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  1. IC: Karak - Ready to roll Skyra went to her steed - and I to mine. I make fast strides. Skyra's use as convoy is necessary - yet I am still weary of the mystery man. The Agori language…like a labyrinth. Otherwise, he might be clearer still. It's no matter. Tajun waits. Little time has passed as I seat myself on Huracan's saddle. There's a guilty fondness I have of the machine. One of the few joys of the desert. The beast awakens. I guide it onward - it comes to a stop outside the Inn. My mask is donned. I signal Skyra with a nod. OOC: @Techn0geist @Snelly
    3 points
  2. Greetings! My second attempt at Hewkii and Macku has been made. A very happy time I had with this one, but now, after 90 assembly hours post-drafting for this sixsome, there are a million canonical-copycat changes I crave to carry out! Oh well, time will tell! Tutorial and pattern for this version at least, with more project info & pictures that I fear is redundant if also typed here! https://www.instructables.com/Hewkii-Macku-Dolls-BIONICLE-MNOG-Inspired-Plush-To/ Best wishes for you and your stitches! Update: V3 patterns in progress, scans: https://flic.kr/s/aHBqjAQV6L
    1 point
  3. I think I'd want to do something new with it. As much as I loved Bionicle back in the day, I wouldn't want to just revisit the same story all over again; especially not with the way it felt a bit like it was drowning in its own minutia in the final few years. I admit I haven't really thought about it before, so this is just me throwing around random ideas off the top of my head, and isn't going to be the most well-thought-out thing ever, but... I'd definitely want to keep some of the classic story, I grant. But really, I think what I'd want to recapture would be the FEELING of Bionicle, rather than the details of Bionicle. I think I'd return, at least initially, to that 'mysterious robots on a tropical island' vibe that drew so many people into early Bionicle, and definitely make sure that right from the start it was a world with lots of hidden backstory and secrets to uncover. I don't know that something exactly like the MNOG would fly very far these days, but I definitely think that an immersive video game would be the best way to draw people into the world as the primary story medium for that first year - because of the way it lets players really feel like they're experiencing that discovery for themselves - especially now that story-heavy games feel more common than they used to be. Maybe with comics on the side that are supplemental to the game, but also tell their own story in the world so that they can be appreciated even by someone who never plays the game. The multimedia aspect of Bionicle was one of the things I loved about it, and I wouldn't want to lose that completely - but I feel like such an approach works best when each form of story media can stand on its own, something that wasn't often the case in Bionicle's original run. I'd definitely want to start out with new main characters. Whether NEW-new, or a collection of minor characters from the first run that never got their time in the spotlight, I dunno; but I'd build the story, especially in that first game and comics, around them as they uncover bits and pieces of the lost story of their world... and then, at the very climax of the first year's story in both mediums, I'd have a very familiar face from classic Bionicle turn up, but in an unexpected way. Maybe one of the original Toa, but as a much older, battle-weary figure, who is able to shed light on the story details that have been discovered so far... in such a way that it's a nice little bonus for classic fans, but doesn't alienate newcomers. We would never explicitly go into their past, so that it would retain the possibility of being a far-distant-future continuation of G1, but would never confirm nor deny otherwise (it would be solely up to fans if they wanted to headcanon that as the case or not) and wouldn't need to bind itself to the old canon. Beyond there, I don't know. I think if I had my way, I'd then like to return to comics being the main story medium going forward after that game... this is nostalgia talking, in a way, but there's also a degree of feeling like the original run's books didn't necessarily age as gracefully; whereas the comics, especially the ones with that classic Carlos D'Anda art, still excite me to this day. I definitely have trouble warming to the idea of a TV show for Bionicle; as someone who often avoided watching TV as a kid, I would have found the concept alienating when I was younger and wouldn't want to exclude any current kids who feel that same way. I could certainly go for the occasional movie release; but I can't state enough that any story told via a movie would need to be self-contained enough not to demand prior knowledge of the franchise from its viewers - and, likewise, the comics shouldn't just leave a gap that skips over the movie stuff but, even if they can't show movie plot directly for spoilers, work around it so that the printed story still stands on its own too. I'd want it to carry a feeling of maturing with the audience over the years as the story progresses, as well... possibly in the subsequent different settings it moves to, as the original run did. Maybe after a few years of focusing on the same protagonists, they could split up to each lead a team of their own that go their separate ways; that way we get, say, six years where we get to journey with a different team each year, but each one of those teams is led by a character who we've already had chance to get attached to, even if the rest of their teammates are new. I think, after all, that part of why Bionicle was able to hold attention for so long was because, while it wasn't afraid to switch out its main heroes, every time it transitioned to a different team, they were still characters who we'd known since the beginning and so already had that attachment to... this would preserve an aspect of that, while at the same time getting to have new team dynamics so that first protagonist team doesn't get stale. That way, too, when the teams reconvene in the final year, it's exciting to have the original protagonists back together for the climax since we won't have seen them together for several years. I don't know where exactly I'd take the story from there. I think I'd like it if the ultimate big-bad was also eventually revealed as having their roots in classic Bionicle, albeit - again - not spelled out explicitly as such. But I don't know exactly who or how. And I'd definitely want it to end with a big twist that had been planned from the beginning, much like the true nature of Mata Nui as the universe in the past story was - but something new, that has that same level of amazement when it's revealed, rather than reiterating what had been done before. This is... a lot of rambling, so I hope some of it makes sense, at least!
    1 point
  4. IC: Akie - Onu-Koro Restaurant "Hmm." The sound she made could mean anything, Akie knew; but it wasn't deliberately meant as an agreement or disagreement to her companion's assertion that his work sounded boring. More, she was simply chewing over his answer, and hadn't found a more specific response to it quite yet. But she supposed it made sense; even jobs that sounded mundane even to those who did them were ultimately important for society to function, right? Where would they be without pulleys and bridges and the like, after all? Before she had chance to finish forming an answer, however, her companion was on his feet. Clearly, the activity she'd noticed was relevant to him, even if it meant nothing to her; so she, too, made to stand. No point hanging around an empty table-- On that thought, she almost didn't notice the bag tossed her way; but not for nothing did Toa have quick reflexes and, even caught by surprise as she had been, she was able to snatch it out of the air with ease. The clinking of metal from inside told her it held widgets before his words did, and she wasted no time digging in it for a handful of them. "You got it." Not, she realised belatedly, that she had any idea how much was a reasonable amount to leave. While widgets were a near-universal currency, how much you could get for them still varied from place to place - and on top of that, she had no idea what Gonrae's drink had been. Deciding to err on the side of caution, she doled out a generous (and hopefully still reasonable) handful onto the table, before striding to catch up with her new friend. She still wasn't sure what to expect-- but the squeal of a microphone told her it was probably some kind of speech. Sure enough, an audibly projected voice was quick to follow. For the first few sentences, Akie found herself lost. Who, or what, this Makuta was, she didn't know... or even if she did, it had been yet another casualty of her recent amnesia. Behind her mask she frowned, puzzling over what was apparently big news; but context was quick to follow. First off, that this was a very very BAD thing. Makuta was, apparently, an enemy, and likely a powerful one. She wasn't sure how much of the leader's subsequent rhetoric was true, and how much was a drive to bolster his people's spirits by sounding encouraging... but one thing, at least, was clear to her. She glanced at her companion, wondering about his reaction to what would clearly have more significant for him than it did for her. "Correct me if I'm wrong, but it sounds like it may have been just the right time for a Toa to show up here," she mused thoughtfully. @oncertainty
    1 point
  5. That costume looks great! Super interesting to see people's art process, looking forward to seeing more! Wishing you luck with your health too.
    1 point
  6. IC: Luka — Humble Abode in Outer Tajun The air sang as Luka’s titanic blade shot left-to-right, and up-to-down. He was almost through with his drills, and he made an effort to finish off strong. He pictured an opponent at the arena: one who was older and smug, dodging attacks and patiently waiting for an opening that Luka planned to never give. It was a less common tactic to use his sword to overwhelm the rival Glatorian with a flurry of attacks. Usually, an experience warrior waited for the inevitable sloppiness. But in this imaginary sparring session, Luka had already drawn any many foolish attacks. He had used defensive to disarm and disorient multiple times. It was never a bad idea to practice a good finishing flurry. Afterward, Luka used the last of his strength to plunge the great sword into the sandy ground, a ritualistic sign that his training was complete for the day. This would be Luka’s first tournament, and he tried to block out any apprehension with methodical drills. He would need the muscle memory. — Streets of Tajun — After resting and recovering, Luka hiked his way made his into the town square, sword strapped to his back. He had expected things to be more lively than normal because of the tournament, but Luka had still taken aback by all the unfamiliar faces. Not wanting to just stand and stare, Luka began to stroll down the streets, people-watching as he did so. OOC: Open for interaction
    1 point
  7. IC: Makua — Ta-Wahi Beach, Deck of the Fowadi No quips emerged from Makua as he continued to listen; a rarity for Makua by any measure. He slowly looked to the side and noticed Skyra Daring in the throes of some sort of stretching exercise. I suppose she can never stop moving for too long, Makua thought. The Ko-Toa wasn’t all that surprised—it seemed like all Toa of Air were like that. Wokapu was jumpy too. Makua who had been more or less stock-still for the last few minutes, took a few steps back and to lean comfortably against the ship’s railing. OOC: @Snelly @Krayzikk @otter @a goose @Void Emissary
    1 point
  8. IC: Somok - Precipere "Obviously, it would be in our best interests to make sure at least some of them get to where they're going and make it back alive," Somok said, "But don't put your own lives at risk unnecessarily. Just make sure they understand we had nothing to do with whatever happened to Ferrum." @Geardirector @Toru Nui
    1 point
  9. IC: Mar (Ko-Koro) Karv made it in after Siika, taking a seat next to where I was standing and fixing his eyes on the Matoran I held at bladepoint with his throat set to growl at the slightest provocation. I nodded as Siika confirmed what I had guessed upon getting a good look at him. This was somebody else besides the person we were looking for, but definitely someone connected to them. "Well, I guess you're just gonna have to tell us where they are, then" I said, directing it at the Matoran who glared back at us with something wild at the edge of his vision. "It'll be a cold day in Karzahni before I tell you anything" he growled, prompting me to look around us as the stark ice-blue walls and to listen for just a moment to the sound of the wind outside. "In my business, that's what we call a poor choice of words" I said with something like a wink, approximated with the shutter on my mask's scope. "I'm sure my partner here can persuade you to see things our way" OOC: @Rahisaurus
    1 point
  10. Lego was just featured in a new episode of another series on the History Channel. This time, it's a new show called "History's Greatest of All Time" (hosted by Peyton Manning) which counts down the top ten greatest in various things, with the just premiered Episode 7 focusing on toys. As I'm sure you might expect, Lego made the list, so for those of you who have not yet seen the episode, I'll post the entire top ten list under a spoiler tag.
    1 point
  11. Looking at the description, the wording of the power is very strange. The way you talk about it in your question I thought it was something in the vein of Rahkshi Anger/Fear powers, forcing a target to feel a different emotion. But looking at the description in the Encyclopedia - "it also brings understanding, turning anger into peace and enemies into allies" - it sounds like something different. Based on that wording, it sounds more like the mask is meant to help ease disagreements, resolve disputes, etc. by somehow giving the parties involved a mutual understanding of one another, and it's through that understanding that peace is achieved (rather than the mask somehow "curing" people of selfish or cruel desires). If all the mask actually does is "spread understanding", then I'd argue that someone who already understands that what they're doing is morally wrong, and are choosing to do it anyway, would be completely unaffected. Addressing the actual question, all of the other powers in canon that effect people's emotional states are temporary, so it stands to reason that the Avohkii's would be as well.
    1 point
  12. I voted temporary, just because the mask would be OP anyway, but honestly the Avohkii's peacemaking power (and the Kraahkan's emotional powers, too) were never really seen in-story, it was just something we learned in descriptions of them.
    1 point
  13. He cannot use Kanohi Nuva since the Ignika devolved him back into a regular Toa so he could use the Golden Armor during the Journey's End arc. Of course, while a Mistika he still wouldn't have been able to access them (none of the Toa could) because "the walls of Karda Nui were too thick" or something like that. The real reason is because of the conflicting needs of the sets vs. the story. The Kanohi Nuva were relevant in 2002, after that they couldn't be emphasized that much because Lego had stopped marketing mask collecting. It creates a weird situation where (if you're going purely based on BS01, for example) the Toa theoretically have access to all these powers, but they're never going to use them in the story. I voted for yes, Tahu's masks really are lost forever in the lava, because that's just what happened in the story. It gives the attack on Ta-Koro weight.
    1 point
  14. Bear in mind that the Matoran evacuated the village because it was under seige from the three screeching snake demons, not because they knew it was going to sink. Even if they did somehow know ahead of time that the damage was going to be so severe that the village would collapse, the populace would've been far too preoccupied with running for their lives to waste time trying to carry a massive stone shrine out of the city.
    1 point
  15. The Boydem Ela Latos Species: Lesterin of Air A detailed description or image (MOC courtesy of Grav): Ela is very tall, but also less gangly than most Lesterin, her build actually starting to resemble a Toa in bulk. Most of Ela's armour (and her Kanohi) is a sacramento green, with her armour's shoulders jutting out 6 inches, engraved in elemental markings. Her armour accents, and limbs, are red, with her eyes being more of a fiery orange. Her crest consists of two small upright blade-like pieces on either side of her head, pointed slightly backward, resembling pointy ears. Her sword sheath is affixed to her via a harness around her chest and shoulders. She is notably missing the tip of her left thumb, luckily not her dominant hand. She has a very awkward smile. Gender: Female Powers and/or weapons: Great Pakari, albeit one shaped like a Great Mahiki, allowing her intense strength. Has the innate Lesterin of Air abilities such as enhanced speed and capability of holding her breath for extended periods of time. She's physically fit in addition to the strength already granted by her Kanohi, and is a fierce hand-to-hand fighter. She also has a well built longsword on her back, which she is skilled in using but doesn't tend to rely on. Weakness(es): Easy to goad, and has a complete lack of understanding as to when she's out of her depth. Has a chip on her shoulder when it comes to Toa, and wants to challenge one, regardless of the circumstances. Her dexterity is slightly hindered by her missing left thumb, although due to training this is rarely more than an inconvenience. Alignment: Neutral Good History: A traveling warrior, Ela is said to have left Seprilli, after becoming bored of the same old sights and finding Zakaz a fruitless endeavour due to the species' disinterest in self improvement, to put it lightly. Instead, the Lesterin traveled to Mata Nui, hoping to find new challenges and experiences on the mysterious island. This was a good while ago, however, and only as of late has Ela begun to remember where she originated from. Regardless, her origin changes nothing of her pursuit, and she continues her journey unfazed. Personality and traits: Ela as a person is sometimes difficult to know. She's sometimes quite blunt, not really understanding the need to dress truths up or sugarcoat things, but more importantly her strive to be the best martial artist can consume all other social pursuits. She's also a struggler outside of combat, finding it difficult to make meaningful connections outside her discipline, leaving her largely solitary when confronted with insecurities or any other incident. All this might frame Ela in a worse way than she actually is. She does have her own sense of humour and is a good natured person, her set of morals usually overpowering her addiction to combat when it matters. She, perhaps oddly, also enjoys poetry, and offers short poems to opponents or friends occasionally. --- Jalal Ira Species: Toa of Stone A detailed description or image: Stocky, broad shouldered and large with a slight hinge in his posture, in some ways resembling Pohatu’s stature. His hands are calloused and covered in light scars, and his red eyes seem to be permanently narrowed, with some slight bags from lack of sleep. His armour and mask are a burnt-orange (think ‘01) with dark grey accents, feet and hands. The armour itself is well kept, with some neat carvings for his name and rank in the Sentinels. He doesn’t wear his dirty bronze Sentinel badge on his armour, and instead keeps it stored next to his ledger in his bookbag. Doesn’t have the look of a cop one bit. Gender: Male Powers and/or weapons: His original profession was as a stonemason, and as such has a rich level of understanding of the use of stone in buildings and sculptures, with a precise eye for details and measurements that made them an asset for his firm. He was an extremely promising mason but these skills were taken into a new context when he was given the powers of a Toa, allowing him unprecedented and strong control of his abilities, his understanding allowing even more elaborate expression of his elemental powers. As a Sentinel these abilities did not dwindle in spite of no obvious formal practice, and Jalal became a strong fighter in his own right, his hard labor conditioning allowing him stamina and strength and his sharpened mind allowing him the ability to learn a fighting discipline that was practical, very quickly. He wears a Great Kanohi Kiril which gives him the power to regenerate inorganic matter, something he uses often to maintain his weapons, one of the last real dregs of his creative outlet. His Toa Tool is a short sledge-style hammer held in one hand, not too dissimilar from the hammer he used to chisel with as a Matoran. It was designed specifically for Jalal, and whilst still suitable for stonework it works even more effectively at subduing violent criminals with his swinging arm. He also carries a large Khopesh sheathed on his back for instances where blunt force is unlikely to cut it (no pun intended). For ranged instances he carries a sling that he can produce shaped stone for to throw at an enemy, though he tends to produce ammunition in advance that he keeps in a sack by his hip. For his duties he carries a ledger in a bookbag slung over his torso, which also serves as a sketchbook. He writes meticulously but unless pertinent to an investigation he refuses to show others. Weakness(es): Whilst possessing great muscular strength Ira is not what you’d call fast in combat, tending to plan ahead to circumvent this. Not particularly a people person and has been known to rub roughly against some of the other Sentinels as a result, leaving him with functionally few allies. He has mild hearing loss from working from a young age, although not severe. Alignment: Cop History: Born and raised in Po-Koro, Jalal was brought up in a family of masons, and was a prodigy. His early sketches and designs, even as a teenager, were works of art, and his dream was one day to redesign the Turaga’s home exterior into something that would be the island’s envy. Unfortunately, years later, before he could finally propose this idea, thoroughly planned and conceptualised, he was “blessed” with discovering a Toa stone buried in the foundations of a building his firm was working on. He was instantly transformed, his height and size increasing, and a new power awakening inside of him. This was initially hailed as a blessing - the prodigy being gifted with a new wellspring of power to achieve his dreams. But for Jalal, this was an unnerving process. To use his abilities for his creative aspirations, this felt perverse, wrong. His role in the universe had been altered, and he became so depressed that he actually fell ill, being tended to by his family. For a month, Jalal stressed over this shift in the cogs, and he began to notice things about the structure of his home city that unnerved and caused disquiet in his heart - things and people very very out of place. As a young man, with a sure focus in his future, these things had never occurred to him, but now spinning out of place they never left his mind. Weeks later he made a letter of inquiry to the now Akiri - Hewkii, to enlist as a member of the Sentinels, to which Hewkii responded with confusion but approval if that was to be Jalal’s wish - having known his excellent mind would be an asset on the force. The solemn Toa began his career afterward, making great success despite not becoming too popular with his fellow Sentinels, and eventually being “entrusted” with the duties of an investigator after Hewkii stepped down, in truth something of a punishment as this was the job most of the Sentinels dreaded. He made acquaintanceship with Muir shortly before his and Hewkii’s departure. Jalal’s time on the force made him even more reserved and his true feelings and thoughts remain only known by himself. One could make the judgement, however, that this job was his self imposed duty, not done out of any wish or enjoyment. Personality and traits: Curt and reserved. He articulates himself very well when he feels the need but does not abide small talk or conversation - he tends to shut himself in an office and work long hours. Extremely sensitive to details and stimuli, and can recognise patterns despite not always wanting to. From childhood has had an irrational fear of the cold, and to this day has recurring nightmares about freezing to death, although the fear has lessened as he has grown. Excellent analytical and problem solving skills and has a photographic memory. He finds weapon maintenance, as well as working with tools, therapeutic. He tends to remain still more than fidget or pace. --- Karmine Madoc Species: Toa of Gravity A detailed description or image: Slimmer end of average in build, slightly taller than your average Toa. His most notable feature is his cloudy blue right eye, marked with scarring around the socket. His other eye is grey in colour. His armour is matte black with violet highlights, trim, hands and feet. Gender: Male Powers and/or weapons: The Toa possesses normal control of gravity as any other Ba-Toa, along with his favoured Kanohi, a Great Mask of Scavenging disguised as a Great Elda. This mask essentially means that, whenever anyone close to Karmine dies, he’s able to absorb their power and grow stronger. Having done this a few times in the past, Karmine’s natural strength and power is higher than most, though not to an absurd degree, perhaps only 1.25x the average. To not arouse suspicion, he tends to keep this power advantage under wraps when possible. Although he’s been tempted to exchange the mask for something less close to his bad habits, something subconsciously keeps him from doing so every time. He carries a short bullpup diskette rifle slung over his shoulder that fires sharpened metal discs, with a few spare mags in his belt. As for other weapons, he has a pair of butterfly swords he keeps sheathed on thigh straps, the handles of which can also be used as knuckle dusters if blunt trauma is so required. Weakness(es): Karmine only really has one eye, the other is virtually useless, the vision in the eye being blurry. Although the Toa has trained so that the lack of depth perception isn't as much of a bother, he still has a blind spot that can be taken advantage of. He suffers from bloodlust and can be overcome by an uncontrollable urge to hurt others when in intense situations, and this can be manipulated against him. Alignment: Reformed Good History: Karmine seems to have been part of the Toa Madoc, a small team somewhere else that went missing in action mysteriously, with only him returning. After arriving on Mata Nui he began to enlist himself with the shadier crowd in places like Ta-Koro and Le-Koro, making something of a name for himself as a general crook and mercenary, and ALLEGEDLY as a hitman, although he refuses to speak on this until he has legal representation. Apparently, he’s on the straight and narrow now, having found solace in religion and deciding to hire himself out as a well and proper bodyguard, in an attempt to steer himself away from the pursuit of blood he once participated in. But now a new job is on the horizon, from an old friend that perhaps knows him a bit too well, and only time will tell if Karmine can keep himself steady. Personality and traits: Whilst a reliable combatant and a somewhat friendly, if quirky, individual, Karmine has a natural lust for blood and violence that he has to keep under control and this can surface in something close to an alternate personality, although it’s really just his urges taking over. Aside from this, he is allegedly quite religious and frequently prays to Mata Nui for his apparent many sins. He has a soft spot for Muaka and Shallows Cats as he used to have a Shallows Cat named Stuffy who died years before. --- Solan Iudex Species: Toa of Plasma A detailed description or image: Solan looks like if a Kaiakan copulated with a Toa and had a homeless Lesterin raise the baby. Which, for all anyone knows, could be true. That’s to say he’s wider and scruffier than his peers, perhaps a little out of shape but with assured strong definition that tends to show itself even more in combat, and scruffy black stubble with grey spotted periodically. His mask, the Kadin, is unusual in appearance due to the pair of curved blade-like horns on either side of his head, the tips pointed upward. Cleanliness wise, he’s pretty awful. Nobody’s really been able to pin down what he smells of but it’s nothing good, and the dirt and grime especially stains his natural orange and white armour, turning it into more of a burnt orange and grey colouration. His natural eye colour is a dark azure, which tends to glimmer into a surprising bright sky blue when he activates his powers. He generally wears a dirty white poncho covering unseen clothing underneath, and a similarly filthy white pair of padded fabric trousers below. Gender: Male Powers and/or weapons: Solan has all of the elemental abilities that a Toa of Plasma would, with an aptitude for ranged attacks and understanding of how to use said abilities to augment his martial arts style. He possesses a Kadin, Mask of Flight, which he uses in his unique blend of strike and throw based fighting to become an exceedingly dangerous foe even in his somewhat dilapidated state, able to both close the distance and keep it closed until he has his way. He really doesn’t seem to carry much else, besides a seemingly endless pack of smokes he brings out from his poncho occasionally. Weakness(es): Without mincing words, Solan’s brain is not in the best state. Years of beatings and impacts have made him forgetful and somewhat rash, and piled in with his undebatable sad state from his departed wife and unfulfilled life, he is not particularly disposed to making any of the right decisions. On top of that he is a bit past his prime, being at his middle age with poor health choices. Alignment: Good(?) History: Once a revered Toa warrior and hero, the changings of time and subsequent injuries have left Solan’s life an utter mess. Having lost his wife due to his immense issues and financial problems, Solan has found himself a wanderer, unsure of what purpose to fulfil and unable to keep a steady job. He aimlessly searches for a new spot for himself, and perhaps a paying job. Personality and traits: As mentioned, Solan’s mind is quite beaten thanks to his previous injuries, and as a result he’s very forgetful and sometimes even easy to anger. He has a good heart, arguably, although his morals of late have shifted to fit the situation he’s in, perhaps due to desperation. He loves smoking. --- Ozkkar Seprillian Species: Skakdi of Earth (Zakazian) A detailed description or image: Ozkkar, compared to his Skakdi brethren, is quite short, much to his chagrin, maybe even half a foot below his peers. This means Lesterin especially tower over him. He is built average, with particularly protruding spines going from his head to his back and even down to his elbows making him look like some sort of angry porcupine with glowing white eyes. He looks perpetually aggravated and his reliance on imported caffeine goods makes ever the more twitchy. He has a few small white scars around the palm of his right hand and one by his temple, and he sometimes wears a pair of protective square protective goggles in combat to shield his eyes from his weapons. Gender: Male Powers and/or weapons: Ozkkar possesses the same powers of Earth that all Skakdi do, requiring another Skakdi to use it in tandem with or needing to channel it through his weapon. Ozkkar also has heat vision, although he has to take his aforementioned protective goggles off if he wants to use it. His primary Skakdi tech of choice is a pair of seismic claws, (similar to Nuparu Inika’s claws in G1) that attach to his fists and when the prongs sink or slam into the ground, can be used to create tiny tremors beneath his opponents which can send them off their feet, and with more focus Ozkkar can create stronger tremors, although nothing close to something a Toa of Earth could (Foreign tech approved by Krayz). His other technologically advanced weapon was a hand down from his mother, a hand-and-a-half sword most notable for the button by the hilt that activates an electric current through the blade, with the handle made of rubber to insulate against shocking him. The weapon is quite big for Ozkkar but he carries it all the same on his back when out adventuring (Foreign tech approved by Krayz). As is common for Skakdi, Ozkkar also carries a large revolving najin powder pistol (double action) that he keeps strapped on a shoulder holster, with extra rounds on a belt around his waist. He also has a vacuum flask that he tends to keep hot coffee in, in a special compartment in his belt. Weakness(es): The most obvious one is the height and reach disparity between him and most other beings in and around mainland Zakaz and Seprilli. This makes hand to hand combat not his strong suit, although he's not unlikely to try. He's also hyperactive and quite easy to set off what can get him into bad situations with people much bigger and stronger than him, and his caffeine dependence makes this problem worse. Alignment: Chaotic (???) History: As any Skakdi bearing the name Seprillian would tell you, being born on Seprilli has a lot of drawbacks. Ozkkar was born the only child of a lowly female mercenary and a male dock worker, though he was mostly raised by his father. His mother and father met when his dad saw her fighting one of the Lesterin on an oncoming boat for unpaid wages, having to be held back by three other Lesterin. She, of course, left out the part where she'd failed to stop one of the shipments from being stolen whilst they were at another port because she was so inebriated. Ozkkar's mother's side of the family was in fact mainland Zakazian in heritage, although they'd settled in Seprilli a few generations ago. Her choice of job and weapon, the hand-and-a-half sword that Ozkkar himself would use, was somewhat celebratory of this. His father was a tinkerer, however, and something of an insomniac, so when Ozkkar's mother wasn't around he'd often show the young skaklet the devious tools he'd been working on as of late. Eventually his mother passed on, apparently killed by pirates at sea, although the surviving Lesterin crew said she'd felled a good dozen of them before they got her. The only thing written in the will was "give the kid the sword". Ozkkar's dad took the news hard, and for the rest of his life retired to his workshop and away from the dock working. Ozkkar took up the trade of a mechanic, although his mother's exploits still intrigued him and he began to become prone to many of the more impulsive and erratic behaviors that she was, his small size making him a magnet for people wanting to start trouble - to which he easily obliged! He still works as a mechanic to this day, although semi formed fantasies of travelling to the mainland and making a name for himself drift in and out of his head. Personality and traits: Very much both his mother and his father's son. Quite easily agitated and almost constantly hopped up on caffeine, with the added bonus of temper issues make him somewhat easy to goad and taunt. Ozkkar also has an interest in contraptions and tech, and often tinkers without asking. Because of his mother's death, he has a very strong fear of the ocean. --- Kenji Kono Species: Dasaka (Menti) A detailed description or image: Worryingly thin, his body hidden beneath his dark azure tattered robes, the cyan accents once present completely faded. The usual shining crystal armour the Dasaka is most known for is also hidden below, and he doesn't appear to wear much of it in the first place. One of his bottom teeth appears to have been knocked out, and others may be on the way to follow. His eyes are a sickly, mustard yellow, with his armour having faded to a purpleish-grey from the dark violet it used to be. He usually wears a straw hat when he has to be in public places. Gender: Male Powers and/or weapons: Experienced most in the Soulsword Discipline, allowing Kenji to manifest a physical blade in his hands, modeled roughly after a typical Menti tachi. His Kanohi is a Great Jutlin, a cursed mask he does not see fit to remove, and also giving him the ability to rust and decompose inorganic materials within his sight. In addition to his soulsword ability he carries a broken shortsword still in its scabbard, and a handful of metal darts hidden within his tattered robes, as well as a metal canister to fill with water. He wears little armour, and is very flexible and acrobatic in spite of his physical condition. Weakness(es): Despite being an excellent warrior Kenji is exceedingly open to mental attacks, having disregarded mental preparation in his early years and leaving his mind inadvertently open for assault. In addition, whilst his agility is excellent his lack of armour means he is easy to maim or kill if hit. He's also not a talker, making his vagabond status ever the more dangerous. Alignment: Chaotic Neutral History: Kenji Kono was originally born to Akane, Toroshu of minor clan, Kono, as its second born male after his older brother, Kane. Kane and Kenji were actually twins, an unbelievably rare occurance in Dasaka clans, but Kane was the older brother by a few minutes or two, so he was named First Son and trained extensively as a Sighteye and a Soulsword. Kane immediately gained recognition for his incredible tactical skills and cunning, and as both Kane and Kenji were sent off together, they were forced to train with each other and became fierce warriors in the process. Kenji was less popular than his brother, lacking his natural head for tactics and leadership skills, but Kane had always asserted that his younger brother was the more talented swordsman, and Kenji was also a natural survivalist and woodsman, often being reprimanded for being distracted by nature during training. Clan Kono was a minor one, and a vassal clan for the Umbralines, so Kenji's lower status meant he was relegated to serving as a bodyguard for their high ranking warriors whilst Kane was allowed special privileges as a First Son, earning valour as a general, out across the Archipelago, and seeing the sights that Kenji never could. Over the years, this jealousy, and Kenji's deep rooted belief that as a better warrior he should be in Kane's position, bore fruit to an unforgivable plot. During a feast at their ancestral home, Kenji had attempted to poison Kane's sake, attempting to put enough in not to kill the First Son but make him seriously ill. However, having been worried for his younger brother leaving suddenly, Kane discovered Kenji's plot and was so shocked, he was unable to speak. In a panic, Kenji activated his Jutlin, rusting his brother's armour to the point he was unable to properly move. Only intending to flee the house, Kenji was caught by his mother and Toroshu, Akane Kono, who was disgusted by his vicious and dishonourable actions. Intending to have him arrested, Kenji miraculously struck first in a panic, killing his own mother in a single strike, and several of her retainers in quick succession, breaking his shortblade in the process. Now feverish and hazed, Kenji sought to erase all of his mistakes, setting the home alight, along with every member of his clan. As most had long been drunk from the alcohol, it didn't seem anybody escaped the fire, though Kenji never stuck around to check the ashes. Now the Kono clan is all but extinct, and Kenji continues to survive regardless, though even he is unsure why. Personality and traits: Not many have seen Kenji Kono in the flesh, not since the Kono clan's tragedy years ago. However, those rare few who have met him report him to be a shell of the young man he once was, comparing him to a ragged Kavinika. He finds no solace in anyone's company, and even those he has no conflict with, he is restless around. It's hard to say if he is bitter or simply guilty for what happened in the past, and those who ask do not get anything close to a satisfying answer. The one thing that he still retains is his love of rahi and nature, and that love seems to be a key motivator in his life, keeping him breathing. Eats ravenously. --- Extinct Clan: House Kono (Approved by Krayz) House Kono was a warrior clan loyal to the Umbralines, originally headed by Akane Kono who served as Toroshu until the clan's genocide, suspected to be caused by the jilted second son of Akane, Kenji. They held only minor lands in territory proximal to Umbraline turf, and said lands had largely been liquidated so to speak in the years after. The First Son of the clan before its extinction was Kane Kono, who along with his mother was responsible for making something of a name for the small clan in the several battles and skirmishes he led troops in. Kenji Kono is currently assumed DEAD, and the Umbralines had operated as such ever since the burning of the Konos' ancestral home.
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