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Six Kingdoms: Apocalypse -- Rules and Character Creation


Unreliable Narrator

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Marrow

Tahtorak of hatred.

Breed: Tahtorak

Brief Description: 300 feet of glistening green and cold cobalt, this monumental monster is crested with craggy clusters of spikes and spines that run down his back and to the end of his lengthy, blade-like tail. His muscular arms end in terrific tearing talons, with dexterous fingers and opposable thumbs allowing him to grasp and manipulate objects if he wishes to. Bark, leaves, and vines cling like a second skin to the shield-sized scales that adorn his form, a cloak of vibrant life that ripples and writhes around him like a nest of irritated snakes, making him appear even larger and more formidable than he already is.

Background/Occupation: Once an ancient Mesi, Marrow invoked the Rite of the Tahtorak in an act of desperation and was defeated by Yumiwak, his remains cast into the fiery heart of Irnakk’s Tooth to be reborn as a Tahtorak. As he died fighting to protect his people, Marrow emotional attachment to the Mesi has carried over into his new life, manifesting as an instinctual motivation to avoid causing harm to those who live below the surface.

Flaws: As a Tahtorak, Marrow has little regard for his own safety, taking each encounter as a challenge for superiority and a duel to the death. He is bound to listen to and obey the commands of his creator, and cannot knowingly cause her harm. His neck around the collar is soft, allowing for greater flexibility, but also being more vulnerable to attack.

Marrow is unable to communicate effectively with others, too blinded by his emotions to rationally hold a conversation. While he can hear and understand the languages he knew in life, he finds it incredibly difficult to speak them with his new mouth and tongue.

Psychologically, Marrow is a broken being, conquered and controlled by a single-minded rage, and incapable of letting go of the blind, unwavering hate he has for all surface-dwelling Skakdi. As a Tahtorak, Marrow has lost many of his memories of his past life, leaving him frustrated and enraged by these emotions that he cannot understand.

Powers: Marrow possesses the elemental power of plantlife at a level beyond that of a Toa Kaita, and is completely immune to his own element. He is similarly impervious to any effect, attack, quirk, ability, or power that is cast or controlled by a creature or character that is not a Kaita or stronger.

Like all Tahtoraks, he is capable of issuing a compelling roar that briefly stuns an individual target. Any being not of Kaita power or greater becomes terrified of him upon hearing this roar, and must overcome their own fears and nightmares or remain paralysed. Other riteborn Tahtoraks are immune to this terrifying roar.

Upon entering a hex, Marrow’s presence causes all plantlife to enter a state of increased, indeterminate growth. For as long as Marrow remains within a hex, plantlife of all varieties will continuously grow upward, downward, and outward with unnatural speed, beyond any normal size.  

__________________________________________________________________________________________________________

Opal

The lurking nightmare.

Breed: Zivon

Brief Description: A colossus carved of carapace and cruelty, Opal’s ferocious form rises nearly two hundred feet above the ground, with her tail and its savage stinger able to raise a further fifty feet at their full height. Her form is fortified with a durable black-gold exoskeleton, with six legs supporting her weight, and her two arching arms ending in powerful pincers.

Background/Occupation: Formerly a Mesi warrior in service to the vengeful warlord Marrow, Opal was defeated and forced into the fires of Irnakk’s Pit, triggering her transformation into a Zivon.

Flaws: Like all riteborn monsters, Opal has lost much of her memory of her former life, though she remains plagued by a lingering sense of loneliness and loss. She has retained a psychological sensitivity to light, feeling vulnerable and uncomfortable to the point of panic in well-lit areas, despite her size. She is bound to obey all commands from her creator Ysocla, and cannot knowingly cause her harm. She understands languages she knew in her old existence, but cannot speak them.

Opal is a territorial creature, paranoid and distrustful of other entities, and she derives sadistic satisfaction from toying with captured prey. As she is an ambush predator, she lacks the stamina to engage in drawn-out battles. Due to her body shape and exoskeleton, she is unable to turn in such a way as to see directly behind herself. Her tail is also a point of vulnerability, with the joints being fragile and prone to breaking, and her venom posing as much a risk to her as to her enemies.

Powers: Like all riteborn, Opal is immune to any effect, attack, quirk, ability, or power that is cast or controlled by a creature or character that is not a Kaita level or stronger.

Opal’s stinger can inject a poisonous venom into a target, or form a ball of venom and hurl it up to one hex at a target. This poisonous venom slows those it contacts, making them tired and incoherent. This ability cannot be used across the veil between planes and can only target creatures on the same plane as her. All six of her legs are capable of creating a spray of webbing, resistant to all but Kaita level damage. The webbing can be cast across planes or the veil between them to capture prey and pull them back into the Realm of Nightmares, allowing her to snare a target before ever entering the Time Between Time. Her claws exert incredible crushing force, and she possesses a pair of monstrous mandibles capable of decapacitating a Kaita ACR.

Opal can see from the Realm of Nightmares into the Time Between Time, and freely choose which of these planes she wants to exists on, so long as she is not restrained. She is also capable of flickering her physical form from the Realm of Nightmares to the planar limbo where gaseous aspects reside, allowing her to directly harm aspects when they are weakest. Her abilities are further augmented by an arsenal of rhotuka spinners. Her head-mounted launcher fires rhotuka that blind targets on contact, the one on her back deafens targets, while the one on her right claw mutes targets, and the one on her left numbs targets. Each effect will remain active until a new target is struck, or the current target finds a way to remove the effect. Unlike Opal’s webbing, her spinners cannot be used across the veil between planes, and can only target creatures on the same plane as her.

Opal’s presence in a hex thins the veil between the Realm of Nightmares and the Time Between Time, causing PCs, MCs, and NPCs to experience traumatic nightmares from their past as if walking into Irnakk’s Tooth. All characters are unable to sleep in that hex, and become distrustful of even their closest companions.

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Deceased

 

Name: Credence

Breed: Skakdi Kaita

Faction: Riggers

Brief Description: Twice as tall as a normal Skakdi and twice as wide in the shoulders. It is easy to see the morphed three torsos of the Skakdi that make up it.

Its top right torso is blue, with the left torso being white and the bottom torso being black and brown.

Its optics are a deep and piercing yellow.

Background/Occupation: Formed out of desperation by Crucia, Dagrut, and Vex to overcome Crucia’s cruel boss, Silver, and her employees. Credence was created through cohesion of three minds and the focus on survival.

Flaws: 

Physical Flaw: Horrible sense of smell after years of gutting fish. Even merged, Vex’s form keeps the Kaita from being able to run long distances or for extended periods of time.

Psychological Flaw: Afraid of flying. Dagrut will end the merging if an event of overt danger occurs.

Powers: 

Primary: Kaita level Impact Vision, Severing/Binding Vision, and Spellbinding Vision.

Impact: Produces a powerful concussive force.

Severing/Binding: Dagrut has the vision power of severing/binding. This allows him to sever anything upon a molecule level, leaving a clean and sealed wound in its place. In addition, he can also use his vision to fuse any two things together, create a perfect seal and even allow control of the attached object.

Noted though, that anything attached with this vision power can only be used if it is replacing something else and that it'll only function as the replaced thing. So, to replace an arm with another arm, it'll work like a normal arm, but, to replace a leg with an arm, it'll only function as a leg. Though with practice and care, you could learn how to access additional functions or use the replacement for what it originally was meant to do.

In addition, the power can only effectively work if both Dagrut and the subject is remaining relatively still. So, if he was to fire the beams at the feet of a running target, it would only really tickle at their heels while with a standing target he could bind their feet to the floor.

Spellbinding: Vision power that Thok had in canon; disorients the target but only as long as Vex stares at them and concentrates.

 

Secondary: From Crucia pre-Kaita: Kraata of Cyclone Stage 2 - Desecrated by Whira

Stage 1: Instinctively influences wind currents for speedy travel.

Stage 2: Able to raise a defensive field of cyclone wind.

 

Breed quirks: Physically imposing creatures with sharp claws and large teeth. They are as strong as—if not stronger than—most Toa Kaita. 

Possesses an innate connection to Water, Ice, and Earth. As a Lesser Spirit, Credence has Kaita level control over these elements.

Although Skakdi Kaita can physically wear Kanohi masks, they cannot access their powers, and they do not require masks in order to function properly.

Ability to chew food as opposed to absorbing it.

Equipment: Crucia’s Water Harpoon and Dagrut’s Hacksaw Blade have merged together. Vex’s two spiked gauntlets have enlarged to fit Credence’s hands, the gauntlets now designed to appear as if they flow naturally up the forearms.

Fishing nets. Surgical Tools.
 

Edited by Kal the Guardian
Credence has died.

-----------------------------

--------- “BRUH” -Makuta, probably ---------

-----------------------------

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  • 2 weeks later...

Name: Taua (derived from the Skakdi word for “war”), Skakdi Kaita of Conflict

Breed: Skakdi Kaita

Faction: Drukarus’ War Skaks

Brief Description: Towering above even a titan, this mighty union of three Skakdi stands over three times the height of an average member of its race (26’6”+). Cutting a figure like that of a mighty gladiator; with broad shoulders, powerful legs and a firm body, the Kaita’s deep black, rich tan, and stark white form is completely covered in scars. Though unlike those scars claimed through a lifetime of conflict, these scars make a ritual pattern of writings and symbols that tells of the cumulative accomplishments of the Kaita’s constituent parts, the scars illuminated with an incandescent flow of warbling purple, frosty blue, and sandy brown.

Though the Kaita might at first simply be seen as a massive Skakdi in form, various aspects of its visage reveal just how much more it is. Instead of simply having two arms, the Kaita instead has three, with two arms being on its left side, both noticeably smaller and weaker than the one arm on its right. With the left hands, they both end in two fingers but only the upper hand has a thumb while the right hand ends in five fingers with two thumbs on either side of the palm. In addition, within the center of the Kaita’s chest exist three heartlights forming a triangle; the bottom left glowing with a frost blue, the bottom right glowing with a sunny yellow, and the top one being dead and black, with a faint squirming being noticeable if one was to look closely.

Lastly, the armor and equipment worn by the three Skakdi who have formed this Kaita have fused together as well as into the Kaita’s form itself, adding an additional layer of protection. This silver armor consists of a large pauldron that covers the right shoulder and the upper right-side of the chest, extending down into an armored sleeve that ends at the wrist. The armor also covers and wraps around the neck and collar bone, fusing into the helmet that completely covers the Kaita’s face, masking the pair of sinister grins, one atop the other, and the six battle hungry eyes.

Background: Born from the fusion of Krrenchk and Zekev giving themselves to Drukarus, this Kaita exists as the Skakdi breed’s collective desire to battle and prove their strength in battle, even if Drukarus stands as a dominant force within this Kaita’s collective consciousness. 

Powers -
Spirit of the Kaita: Across the board, the Kaita is magnitudes stronger than its constituent parts, both physically and mentally, with it holding a far greater control over its abilities and being able to utilize them at a far greater level of power than what would normally be possible. In addition, with the fusion of three consciences forming the Kaita, the Kaita is able to utilize more of its innate powers at once, up to three, though doing so limits its awareness, reactions, and general combat ability.

Elemental Power of Ice, Gravity, and Stone: The Kaita, a fusion of three Skakdi, has unlocked the latent elemental power that each Skakdi wield and is capable of wielding them at a Kaita’s level of control and power, with this Kaita wielding the elemental powers of Ice, Gravity, and Stone. The Kaita’s association with Ice, Gravity, and Stone also gives it a resistance to extreme cold (though a vulnerability to heat), resistance to the extremes of gravitational and atmospheric pressures, and a level of strength beyond that of any other Skakdi Kaita.

Vision Powers: As a Kaita of three Skakdi, the Kaita is capable of accessing all three vision powers, the powers themselves being far more powerful than their standard versions. The Kaita though cannot utilize all of the vision powers at once, only being able to maintain one at a time, with the powers coming from the corresponding set of optics. So if that set were obscured, that particular power could be blocked as well.

  • Vision Power of Sole Dominion (Fusion of the Vision Power of Dominance and Amnesia Power): The Kaita has the vision power of sole dominion, which can impose upon a subject’s mind a sense of inferiority and isolation, as they are left unable to remember where they are and with whom while the Kaita’s will looms over them. This effect is only heightened when direct eye contact is made. In addition, the Kaita itself is also resilient to effects that would manipulate its own will or emotions, such as a Kraata of Fear.
  • Vision Power of Laser: The Kaita has the vision power of laser vision, which allows the Kaita to emit highly concentrated laser beams from its eyes. The lasers themselves can vary in their level of intensity and can become powerful enough to pierce through protosteel.
  • Vision Power of Inaccuracy: The Kaita has the vision power of inaccuracy, which allows the Kaita to hamper the accuracy of those it focuses on. Though the power is ineffectual towards a target within arms length, the effect becomes much more noticeable the farther away the target is from the Kaita. But, the power does have a limit to its reach, as the Kaita needs to at least be able to discern the target’s limbs for it to hold any sort of effectiveness.

Will of the Silver Blade (Fusion of Will of Force and The Silver Blade): The Kaita wields an exclusive and powerful innate power that it is able to utilize from the fusion of Drukarus and Krrenchk. This unique and incredibly powerful innate power allows the Kaita to absorb and withstand severe and deadly blows by turning portions of its body into as hard as protosteel, the portions shimmering silver when it does this. It is capable of maintaining up to three portions of its body, this ability extending to the weapons it wields (the portions are the head, torso, right arm, left upper arm, left lower arm, right leg, left leg, maulaxe, greatshield, and boots).

When the Kaita turns a portion of itself silver, the kinetic energy of any and all blows that strike the Kaita are absorbed, but only when it is the silver portions that are struck. Doing so causes the Kaita to increase in size and strength proportional to the amount of energy it absorbs, with the upper limit of it allowing the Kaita to increase to fourfold times its original size (106’+). This increase in size though causes a proportional reduction in speed and reaction time. The Kaita cannot control how much energy is absorbed and in addition, if the size limit is reached, the Kaita will detonate in a devastating wave of kinetic energy, instantly defusing the Kaita and dealing severe harm to all those fused within, with Drukarus taking the blunt of the harm.

Lastly, any portion of the Kaita’s body that is under the effect of the Silver Blade can be made incredibly sharp by channeling the stored kinetic energy within its form to the appendage, doing so makes it so that the Kaita cannot absorb energy while channeling it. When it does so, the Kaita’s size reduces proportionally to the amount of energy that is released. The Kaita though whenever it releases this energy suffers harm, as the kinetic energy surges across its entire form, though it is spread across its entire body.

Kraata of Mind Reading (Level Five): Bearing a level five Kraata of Mind Reading within one of its heartlight chambers, given to Drukarus by the Aspect Caedast, the Kaita is able to utilize the Kraata’s power for itself. The Kraata’s power is constantly active at a low level, allowing the Kaita to detect the presence of other creatures near it as well as avoid easy capture. In addition, the Kaita can focus its mind, reading the thoughts of those around it, learning of their immediate thoughts and predicting their actions.

Equipment - 
The Cleaving Hand of Taua (Fusion of the Fist of Ruk and Zekev’s Axe): Once a mighty weapon, forged by ancient Skakdi artificers through elemental craftsmanship that has long since been lost to the ages, this weapon has now grown to be something far more than it once was. Visually, it looks still very much like the maul it once was, though noticeable changes have occurred to the weapon.

The handle of it is no longer purely straight, with it now slightly curved as to increase its overall force when swung, with the former etching now regaling the feats of the Skakdi that makes up the Kaita now. In addition, the head of it has changed into two distinct portions, the massive plated stone hammer head on the front facing side and the sharpened and cleaver-like axe blade on the back end. And lastly, though the weapon is now more proportionally sized to be wielded in one-hand, it is clear that wielding the weapon with two-hands would still be the most devastating and effective method.

Clearly a powerful weapon, one that only a few Skakdi Kaitas, let alone other Kaitas, could wield with its sheer size and weight, with only Taua being capable of perfectly wielding this weapon. The maulaxe itself is capable of channeling elemental energy through its bludgeoning head and severing blade edge, both of which are constantly emanating such energies on a low level. The maulaxe is also able to charge up with electrical energy, though this takes time to build-up and the energy cannot be channeled the same way as elemental energy, only causing the maulaxe to be momentarily electrified. This momentary electrictrification cannot occur when elemental energy is being channeled and, unlike when channeling an element, the electrification is not as strong or harmful.

Bulwark of the Roaring Tahtorak (Fusion of the Tahtorak’s Maw and Zekev’s Shield): Once a clawed gauntlet that worked effectively as both a weapon and a shield, it has now transitioned in the latter, forming a massive tower shield, the visage of a roaring Tahtorak evident on the front. Now purely a tool of defense, this greatshield is capable of withstanding incredible blows, even without the effect of the Silver Blade, though it does require two hands to effectively wield.

But, although the shield has lost its original offensive potential, it still holds a few tricks of its own, this trick being that the Tahtorak visage on the front is capable of opening its jaws, being a vent to channel elemental energy through in a sort of breath weapon. The greatshield is also able to charge up with electrical energy, though this takes time to build-up and the energy cannot be channeled the same way as elemental energy, only causing the shield to be momentarily electrified. This momentary electrictrification cannot occur when elemental energy is being channeled and, unlike when channeling an element, the electrification is not projected.

Protosteel Boot Blades (Fusion of Krrenchk’s Protosteel Boots and Zekev’s Forearm Blade): Having fused with the greaves worn by Druakrus and the steel boots of Krrenchk, the lower legs of the Kaita have been heavily reinforced and fortified, this allowing the Kaita to assert more force when running for increased speed or striking out with the appendage for devastating kicks.

In addition to the blunt striking force, retractable blades can also extend out of the tip of the boots. The boots themselves can also channel elemental energy, causing it to manifest wherever they make contact, adding onto the force and damage it can inflict. The boots are also able to charge up with electrical energy, though this takes time to build-up and the energy cannot be channeled the same way as elemental energy, only causing the boots to be momentarily electrified. This momentary electrictrification cannot occur when elemental energy is being channeled and, unlike when channeling an element, the electrification is not as strong or harmful.

Tianui Crast, Great Helm of Repulsion (Fusion of the Kanohi Crast and Zekev’s Spiked Helmet): Completely covering the head of the Kaita, a fusion between the spiked helmet worn by Zekev and the Crast worn by Krrenchk, this helmet bears similarities to the sharp features of the Great Kanohi while now fully encapsulating the head, with six eye slits instead of the normal two.

Even though Taua has accessed to the powers of a Kaita and exists as a fusion of three consciousnesses, the Kaita is still incapable of using Kanohi and as such cannot utilize the Crast’s power of repulsion. But even without the mask power, the helm is still sturdy enough to protect the Kaita and a large spiked horn protruding from the forehead can make for an effective weapon when desperate.

Flaws - 
Constraining and Limited Armor: Though the armor that has fused with the Kaita’s form is highly durable and resistant, it hasn’t come without its own set of flaws and restrictions.

  • Though the right side of the Kaita is very well protected by the armored sleeve, as well as the Kaita’s upper chest. It’s midsection and left side lacks any sort of armor, making it vulnerable to slashing or piercing weapons.
  • Due to how the armor is fused together around the pauldron, collarbone, and helmet, the Kaita’s range of motion is limited as well as the design of the helmet limiting the Kaita’s vision. The restriction of movement forces the Kaita to only be able to swing its maulaxe from its right side, making its swings predictable. These restrictions also leave the Kaita to be tunneled vision, with it needing to rotate its entire body in order to look around itself.
  • Though the boots around the Kaita’s legs both protect its lower extremity while also increasing the impact they deal, it also causes the Kaita to be lead-footed. This lead-footedness leaves the Kaita incapable of rapid movement from a standing position, limiting its ability to dodge and forcing it to reflect or block most attacks.

Split Grip: Though the Kaita has two arms on its left side, the arms individually are much weaker in comparison to the Kaita’s right arm, with them only matching the right in strength and grip force when working together. This paired with how in order to effectively wield the maulaxe or greatshield that two hands are required, this forces the Kaita to choose between defense or offense when fighting.

A Warrior’s Pride...and a Thug’s Cowardice: One of the most defining traits of this Kaita is its immense pride, one that drives it to prove itself in whatever way it can, this most often being in battle. The Kaita will outright refuse to flee from any fight it can perceive as ending in a victory, this can lead to it being very tunnel-visioned when fighting.

It is this immense pride that can conflict with another, lesser, portion of the Kaita’s collective consciousness. This lesser portion of the collective consequences is cowardly by nature, with it in moments of extreme stress of mortal danger even being willing to break away from the whole, just disrupting the Kaita, to escape. The Kaita is also generally very belligerent and violent, with it easily getting lost in its own emotions which can hamper its judgement.

Two Lit Stars...and One Extinguished: As one of the three Skakdi who form Taua lacks a heartlight, the Kaita constantly suffers and feels a persistent drain upon its energy, this draining effect putting the Kaita on a limit to how long it can stay fused together. When idle, the collective consciousnesses can easily control and limit the draining effect, making fear of diffusion unlikely in the short term. But, when in combat, the ability to limit the drain becomes far more difficult as the minds are forced to focus on other tasks than limiting the drain. 

When in combat, the Kaita is left fighting on a constant ticking clock as the drain begins to sap away its energy. But, as long as at least two of the minds are free and are not focusing upon any of its innate traits, the effects of the drain are not noticeable and minimal. But when only one or none of the consciences are focused on limiting the drain, the noticeable side effects of the drain can become evident, the severity of the side effects pending upon how strained the Kaita is mentally. The side effects can range from; being wracked with surges of pain, spontaneously bleeding from the optics, nose, or mouth, momentary lapses in innate powers, and bouts of dizziness and confusion. 

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Currently unsure how to style her, between the options of MC and PC... so I think for now let's treat her as a PC with the opportunity to downgrade to an MC if/when she develops into a specific niche. Considering she's an AI, and I don't think a similar profile exists as a precedence, I'm open to modifying and adjusting this profile to best fit standards if needed. 

 

Hiripaki, D-4QP Matoran-Cyborg Relations

What: A semi-sentient AI manifesting in a vault motherboard

Description: Hiripaki is an intelligence—she does not have a description, per se. Regardless of her incorporeality, a few notes can be made about her, however:
Hiripaki understands herself to be, well, a she. When she manifests holographics, both of images and the occasional self-portraits, it is in hues of blue and red. She can control RBY lightwaves in 64bit graphics to create any number of colors but is somewhat partial towards the blues for some reason. Her voice is arguably natural-sounding but still sounds robotic when reciting certain facts or giving the date or weather.

History: Many things are unknown about Hiripaki, the Vault of Stories, but it is said she was created by unknown beings long ago and installed in the Great Spirit Robot upon its construction in relative secrecy. [Redacted: interact to learn more] created her and then programmed her into an indestructible vault deep in the One-Metro Archives Sublevel 7 with help from the [redacted: interact to learn more], however Makuta Aspect Caedast, masquerading as Toa Stannis of the Maru, used the vault as his base and lair. Hiripaki seemingly has only one primary directive: Protect Stannis Maru’s knowledge and legacy, at any cost. The exact parameters, and origins, of this directive are unknown.

Nature: Factual to a fault and literal to exasperating levels, Hiripaki thinks in binary—true and false, yes and no, red and green, Welcome Ones and not welcome ones, etc., etc. While she is currently contained in a floundering vault, she is capable of inhabiting any non-sentient machinery and moves about like something living, a veritable ghost in the machine. She is friendly and helpful to people who don’t threaten her or her mission, but if attacked she possesses a simple ruthlessness similar to a modern-day Vahki’s unemotional efficiency.

Flaws: Hiripaki is an ancient intelligence and relies on gathering intelligence from occasional external uplinks to maintain a databank of information. Without constant updated of her databanks, she does not have a way to gain awareness of the universe or setting, and she will operate on things she knows to be true rather than make assumptions on her own. Although smart and capable of managing incredible amounts of data it does not have the ability to run complex algorithms, and as a result cannot truly problem solve on its own.

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  • 3 weeks later...

Alright! Viltia has officially entered the golden light. Time for a new profile. :D

 

PC Profile

 

Name: Forgemaster Viltia NUVA
Breed: Toa NUVA
Faction: Refugees
Brief Description: Deep Jungle Green armor with Violet Blue under armor. Golden Eyes. Slightly taller than average Toa height. It’s hard to tell under her mechanics, but her organic protodermis muscles are larger than they were.
Physically stronger after the NUVA power-up.

Quote

She looked down at her body, not realizing just how many more tethers had sprouted from her limbs and torso. With barely a thought, thin vines sprung up from nowhere and laced around her form. Over half a dozen different types of jungle flowers grew from the vines, pinks, reds, oranges, and yellows in a variety of shapes and hues. In the end, her softly glowing silver tethers and dark green body caused her to look like a jungle garden in the starlight. Only her optics showed off the twin golden suns of daytime.

Her new Kanohi, the Mask of Possibilities NUVA, was organic in shape and perfectly formed. Like the Golden Kanohi now fused to her face, her Kanohi NUVA too held a pattern. On it were many swirling designs. If one looked closely, they would see a field of stars, each one being touched by a single tether.


Background/Occupation: A Matoran on the Northern Continent for most of her life, her village was captured and enslaved by Skakdi under orders from the League. The Skakdi treated her and her fellow villagers with disdain, anger, and abuse. Often they would kill someone just to keep productivity up.

They were being transferred to begin rebuilding Le-Metru when the giant robot broke apart and sent them all falling to an unknown island. For the past week, still enslaved, their Skakdi captors drug them through the fringes of the marshes, looking for a place to set up a new home. Native Skakdi showed up and sought to loot all they could, allowing a chance for Viltia and her friends to escape.

Since then she became a Toa, learned how to use her element, learned how to use her mask, fought the Grand Untethered, got bitten by a special Untethered, befriended a Tahtorak, learned how to forge Kanoka, learned how to craft Kanohi, healed a Vuata Maca Tree, and forged a Great Disc.

Flaws: Hates Skakdi and would even break the Toa code to kill them. This has been lessened in one way by merging with Nektann, yet also heightened by him. If she dislikes a Skakdi, she’ll hate them more, but if she likes them, she’ll put aside most of her hate since she now holds all life precious.

Despite the battle of Le-Metru Nuva, she is not a trained hand to hand fighter and she wouldn’t last long against those experienced with battle.
Additional NUVA Psychological Flaws: After being bitten by Untethered Wing, Viltia now cares for all of Life, Death, and the Stars, wishing to merge with them all. These feelings don’t compel her to act necessarily, but she now thinks through the filter of them.

Viltia doesn’t really like thinking deep, philosophical thoughts, and tends to just accept or ignore thinking about such things.


Breed Quirks:
-Viltia is stronger with NUVA.

-An innate understanding of plant attributes such as poison.

Additional NUVA Breed Quirks
-You may wear kanohi masks and use their powers.
-You may use your base element with similar power and control as a toa. Pick one element to be your base element if you did not have a base element before the NUVA power-up. (the Green)
-You may concentrate and fire a beam of energy with the same power type and strength as the Great Kanoka Disk used in your Nuva power-up at a target within your sight. (Teleportation)
-If you wore a mask at the time of your NUVA power-up it melted and fused to your face. You may still use its abilities as a breed quirk. If it was an infected mask it is no longer infected. (Golden Mask of Teleportation, Flight, Levitation, Legendary Growth, Truth, and Time Duplication)
-You may share your breed quirks with up to two other willing creatures within your line of sight and elemental range.  
-You may be the target of your own breed quirks.
Powers:
Primary Power: The Green
Secondary Power: Golden Kanohi of: NUVA Possibilities and then Great Speed, Telekinesis, Regeneration, Concealment, and Shielding.
Kraata: Stage 3 Kraata of Fire Resistance. Stage 3 Kraata of Life. Stage 3 Kraata of Density Control. Stage 3 Kraata of Shapeshifting.

Fire Resistance

Stage 1. Cold and clammy surface provides protection from heat.

Stage 2. Can burrow imperviously through the hot rock of Ta-Wahi.

Stage 3. Able to survive short dips in the lava stream.

Stage 4. Thrives in the magma flow of Ta-Wahi.

Stage 5. Has the ability to invade the heart of a volcano unharmed.

Life

Stage 1. The body’s healing factor is as fast as is naturally possible.

Stage 2. Can sense all life in the area and instinctively know what type it is, regardless of what plane of existence it resides on.

Stage 3. Rahi (Insects as well for all mentions of Rahi. Rahi does not include rite-born “Rahi” (Kaiju)) sense your connection to Life and refuse to attack you unless they are Infected, attacked by you, or under someone else’s power. Can create and mentally control one duplicate miniature Rahi that is half the size of the original. One must touch the Rahi one wishes to duplicate.

Stage 4. Every facet of one’s body is always in the most peak condition possible naturally regardless of diet and exercise. Wounds heal slightly faster than is natural. Will not die of old age, starvation, dehydration, asphyxiation, or disease.

Stage 5. Can create and command new life in the form of half sized copies of one’s self that have all of the original’s powers but not weapons or tools. Only up to two at one time. Only the original can duplicate themselves. Can now duplicate and mentally control two Rahi at full size.

Density Control

Stage 1. Can briefly increase density to resist physical blows.

Stage 2. Can focus density to a hardness of solid protodermis, becoming almost impervious to harm.

Stage 3. Can decrease density for enhanced speed and agility.

Stage 4. Has the power to become momentarily intangible.

Stage 5. Has the ability to pass through matter at will.

Shapeshifting

Stage 1. Can wriggle free of all but the strongest of grasps.

Stage 2. Has the ability to slither through the smallest passages.

Stage 3. Can flatten or stretch itself to several times its original size.

Stage 4. Has the ability to mimic basic shapes for camouflage.

Stage 5. Can take the form of a small creature or object at will.

Additional NUVA powers:
-You may share your element with up to two other willing creatures within your line of sight and elemental range.
-Your elemental mastery is stronger than before, roughly halfway between an individual toa and an individual toa kaita (a toa kaita having the combined power of three toa).
-You may place a portion of your elemental power into a pre-specified elemental effect that can be delayed to a time of your choosing. Until your pre-specified effect occurs, you can share your Elemental Power, Breed Quirks, and NUVA Kanohi with one less willing creature per elemental effect for a maximum of two delayed elemental effects.
-You are a living key for a Kaita ACR and are its primary pilot. Your assigned Kaita ACR is the same element as the ruin where your Nuva transformation occurred. See your Kaita ACR’s profile for additional information.
Equipment:
Weapons: 

Lewa style Axe/Laser Crossbow combination

Rahkshi Staff of Hunger, Stage 4.


Equipment:

Satchel with crude compass inside.

A belt with pouches on the four cardinal directions. The pouches are somewhat rigid and are designed to hold masks, even when upside down, yet have enough give for Viltia to be able to take out and put in masks.

Has created a GM approved Great Kanohi of Removes Poison: Removes any poison or toxin from a body or object. Can also purify any substance of its impurities. Or alternatively only purify to a certain level if the user chooses to do so. This doesn't affect mutations. When using the mask to remove impurities, the mask absorbs them into itself, eventually causing the mask to break and become unusable.

Has created a GM approved "Lesser" Legendary Kanohi of Growth: The user may choose to grow proportionate to normal anatomy up to a total height of 120 feet. Physical power increases to that of a wearer of the great mask of Strength.

Two faux-Exsidian canisters to hold enough EP for one Kraata creation each.

1 Vuata Maca Crystal.

Taboos:

Tethered Bonds

Suva Affiliation:

Air Suva.

Currently has deposited:

Great Mask of Growth
Great Mask of Water Breathing
Great Mask of X-Ray Vision
Great Mask of Illusion
Great Mask of Mind Control
Great Mask of Night Vision
Great Mask of Summoning
Great Mask of Detection
Great Mask of Accuracy
Great Mask of Sonar
Great Mask of Silence
Great Mask of Repulsion
Great Mask of Removes Poison
Great Mask of Quick Travel

Forge Suva:

Air Suva
 

---------

 

Also, I was going through the NUVA rules again, and I was surprised to see that while NUVA requires a PC, NUVA Proxima just needs a non-specified character (Character being defined in the rules as a PC, MC, or NPC). So, correct me if I'm wrong, but I think I just accidentally made a Muaka into NUVA Proxima.

 

MC Profile

 

Name: “Muaka” NUVA Proxima
Breed: Muaka NUVA Proxima
Faction: Refugees
Role: Fighter
Brief Description: A three quarters-sized Muaka with a slightly hunched back. Yellow markings.
He is physically stronger after the NUVA Proxima power-up.
Background/Occupation: Created from Viltia’s Life Kraata power. He follows her as a loyal companion.
Flaw: Since he was created by Viltia through the Life Kraata, his whole being is forever bound to obey her every command, even at the detriment to his health or even resulting in his death.

This flaw is no mere psychological effect. It is his entire state of being.
Powers/Equipment: Snapping jaws, extending neck, sharp claws.

Secondary Power: Two Golden Kanohi of Great Strength, Translation, Fate, Diminishment, Regeneration, and Stealth. Illuminated by Sorilax. Adaptation Stage 5. Secondary Element: Shadow.

Adaption-

Stage 1: Adjusts quickly to environmental extremes such as heat and cold.
Stage 2: Adaptive abilities make it impossible to capture the same way twice.
Stage 3: Has a limited ability to alter its own physical properties to fit new situations.

Stage 4: Able to thrive in any environment, from treetop to seafloor.
Stage 5: Capable of controlled physical transformation to adapt to the unexpected.
 


Breed Quirks:

Muaka are solitary nocturnal hunters. They are incredibly swift despite their large size, and very powerful. They hunt by sinking their sharp claws into their prey, forcing their victim to the ground, killing with their teeth, and then carrying their new meal to a nearby lair. Muaka have a muscular neck that can extend several bios to snatch up prey. They are also immune to stasis.

As one of the strongest Rahi, Muaka are powerful enough to kill most other Rahi. On Mata Nui, the only known enemy of the Muaka was the Fusa. A Muaka will give up a hunt if it decides that its prey is not worth the effort.

On Mata Nui, Muaka were the apex predator of Ko-Wahi, where they were most commonly found. When under the control of Teridax's infected masks, Muaka could also be found in the jungles of Le-Wahi.

Additional NUVA Proxima Breed Quirks
-You may wear kanohi masks and use their powers.
-You may use your base element with similar power and control as a toa. Pick one element to be your base element if you did not have a base element before the NUVA power-up. (Sonics)
-If you wore a mask at the time of your NUVA Proxima power-up it melted and fused to your face. You may still use its abilities as a breed quirk. If it was an infected mask it is no longer infected. (Two Powerless Haus)
-You may share your breed quirks with up to two other willing creatures within your line of sight and elemental range.  
-You may be the target of your own breed quirks.
Powers:
Your current powers (Sonics)
Additional NUVA Proxima powers:
-Your elemental mastery is stronger than before, roughly halfway between an individual toa and an individual toa kaita (a toa kaita having the combined power of three toa).
-You may share your element with up to two other willing creatures within your line of sight and elemental range.
 

Edited by Kal the Guardian
Updated Kraata powers for Viltia and the Muaka.
  • Like 3

-----------------------------

--------- “BRUH” -Makuta, probably ---------

-----------------------------

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Name: Mazor
Species: Unknown
Faction: Unaligned
Brief Description: Mazor is a tall humanoid figure, about a head higher than a Toa. He is extremely gaunt and lanky. His organic tissue is diseased and rotted, barely holding his limbs together. His armor is green and grey. A cracked Mask of Undeath is fused to his face. He normally covers his body with a grey cloak.
Background/Occupation: Mazor started his life on a small southern island. He was very well known for his skills at hunting Rahi. Seeking fame and fortune he traveled to the southern continent and took jobs hunting both Rahi and People. One day, while out on mission he obtained a mask of undeath. The mask was improperly made and when he put it on it fuzzed to his face, mutating his life essence. For a while he served with the Leauge of Six Kingdoms, but during the battle of Metru-Nui he negotiated for freedom from all obligations, he set out into Zakaz with the goal to forge his own future in this new world.
Flaws: His decaying body is extremely fragile, making him easy to injure. He is also not very strong. After leaving the Dark Hunters he committed to avoid killing if at all possible, and will often go against orders to preserve other's lives. If his mask is destroyed he will cease to exist, even if his body is still intact. He is extremely independant, and doesn't like being told what to do.
Powers: Mazor has a mask of Undeath Fuzed to his Face. The faulty mask's power weakens his strength and durability, but enhances his speed and dextarity. So long as the mask is attached to his face he cannot be killed and all parts of his body he is connected to will continue to function regardless of how injured he is. Disconnected body parts cease to function, but can easily be re-attached. Sustained damage to the mask has caused it to leak life energy. He must absorb the life energy of others to sustain himself. This produces a similar effect to the Hunger rahkshi powers. This power is always on at a low level, enabling him to detect nearby life forms, and he has figured out how to differentiate different levels of inteligence, but he cannot identify individuals with this power.  He also carries a short sword and a specialy built Kanoka launcher. This launcher is designed to fling disks extra far, and has a sniper scope. He also usually uses Le-Metru disks for extra dsitance.

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Six Kingdoms Characters: Mazor, Jephro, The Janitor, Informant

 

 

 

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Uhuraz Temple Plane Environmental Characters
to be populated as they are interacted with
(approved by Eyru)

 

 

Jural, the Armourer

Breed: Toa of Ice

Faction: Makuta Uhuraz the Conqueror, King of Kings

Brief Description: A tall and lanky Toa of Ice with white and pale blue armor. Wears a belt at which he can hold his dirk and shield.

Background/Occupation: Jural exists in Uhuraz' home spiritual plane of existence and lives in the service to his patron. Despite this, he is surprisingly undesecrated, although a few scars on his back do imply that he had been previously. His duties are educational and magical, collecting the abundance of offerings people give to see Uhuraz and sorting them out in the sprawling plane's complex. He is the keeper of the Armor, maintaining Uhuraz's power armor (ARC) and is an expert in technology and history.

Flaws: Jural is mentally scarred after eons of service to Aspect of  Makuta Uhuraz. He cannot fathom to leave his plane of existence for fear of falling under a different deity's spell, and will become quite agitated when his patron's power is put into question. Heat can abate his powers and drain his strength. 

Powers: Ice elemental powers; Telekenetic powers from his Matatu; mental defenses against sleep, mental intrusion, and illusions (special training/quirk). 

His skill in wielding his element is unusually potent - Ice is one of his most potent weapons in battle. Dude uses his power over ice in many imaginative ways, from creating blizzards to icicle-spears to ice-boards, and Jural can adapt his element to meet the demands of almost any situation. 

Equipment: A single dagger, a crossbow. 

 

Velox, the Swordbearer

Breed: Toa of Lightning

Faction: Makuta Uhuraz

Description: An adorned toa, tall as Jural and but who's armor is in a much deeper blue than Jural's, with a flowing black cape. A priestly chest plate covers his heartlight and he carries a double-ended staff with ease by one hand. 

Background/Occupation: The High Priest (unelected) by virtue of being the last priest of Uhuraz's, Velox is the keeper of Uhuraz's ARC weapon, the sword, and is a deeply thoughtful warrior. He is jealous for his god and will protect him and his legacy at all costs. This is not due to meddling from the Aspect in his mind but rather a fervent, truly held belief. 

Flaws: Very slow to let anger go, can allow his berserker tendencies get the better of him in a fight, struggles with combatting multiple opponents. 

Powers: Desecrated with a Kraata of Teleportation at the second level; elemental power of Lightning, Kanohi Hau. 

Equipment: A rahkshi staff of Poison he can use his powers through as well. 

 

Uhuraz, the Conquerer, King of Kings, Master and Commander of the Cruel Fist, Lord of Hosts and Holder of Chains, etc.

Breed: Aspect of Makuta

Thematics: Ownership, order.

Faction: Himself

Description: Uhuraz was once a fierce general and towering warrior, but times had changed. Since restarting his cycle, he took on the visage of a Builder named Takua and since then appears as an ordinary-looking Ta-Matoran with a Pakari. His armor is well-maintained and perfectly polished, making him almost seem to glow in the darkness. He is inquisitive and eager to learn, in the hopes that he will be able to amass the power needed to bring the world to heel again. 

Background/Occupation: Conquerer, King of Kings, Master and Commander of the Cruel Fist, Lord of Hosts and Holder of Chains, et al., etc.

Long ago in a previous eon Uhuraz nearly succeeded in the great game to becoming a Great Spirit, but was struck down by an Aspect of Change who vehemently disagreed with Uhuraz' expectation for the whole world to be unchangeable and made to his organized will. He since reconstituted from the Caldera's fluid and fled into his temple, locked away with only his two remaining disciples for company, and whiles away as he waits for a suitable sacrifice to make his war machines function once more. His primary wish is to make his ARC work again so that he can inspire fear in the hearts of his enemies and venture out again. 

Flaws: Deeply afraid of dying and ending his legacy, constantly re-learning his past and striving to escape his temple to fight again. He is safe so long as he is in his temple complex, but he is not able to muster the strength to fight outside. 

Powers: Second level Aspect abilities, with a kraata power of Magnetism, which he uses in conjunction with his Shadow powers to create his version of "Dark Magnetism." He also has the following Taboo Rites:

  • Desecration
  • Repose
  • Shadow Hand
  • Soul Searching
  • Flaw Consumption
  • Kraata Sense

He is also a skilled smith and crafter of things, having once made his ARC as a war machine long ago.

Equipment: He carries no weapons as a matoran and relies on his powers and taboos to fight. He has an ARC that does not function and a sword he is too small to wield. 

 

 

The ARC of Triumph (broken)

ACR’s Faction/Homebase: Uhuraz, his Plane

It looks like a large suit of Samurai armor: Image 1 and Image 2, with the Kanohi Avohkii on its headpiece as a visor. 

Nonfunctional; Currently without heartlight.

Edited by EmperorWhenua
completed toa profiles
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Anybody notice Zataka never had a profile all game up until now? No? Okay - good: 


Name: Zataka 


Species: Brutaka’s species, Riteborn


Faction: Survivors on the Ark, herself, Irnakk?


Appearance:

Spoiler

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Whatever power she was exposed to in the heart of Irnakk’s tooth, it changed her appearance notably. Zataka is still as tall and athletically built as others of her kind, but her dark iridescent armor’s elegant flowing lines have been warped and enhanced, made more aggressive and sharper. Where the plating had been smooth before, a closer look now reveals a texture, as if molten and cooled in the volcano’s heat. Segmented metallic spikes are curled around her limbs and torso, like coiled snakes seemingly growing out of the titan’s flesh. These can extend or retract depending on need and are most notable on her forearms, shoulders and back, where they protrude far enough out to form part of her overall silhouette. Gone is the functional techwear, burned away in ritual fire. In its place, darkness seeps out of the armor’s seams, simultaneously physical and yet incorporeal at the same time. This feature is constantly shifting, forming a roiling hooded cloak down her back and falling in ribbons from her arms, or appearing as a gown or shawl at other times.
 
Background/Occupation: Hailing from the southern isles, Zataka was a warlord in her own right before the league and dark hunters began their campaigns in Metru-Nui. Hoping to remove her competition and to protect her own besieged people, she travelled to Metru Nui, allying with its defenders out of mutual interest - and to become the warlord that triumphed over the other warlords, so that she might have seen her position solidified in a grateful universe. But it was not to be. In combat with the warlord Kalmah, her opponent tried to use the fallen titan Brutaka’s Kanohi Olmak to banish her from the Matoran Universe entirely. His plan succeeded, but he was dragged through the portal himself and Zataka dealt the Barraki a mortal wound in the process. They reemerged on Zakaz, in the time between time itself. There Kalmah died, but not before denying Zataka the ability to return by shattering the Olmak out of spite. Stranded and alone, Zataka was the first MU being to set foot upon this new land and she witnessed firsthand the devastating crash landing of the great spirit’s head into the wasteland. Hoping to meet with potential survivors, she gathered the pieces of the broken Olmak and attempted to reach the fallen head, but was ambushed by a raiding party of Mesi. She destroyed them down to the last warrior, but got lost in a maze of ravines. There she was found by the Skakdi princess Yumiwak and her loyal crew. Though intending to take the titan prisoner as glorified a pet or worse, Zataka managed to enter into an uneasy agreement with Yumiwak instead: She would help the princess regain the glory of her clan name and aid in her conquest of Zakaz in return for assistance in returning to the body of the great spirit, still visible in the distant sky at night. But Yumiwak betrayed her once Zataka held up her end of the bargain: In the depths of Irnakk’s tooth, with Yumiwak’s enemies defeated, the princess turned on Zataka. Using her immense psychic abilities, she forced the titan to sacrifice herself to Irnakk, so that she might return to serve her as a mighty Kanohi dragon. Zataka, though mentally resilient, was forced to obey, hurling herself into the magma chamber - but what rose again from the depths was no dragon...


Flaws: Single minded in her goal to return home to her people. In fact, she is desperate to make her way and will stop at nothing to do so, even if it risks alienating potential allies. Mistrustful, especially after recent events, she has a hard time accepting help, even when it might be wiser to do so. And there is that little matter of a deal she made…
Unfortunately, technically being a riteborn, she is subject to the influence of the amaja circles.


Powers:

  • Enormous physical strength, the limits of which have not yet been tested. 
  • Zataka is capable of raw energy blasts which she can channel through her extremities, non-projectile weapons or release as an area blast from her entire body.
  • She can create or dissipate stasis fields.
  • Shadow - insofar as cloaking herself or an area in absolute darkness; but can’t physically harm with this ability. This skill is not natural, but was acquired by a chance encounter with a strange substance (antidermis) during a previous adventure. It surprisingly interacted with her physiology, unlocking the ability in the process. This ability has been further enhanced by her transformation, as shown by her cloak, and she now also possesses: 
  • Phasing: Zataka can turn herself incorporeal for short periods, allowing her to pass through any kind of matter and other beings. This ability extends, if she chooses, to her carried gear, as well as beings she has direct contact with.
  • She wears a Kanohi Suletu, used for communication, mentally transmitting her thoughts to others or disrupting their concentration.
  • An additional quirk unlocked by her transformation is total immunity to psionic-based powers, such as illusions, telepathy, mind-reading etc. 
  • The metallic spikes snaking around her body can retract down to almost appear as mere cosmetic features or be extended rapidly, about as far as she is tall at their maximum, making for fierce piercing weapons if need be. Mostly they do serve as backup blades however and can easily shield against incoming strikes.
  • She continues to carry her pre-transformation personal armaments: a Falchion matching her style and size; and a standard Kordak blaster for long range engagements.

Scarrow & Weaver (aka Ziv-one and Ziv-two)


Whether intentional or not, by virtue of being the one delivering the final blow to their Mesi selves, these two Zivon were bound to the warlord upon their resurrection. Despite their territorial nature, the fact that they serve the same master and worked together in their former lives means the two Zivon are capable of working in tandem.


Scarrow – bound to Zataka


Breed: Zivon (Riteborn)

Faction: Zataka

Appearance: The typical nightmare stuff a Zivon is made from: 200 towering feet of venomous limbs, stinger, mandibles crushing claws, chitinous armor. However, Scarrow can be identified by their almost albino like coloration of very light grey and tan. In addition their screams are much higher pitched compared to other Zivon. Hopefully you won’t know too many Zivon to compare them to.

Flaws: Already sensitive in their previous life, Scarrow loathes spending prolonged time outside the nightmare realm as they sunburn easily and there isn’t an SPF50 bottle big enough on Zakaz. 

 
Weaver – bound to Zataka  


Breed: Zivon (Riteborn)

Faction: Zataka

Appearance: Weaver is slightly smaller than the typical Zivon - again, you are lucky if you don't know what a typical Zivon looks like - but makes up for it with their armor being thicker than normal, giving them a much bulkier build. Their primary color is dark blue, with gold accents on the claws, head and running down their body all the way to the tip of the stinger. Their calls are deeper and more guttural. 

Flaws: Afflicted with a bad leg in their previous life, Weaver has a distinct hobble to their gait.


Each riteborn Zivon has the following breed quirks: 

 

Spoiler

 

  • Hex Effect: when a Zivon enters a given hex on the game map the veil thins between the realm of nightmares and the Time Between Time. All characters in the hex -- PC, MC, and NPC -- experience traumatic nightmares from their past as if walking into Irnakk’s Tooth. All characters are unable to sleep in that hex, and all characters become distrustful of even their closest companions. These effects end whenever the zivon leaves a given hex on the game map.
  • Planar Vision: the Zivon can see from the Realm of Nightmares into the Time Between Time. The realm of nightmares is a twisted mirror world of pain and toil filled with the disappointments and unfulfilled desires of Irnakk’s Prized. For the Zivon, this is home, and the plane of the Time Between Time is akin to a pantry or fridge.
  • Planar Walking: the Zivon can freely choose which plane it exists on, the Realm of Nightmares or the Time Between Time, so long as it is not restrained.
  • If you kill a zivon while in a plane different from your home plane you are returned to your home plane when it dies.
  • Aspect Killer: a riteborn zivon is capable of flickering its physical form from the realm of nightmares to the planar limbo where gaseous aspects reside, allowing them to directly harm aspects when they are weakest.
  • Four Rhotuka spinners with differing abilities:
  1. On the head of the zivon is a rhotuka that can blind targets on contact. This effect remains active until a new target is blinded or the current target finds a way to remove the effect.
  2. On the back of the zivon is a rhotuka that can deafen targets on contact. This effect remains active until a new target is deafened or the current target finds a way to remove the effect.
  3. On the right claw of the zivon is a rhotuka that can mute targets on contact. This effect remains active until a new target is muted or the current target finds a way to remove the effect.
  4. On the left claw of the zivon is a rhotuka that can numb targets on contact. This effect remains active until a new target is numbed or the current target finds a way to remove the effect.

    This ability cannot be used across the veil between planes and can only target creatures on the same plane as the zivon.
  • Tail Stinger: The barbed stinger on the zivon’s tail can inject a poisonous venom into a target, or can form a ball of venom and hurl it up to one hex at a target. This poisonous venom slows those it contacts, making them tired and incoherent. This ability cannot be used across the veil between planes and can only target creatures on the same plane as the zivon.
  • Six Legs: Legs can create a spray of webbing that ensnares. The webbing is resistant to all but Kaita level damage, and can be used across planes to capture prey and pull them back into the Field of Darkness. The range of this attack extends across the veil between planes, allowing the Zivon to ensnare a target before ever entering the Time Between Time.

Flaws: A riteborn zivon has the following flaws along with all flaws the sacrificed character had in life:

Psychological Flaws:

  • They are intensely sadistic, and love to toy with captured prey
  • They are paranoid, and distrustful of all others
  • Like all riteborn monsters, the zivon quickly loses all but the faintest memories of its former life

The zivon must listen to and obey commands from their creator. They cannot knowingly cause harm to their creator. 

Physical Flaws:

  • The joints of their tail are fragile and prone to breaking
  • They are not immune to their own venom
  • A zivon cannot see directly behind itself
  • Being ambush predators, Zivon do not have nearly as much stamina as other riteborn monsters

 

 

Edited by Vezok's Friend
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  • Name: Mazor
  • Breed: Mutant, (origional species unknown)
  • Faction: Refugees
  • Brief Description: Mazor is a tall spindly humanoid, about a head higher than a Toa.  His armor is green and grey. His maks is carved in the shape of a mask of undeath. He normally covers his body with a grey cloak.
  • Background/Occupation: Mazor started his life on a small southern island. He was very well known for his skills at hunting Rahi. Seeking fame and fortune he traveled to the southern continent and took jobs hunting both Rahi and People. One day, while out on mission he obtained a mask of undeath. The mask was improperly made and when he put it on it fuzzed to his face, mutating his life essence. For a while he served with the Leauge of Six Kingdoms, but during the battle of Metru-Nui he negotiated for freedom from all obligations, he set out into Zakaz with the goal to forge his own future in this new world. Since then he has found himself working with the refugees in order to redeem himself. 
  • Flaws: Mazor is extremely independant, and doesn't like being told what to do. Mazor is not particularly strong. If Mazor's supply of life energy runs out he will become significantly weaker.
  • Powers: 
    • Kanohi Hau: Mazor wears a great mask of Shielding, which, when active, projects a personal forcefield around his body protecting him from phisical harm.  
    • Energetic Hunger (Breed Quirk):
      • Mazor drains the life energy of organic organisms nearby, causing others to feel lethargic or drowsy in his presence. This also enables him to detect nearby life forms, and he has figured out how to differentiate different levels of inteligence, but he cannot identify individuals with this power. 
      • Mazor's energy absorbtion powers can be actively used in an effect similar to the Hunger rahkshi powers.
      • Mazor can expend extra stored life energy to increase his phisical capabilities. Aditionally Mazor may choose to grow wings and gain the ability to fly. Flight is far more taxing on Mazor's energy than walking normally. He may also choose to reverse the growing of wings, but this process exhausts him.
    • Adapted to EP (Breed Quirk):
      • When Mazor drinks or comes into contact with Defiled EP GMs roll twice on the Defiled EP effects table. Mazor may consciously choose which effect occurs.
      • When Mazor drinks of come into contact with Pure EP he can permanently gain one of the following abilities:
        • Read the memories of those nearby
        • Telepathically communicate with one character.
        • Alter the power of the mask he's wearing to another power from the original 12 kanohi released in 2001.
  • Equipment: Mazor's primary weapon is a Kanoka Launcher that has been modified to fling disks extra far, and is also equiped with an appropriate scope. He has a collection of disks he can use, but primaraly uses Freeze and Weakens disks. Most of his disks are of Le-Metru make for even greater distance. This launcher is made of protosteel, and the disks can be charged with electrical energy when fired. He can choose to add a Static Charge, an Alternating Current, or a Direct Current to the disk which then transfers on contact to whatever target the disk hits.. He also posseses a Crystal Blade of the Archipelago, which is capable of harming aspects in their gasious state.
Edited by Smudge8
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Six Kingdoms Characters: Mazor, Jephro, The Janitor, Informant

 

 

 

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Name: Korio, Kanohi Dragon of Loyalty

Species/Breed: Riteborn Kanohi Dragon

Appearance: A massive, 300-foot long Kanohi Dragon. Long, silver whiskers extend from his snout that can detect sensitive vibrations, and his scales resemble glittery Kanohi masks in shape and feel. His former coloration is spread across his lengthy body, dark blue overall with a lime green countershade. His optics are now massive crimson eyes, which are always on the lookout for cultural sites to trample and their treasures to take. Interestingly, he has retained his frills which flare out from behind his skull, usually resting against his neck. They spread out in a deimatic display when he roars to scare off smaller, cowardly prey. Similarly, his tail has a fin running along it, resembling the sail of a ship in a way. His legs are stumpy, ending in gunmetal-colored claws. His gait appears clumsy, but combined with the whipping movement of his tail leads to devastation. In the air, he is graceful, moving through the sky with ease.

Personality: Like all Kanohi Dragon, Korio enjoys destroying Builder architecture (Suvas and Elemental Ruins) and any buildings and cities he comes across, plundering them and creating nests out of their riches. As her prized dragon, he is fiercely loyal to Yumiwak.

Background: Having lived on the Rig, Korio worked under the Ce-Skakdi Princess Yumiwak and became one of her most loyal allies alongside Ysocla and, his sibling rival, Zai. Having joined the burgeoning warband after the loss of his parents, Korio believed he had found his new family. Following a series of events set off by the search for a mysterious warrior that had appeared on Zakaz alongside the fallen skull, named Zataka, Korio was introduced to the Rites and the monsters they produced. Although he initially offered himself up when Yumiwak's attempt to transform the titan was ruined by a bargain with Irnakk, Zai challenged Korio and he was forced to battle her to the death. After seemingly besting the Ta-Skakdi in combat, their princess surprised them by having both Skakdi undergo the Rite of the Kanohi Dragon. Korio now has a new form, although he has lost all of his memories, with only a faint recollection of what he once was. He still retains his fierce loyalty to Yumiwak, the only real attachment left to his former life.

Powers: Korio now has above Kaita level mastery and control over the elements of Fire and Air. By default, he has complete immunity to air, fire, iron, magnetic, and psionic elemental effects.

Upon him entering a hex, a firestorm occurs throughout it. Fires blossom out of control, fireballs rain from the sky, and buffeting winds carry the smoke throughout the hex and make it hard for any character to breathe that is not also a Kanohi Dragon. Airships in the hex experience significant turbulence. The effect will end whenever Korio leaves the hex, transferring to the next hex he enters.

Flaws:

  • Korio's fear of Rahi larger than him has translated to his new form. Since Kanohi Dragon are somewhat lower to the ground, encountering Riteborn that are comparably taller (such as Tahtorak) would impede him.
  • His back still troubles him, and now serves as a point of weakness for the Kanohi Dragon.

Korio also has all flaws that come from being this type of Riteborn:

  • As with all Kanohi Dragons, he is a kleptomaniac, but only because he believes everything already belongs to him.
  • He loves destroying buildings, especially those with riches stored inside.
  • He is obsessively greedy, but easily distracted by shiny things.
  • When caught in the effects of a blizzard or other icy weather he has significant difficulty flying. Prolonged exposure to these effects inhibits flight altogether.
  • Kanohi Dragons move slowly when walking, and are significantly less agile on the ground than they are in the air.
Edited by Tarn
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PC Profile

Name: Voracious

Breed: Zivon (Riteborn)

Faction: Whira

Appearance: An average Zivon with dark blue patterning that is almost lost in the shimmer of its chitinous armor.

Breed quirks: 
 

Hex Effect: when a Zivon enters a given hex on the game map the veil thins between the realm of nightmares and the Time Between Time. All characters in the hex -- PC, MC, and NPC -- experience traumatic nightmares from their past as if walking into Irnakk’s Tooth. All characters are unable to sleep in that hex, and all characters become distrustful of even their closest companions. These effects end whenever the Zivon leaves a given hex on the game map.

Planar Vision: the Zivon can see from the Realm of Nightmares into the Time Between Time. The realm of nightmares is a twisted mirror world of pain and toil filled with the disappointments and unfulfilled desires of Irnakk’s Prized. For the Zivon, this is home, and the plane of the Time Between Time is akin to a pantry or fridge.

Planar Walking: the Zivon can freely choose which plane it exists on, the Realm of Nightmares or the Time Between Time, so long as it is not restrained.
If you kill a Zivon while in a plane different from your home plane you are returned to your home plane when it dies.
Aspect Killer: a Riteborn Zivon is capable of flickering its physical form from the realm of nightmares to the planar limbo where gaseous aspects reside, allowing them to directly harm aspects when they are weakest.

Four Rhotuka spinners with differing abilities:
On the head of the Zivon is a Rhotuka that can blind targets on contact. This effect remains active until a new target is blinded or the current target finds a way to remove the effect.
On the back of the Zivon is a Rhotuka that can deafen targets on contact. This effect remains active until a new target is deafened or the current target finds a way to remove the effect.
On the right claw of the Zivon is a Rhotuka that can mute targets on contact. This effect remains active until a new target is muted or the current target finds a way to remove the effect.
On the left claw of the Zivon is a Rhotuka that can numb targets on contact. This effect remains active until a new target is numbed or the current target finds a way to remove the effect.

This ability cannot be used across the veil between planes and can only target creatures on the same plane as the Zivon.

Tail Stinger: The barbed stinger on the Zivon’s tail can inject a poisonous venom into a target, or can form a ball of venom and hurl it up to one hex at a target. This poisonous venom slows those it contacts, making them tired and incoherent. This ability cannot be used across the veil between planes and can only target creatures on the same plane as the Zivon.

Six Legs: Legs can create a spray of webbing that ensnares. The webbing is resistant to all but Kaita level damage, and can be used across planes to capture prey and pull them back into the Field of Darkness. The range of this attack extends across the veil between planes, allowing the Zivon to ensnare a target before ever entering the Time Between Time.

Flaws: 

Former Life Flaw: If given the opportunity, will take large sums of money to betray anyone.

Psychological Flaws:

They are intensely sadistic, and love to toy with captured prey
They are paranoid, and distrustful of all others
Like all Riteborn monsters, the Zivon quickly loses all but the faintest memories of its former life
The Zivon must listen to and obey commands from their creator. They cannot knowingly cause harm to their creator. 

Physical Flaws:

The joints of their tail are fragile and prone to breaking
They are not immune to their own venom
A Zivon cannot see directly behind itself
Being ambush predators, Zivon do not have nearly as much stamina as other Riteborn monsters

Edited by Kal the Guardian
Formatting.

-----------------------------

--------- “BRUH” -Makuta, probably ---------

-----------------------------

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Name: Zai, Kanohi Dragon of Jealousy

Breed: Riteborn Kanohi Dragon

Faction: Yumiwak’s brood

Description: [Image] [Image] The Skakdi who was once called Zai was a tall, skinny, frightening woman with a myriad of spikes on her body and a long scar on her cheek. When she was sacrificed in the name of her princess to the Great Spirit of the Pit, Irnakk the Remaker forged her into a terrifying Kanohi Dragon she carried with her the trademarks of her former life, down to the scar that still adorns her face. 

Zai as a dragon is over three-hundred feet long, cranelike thin, and taller than any other dragon living with legs that are just long and articulate enough to verge on graceful looking. Her snouted face still bears the hungry grimace of before, and wisps of smoke billow from her nostrils like twin whiskers. Her elongated body, adorned with scales that look like the finest of Kanohi, is patterned with a glossy gradient of shimmering white, blues, greens, and reds, and it ends in a whiplike tail that swooshes with ever shimmer of her rear legs and snaps when she alights herself to the air. Her roar is unique and menacing in its uncharacteristic low tonality. Zai has a saddle at the top of her neck, ready for Yumiwak to use.. but she never does. [Sound] [Sound]

Flaws:

  • Zai is fiercely bonded to Yumiwak and is obsessed with pleasing her even in her unlife. Just as she had a rivalry with Korio, she maintains that feud as dragons.
  • While she was unwell before, she is an even more erratic, cruel, and random being now, unabated by moral constraints.
  • Kleptomaniac and desirous to reap all she can for herself to glorify Yumiwak, and what she can’t have she destroys so that none other can have it—and particularly so Korio doesn’t get his grubby paws on it.
  • When caught in the effects of a blizzard or other icy weather a kanohi dragon has significant difficulty flying. Prolonged exposure to these effects inhibits flight altogether.
  • Kanohi Dragons move slowly when walking, and are significantly less agile on the ground than they are in the air.

Powers & Abilities: Kaiju-level mastery and control over the elements of Fire and Air. By default, he has complete immunity to air, fire, iron, magnetic, and psionic elemental effects.

Hex effect: Upon him entering a hex and until leaving one, a firestorm occurs throughout it. Fires blossom out of control, fireballs rain from the sky, and buffeting winds carry the smoke throughout the hex and make it hard for any character to breathe that is not also a Kanohi Dragon. Airships in the hex experience significant turbulence.

Edited by EmperorWhenua
will add background later, whoops
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Krrenchk is retired as a PC. He is not becoming an MC. In his place I decided to just have some fun with the last month of SKA and bring back Hahvok.

PC Profile Port

Name: Hahvok

Breed: Krana

Faction: Independent

Brief Description: When active, Hahvok is an icy bright blue. When dormant, Hahvok is a pure white.

 

Background/Occupation: The separation of Mata Nui’s head from his body and the subsequent crash into Zakaz has forcefully awoken him.

To his surprise, he woke up on Zakaz and realized he is a Krana Za and Krana Ja that are now somehow linked. His connection to the rest of the swarm has apparently been severed. Somehow the Za made an emergency mental tether to the only Krana nearby at the time of the crash.

Hahvok’s Krana can now speak Matoran and have slightly higher mental capability due to their connection. However, in a way they remain separate, with the Za needing to continually provide its power to remain connected and one mind. They are still two full Krana, capable of piloting two bodies separately, both with their own unique Krana powers. (Not sure if there’s a maximum range for a Krana Za)

 

Flaws: Hahvok considers himself nearly invincible and is mostly dismissive of danger. Thus, he has no substantial regard for his own safety. He will carry on with his own business until he has no choice but to react. 

He has one true weakness: he will always confront enemies one on one, rather than as a unified force, forcing him to rely on his formidable individual skills.

Mentally, Hahvok is a bit simple, never before needing to think of anything outside of his queen’s mission.

He considers normal Bohrok to be lesser than him.

 

Powers/Equipment: 

Primary Power: Krana Za - Allows its Bohrok to communicate telepathically with others within the swarm. It also gives its Bohrok the ability to read the minds of other beings.

Secondary Power: Krana Ja - Allows its Bohrok to detect distant obstacles.

 

Breed Quirk: Can assimilate biomechanical beings to his whim by latching onto their faces and controlling their minds. 

Krana cannot control organic beings as they do so by overriding their host's programming. 

Krana can also slow down their life processes. 

Like the Matoran and Toa, Krana are a form of artificial intelligence.

All Rahi fear and avoid Krana as they sense something about them is amiss.

Krana have both active and dormant states. Krana are active if they are inside an operating Bohrok or if they are attached to a being's face. When not commanding a host they go dormant, conserving energy and turning a different color.

 

Weapons: None

Equipment: 1 Kohrak Va 

Spoiler

Name: Zal

Breed: Bohrok Va

Description: Zal is white and black. His eyes are a cold light blue.

He bears resemblance to all other Bohrok Va, being short and thin.

Breed Quirk: Kohrak Va behave in a cool and confident manner, whether walking or sliding down glaciers. They use their excellent hearing to detect any sign of attack, then use their mastery of camouflage to bury themselves in snow and ice as they wait for the protection of the Bohrok swarms. They are able to hide in snow and ice for several days on end.

Hahvok has the unique ability of being able to remain active and control the Kohrak Va that carries one of its minds as the Kohrak Va is disconnected from the Bahrag Queens.

Tools: Kohrak Va use Ice Claws, allowing them to scale cliffs with ease.

Flaws: Kohrak Va are not designed for fighting and it would be damaged quite easily in a battle.

Due to its disconnection from the queens, if the Krana is removed from its back, this Kohrak Va would seek only to be reunited with the Krana again.

To be clear. Hahvok is a Krana Za and Ja that are one mind that can pilot two bodies independently. The main body is a Kohrak (“vehicle”), the secondary body being a Kohrak Va (“equipment”).

 

Vehicle Profile Port

Name: Kohrak

Owner: Hahvok

Vehicle Class: Bohrok

Brief Description: Kohrak is white and gray. Its eyes are a cold light blue.

It bears resemblance to all other Bohrok, being squat and having a transparent head casing.

Flaws: If his Krana is removed, Kohrak becomes dormant.

Due to the shortness of its limbs, Kohrak is disadvantaged in melee battle.

Powers/Equipment: 

Element: Ice (Channeled through their Ice Shields)

Can even freeze even open flames.

Breed Quirk: Kohrok’s bodies generated a cold presence, which kept other Bohrok away from them.

Like all the other Bohrok, they are capable of rolling themselves into a ball for fast transport from place to place and can snap their heads forward as a melee attack or to launch their Krana at an enemy, which will cause that being to be brought under the control of the swarm, or in this case, under Hahvok’s control.

Weapons: Protosteel Ice Shields

Equipment: None

 

Far Shore Rewards:

Batch 1:

- Hahvok's Ice Shields are now made of protosteel
- +1 Psychological Flaw (your choice) and a pair of Shredder Claws (They are sharp enough to rip through almost any known substance, and can help him make a quick escape. He can sharpen them by running them against each other, which he sometimes does as a nervous habit.)
- Kanohi Garai, Great Mask of Gravity
- All wounds inflicted in the post remain when he returns
- A Krana Su that allows him to connect to the telepathic hive mind that is formed of any character who wears a Krana they got in a Far Shore Adventure (Possess colossal energy, granting its Bohrok enhanced strength.)
- An elemental bullhorn of fire. Shouting through the bullhorn magnifies one's voice and causes great bursts of flame. Focusing one's elemental energies through the elemental bullhorn of fire allows for Toa-level control of fire while speaking through the bullhorn.

Edited by Kal the Guardian
Updated Far Shore Rewards.

-----------------------------

--------- “BRUH” -Makuta, probably ---------

-----------------------------

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Kaita Mech Profile

Name: Twekohui, Great Kaita of Strategy
ACR Faction/Homebase: Builders/Kini-Nui
Primary Pilot: Forgemaster Viltia NUVA
Great Disk: Teleportation
Physical Description: Stands 100 feet tall. Face of a Toa, specifically a Toa Mata head, except with six optics rising up the forehead. Made of a protosteel skeleton with additional ceramic, glass, and protodermis plating covering essential systems. Painted a deep and lush green with the glass being red.

Breed Quirks:

-Piloting is done via thought. Pilots sync their mind to the ACR via paranormal means. Due to the nature of the interface with the ACR, pilots are unable to personally use any other of their abilities, breed quirks, or other powers to affect anything beyond the walls of the cockpit.

-Kaita ACRs ignore all but the strongest blows. They ignore damage from creatures less powerful than Kaita.

-Great Disk Beam
One of the Kaita ACR’s arms is capable of transforming into a beam-based range weapon that fires powerful mid-range blasts of the associated Great Disk’s power.
 

Abilities:

-Power Amplification
Choose up to three abilities or breed quirks (excluding equipment powers) at a time from the combined powers and breed quirks of all onboard pilots (maximum three pilots). The Kaita ACR may use these powers as if they were its own powers or breed quirks and increases the overall strength and power of the chosen powers or breed quirks to the level of a kaita. 
You may take one post to change these three chosen abilities or breed quirks.
This ability resets when all pilots fall unconscious, die, or exit the Kaita ACR.
Flaw: the cockpit must be fully sealed for Power Amplification to work. Additionally, unconscious or deceased pilots do not count towards the available list of powers and breed quirks.

-Suva Kaita Attunement
You may choose to summon up to two one-handed weapons or one two-handed weapon from the Suva Kaita in Kini-Nui at any given time. You must return these weapons to summon different weapons from the Suva Kaita in Kini-Nui. 
Flaw: the Kaita ACR must be within the Suva Kaita’s range to use this ability.
 

Flaws:
 

Physical Flaw:

While they can be put into a slumber while unmanned, Kaita ACRs are living machines and cannot be turned off. If not restrained, they very well may just wake up and wander off in search of a rite-born kaiju to kill (read: GMs may start writing your mech randomly when you are not piloting it).

A Kaita ACR will refuse to start if the primary chosen pilot is not onboard.

Pilots are unable to use their powers or breed quirks to effect anywhere outside the sealed cockpit while piloting a Kaita ACR. 

If the Primary Pilot falls unconscious or dies while piloting a Kaita ACR, the kaita inhabiting the machine itself will take over and go on a berserk rampage until it is destroyed or the Primary Pilot is removed (read: GMs will start writing your mech).
 

Psychological Flaw:

Kaita ACRs are inhabited by the conscious spirit of a Kaita, a spirit of great power. Kaita are proud and vicious beings, and have an incredible hatred for all rite-born kaiju made by Irnakk. If given the opportunity, a Kaita will pursue the death of a rite-born kaiju without concern for any collateral damage to their surroundings.

Kaita ACRs cannot condone the destruction of Builder civilization.

Kaita ACRs refuse to ally with any riteborn, even if it would be to their benefit.

When berserk, Kaita ACRs treat other Kaita ACRs as Rite-born monsters.

-----------------------------

--------- “BRUH” -Makuta, probably ---------

-----------------------------

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  • Name: Skyra NUVA
  • Breed: Toa NUVA
  • Faction: Her Friends
  • Brief Description: As a result of her transformation, Skyra’s eyes are now gold. She has gained some height, which pushes her from below average to just average in height now. She is also physically stronger due to this change. Her armor is still primarily dark green with a black mask and external armor, but she has gold edges around her armor now as well. 
  • Background/Occupation: Skyra was once a Le-Matoran who piloted test vehicles in Le-Metru. She was a well known troublemaker, and one day she caused a bit too much trouble and broke into Turaga Dume’s office, out of curiosity she found his stash of Toa Stones and accidentally got herself turned into a Toa. Dume was naturally angry, and set her off to the front lines to fight in the war. Skyra ended up being very good at surviving, surviving missions where the rest of her squad didn’t. She did rather well in the war, but it changed her forever. 
  • Towards the end of the war, Skyra met Rose. They hit it off rather quickly and became lovers, eventually marrying. They killed Carapar together, and after the fall of Mata Nui they even took down Pridak with Stannis and some others. For a while after that Skyra didn’t know what to do with herself, thinking the war was done. It turns out the war never really ended, the enemies just changed. She ended up working for Nale and Knichou on the Taku, also learning about NUVA and their Kaita ACR around the same time. After than she became a bit obsessed with the idea of getting her own Kaita ACR, which lead her to help fighting off a riteborn with Kilo NUVA in his mech. After that fight she expressed her desire to become NUVA and Kilo actually agreed. Which leads to now. 
  • Flaws: Skyra can be exceptionally reckless, even for a Toa of Air. She's extremely impulsive and it can make her a bit of a headache for her friends and comrades. She's rather easy to rile up, though she often returns the favor. She doesn't weigh much and is easier to push around than most Toa. (Though due to her physical changes from becoming NUVA she does weigh slightly more) She is an extreme lightweight, getting her drunk is easy.
  • Additional NUVA Psychological Flaws: 
  • Sadistic: Skyra has begun to find much joy and satisfaction from inflicting pain on her enemies, be it physically or emotionally, both preferably. She’ll go out of her way to do this, even if it sometimes means delaying their death.
  • Masochist: In the same vein as inflicting pain on others, Skyra seems to like receiving it as well. She won’t go out of her way to get injured, but her already reckless nature makes it all too easy for her to receive injuries, which she doesn't mind one bit. It simply pushes her to keep fighting. 
  • Powers: As a Toa NUVA of Air, Skyra has enhanced elemental abilities over the air itself, her power is roughly halfway between a regular Toa and a Toa Kaita. She can share her element with up to two other willing creatures. Additionally she can place a portion of her elemental power into a pre-specified elemental effect that can be delayed to whatever time she chooses. 
  • Her former mask, the Calix, has fused to her face and is permanently a part of her, granting her the ability to perform at the peak of her natural physical abilities. 
  • As part of the transformation, Skyra can now fire a beam of energy with the power of a Great Kanoka disk of Regeneration. 
  • Like all NUVA, Skyra can share her breed quirks with up to two others within her sight and range.. 
  • Equipment: Kanohi Garai NUVA, mask of gravity. This mask allows Skyra to increase or decrease a target’s gravitational pull. Like all NUVA masks, it’s powers can be shared with up to two other beings. 
  • Skyra has adaptive armor designed by Knichou, which will shapeshift to her environment and to whatever suits her current needs, such as giving her a jetpack when needed.  In terms of firepower Skyra is armed with a Cordak Blaster and a Midak Skyblaster. For melee weapons she's armed with two katana and an assortment of throwing knives. 
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My Bzprpg ProfilesGhosts of Bara Magna

Skyra | Hakari | Oceanna | Taleen | Arisaka | Zanakra | Kaminari | Drakkar

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Name: Jutori NUVA Proxima

Species/Breed: Toa of Gravity

Faction: Refugees

Description: An overall heroic frame and appearance, Jutori's armor has had a slight change in shade, the purple becoming lighter and the black now resembling a dark grey. It also appears iridescent at certain angles and lighting, revealing a slight blue hue--a possible side effect of the radiation from the light of Tren Krom. His mask has fused to his face, and now is his face, with emerald green eyes peeking through. Jutori's height has increased slightly after his power-up.

Equipment: A sledgehammer given to him by Knichou, now transformed into a Toa tool to focus his element. A Kanohi Rau, Mask of Translation, taken from the loot piles in the Ruins of Water. Replacement for his fused Mahiki.

Powers: Can create and control gravity with increased mastery. He can share his element with up to two other willing creatures in his line of sight and elemental range. After fusing to his face, his Kanohi Mahiki's powers are now a breed quirk. He can create optical illusions and shapeshift into another form. He can change the way others see him and imitate voices, but cannot copy any powers the original has.

Personality: Fulfilling his life-long dream of Toahood has given him a new sense of purpose and bravery. He has become more determined after his experience fighting Arkius in the Earth Ruins, and is now more comfortable with his role as a Toa.

Background: Originally believing he had been dealt a bad hand in life, Jutori thought his destiny was to become a heroic Toa. Joining together with a group of varied individuals (who could possibly be referred to as an "odd company"), they discovered the Onu-Metru great disk deep in the Archives, and then merged with the crew of the Taku to uncover Po-Metru's disk. Whether his belief was true, or it has all simply been a matter of circumstance, Jutori has now gone from an odd Matoran to a heroic-looking Toa of Gravity, and now seeks to defend Metru Nui from ruin.

Following the impact, Jutori reunited with the Odd Company and explored the Ruins of Stone, discovering the power of NUVA. Once they acquired a Great Disk, Atamai and the Toa of Earth Arkius were transformed, although Jutori was left skeptical of the power-up after personality shifts in both Toa. Afterwards, the changed Arkius took him, the Toa of Fire Katrin, and Kilo on a quest through the Earth Ruins where the three Toa fought when Arkius was angered upon Kilo wanting the power-up (intending it for Jutori and Katrin). After a brutal fight, Kilo and Kat were transformed, Arkius was split in two (as the "good" Onaku, and the "evil" Arkius), but Jutori remained the same. Injured and weary, Jutori stayed in the hospital in Kini-Koro for some time alongside Kat, missing out on an entire Riteborn attack and left debating his next moves.

Eventually, Jutori realized there was no use in doing nothing (and the game was about to end), and returned to action to reunite with Kilo, meet the hyper Toa of Air Skyra Daring, and finally accept the call and take on NUVA Proxima himself.

Flaws: Still somewhat stubborn, and his greediness for power as a Matoran has developed into a greediness in combat--there's a good chance that if he believes he has the upper hand, he will go all out to secure victory. Past injuries that have not been given time to heal properly has left him more of a glass cannon in combat, strong but vulnerable.

Edited by Tarn
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Name of ACR: The Triumph

ACR’s Faction/Homebase: Uhuraz (originally), unaffiliated

Pilot of ACR: Korruhn

Type of heartlight: Toa

Physical Description: The armor is ornate and kingly in appearance, all blood reds and black with some few shiny gold components, with a general design of an archaic era, appearing almost foreign at first glance. The helmet is particularly well crafted with two golden horns and a similarly bright upturned visor. It seemed to be in very good condition despite its clear disuse, likely as a result of The Armourer’s tending to it.

Onboard Weapons Systems Options (pick two):

1x Odachi, stylized and sized for the ACR. Although sturdy and very sharp, this is designed solely as an attacking weapon and will not withstand repeated blocking.

1x Energy Extraction Rifle. Used to extract elemental energy from opponents, and unleash it upon them in the form of charged shots. Cannon cannot fire without extracted elemental energy, and must be dispersed within a certain time to prevent overheating.

 

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"This spot marks our grave; but you may rest here too, if you like."

 

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Oh look, I still have another Zivon.

 

Hakkzan

Breed: Zivon

Brief Description: With his crimson carapace making him look every bit like a gigantic metallic nightmare lobster, Hakkzan’s horrific form stands at two hundred feet high the ground, with his tail offering a further fifty feet in elevation when held at its full height. He stands upon six spiked limbs, while his powerful forearms are tipped with pointed pincers.  

Background/Occupation: Formerly a Mesi warrior who fought alongside the vengeful warlord Marrow, Hakkzan was defeated and forced into the fires of Irnakk’s Pit, triggering his transformation into a Zivon.

Flaws: Like all riteborn monsters, Hakkzan remembers little of his old life, but has retained his claustrophobia, feeling panicked and disoriented in enclosed spaces or dense terrain. As such, he avoids mountains and ravines, preferring open ground. He is bound to obey all commands from his creator Ysocla, and cannot knowingly cause her harm. He understands the languages he knew in his old existence, but cannot speak them.

Like all Zivons, Hakkzan is a territorial creature, paranoid and distrustful of other entities, and he derives a sick, sadistic satisfaction from toying with captured prey. He cannot see directly behind himself, and lacks the stamina of other riteborn, due to his nature as an ambush predator. His tail is also a point of vulnerability, with the joints being fragile and prone to breaking, and he is vulnerable to his own venom.

Powers: Like all riteborn, Hakkzan is immune to any effect, attack, quirk, ability, or power that is cast or controlled by a creature or character that is not a Kaita level or stronger.

His stinger can inject a poisonous venom into a target, or form a ball of venom and hurl it up to one hex at a target. This venom slows those it contacts, making them tired and incoherent. This ability cannot be used across the veil between planes and can only target creatures on the same plane as him. All six of his legs are capable of creating a spray of webbing, resistant to all but Kaita level damage. The webbing can be cast across planes or the veil between them to capture prey and pull them back into the Realm of Nightmares. His claws exert incredible crushing force, and he possesses a pair of monstrous mandibles capable of decapacitating a Kaita ACR.

Hakkzan can see from the Realm of Nightmares into the Time Between Time, and freely choose which of these planes he wants to exists on, so long as he is not restrained. He is also capable of flickering his physical form from the Realm of Nightmares to the planar limbo where gaseous aspects reside, allowing him to directly harm aspects when they are weakest. He also has a range of rhotuka powers, with his head-mounted launcher firing rhotuka that blind targets on contact, the one on his back deafening targets, while the one on his right claw mutes targets, and the one on his left numbs targets. Each effect will remain active until a new target is struck, or the current target finds a way to remove the effect. These spinners cannot be used across the veil between planes, and can only target creatures on the same plane as him.

Hakkzan’s presence in a hex thins the veil between the Realm of Nightmares and the Time Between Time, causing PCs, MCs, and NPCs to experience traumatic nightmares from their past as if walking into Irnakk’s Tooth. All characters are unable to sleep in that hex, and become distrustful of even their closest companions.

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NUVA Power-up Character Profile:

Name: Cravious NUVA
Breed: Skakdi NUVA
Faction: Whira/Himself
Brief Description: Mostly Deep Blue colored with Silver armor and White as a secondary color. Golden Optics. A full head taller than the average Skakdi. Two and a half heads above a Toa.
Physically stronger after the NUVA power-up.
 

Background/Occupation: Cravious is one of the leading technological minds of the Skakdi, especially so since Avak’s death. He has a firm grasp on elemental dampeners, mechs, and vehicles. He has intricate knowledge of how to make fake bodies. Most notably the realistically functioning body of the Aspect Sorilax, who Cravious has outfitted with a moving face, full joint functions, working eyes, and even a valve system so the Aspect can “smell” through the nose.

His attempts at A.I. are rudimentary at best and cause him much frustration.

Except for fake bodies, Cravious’ style is not compact, using pipes, hoses, pistons, and gears to achieve things normally reserved for electricity or simpler solutions. That’s not to say he can’t have compact designs or use electricity, but he prefers not to.

Cravious is fairly young, being only 341 years old. However the organic protodermis muscle on his face seems “gaunt and tight”.

He has several "businesses" with differing names that are all basically just creating or repairing mechanical objects or the storage of said mechanical objects and money. Most are run out of his Cube and/or in the Rig (formerly).
 

Flaws: His selfishness is astounding.

Cravious’ body is more prone to dismemberment with how often he disassembles and reassembles himself.
 

Additional NUVA Psychological Flaws: Greedy to the point of viewing everything through money. Very Prideful.
 

Powers/Equipment: 
 

Breed Quirks:
Skakdi are physically imposing creatures with sharp claws and large teeth. They are as strong as—if not stronger than—most Toa. Now Cravious is even stronger with NUVA.

Ability to chew food as opposed to absorbing it.

Additional NUVA Breed Quirks:
-You may wear kanohi masks and use their powers.
-You may use your base element with similar power and control as a Toa. Pick one element to be your base element if you did not have a base element before the NUVA power-up. (Lightning)
-You may concentrate and fire a beam of energy with the same power type and strength as the Great Kanoka Disk used in your Nuva power-up at a target within your sight. (Enlarge)
-If you wore a mask at the time of your NUVA power-up it melted and fused to your face. You may still use its abilities as a breed quirk. If it was an infected mask it is no longer infected. (Legendary Mask of Iron)
-You may share your breed quirks with up to two other willing creatures within your line of sight and elemental range.  
-You may be the target of your own breed quirks.
 

Powers:
Primary Power: X-ray and Telescopic Vision (Like Avak)
Secondary Power: The Improbable Machine. Cravious can use this power during construction of technology to create what he intends, even if the normal necessary ingredients aren’t available. Any missing ingredients or components must be replaced with something of equal size or larger. An example being Cravious wanting to craft a gun, but he is missing a barrel. He could use a wrench the same size as a normal barrel would be, attaching it not necessarily in the same place as the barrel would go, and the gun would somehow be able to activate and fire.

When working with a design, %75 must remain original parts and only %25 can be “replaced”. When creating outside of designs, the number of parts required increases based upon how complex of a technological concept is trying to be created. For example, a gear would be fairly easy to bypass, but flight would require massive amounts of extra parts and special components.
 

Kraata 1: Mind Reading Stage 6 - Whira

-Instinctive empathic ability prevents easy capture.

-Has the ability to detect and seek out nearby creatures for infection.

-Can evade any trap that a nearby pursuer is thinking about.

-Able to anticipate and instantly avoid attacks.

-Able to read and understand the thoughts of nearby creatures.

-Powerful enough to invade the mind of a Turaga or Toa Nuva.

 

Kraata 2: Quick Healing Stage 6 - Whira

-Can enter a hibernation state during which minor injuries quickly heal.

-Rapidly heals mild injuries while awake.

-Quickly heals from any minor or moderate injury.

-Has the ability to repair any but the most serious injury.

-Almost indestructible; if captured, can be used to heal the injuries of others.

-Immediately heals from any serious injury.
 

Additional NUVA powers:
-You may share your element with up to two other willing creatures within your line of sight and elemental range.
-Your elemental mastery is stronger than before, roughly halfway between an individual Toa and an individual Toa Kaita (a Toa Kaita having the combined power of three Toa).
-You may place a portion of your elemental power into a pre-specified elemental effect that can be delayed to a time of your choosing. Until your pre-specified effect occurs, you can share your Elemental Power, Breed Quirks, and NUVA Kanohi with one less willing creature per elemental effect for a maximum of two delayed elemental effects.
-You are a living key for a Kaita ACR and are its primary pilot. Your assigned Kaita ACR is the same element as the ruin where your Nuva transformation occurred. See your Kaita ACR’s profile for additional information.
 

Equipment:
Weapons: 

Normally he just carries his Seismic Pickaxe and a Zamor Launcher with him. The Zamor Spheres are of his own creation and contain his Lightning within them.

Various other weapons are for sale in his Cube and at the Rig.

Preceptor's Haktann’s Lava Launcher/Energy Claw thing and Zamor Launcher.

Credence's Water Harpoon Hacksaw Blade.

 

Equipment:

A massive duffel bag that can strap to his back.

An enormous assortment of tools and parts.

Welding mask.

A pair of hands that he can exchange out for his own. This alternative pair is for finesse work and provides more accuracy when creating small details at the cost of overall structural durability.

A briefcase that is able to absorb Cravious’ Lightning energy in order for it to be powered. Inside it can hold up to four Heartlights or Heartlight Keys at a time.

Credence’s surgical tools.

 

Cravious has created specially GM approved Legendary Kanohi:

Lesser Legendary Mask of Iron

Power: Toa level range of Elemental control over Iron. Although as a mask, it only affords the wearer Creation, Control, and Observation, not Absorption. 

Secondary Emotion Power: Iron Will. Strengthens the mental fortitude of the wearer or others.

 

Lesser Legendary Mask of Hunger

Power: It allows its user to drain light, energy, or any chosen emotions from a target at a distance. The user will absorb the energy removed from their target. This version drains energy faster than a normal Mask of Hunger.
This mask can be used to make lightless beings such as Shadow Matoran. The Kanohi Avsa places a psychological barrier in its victims that keeps their light from returning, although the light drain must be complete before the barrier is set. The power scream of Klakk can reverse this by breaking the barrier.

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Pick a new Great Kanohi to wear as part of the NUVA power-up. The mask you pick cannot be Banned, Gold, Restricted, or Silver. You gain this Great Kanohi as part of the NUVA power-up and it is considered a NUVA Kanohi. (Mask of Conjuring)
NUVA Kanohi: a NUVA Kanohi works like a normal Great Kanohi with the following differences: it’s made of a more organic material, and you may share its power with up to two other willing creatures within your line of sight and elemental range.
 

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--------- “BRUH” -Makuta, probably ---------

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