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Keeper of Kraata

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  1. IC: "Then we'll see the island together! The treetops of Le-Koro, the ash forest of Ta-Wahi, delicious fish (and babes) of Naho Bay..." Casanuva suddenly stopped, and turned on his heel. "Here!" he exclaimed, taking a step towards the wall. Casanuva took out a handful of ball bearings from the bag on his belt, and tossed them at the wall, where they stuck. "Geniune lodestone. Lucky me, it's more common in volcanic regions such as Mata Nui." Casanuva unbuckled his sword belt and pack, and left them on the floor. He handed the pickaxe he had pilfered to Nunonu. "Hold this for me. This might be a while." With that, the blue and gunmetal toa touched the dark vein in the rock with both hands. Then, he picked himself up off the ground, and swung so that he was sitting , his back parallel witht the ground. OOC: Yes, convenient!
  2. IC: "If it's not too much trouble." Casanuva beamed. He had hoped for something like this. "Hmmm... I suppose so. Have you been around the island?" OOC: Silo, this is fine, but I'm just telling you that I have about an hour left before I have to leave for most of the night. Also, since we're fairly deep in the mines, you would have to come in after Casanuva has recharged. Hardly a fair fight otherwise
  3. Thaaaaaaaaaaaaaaat... Is a complicated can of worms. Short answer; the Dasaka are biologically similar to the other playable species, yes. As for protodermis... BZPRPG playable races have an anatomy that is, for the sake of fair play, treated as equivalent to human. Hearts, brains, lungs, etc. Significant portions of the playerbase, as a result, treat the canon organic/artificial ratio differently as a result. But to answer your question directly, the Dasaka are basically the same as Toa in that regard, yes. You can make organic things out of protodermis, just as life on earth is made of Carbon. I ask because a known trait of protodermis which is not shared with carbon is that it is, in all forms, magnetic.
  4. Question: Like creatures in the Matoran universe, the Dasaka are made of protodermis, right?
  5. IC: The mine tunnel declined steeply, eventually widening. The rough walls indicated that it was just a reinforced natural cave; the only ambient light came from the scattered biolumenescent ferns. The toa and matoran came to a fork in the tunnel. Casanuva felt out with his magnetism sense. Something in the left route gave him some tingling. "This way. I feel something down there." The cave was silent except for the footsteps of the two, and dripping water echoing. Casanuva slowed to a stop, holding up his hand. "Hear that?" There was a faint scurrying sound. "You get any rahi down here?"
  6. IC: "Well, isn't someone a ray of sunshine," mumbled Casanuva as the foreman waddled away. "Though I guess it's hard to have a sunny disposition down here." Casanuva leaned over and grabbed a pickaxe and lightstone that a miner had set down. "I'll be able to sense it when I get nearby. If you have a compass, it should set that off, too." OOC: I gotta head off for the night, and for most of tomorrow I will be busy. I'll try to be on for a bit tomorrow afternoon, but no promises. It was fun!
  7. IC: Casanuva let Nunonu lead the way. "I'm a Toa of Magnetism." He leaned down and cupped a hand around his mouth. "And between you and me, I think's its the best element there is." Casanuva leaned back up. "Well, except maybe gravity. You can do some craaazy stuff with gravity" "Anyway, I'm actually new to here. 'Here' being this whole island. I don't remember much past a few weeks ago, besides knowing a lot about physics. I woke up in a pod and crashed on a rock at sea. I spent a couple weeks huddled up a few kios away from here. After convincing myself I wasn't a crazy person, I managed to levitate myself to the mainland using the last of my power, where I came inside to avoid the rain. I met a courier on his way to Onu-Koro. He told me where I was, where he was going, and offered a map of the island and some pocket change if I was his guard to the koro. And, here I am now." "Once I get charged up, I'd like to see a bit more of this island. I hear this village, Ga-Koro, is full of women! How can you beat that?"
  8. IC: Casanuva smirked. "I'm ready if you are." Casanuva ducked out of the hut, letting Nunonu lead the way. "So you're a repairman?
  9. IC: As soon as Casanuva stepped inside, a single thought permeated his conciousness. Neeeeeeeeeeeeeerd. He figured he has to do something. His duty must surely be to rescue this poor matoran from his dreary life. "You live her- I mean, er, nice place, all things considered. You need to pick up any gear?"
  10. IC: "Alright, lead the way, little guy." Casanuva followed the matoran as he left the scene. "By the way, I never introduced myself. I'm Casanuva."
  11. OOC: Ooh, I'm going to have to borrow that method of quoting others. IC: "Not really. I just showed up. I take it this isn't a normal happenstance." Casanuva looked at the wreck, and a more serious look squirmed its way onto his face. "I heard several explosions from inside when I arrived. I'm sensing a lot of tiny magnetic bits, especially embedded into the ruin." The toa turned on his heel. "Speaking of magnetism, I need to recharge the old elemental battery. I was hoping to find a guide to the mines to find some ferromagnetic ore. Or if you've got an electromagnet the size of this town hidden somewhere, that would work too. The juice I have left is just good for letting me be a walking compass slash metal detector."
  12. Glamour shots of my favorite Rahkshi. I AM a nerd.

  13. IC: Casanuva had heard the explosion when he entered Onu-Koro. He bid the courier he had been traveling with farewell and thanked him for the map and the pocket money. By the time he had made his way to the site, a small crowd had gathered. "I hope I didn't need anything in there." Looking around at the various beings gathered, he saw an onu-matoran with a drill. He tapped him upside the head. "Hey there. You a miner?" OOC: I REALLY am tempted to make a miner/minor joke, but I'll let it lie.
  14. So I could pull off 'climbed out of a toa pod and picked up a map'?
  15. That's an awfully small closed circle. I'm going to have to think on this.
  16. I just have trouble wrapping my head around 'World inspired by first four years on Mata Nui' and 'Toa player characters'. Where can a non-native come from that I might have heard of?
  17. TOA KALTA: (link to Wiki) Theme: The Toa Kalta are a team led by Aelied, who have appeared on Mata Nui appearing to assist the forces of good. They have subconscious personalities, accessible by verbal command. These programmed personalities are utterly loyal to Aelied. Name: CasanuvaSpecies: Toa of MagnetismAppearance: See BZPRPG wiki page. Casanuva, unusually for a toa of magnetism, is primarily blue and gunmetal; his blue armor is worn.Gender: Male. Very, very male.Powers/Abilities: Casanuva's elemental powers have been fine-tuned. His easy-going attitude hides a keen knowledge of ferromagnetic materials, and how to exploit them. His elemental repertoire ranges from simply polarizing someones armor so debris will stick to them to more advanced techniques. This comes from a talent from Casanuva's previous occupation, a weapons designer; specifically, he is creative enough to design toa tools, weapons to focus a user's element. This does not extend to actual engineering. Additionally, due to his training with Vakua, he has a degree of mental resistance. He has also trained with his Pakari extensively, and is skilled at modulating his strength while using it.Weaknesses: Casanuva cares deeply about his friends, teammates, and loved ones. He can be goaded fairly easily. His fighting style is more defensive than offensive when not using his powers, and his armor and bulk mean that he isn't very nimble. Despite his talent and potential with his element, Casanuva will blow through his reserves faster than usual. His personality and ego can also come across as polarizing and abrasive.Alignment: Himself, and his friends.Equipment: Casanuva wears a Pakari. In addition, he wields a broadsword, and wears heavier armor than normal. He always carries a bag full of ball bearings for use with his powers. The Magnet Sword/Ferrite is a protosteel toa tool, larger than his arming sword. It possesses a permanent magnetic metal for the core; this is used to enhance and focus Casanuva's elemental energy. It can be wielded magnetically at range easier than other weapons because of this. Approved by Nuju Metru and Krayzikk.History: Casanuva does not truly remember where he came from; he woke up on a rock getting sprayed with sea spray and pecked by gulls. He remembers five other members of the Kalta, their training, and flashes of his life as a matoran: a weapons designer, one that spent entirely too much time at bars. He spent several weeks there on the surface coast of Onu-Wahi, huddled on the rocks getting sea salt in every joint he had. Once he figured out he wasn't a crazy amnesiac on an empty island, he managed to use what little elemental power he had left to fly himself to the mainland, where he followed some signs under the earth, into Onu-Wahi. There, he met a simple courier traveling with naught but an ussal crab; the courier offered wages and a map for Casanuva's service as a guard. On the way, the courier taught Casanuva about the island of Mata Nui, and gave him a crash course on politics. A very crash course. From there, Casanuva regrouped with his team, as well as gotten involved with a visiting Dasaka, Vilda Soraph.Personality and traits: Casanuva is arrogant, flirtatious, and seems to suffer an inability to take anything seriously. He wanders the land in search of passion, whether it be an emotionally charged evening, a glass of fine wine, or pursuing outlandish stunts.Subconscious Personality: Known as 'Merceon', this programmed personality is brutish and straightforward, sharing little of Casanuva's creativity, but embracing his sheer strength. After some mental manipulation from Vilda Soraph, Merceon inadvertently developed an obsession with her.Theme: Wiki Name: Vakua(Given to Toa Fanixe) Name: KalyssSpecies: Toa of PlasmaAppearance: Kalyss is armored white and orange, with a orange Kakama. For a toa, she is moderately tall, and very muscular. Her legs are particularly well-muscled, suggesting the build of a professional athlete or bodybuilder more than a warrior. Her armor is shaped less for taking blows, and more for defending her against impact, with holes allowing her to channel her element more efficiently.Gender: FemininePowers/Abilities: Kalyss is a very physical combatant, compared to the rest of her team. Since plasma is less common in natural settings, her powers are mostly limited to generating superheated plasma herself, though she can generate ultracold plasma as well. She can also make what she calls 'flares', semi-persistent bursts of plasma that can illuminate large areas. Her fighting style relies on her speed, and assisting her unarmed combat with plasma bursts, thrusters, blasts. She is just as likely to tackle an opponent as she is to rocket a plasma-propelled kick into them. She can also use her powers to burrow, burning holes through the earth. If pressed, she can fire a longer-range blast of plasma, but this is draining and inaccurate. Having trained with Vakua, she is somewhat more resistant than normal to mental attacksWeaknesses: Kalyss's fighting style relies on overpowering her opponent, or wearing them down with hit-and-run until they can be directly attacked. If faced with a similar opponent, an enemy that can physically overpower her and see through her tactics, her combat effectiveness will break down. In addition, like the rest of the Toa Kalta, Kalyss has very little real experience. She likes to believe she can make the right decisions, and will be very bull-headed in defending those choices. She is also unsure of herself when put in a leadership position.Alignment: Her brothers and sister in the Toa Kalta, and those who cannot defend themselvesEquipment: She wears a Kakama, but wields no other weapons: her body has been honed instead. Her armor is more advanced that others, featuring impact armor and channels for her plasma. Additionally, her armor features retractable skates in the feet, allowing her easier fast travel with her Kakama, in addition to allowing her new options in a fight.History: Like the rest of the Toa Kalta, she doesn't remember much from before her time on Mata Nui; she remembers brief, vague flashes of her matoran life as an athlete, and extensive training. She woke up on a Po-Wahi beach, spitting out saltwater; Kalyss knew two things. She needed to gather the rest of her team, and they were on Mata Nui for a reason. What reason was unknown to her, however.Personality and traits: Competitive to the core, Kalyss is one of the Toa Kalta's most aggressive members. Despite that, she feels a fierce need to defend those who cannot defend themselves; she embraces her role as protector, unlike some other members of her team. Vakua she gets along with, and understands the toa's sensitivity lends itself to other uses. Casanuva, however, she bickers with, for his slacking off and hedonism, when she feels he could be putting his abilities to better use.Subconscious Personality: Known as Shialo, Kalyss's programmed personality identifies as male, and prefers to vent his rage at being in his current body by destruction. Shialo is notably unstable.Theme: Die by Jeff Williams, Wiki Name: SkormSpecies: Toa of GravityAppearance: Skorm is both tall and heavily built, being the tallest by far of the Toa Kalta. However, his armor is not overly large; the most obviously defensive pieces being layered shell-like shoulder plates. He wears a deep purple Great Huna, and a white hooded cloak. The cowl is held in place by a brass ring worn at the collar. He wears black armor over purple. After his Antidermis was cured, the black stains on his mask, resembling tear trails, remained as scars.Gender: MasculinePowers/Abilities: Skorm was the best, and most powerful, fighter among the Toa Kalta; he is both fast and strong due to training in hypergravity, and when the time calls for it, pound for pound his elemental control hits harder than the rest of his team. He has two primary fighting styles: up close, and at range. In melee range he uses his control of gravity to make every blow he makes stronger, and to reduce those dealt to him, in addition to controlling the engagement. At range, his power is ever greater; compression, lifting opponents into the air, increasing the gravity beneath their feet. With concentration, he can also make them a small center of gravity. He can manipulate gravity to achieve limited flight, and he can float himself easily enough in combat. Having trained with Vakua, he possesses a degree of resistance to mental attacks.Weaknesses: Most of Skorm's powers require more concentration to use than the average elemental-user, sacrificing spontaneity for focused power. While most of his abilities can be used on multiple opponents at the same time, he has trouble when each tries different tactics; keeping one anchored to the ground out of reach, for example, might leave him vulnerable enough to get hit by another opponent. Skorm's fatal flaw, however, would be his singleminded pursuit of his objective, which his teammates have called his 'tunnel vision' in the past. Furthermore, even after being healed by Stannis, his hips are still sore from being crushed by the Abettor, and could be considered his physical 'weak spot'.Alignment: RedemptionEquipment: Skorm wears a Kanohi Huna, mask of Concealment. He also carries reinforced sabre, strong enough for Skorm to enhance its weight for blows.History: Skorm is was (its complicated) a member of the Toa Kalta. He does not remember his much of his past life besides that he was a gravitic engineer, but he does remember his training; he was tracking Casanuva when he had a chance encounter with Zaktan, who splashed him with Antidermis. Fueled by hatred for his former team, he tracked them to Ga-Koro, where he engaged them in a fight. He murdered a Ga-Koro Marine when he entered the Koro, and maimed another while escaping. His path took him to Mangaia, where he joined several others in an attempt to find the Vault, and negotiate with the Piraka inside. Skorm's fate was one of failure; one of his remarks annoyed the Abettor, who crushed his pelvis. Skorm remained conscious long enough to attempt to bargain with Zaktan, but learned that negotiation with a Piraka is futile, who rejected him. Karna, who witnessed his attack in Ga-Koro and joined him in Mangaia, fled with Skorm's unconscious body to Po-Koro. There, he was cured of both his crippling injuries and his Antidermis infection by Stannis, using the Warua.Personality and traits: Most Toa teams seem to have their anti-social loner; Skorm is this to the Toa Kalta. He is unsure of his former team, since in his infected state, he raged at them; now he seeks peace with them, perhaps even rejoining the team, when he has fully atoned. Skorm is very goal-oriented; he takes the direct way, if possible, and will plow his way through anyone stupid enough to stand in his way, though he has been known to have a dark sense of humor when he knows he can overpower foes. After his infections with Antidermis, Skorm felt an overwhelming need to destroy his team. He was sadistic and ruthless. After being cured, he was mortified by his previous actions, and seeks atonement and redemption.Subconscious Personality: Known as Nuhros, this personality is no longer present in Skorm. The mental programming was shattered when Skorm was cured by Stannis' Warua.Theme: , The Hot Wind Blowing from Metal Gear Rising: Revengeance OSTWiki Name: ZueyaSpecies: Toa of LightningAppearance: Zueya is a female Vo-Toa. She wears a Calix, and has primarily azure armor with yellow underlaying parts. She is unusually small for a toa, and is very lithe; she has the body of a gymnast.Gender: FemininePowers/Abilities: Even though she does not possess the same elemental mastery as the rest of the Kalta, Zueya is skilled with her lightning, particularly out of combat, and using her powers to boost the other Toa Kalta: for example, combining with Casanuva to make powerful electromagnets, and with Kalyss to amp up the power of her plasma. Wielding full-blown lightning against an opponent is a frightening concept to her, and as such she avoids it. She will empower her strikes with electricity to stun, however. She is a great acrobat, however. She has a decent amount of mental resilience, thanks to being trained with Vakua.Weaknesses: While almost all of the Kalta are inexperienced to a degree, Zueya is doubly so. She is very inexperienced, and has trouble being alone. She is terrified of accidentally hurting someone with her powers that she didn't mean to, and prefers to assist others than directly fight. In addition, she has not yet mastered her mask yet, and cannot activate it.Alignment: Her team, and whoever else needs her helpEquipment: She wears the Kanohi Calix, mask of Fate. This allows Zueya to push herself to her absolute limit, physically. She carries a toa tool in the form of a collapsible quarterstaff of hollow protosteel, tipped with copper. Inside the staff is a coil that allows Zueya to channel her elemental power over lightning. It can collapse to a third of it's full size, and is normally stored on the back of her belt.History: Zueya is the youngest of the Toa Kalta, recruited last. She still has not unlocked the true potential of her mask or her powers. She was an acrobat before her transformation, and her prowess in that has only increased.Personality and traits: While the rest of the Toa Kalta are inexperienced, they have mastered their element to a satisfactory degree. Zueya herself is still learning. She is youthful and eager to learn, but somewhat afraid of her potential. She looks up to her team very much, and is very reliant on them.Subconscious Personality: Known as Nyeoko, Zueya's subconscious personality is much more confident in her abilities, if arrogant and unsympathetic. Nyeoko is capable of using her mask, and is much more willing to use lethal amounts of electricity.Theme: from Mega Man 2, Robot Rock by Daft PunkWiki Name: AeliedSpecies: Toa of the GreenAppearance: Aelied wears little armor, since he creates his own, but what he has is spiraled with intricate designs. He wears a moss green Kualsi, and has indigo underpinnings to his brown and green armor. He looks thin and weak, for a toa, and stands out when compared to the other bulky members of his team.Gender: MasculinePowers/Abilities: As a toa of the Green, Aelied can create, control, and absorb plantlife. He uses this to create wooden tools, armor, weapons, and make spontaneous plant growth to hinder his enemies. In addition, he is a fantastic healer, being able to create virtually any medicinal herb with his powers. His age and apparent frailty conceal his deadliness in combat, experience born of a lifetime of service as a toa. In addition to knowledge of herbs, he keeps to himself that he has an innate knowledge of poisons and toxinsWeaknesses: Aelied knows his weaknesses well, since they are significant: he is affected by weather somewhat as plants are, slowing in cold and exhausting himself in dry conditions. He is also weak to fire, and other elements that have a habit of destroying plantlife. In addition, he is ancient, and thus is not the strongest of toa. Aelied tends to keep people in the dark longer than is necessary as well.Alignment: Mata Nui, though his more specific allegiances are kept to himself.Equipment: Aelied wears a Kanohi Kualsi, mask of quick travel. He also carries the Greenstaff, a quarterstaff made of green, still-living wood; he can animate this into a whiplike vine at will, using it to entangle or trip opponents. When headed for battle, he will use his powers to create a set of armor and a shield out of wood.History: The leader of the Toa Kalta, Aelied oversaw the transformation and training of the other six: in order, Skorm, Casanuva, Kalyss, Vakua, Cyrix, and Zueya. He woke up on the coast of Le-Wahi, but unlike the others he had full memory of their mission; he stays tight-lipped about it, however. Aelied is ancient, and he is the veteran of uncountable battles. Before coming to Mata Nui with the Kalta, he had them mentally programmed with alternate personalities. Accessible by his verbal command, these personalities can be used to subconsciously control the Kalta's actions.Personality and traits: Unlike the rest of the Toa Kalta, Aelied is an elder to his team by many, many years. He sees himself as a father figure to the rest of the team, hoping they can succeed using his training. He knows what to say, and more importantly, what not to say. When dealing with his team, everything seems to be a new lesson or test. However, his kindly mentoring demeanor goes away when his team is in danger.Theme: Elves Arrive at Helm's Deep from LotR soundtrackWikiName: CyrixSpecies: Toa of AirAppearance: Cyrix is slightly taller than most other toa, but isn't lanky. He has green and silver armor, an almost even mix. His armor is overall very light, and optimized for mobility and stealth. He has a silver Volitak, and wears a set of goggles with various magnification lenses. He wears a protosteel disk strapped onto his left arm as a buckler.Gender: MasculinePowers/Abilities: For unknown reasons, Cyrix's elemental powers are weaker in some areas, stronger in others. While he is adept at manipulating air to create vacuums (more so than a standard Le-Toa), his other elemental powers are atrophied in comparison. In particular, he cannot efficiently generate air using his elemental energy, preferring to manipulate the atmosphere around him. He also possesses a Volitak kanohi, and is a master of stealth and infiltration, and has primarily trained for that task.Weaknesses: Cyrix is certainly not very powerful compared to most other Le-Toa. Also, since most of his training has been focused on stealth, infiltration, and observation, Cyrix isn't an expert combatant by any means. While he has a steady head, his aim is not as good. In addition, he has been known to go further than is necessary to accomplish objectives, causing more damage than harm.Alignment: to AeliedEquipment: Cyrix carries an advanced double-crossbow, with separate triggers for each bolt. He also carries a protosteel disc, which he mostly uses defensively as a small shield, but is a pretty good shot with. He wears a set of magnifying goggles which are used in conjunction with his crossbow. He wears the kanohi Volitak, mask of stealth, and is skilled using it. In addition, he carries a length of cable and a versatile multitool with retractable spikes; mainly used as a grappling hook, it can also be used as a melee weapon.History: There always seem to be six toa created together; the Kalta are no exception. Technically, the Kalta have seven members, with Aelied being the seventh member. Cyrix was partially trained with the rest of the Kalta, but was trained by Aelied separately for the most part. For reasons unknown to him, he was woken up in Le-Wahi by Aelied, and commanded to follow and track the movements of the rest of the Kalta; he has been shadowing the others since. Aelied told him that while he remembers the other, the other five members don't directly remember him, though should he make himself known, they will start recalling Cyrix.Personality and traits: Being a former soldier, Cyrix is coolheaded and professional. He puts the mission first, but is mindful enough to consider the wider consequences of his actions, unlike Skorm's single-mindedness. He will still mercilessly snark, though. He still holds a grudge against the other young members of the Kalta: he was a soldier prior to his transformation, and he seems to have been saddled with the least powerful element, while the 'civvies' got elements that were very powerful.Subconscious Personality: Known as Galeha, Cyrix's subconscious personality is disturbingly close to how Cyrix acts normally.Theme: WikiOTHERS: Name: DenrikaSpecies: Ta-MatoranAppearance: Primarily a deep red, with orange limbs. She wears a crimson powerless great Miru.Gender: FemininePowers/Abilities: As a ta-matoran, she possesses heat resistance. In addition, she is extraordinarily organized, and not easily rattled.Weaknesses: As a matoran, she possesses no additional power. She is also very insistent things go her way.Alignment: Herself, OrderEquipment: She has a small apartment, with normal amenities; otherwise, she carries no weapons.History: Denrika has been an inhabitant of Ta-Koro for as long as she can remember; she is currently the receptionist at a Ta-Koro inn.Personality and traits: Denrika does not tolerate foolishness. She is very professional in her life. She does not entertain many friends, and her hut is an ongoing battle of cleanliness versus the ash that is so common. Name: Fyura (and Vayde)Species: Parakuka-bonded Fe-SkakdiAppearance: As normal for Skakdi, Fyura was large and powerful. After her bond with her parakuka, Vayde, was formed, she grew subtly clawed hands, a hunched-over appearance, and her spines started losing color, to a dull gray, resembling Rahskshi spines. Vayde latched onto Fyura at the base of her neck, underneath her external spine; with her new hunched-over look, it resembles a rahkshi even more, with the parakuka in place of a kraata. Fyura is primarily a light, almost yellow orange with gray underpinnings, while Vayde is a muted gray-green. It seems to have absorbed some of Fyura's color, so it has shades of her orange around the edges of where its claws sink in. She also wears a leather kilt/skirt, though whether this is for fashion, protection, or utility is unknown, though it is used to hang tools from, being attached to a belt. While before her bonding with Vayde she was very bulky, she has grown a little more lean as it fed on her vitality, though she has plenty to spare.Gender: FemininePowers/Abilities: Since she was deprived by Vayde of her former powers, Fyura has mostly relied upon her skill-at-arms. Fortunately, there is quite a lot of skill there: though she wears the mask of a berserker, Fyura herself is a very cunning combatant. She is fascinated with combat of all kinds: unarmed, elemental, weapons, technology, though she herself is best suited for fighting with her weapons, and her claws for unarmed. She is quick, powerful, and possesses Skakdi's endurance, but when she activates Vayde, these attributes are increased, making her a fighting machine. After her exposure to Antidermis, she gained a new power: Energy Hunger. With her body (most effective with her claws and bite, but it works with any bodily contact), she can drain a target's strength and energy. This is rather like the Rahkshi Vorahk's power; the exception is, most of the siphoned energy gets absorbed by Vayde. Drain enough energy in a short enough time, however, and she could force herself into a Parakuka transformation when she normally would not be able to. This drain has quite an effect on its victims: it drains physical strength and energy, leaving the target fatigued and weak. There is no effect on elemental energy, and to drain somebody to unconsciousness would require them to already be at her mercy (e.g. the contact is what matters; if she gets her victim in a lock and they can't escape, they will be drained to unconsciousness). This alone cannot kill someone; when a victim is unconscious, no more energy can be gained.Weaknesses: While she is herself a skilled combatant, her lack of extraordinary powers makes her vulnerable to them. Her fighting style is very matched for single combat, or in mass battle where she can rely on allies, but against multiple targets, she can be overwhelmed rather easily. In addition, targeting Vayde is a sure-fire way to force her to change tactics. She is developing a slight addiction to the energy she drains with her Energy Hunger ability, mostly because it staves off the effects the Parakuka parasite, giving it an alternate source of energy to feed off of.Alignment: EvilEquipment: Fyura says, "A combatant vizhout zhe proper tools is dead already." Her primary (and most characteristic) weapon is a battleaxe fashioned from a Vorahk staff, (which she boasts she killed herself), with one end broken off and the other serving having a large protosteel axe head mounted on it. It is large enough to be wielded with two hands, though not too big as to be incapable of being wielded one-handed. She has two smaller axes that hang on her skirt which are small enough to be thrown. Her primary ranged weapon, however, is a wrist-mounted disc launcher, which she has on her left wrist. She carries about a half-dozen extra discs in her bag. In addition, she values a Volo Lutu launcher she obtained from a dead colleague from a failed job.History: Fyura boasts of having killed a Rahkshi in single combat. Her boasts are backed up by the construction of her axe, but it is not made clear whether this was before her parasite, or during its first activation. Fyura has done a great many things: mercenary work, bouncer, bandit. She dislikes weakness, and only respects power, however it manifests. She does, however, hold a great deal of respect for those that have earned and worked for their power. She wanders, looking for a cause to throw in with, longing to be a part of something bigger, but the Mata Nui inhabitants tend to rub her the wrong way, with their talk of 'defending the weak'. She has joined the Legacy following her empowerment with Antidermis.Personality and traits: Fyura seems to exude a cocky sense of amusement, as if she is watching some great show, and she is the one heckling and throwing popcorn. She speaks strangely, as though through a combination accent and speech impediment. She is very open-minded, particularly when it comes to combat: being her main passion, she is eager to learn about it, and is interested in all of its forms. She particularly is interested in mass combat currently. While Vayde influences her to not be trustful of others, she respects those who have proven themselves in combat. She occasionally speaks to her parasite, which can be confusing. Vayde, for the most part, is cautious, and seeks to further Makuta's goals, even if he doesn't exactly know how, why, or even what the Makuta is. He is aware of a true follower when he sees it, however, and seeks to guide Fyura to follow them.Theme: Sundowner's Theme from Metal Gear Rising: RevengeanceWikiName: RaiyoSpecies: DashiDescription: Raiyo is primarily a dark aqua color, and wears mostly fitted clothes. The only crystal she wears is faulds, mostly ceremonial. She wears a powerless Hau.Caste and Clan: Dashi, VildaGender: FemalePowers: As a Dashi, she has no powers (beyond resistance to non-Dasaka mental attacks). Within the realm of the mundane, Raiyo is exceptionally organized, quick-witted, and observant.Weakness(es): As a Dashi, Raiyo has no powers, or even combat training. She is also known to eavesdrop more than is healthy. Finally, she has what is professionally known as 'loose lips'.Alignment: Good, but her devotion to her Clan will supercede that.History: Raiyo was born into the Vilda clan as a Dashi; she never had much, but held her position in high esteem. She serves the family as well as she can, despite her menial position. She is a housemaid, and she does a little bit of everything, given the Vilda's small staff. On the occasion she has been asked to share her opinion, she offers exaggeration and humor. She is a bit nervous about the tensions in the household with the Civil War, and Clan Vilda's place in it, but has absolute faith in her Clan.Personality and traits: Raiyo has a quick tongue on occasion, but any biting words she says are often in jest. Having no real power of her own, she lives vivaciously through others: any gossip through the house travels through her, if it did not start with her. She relishes visitors with scandalous tales of far-off nobles, even if such news has waned recently.Name: AokoraSpecies: Ga-matoranDescription: Primarily light blue in color, Aokora wears a powerless noble Rau.Gender: FemalePowers: As a ga-matoran, she can hold her breath for much longer than a normal being can, and is a naturally gifted swimmer. She has a quick mind, and encyclopaedic knowledge of matoran legends.Weakness(es): As a matoran, she has very little physical power behind her frame. She also has a tendency to get over-excited, and throw caution to the wind.Alignment: GoodEquipment: Waterproof bag with equipments for gathering rubbings, symbology book, journal.History: Aokora is an archeologist, specializing in matoran legends from early in the Thousand Years of Darkness, and what little exists from before that era. She collects what she can in her sizable hut, since few are interested in history nowadays. Good friends with Nixie the Astrologer, the meet for a weekly board game and tea. For a while, she has specialized in the legends surrounding the Amulets of Elemental KindredPersonality and traits: Aokora's profession as an archeologist belies her happy, energetic nature. She loves storytelling as well, feeling that understanding the past is crucial for acting in the future.Name: MaelocSpecies: Turaga of EarthDescription: Maeloc doesn't fit the standard definition of turaga: he is visibly younger, more athletic-looking. He wears a black noble Akaku, with an telescopic eye. He wears black robes, and has purple and black armor.Gender: MasculinePowers: He has a modicum of Earth powers, as befitting a turaga, and his noble Akaku allows him to see through material. He has found the Ice Amulet of Elemental Kindred, which when worn, suppresses his earth powers. After an hour of consistent use, he acquires a Ko-Matoran's resistance to ice and cold, and the ability to cover his hand with rime, which upon touching a target, covers it with numbing frost.Weakness(es): Despite being unusually young and fit for a Turaga, he is still a Turaga. Also, his tendency for plots tends to get ahead of him at times.Alignment: Evil, the LegacyEquipment: Maeloc carries a staff resembling a spade, but its head can be unsheathed to reveal a sizable blade. In addition, he carries the Ice Amulet of Elemental Kindred (artifact, approved by Nuju Metru).History: Maeloc is an archivist for the Legacy. He was disgruntled with Mata Nui's teaching, and joined. When told he had to make a sacrifice to join, Maeloc willingly transformed into a turaga, offering his Toa Stone as proof of his belief. After the taking of Ko-Koro, he was tasked with going through the Citadel's extensive archives.Personality and traits: Maeloc normally surrounds himself in his work. He holds great respect for the movers and shakers of the Legacy, but prefers to work alone. He is callous towards others, yet cautious. Name: AskhaSpecies: DasakaDescription: Askha is of average height and lean build; some say she resembles a Taajar. The majority of her crystal armor is uniform, but parts are made up of different sets, primarily her left pauldron, which is a set of large carapace-like segments, similar to those worn by gladiators. She wears a golden-yellow Kanohi Iden, and numerous leather straps to hold her gear, with a hooded garment resembling a robe that is gray and yellowish-green, the colors of Clan Mashtet.Caste and Clan: Menti of Clan Mashtet (one of the last identifying Menti, operating as investigator under Dastana Rayuke, the Royal Executioner)Gender: FemalePowers: Mindarm discipline; Askha displays a very up-close-and-personal approach to her Discipline, preferring to use her telekinesis to enhance her swordplay, or allow her blades to cross a distance. She was one of the most proficient in physical weaponry in her Clan until they disappeared; when using her saber, she uses a style maximized for quick strikes. She is also infamous among Menti for having a particularly wicked quick draw. Language-wise, she also speaks a fair amount of Vulgar Taa.Weakness(es): Her discipline's weakness is that they burn out quickly, using up her energy reserves, and Askha is by no means an exception. Using her powers to their fullest degree will quickly deplete themselves. She is also immensely disrespectful to those who are disrespectful towards her, which she does herself no favors with her belligerent attitude. Additionally, since her mask is not combat-oriented, she is less versatile in battle than others.Alignment: Neutral, to herself and what is left of her familyEquipment: Considering her choice of occupation, Askha carries a multitude of appropriate weapons. She carries a wide-bladed crystal dagger as a backup weapon worn across the lower part of her back with the handle facing left (a Mashtet tradition), a straight, single-edged guardless saber made for quick strikes that is her primary weapon that was gifted to her for graduating as a Menti, and a two-handed white crystal falcata which she carries for heavy strikes; it is ugly for a crystal weapon, but possesses a strong core of harder rock. Her most valued possession, however, is a palm-sized wooden token, a Mashtet Carving, a moving picture of a howling kavinika. This type of token, irreplaceable, was only carried by Mashtet nobles. She also wears the Kanohi Iden.History: The word 'was' comes up quite a lot in Askha's history. Askha was one of the most promising Menti in Clan Mashtet. She was going to return Clan Mashtet to its former ways, and reverse the decline that had overtaken the Clan. There was a Clan Mashtet. She was the first to discover that her clan had disappeared; she was homesick one night, and used her Iden to view her Clan's estate... only to find the place completely empty, devoid of any life. There was no blood. No signs of struggle. No answers. When the Fursics approached, and tried to offer her and the other few Menti at the Yards a place within their clan, Askha refused. She is now the sole remaining Menti that still identifies as Clan Mashtet. She tries to make a living as a sellsword; an unpopular option, but she gets by.Personality and traits: Askha knows that her decisions regarding the Caste system and the Three Virtues have been... unpopular. Still, one would think she would get some respect for being the only one willing to carry the Mashtet name... but, as she puts it: "If I were to slay a Kanohi Dragon single-handedly and present it to the Rora herself, I would get arrested for poaching." This lack of respect has led to her becoming sardonic, cynical, and ruthless. She is not entirely without morals, though, even with her detest for those that cannot see past the Caste system.Theme: The Stains of Time from Metal Gear Rising OST Name: SomeiSpecies: DatsueDescription: Somei wears simple robes light green and gray robes, as befitting her position as a Datsue. She wears a burnished gold Noble Hau, which is of course powerless.Caste and Clan: Datsue of Clan MashtetGender: FemalePowers: Somei was a Mashtet Carver, a specialized Ringti that used both Mindarm and Sighteye techniques to make the unique Mashtet Carvings. She declines to make more out of respect for her lost Clan, but can renew any that still exist, for a 'donation'. While she does possess both these Disciplines, they are very specialized, and using them outside of her expertise has very rudimentary techniques. In addition, she knows a respectable amount of Vulgar Taa.Weakness(es): Her use of Mindarm and Sighteye in combat are very basic, and she has no mask powers or physical prowess to back her up. In addition, she sees the other survivors as the last hope for the Mashtet clan, and will do anything to protect them.Alignment: Neutral, to Clan Mashtet (of which Askha and Maripi are the last remaining members besides herself)Equipment: She carries a broad crystal dagger as her only weapon (strapped to the back of her waist in typical Mashtet fashion), and a wooden staff topped with a decorative crystal. She also carries a sidebag which has her few possessions, which include a Mashtet token, a wooden disc with a Mashtet Carving of a tree growing from a sapling, dying, and being rebornHistory: Within the Mashtet clan, Somei was one of the few Ringti that could craft the treasured Mashtet Carvings. When she became a Ringti, she accepted the duty of maintaining such Mashtet carvings throughout the Archipelago. She was away renewing such a carving at the Imperial Palace when she heard the news: everyone at the Mashtet compound was missing. She gathered what few remaining Menti had been away, when they were approached by the Fursics, who held grudges from when Clan Mashtet had revealed themselves as Umbraline allies during the last Fursic rebellion. They offered to take in the orphaned Menti... and a Mashtet carver wouldn't hurt. Several of the Menti decided it was best to join them. Thankfully, two refused; most notably Askha, who was the highest-ranking one among them. Unfortunately, she went a little bit in the other direction, vocally condemning the Fursics, the caste system, and the Three Virtues. Somei uses her role as a Datsue to shield the other two, who have taken a liking to a more... rash lifestyle. Seeing the rest of her missing clan in the youngsters, she decided to accompany them and assist them as much as she is able.Personality and traits: Somei is very glad to be a Datsue. She doesn't get disciplined for being rude anymore, but she was never know for that in the first place. She balances her role as advisor to Askha with that of a friend, and elder. While she believes the path Askha has decided on is self-destructive, better to have a Datsue that can help her than abandon the clan. The survivors are her family, and she has accepted that. Name: SydeliaSpecies: DasakaDescription: Sydelia is primarily blue, with gold primarily on the back of her limbs. She wears little crystal armor, ususually for a Menti. In addition, she wears a red wrap-around skirt and sash, proclaiming her Clan allegiance. Build-wise she is thin, but not athletic; almost unhealthy, due to her lifestyle. She is often seen loungingCaste and Clan: Menti, Fursic (formerly of Clan Mashtet)Gender: FemalePowers: Wears a Mask of Healing, and is proficient in the Sighteye discipline. Sydelia's Sighteye is heavily influenced by hallucinogens she experiments with, and can be both pleasant or nightmarish. She is not subtle in any sense of the word, but her illusions appear to distort reality to a maddening extent. As for how she exercises it, Sydelia is more capable of affecting multiple individuals with her illusions, but each target becomes roughly part of the same mindscape she creates. She is also skilled with using herbs to complement her healing Kanohi.Weakness(es): In addition to the normal Sighteye weakness of being unable to move while using her powers, Sydelia's illusions are possible to if not outright overcome through force of will, victims can at least adapt to a particular mindscape. She is also, as mentioned before, not as subtle as other Sighteyes, and is focused on her particular kind of illusion. Also, she is rather physically weak, because of her sedentary lifestyle.Alignment: Nominally to Clan Fursic, but Sydelia is interested only in furthering her experiments.Equipment: Sydelia carries little in the way of weaponry, choosing to wield only a scepter-like walking stick. It is capped with a sizable chunk of carved crystal and crafted from hardened wood. Besides this, she is often seen lounging with a hookah; when she is on the go, she carries a satchel with herbal supplies, useful for both the spontaneous trip or healing for use in conjunction with her mask.History: Sydelia is a bit of an unusual case in Kentoku culture, not belonging to the clan she grew up in. She was born among within the now-lost Clan Mashtet, and was initially given training to become a Mashtet Carver. However, when it became clear that she had no interest nor capability for Mindarm, her training was switched to primarily become a Sighteye. She was rebellious in her youth, having a proclivity for hallucinogens harvested from the surrounding forest of Hanaloi. She began using these hallucinogenic trips as inspiration for her Sighteye illusions, spending much time developing her powers. She was studying in Sado when Askha told her that the Mashtets had all but disappeared. However, she opted to join the Fursics when they were approached, much to Askha's rage. Since then she has proven to be a reliable, if not particularly subtle, agent of the Fursics.Personality and traits: Sydelia is often seen lounging with hookah in hand; however, this does little to diminish her reputation as a mad experimenter, creating maddening mindscapes with her powers. She tends to be more approachable than your average Fursic courtier, if only because she is mellow most of the time. She tends to get excited about opportunities to exercise her discipline, however.Theme: "Bust A Deeply Delicious Pink Nightmare" (Infected Mushroom mashup by AuraRora)
  18. Well, it's been quite a while. Since I was part of BZPower, since I participated in the BZPRPG. But not since I thought about Bionicle. While I'm not exactly new to roleplaying (several years of pen'n'paper under my belt, plus some short forays into this forum), I am kind of at a loss when trying to come up with a new character. While the character himself is sound and ready, I'm having trouble with context and where to introduce him.
  19. You mean pull me down?

  20. Why is your name the Fallen? Oh, Transformers. Maybe I should change my name to 'The Risen'.

  21. Oh,didn't notice that until just now. Thank you!

  22. Hello, Fortyk. I'm Ninjax on SSLF.

  23. Yes, it is quite fun, isn't it?

  24. Duh. Where else would he get all his ideas for his epics?

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