grappling Hook: Consisting of a long chain with a hook made of mallaidro on the end, this weapon is immensely popular amongst the Water Tribe for its utility. When the hook comes into contact with something, it melds to fit it perfectly, enabling the user to grab onto almost anything

-Vortixx Axe: The head of this battleaxe is made of nexidian, and when swung downwards, it temporarily greatly increases in density and weight, adding to the power of each swing.

-Storm Drones: Though a recent invention, these are a favorite weapon of the Ice Tribe since many of them prefer not to fight directly. Usually coming in pairs, these small airborne devices have their own power source and a limited AI, enabling them to act independently and fire freeze blasts at their designated target. They also have a voice recognition system to take orders from their owner at any time.

-Kardata: Not a weapon, but a style of martial arts widely practiced on the Island of Fire. While often used in conjunction with volcanore weaponry like the Furnace Fists or the Scorching Pike, Kardata users have refined their barehanded combat skills to a degree very few others have, enabling villagers to continue to fight even if they lose the weapon that powers their Play. The Kardata uniform consists of two shoulder plates that each rise into three curved points (think the Tahnok’s Fire Shields), and a sleeveless robe that fans out to the sides of the legs like an overcoat. The color of the uniform denotes rank: red is beginner, orange is proficient, yellow is skilled (the lowest rank that typically leaves the island), white is expert, and blue is master (very rare, so don’t necessarily jump straight to this).

 

In order to devise a Play, one must first recognize their Facet. As villagers and Toa alike continued to use Elemental Powers, they came to realize that different people had varying affinities towards using the same Element in different ways. These affinities are now referred to as Facets, and this increased understanding has led to much greater ease in the development of unique abilities. Identified Facets include:

 

-Rock Facets:

--Igneous: Skilled in energy-based abilities

--Sedimentary: What they create is very difficult to destroy

--Metamorphic: Able to devise very creative abilities that don’t necessarily look like Rock-based powers

-Jungle Facets:

--Lily: Best at emulating specific types of plants

--Sakura: Excels in both healing and poisonous abilities

--Dandelion: While they can work with plant life, Dandelion Facets usually develop Plays related to animals rather than plants

-Lightning Facets:

--Stratus: Good at compacting and reinforcing their energy, making them skilled at materialization abilities

--Cirrus: Good at controlling the direction of their attacks, very precise

--Cumulus: Good at storing and unleashing power, resulting in very heavy attacks

-Fire Facets:

--Fahrenheit: Specializes in explosions

--Celsius: Excels at control, making it easy to create localized attacks and weapons

--Kelvin: Produces fire that burns much hotter, achieving white and blue flames more easily than other Facets

-Water Facets:

--Atlantic: Does their best when focusing on offense

--Pacific: Excels at defensive abilities

-Metal Facets:

--Noble: Excels at manipulation of metal

--Precious: Better able to produce metal with unique qualities

--Heavy: Able to quickly produce extremely solid constructs

-Ice Facets:

--Arctic: Specializes in abstract abilities, like manipulating cold and using blasts of freezing energy. Those with this Facet tend to focus on studying the future over the past.

--Antarctic: Specializes in concrete abilities, like constructions made of ice. Antarctic Facets tend to study the past more than the future.

-Sun is a unique case. It does technically have Facets (Sunlight, Moonlight, and Starlight), but any Sun user can easily utilize all three, and as may be obvious their usage is restricted by the time of day. Sunlight Plays can be just about anything the user can imagine, and can only be used during the day. At night, Moonlight can be used to create “reflections” of an opponent, their weapon, or even their powers, meanwhile Starlight Plays call upon specific constellations to empower the user.

 

All this leads up to Plays. Once an Element-user discovers their Facet, they can then apply their Imagination to their power, molding it into nearly any form they can think of. The resulting ability is what is called a Play. For villagers, their lack of proficiency with Elements makes this process more difficult than it would be for a Toa, so a villager typically focuses on developing one specific Play that becomes their trademark. Plays can range from simple to extravagant, all depending on the Imagination of the user and if they can conceive a way to tie it back to their original Element through their Facet. It is unknown just what limits, if any, exist on what a Play can be, though it has been noted that more powerful Plays have larger weaknesses—nature always seeks to maintain balance, and even the most powerful Imagination cannot escape this fact. However, some very skilled warriors have found ways to turn their Play’s weakness into an advantage. Since a villager does not naturally possess Elemental Power, if they are disarmed they cannot use their Play.

 

Example Plays:

-Horizon Quill: Sunlight Faceted Sun Play. The user shoots a beam from their sun gun and “draws” a line, usually on a solid surface. After a short delay, a great amount of Sun energy rushes either up or down from that spot, sweeping away the target and causing damage.

-Viridian Forest: Lily Faceted Jungle Play. Used in conjunction with the Viridian Bow—a very broad Play that enables the user to create arrows with the properties of any plant they know of, though it takes a bit longer than similar Plays that turn Viridian arrows into just one type of plant.

-Astral Blades: Stratus Faceted Lightning Play. Eight lightning bolts strike in a circle around the user and form into tangible blades that the user can wield. Anyone else who touches these weapons is shocked. The user can call a blade through the air directly to their hand, though they must not use this ability on the same blade two times in a row.

 

Masks of Power

These are the Masks of Power I’ve already decided exist in Olkir, and you are free to use any of them. There are a few others I’ve decided on that will be rare/unique/plot-significant, though, so if you want to make a new one maybe ask about a specific name/power before you get your heart set on it.

 

-Mask of Calix: Enhances wearer’s perception, allowing them to react to things much more quickly than usual (assuming their body can physically handle it)

-Mask of Pakari: Enhanced physical strength for a short time

-Mask of Kakama: Enhances speed, though can be difficult to control when used at full power

-Mask of Huna: Makes the wearer invisible, though the effect goes away when they prepare to launch an attack

-Mask of Sanok: Increases the user’s ability to make precision strikes

-Mask of Felnas: If the wearer understands their opponent’s Play, they can remove their ability to use it so long as they are in direct physical contact with them

-Mask of Pouks: If the wearer understands someone else’s Play, they can copy it for a brief time, though it will not be as powerful as the original [50%] (will be closer in strength if it is the same Element [75%], and much closer if it is the same Facet [90%])

-Mask of Crast: Pushes a target away, though repeated use can be exhausting

-Mask of Pehkui: Enables the user to shrink, though their physical strength will reduce as well

-Mask of Kualus: Enables the user to grow larger, though this does make it harder for them to maneuver and react

-Mask of Kualsi: Enables the user to instantly move to any location they can see, but becomes increasingly disorientating with each use

-Mask of Kiril: Used to repair inanimate objects

 

That should about cover it. So, anyone interested?

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Gonna be a toa of fire named Kuan.

Kelvin

 

Mask of Kakama, Tyrant's Familiar (same weapon as in Olkir Tournament)

 

Play: a variation of Flame Wave from Olkir Tournament, using the immense speed granted by the mask to ensure a hit, while avoiding damage.

 

He's a former blacksmith turned fighter, he will fiercely protect those he sees as friends, and the one thing he fears is that he can't do so.

 

uh, 1.

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TimeLord

Jungle Facets: Dandelion

Weapon: Viridian Bow

 

Same play.

Mask would be a Kualsi.

 

Description.

TimeLord is a tall lean warrior. He wears a dark brown cloak with a symbol of a tree on it.

Color scheme is gunmetal and true green. A small bonsai tree is growing within his armor and rest on his left shoulder. He uses his Bow's jungle energy to keep it alive.

 

Backstory:

Warrior who had his whole village and family destroyed as a young child. Learned to fight so he could protect what he had left himself and nature. Doesn't want to become close to anyone in fear he just loss them.

Often wonders the jungle island studying its animals.

Likes keeping a solitary existence.

 

Probably 1. TL is a self made outcast.

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Oh boy, another excuse to use a new character that I'm probably never going to use anywhere else.

 

QHORM- The Villager of Metal

Weapon: Thunderdome- A large hammer with a chain at the end of the handle.

Play: Metal Wave (the same used in the tournament)

Facet: Noble

Mask: Pakari

 

Appearance: Qhorm is somewhat taller than the average villager, with heavily muscled arms and a noticeable paunch.  His armor is dark gray shot through with silver, and he has a burnt orange pauldron on his left shoulder.  He has a few teeth knocked out, and his jaw is slightly askew.

 

General Description: A villager who participates in fighting tournaments just for the heck of it.  Qhorm doesn't care about winning fame or fortune; the thrill of battle is enough for him.  He treats his opponents as friends and equals, especially in the midst of battle.

Qhorm is not without his faults, however.  His personal code of conduct prevents him from physically striking ladies, even when he's supposed to be fighting them.  He is also incredibly trusting, which leaves him vulnerable to manipulation.

 

Likelihood of Cultism:  I dunno, 5.5.

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Name: Nato


Loadout: Baleful Sky - a Kusarigama made from ionalloy, giving it the same properties as a regular morican blade. He has also recently acquired a Mask of Calix. 


Facet: Cirrus.


Play: Bolt From the Blue - Upon striking an object or person with my weapon, he can 'mark' them. Five seconds after a mark is placed, a devastating bolt of lightning is called down from the heavens to strike the location of the mark. However, if the marked object is in motion, the bolt may miss. 


Appearance: A villager of lightning, Nato has armoured himself in light, overlapping plates of marbled silver-blue steel, with highlights of transparent material grafted onto the edges of some of the plates to give him a more ethereal look.  


Personality: Nato is something of a free spirit, rarely staying in one place for very long. His desire for adventure, coupled with his habit of journeying around, has earned him the title of 'Nato the Traveler'. He also has a penchant for bad puns. 


Backstory: Due to the rather chaotic weather of his home island, Nato relishes in any opportunity to travel to other shores, often spending months at a time exploring the wilderness of other islands, chasing rumours of treasure, seeking out new foes to test his skills against, or simply immersing himself in the beauty of nature. Consequently, he has few friends, and enjoys his own company more than anything else. 


Cultism: Considering that little scene after the tournament, I'd say he'd be pretty curious about this whole Pridak thing, so I'd put his potential cultism at 6 or 7.  


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Name: Trijhak

 

Weapon: Sparkling Spear - a three-pronged spear, seemingly made of crystal, with similar properties as the Viridian Bow. Instead of materialising an arrow, it materialises a crystal javelin when moved in a throwing motion. Trijhak used to have a bow, but found that too many fighters fought in melee range and so has swapped to this spear.

Facet: Rock - Metamorphic

Play: Crystal Artillery - like in Olkir tournament, it is initiated by throwing the spear, creating small rock crystals that can float and surround the user, forming a shield of sorts. At the will of the user, these crystals can also be sent flying up into the air to rain down upon the opponent or opponents as if they were artillery, and the user may forego the shield phase if they so wish.

Mask: Huna - a Huna is very good for shaking off aggressive fighters. 

 

Appearance: Trijhak is a dark green, teal and purple villager who is a fairly average height, covered in lightweight armour to allow himself to move without being restricted. 

Description: Trijhak is often a slightly nervous individual, very unsure of what might happen. Both because of and despite this, he tends to do things on his own unless he is with someone he trusts, which isn't many people. He prefers to speak as little as possible, unless there is something he really wants to say.

 

Cultism: Uh, 6? He's skeptical of such things but doesn't really have anyone to tell him to not join the creepy shark cult. 

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